Mustrum_Ridcully
Legend
That's the point where I (quite often nowRaven Crowking said:We've already discussed a number of types of "cost" for resting. You can use story costs (ex., "At noon the X will kill the Y, so we can't rest now", or the poison gas in Secret Shrine of Tomachan [sp?] that kills you if you don't escape the dungeon in X hours). However, constant use of story costs strikes some (including myself) as heavy-handed. You can use mechanical costs (resting more than X times in Y space of time has mechanical disadvantage Z). You can use verisimilitude costs (characters simply are not tired/wandering monsters may come).
I'm sure there are many, many more examples of costs that can be used.
For reasons outlined already I believe that the structure thus far revealed for 4e is going to encourage nova-ing more than 3.X does. Having to rest after 3-4 encounters is not, IMHO, greatly different than having to rest after one.

The range in 4th edition is lower. You can only get 20 % more "oomph" when novaing. The benefits are lower when novaing, and, more importantly, it's also no longer as important as it used to be. The most difficult encounter you can reasonaly engage in can't require you to take more than these extra 20 %. It can't increase its difficulty by 300 %.
If the range is lower, it probably also means that people will have a harder time figuring out if the current encounter requires to expend daily resources or not. Some might waste them to often (and run into the short adventuring day problem), but I suspect most will wait to expend them. (I base that on my experience that most spellcasters don't like to risk high level resources. If your experience differs, this assumption might be wrong. At least for the groups you have experience with). I also think that this makes good tactics and team work more important, because sometimes, they can give you the 20 % extra, instead of your Meteor Swarm...
Your reasoning might be quite correct here, and it is in my experience simply because lower than APL encounters don't offer risks (unless the opponents happens to have Save or Die spells). If there is at least two characters in the group that don't rely on magic and are competent in either ranged or melee combat (basically anyone with a BAB of a Rogue), they can deal with it without the help of the real casters. And in my experience, that is not satisfying for the casters (especially those that don't rely on spell). But if they decide to intervene, they not only waste resources, they probably eliminate the fun the others had beating down the mooks attacking them.If you follow the CR/EL guidelines, you should certainly be able to have more than 3-4 encounters, because not every encounter will be of APL or over. I myself am capable of running a game with far more than 3-4 encounters, using unmodified 3.0 or 3.5, that is fun and challenging to my players. Yet, it seems common (and the Interweb may exaggerate how common it is!) that many groups cannot do so.
Why?
Because they eschew the lower-than-APL encounters for the "exciting" APL or higher encounters. This uses up resources quickly. It is, in fact, a "slow nova" effect.
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