Whoever wants to rest after every fight actually wants a game where you are always at full health and resources at the beginning of every fight.
D&D is not that game.
If you start balancing classes on a per encounter basis, you have to start re-balancing all the classes and their abilities next. Just wait until you have an 11th level Wizard who can empty every single spell slot in every fight. Spells are powerful in D&D only because they are a finite resource. Wizards are fun because they get power spikes with powerful spells. Take that away and they start to play like boring casters in a grindy MMO.
When you rest after every fight, don't you find it tedious that you have to do all those clicks when it's really just an automated chore? Wouldn't you just want it to happen automatically like in Dragon Age Origins? Right now it's a poor system for everyone.
Since this is a D&D game, the only real option is to embrace the system and make the most of it. That includes creating a meaningful resting system where long rest is not just a tedious click fest after every fight.
I'd like to see....
- Local long rest spots. I want to rest in a ruined house in the Blighted Village or in the raided Deep Gnome village in the Underdark. Or set up a camp. To get that feel of adventure. Always going back to home camp feels like you just went to work for the day. Hardly exciting. I go back and forth between work and home enough in real life.
- Random encounters. I want dangerous areas to feel dangerous. If you're scared, scurry out and back to base camp.
- "no long rest" or rather "no fast travel" -zones, when you are cut off or in a hazardous location
- perhaps a supply / resource cost attached to long rests so you at least feel rewarded when you don't rest after every fight
Last edited by 1varangian; 04/12/20 04:02 PM.