Is rest pacing still the biggest hidden balance issue in 5.5e?
One thing I keep coming back to with 5.5e is that a lot of balance still seems to depend on something that is not always easy to control: how often the party gets to rest.
On paper, a lot of the 2024 rules feel cleaner. Encounter building seems better, monsters feel more dynamic, and classes generally feel smoother. But in actual play, rest pacing can still completely change how the game feels.
In my experience, this is one of those things that can make the same party feel balanced or wildly overpowered depending on the adventure structure. If the party gets a Long Rest after one or two meaningful fights, casters can unload their strongest resources almost every encounter, and even dangerous fights can get flattened quickly.
But if I push too hard in the other direction, it can start to feel like I am forcing artificial time pressure just to make the math work.
Short Rests are also weirdly table-dependent. Some groups naturally take them, while others almost never do unless the DM creates a very obvious pause. And in some official-style adventures, the story feels urgent enough that stopping for rests can feel strange, but the mechanics still assume some kind of resource attrition.
So I’m curious how people are handling it in 5.5e.
Do you feel like rest pacing is still one of the biggest balance levers in the game?
Do your players actually take Short Rests regularly?
Are you using any house rules, safe havens, gritty realism, time pressure, or narrative limits on Long Rests?
Or do you think 5.5e works fine without worrying too much about the adventuring day?