Originally Posted by
Segev
Thanks for clarifying/explaining.
It has been my experience that making SR abilities into more times/LR leads to that "tyrannical halting" of the adventure. Yes, you CAN and SHOULD have time pressures where possible to make that less of a desirable trait, but WotC has demonstrated they can't do that in their own modules, and without examples of how to do that in creative ways, many DMs (me, my uncreative self, included) run out of ways to force that. With monsters and the illusion of lethal death awaiting should they press on, it only makes sense that the party who just nova'd their way past them - feeling, thus, that they've been super challenged, if the number of resources spent is any indication - would feel that stopping and waiting for all their resources to be back makes sense.
Players are, in my experience, very good at securing a location for a rest. VERY good. To the point that it seems extremely contrived to pull out the wandering xorn that is all that can get through those defenses every time they try to wait 24 hours (having had less than an hour since their last long rest) rather than just resting 1.
Maybe SRs need to be shorter to accommodate your other concerns, but I vastly prefer them to be encouraged by the resource attrition rate than to be deprecated to something you can just shrug off as "well, they don't restore anything useful to *me*, so the whole party had better rest or I'm useless after novaing everything I have in the first encounter, where I also overshadowed anybody who didn't have nova capability to that degree."