obediah said:
By allowing rest anywhere, you take the adventure out of the game. It becomes a chain of independent battles, where everyone is comfortable burning most of their hp and casting all their spells. I guess the concept of holding something back is too subtle for todays kids.
What annoys me is that, if you're going to have instant rest and meaningless time, you should probably make every fight an individually interesting set piece meant to be completed at "full health". Lots of P&P works out that way, where people have "one fight a session" type games with involved rulesets like GURPS. I don't understand the dependence on lawnmowing combat if you're not going to at least take some cues from (pretty marginal) survival gameplay. Yet, they go through the motions of dungeon crawler games that are very survival biased. More cargo cult game design I guess.
Edit - Oops, replied to the first post in the series. Point already made, my bad.