The short/long rest class differences that are an issue with o5e are really a different thing from needing to throw multiple sessions worth of encounters at a party to stretch their resources IMO. I agree that they were a serious problem in o5e but there are a couple things mitigating that in a5e.
First you have more thought to the classes & archetypes themselves to avoid boneheaded exploitative builds like sorlock & hexbladeadin where a player could dip a short rest class to gain lolbroke abilities on top of a pair of short rest rocketboots at basically no loss if the game went past level 8-10.
Thanks for the reply. Yeah, this is a seperate issue, these power builds that exploit short rests.
I'm interested in the dynamic of short rest abilities vs. long rest abilities on adventure pacing and relative power depending on the pacing. This is usually an issue of not getting enough short rests in a day.
If you play a situation where there are no "dungeons" (in whatever form) but rather 1 larger set piece battle per long rest as dictated by the story, then full casters can blow all their daily resources in that 1 battle. Martials can blow all their exersion as well. It still favors the spellcasters a little, since presumably the short rest abilities aren't as powerful given that they can theoretically get them back more than once per day.
If you play a situation where there are 8 encounters before a long rest, then the spellcaster has to ration the spells over the 8 encounters. The martial has to ration exersion over X encounters depending on how many short rests are possible. Could theoretically get back all exersion every encounter, every 2 encounters, never, etc. Seems like a huge difference in power if the Fighter can short rest 4x before a long rest vs. zero or 1x.
I can see what you are saying in terms of there being potentially more reasons for all classes to short rest but it's still highly dependant on the narrative circumstances.
I have played houseruled O5e where short rest abilties other than healing (BM superority die etc.) are multiplied by 3 and turned into long rest abilities (sometimes with a cap of 1/3 usage per encounter, sometimes not). When banning the short rest power builds you are talking about, it has worked out pretty well.
Just trying to figure out whether something like this would be useful in LU as well.