Mustrum_Ridcully
Legend
In the 3rd Edition, an average encounter (EL = PL) is expected to cast approximately 25 % of the parties resources.Raven Crowking said:You will note also, I hope, that we have finally come around to two key points made earlier:
* It is easier to plan a successful game using the attrition model, and hence far more likely to be done well by the average DM.
* The per-encounter model, being focused on balancing encounters "just right", has a far narrower window to create encounters that are "challenging on its own merits without (usually) being too challenging for them to take on".
These things are either generally true or generally not true.
If true, then it follows that it is more difficult to create encounters that are "challenging on its own merits without (usually) being too challenging for them to take on" than to create a successful game using the attrition model.
It then follows that per-encounter encounters are more likely to be not challenging enough (too easy) or too challenging (TPK, significant chance of character death).
We have seen repeatedly on this board (and in other places) the call to abandon any encounters that are not challenging enough. This is, IMHO, unlikely to change in 4e.
The result is that it follows that DMs are more likely to lean toward too challenging than not challenging enough.
It in turn follows that any resource attrition in those games will be worth restoring (if possible) because all resources (and possibly more than all) are needed to face the challenges of the game.
If this could be any more obvious, it would have to be wearing a clown suit and sitting in your lap.
RC
If you "go nova" in any encounter, and feel the need to rest after it (9:15 adventuring day), this implies that you spend a lot more than 25 % of your characters resource. Probably around 80%. (This type of resource expenditure would normally only be required in very difficult encounters - EL = PL 4). This means you just spend 3 x the expected amount of resources for a single encounter.
If your daily resources only consist of 20 % of your total resources in each encounter, this means that there is a lot smaller margin between the difficult and the average encounter. Basically, instead from requiring 100-300 % of your average expected resources per encounter, you wander from 100 % to 120 %*).
The margin of error between expected and used resources per encounter in a purely/mostly daily resource model is extremely high.
Compensating 200 % points of difference in a difficult encounter is pretty much impossible. Therefore the risk of not resting is extremely high. Or, the other way around, the benefit of resting is extremely high.
But a difference of 20 % points? It might require some hard thinking and clever planning, but that's manageable. Therefore, the risk of not resting is a lot lower, too.
Sure, extremely careful players will still want to rest after each encounter. But the extremely careful player is a lot less common than the regular careful or sensible player.

*) mathematical nitpickers will note that the numbers are slightly of, it should be 100 to 312.5 and 100 to 125, since I should use the expected average resource consumption per encounter as base for the percentages, if I am not mistaken...)