Originally Posted by GM4Him
Whatever. Like I said, it doesn't matter anyway.

Again. And again. The point of this thread is that Long rest is promoted. Short rest is limited and an afterthought. Encounters are designed in a way where it is basically expected that you will long rest before each fight. So, your party essentially sleeps for 8 hours, wakes up, adventures for a very short time, and calls it a day. Especially in the Underdark, this is very true.

This is stupid. It makes no sense from a Roleplaying game perspective. You are supposed to adventure for a long time and rest only when needed.

It's like playing Descent into Avernus and after getting the quest to go take out the Dead Three Cult, you call it a day. Then you journey to the hideout, fight the guards at the entrance and call it a day. You enter and fight a group of cultists, and call it a day.

The whole cult lair is meant to be one fluid sequence. You're supposed to do it all in one stint, and you do so by using short rests, potions and other items, etc. You don't long rest between fights.

If players feel that they should or need to long rest between just about every encounter, that's bad campaign design. Sure. You might say, "But I don't feel that way. I can go forever," but others don't. They feel that the adventure and NPCs are always pushing for frequent long rests instead of pushing for short.

What I really want is:

1. Untie dialogue from long rest - except those that make sense like Shadowheart's "Are you sure this is a good idea" dialogue.
2. Stop having characters say, "I'm tired. Better call it a day.". I don't mind said dialogue as long as I've lost like half the total party HP and used a bunch of spell slots. Then it makes sense.
3. Unlimit short rest so I can do it as much as I want, but limit it via Hit Dice so that it at least has some limit to it that encourages strategy.
4. Limit long rest in some fashion besides food because you get endless amounts of it and even if you didn't you could buy it. But heck, even if you kept the food limit but made food spoil or limit how much you find, that would at least be better. It would encourage short resting more. Just something to discourage long rest to add more value to short.
5. Have at least the burning building stop burning after you encounter it so it seems like time does actually pass, and ANYTHING you can do to add to time would be awesome. Have people stop having the same bloody convos every dang day. SOMEthing to make long resting more impactful to the world.

To me, all rests are an afterthought, with the unfortunate side effect of missing out on content because of things that are tied to LRs. I've been advocating for a way to "fix" that for a long time. Whether it's removing the need to actually rest with "Hey, can I talk to you in private", which would mean going to camp to talk, or just removing the need to go to camp for some of them, as can already happen with Shadowheart at the altar. If one feels like LRs are abuseable, they have the option to simply not abuse them. So, railing against this option doesn't come across as "improving the game" but more as "controlling how someone else plays it". From my perspective, you are abusing LRs, and I say this as someone that is impacted by not abusing them.

So, as I have said before, limit LRs by requiring x amount of SRs before you can take one, and limit SRs by time between them, and the number you can take "per day", whether that's as it is now, or with HD, or whatever. My playstyle will still suffer, however, if important story beats, or companion interactions, aren't highlighted in some other way to let me know I need to do something about it.

3. Un-limit SRs, but limit them. Is it any wonder some people are scratching their heads? I paraphrased that from the actual quote, but the quote is here, and is copy/pasted, so that people can see what it is that I'm actually responding to.