EzekielRaiden
Follower of the Way
Such artificial boosting or lowering of the difficulty is often unwelcome in multiple common styles of play (which you implicitly recognize). Employing such heavy-handed techniques is always possible, yes, but the consequences for doing so are rather steeper than a lot of folks want to admit.This might be true for a new DM. I would agree to that. They may feel like their hands are tied.
Of course. I don't believe my statement said otherwise.
Yes, it will affect the story - absolutely. And if the DM, recognizing the group is at full health, beefs up the single encounter for the day (as long as it makes sense), then they can do that.
Except the DM actually controls the encounters. The DM identifies more than one thing than what is in a book. If a group finds a clever way to rest inside the temple right before the big-bad fight, a DM could let them rest and have an easier fight than what was initially prepared. The DM, if they thought the players wouldn't like that, could boost-up the big-bad encounter. IF the DM thought they were going to run out of time, they could modify the encounter to a partial encounter.
I guess, I do not get it. It is not hard to make a difficult encounter for PC's of almost any level- full rest or not. But, in the end, the story should dictate how easy it is to rest - and that is determined by player choices and DM choices.
Further, just because it is easy to make a difficult encounter does not mean it is easy to make an appropriately difficult encounter. "Rocks fall, everyone dies" is the facetious form of this, but like, you can always just put in a monster with seven million HP that the party simply can't kill before it kills them. Needing to fit the game context makes it much more complicated, and 5e's intentionally opaque design doesn't help matters either.