The First Step Is Admitting You Have a Problem
Have you tried talking to your players about this playstyle? Why are they sticking with this approach? Before you start punishing them for not playing the way you expect them to, make sure this behavior isn't a symptom of a deeper problem.
Do they just enjoy unloading on every foe they see? This can indicate ...
If a Wraith reduces your maximum HP to zero, you die
The explanation you've been given seems to be a little mixed up - it's not that necrotic damage inherently cannot be healed, but that the Wraith's attack deals necrotic damage and also has a secondary effect which can reduce your HP maximum until your next long rest:
Life Drain. Melee Weapon Attack: +6 to ...
No negative effects
Including the details on the Elven Trance feature here:
Trance: Elves do not need to sleep. Instead, they meditate deeply for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. ...
Spell slots recover on a long rest
The rules have a parenthetical supporting this
The spellcasting rule for monsters states the following (Monster Manual, p. 10; emphasis mine):
[...] A monster with the Spellcasting class feature has a spellcaster level and spell slots, which it uses to cast its spells of 1st level and higher (as explained in the Player's ...
Your paladin benefits the most, the rest is relatively unaffected
In your case, there's not that much of a big deal, primarily because you don't really have any classes that scale tremendously well with being able to quickly rest up after every fight, except for the paladin.
A 10 minute rest means you can quite literally rest after each and every fight, but ...
The risk of resting in most locations in a fantasy setting is the potential to be set upon by any manner of strange and dangerous events.
Many DM’s use a random encounter table when players choose to take a rest and you can determine the likelihood of things running afoul.
The players will learn quickly that they have to get somewhere ...
Per the rules on resting:
When you take a short rest, you may spend hit dice in order to regain hit points.
A 1st level character will only have 1 hit die, so that's all they can spend - you would roll that die and add your Constitution modifier. Once it's spent, you cannot spend it again until you get it back, which leads us to...
You only get hit dice ...
This is the difference:
1 hour rests
Player: We’d like to take a short rest.
DM: OK. 1 hour later ...
10 minute rests
Player: We’d like to take a short rest.
DM: OK. 10 minutes later ...
The difference is exactly two words in the DM’s narration.
Unless there is
Unless the DM explicitly limits time through the story (e.g. evil ritual ...
Yes. Rest can be had on other planes of existence.
There is nothing inherent to the Ethereal plane that prevents rest.
It is not a safe haven
The Ethereal plane has dangers and monsters all its own. There is no guarantee that being on the Ethereal plane affords one hour, let alone eight, of respite.
Dungeon Master's Guide p. 49:
Yes, meditation counts as resting
Or more accurately, you can meditate whilst resting.
From PHB, p. 68:
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. [...]
The meditation is called out as being something ...
Sorcery points are replenished to a maximum.
You may convert your unused spell slots into sorcery points before taking a long rest, however they cannot exceed your maximum.
Upon waking all sorcery points will be replenished, to your maximum and no more.
You can never have more sorcery points than shown on the table for
your level. You regain all spent ...
Re-Balance the Long Rest Mechanics
This answer suggests changing the Long Rest mechanics, but without (it seems) too much direct knowledge. I've done exactly that and have extensive experience with it, so I can give some insight into what I did, why I did it, and how it worked. (Although not actually in that order.)
That will give you some insight into ...
Yes, but only up to 1 hour.
Nowhere in the rules does it say that an elf has to remain stationary when they Trance, so it does appear possible (though problematic for avoiding falling prone). However, they are still limited in how long they can walk for.
The rules for Long Rests state
If the rest is interrupted by a period of strenuous activity—at least
Necrotic damage does not reduce your max HP
You are confusing things. Necrotic damage is just a type of damage.
An axe deals slashing damage, a fireball deals fire damage and some things deal necrotic damage. None of these damage types do anything other than determine vulnerabilities, immunities and resistances.
What's special here is that your character was ...
If your character is not resting, they can do whatever they wish with their time. But if they did not rest themselves, they would not get the benefit of a Long Rest. However with Elves, they only need the 4 hours for trance, and since you have 2, it would effectively get you through the night.
Trance (PHB, 23) is defined as:
Elves don’t need to sleep. ...
It's safe from exhaustion, most likely
First of all, going without sleep causing exhaustion is already a variant rule of sorts, introduced in Xanathar's Guide to Everything (p. 78), which specifically states that you "can use these rules if you want to account for sleep deprivation". I assume they removed the "you don't suffer exhaustion" ...
By default, yes, you can only recover 1 focus point after every use no matter how many you spent. However, you can take class feats that increase this amount. All classes with focus spells have access to an "X Focus" feat at level 10-14 that allows them to recover two points at once, and some have an additional "X Wellspring" feat at level 18 that increases ...
It's not a long rest unless you say so.
Fate, karma, or some other subtle and unseen force propels the heroes through their adventures. As heroes, they prevail when they press on, not when they retreat and lick their wounds. Once the characters have fought about four battles, they earn a full heal-up.
-- 13th Age, "Rest and Recharge"
This is ...
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity - at least 1 hour of walking, fighting, casting spells, or ...
Currently, there are none
Under the standard rules, the only use of hit dice is to heal during a short rest. There are effects that care about the number of hit dice a creature has, but those key off of the maximum number, not the current number (for example, the Healer feat.)
Giving your players a faster way to restore hit dice should not affect anything ...
To begin with, we must understand that the 10-hour paralysis is a homebrewed effect, and such a condition was decisively not in view when the rules for resting were written, but we can try to surmise the interaction between the written rules and this homebrewed effect.
On the surface, the rules for long rests make no mention of the paralyzed or incapacitated ...
Homebrew problems require homebrew solutions
Only your DM knows for sure if the dart he created was peaceful sleep paralysis, or ten hours of fear and struggling.
Paralyzed condition does not define this, so the item or spell shall do it, or it's purely DM ruling. Usual things like the Wand of Paralysis or Hold Person spell only inflict that condition for ...
You have the same number of hit dice as stated in the creature's stat block
The Druid's Wild Shape ability reads (PHB, p. 67, emphasis added)
Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores.
When you transform, you assume the beast’s hit points ...
Pre-Plan your random encounters, and go deadly more often
I don't think that rest is your actual problem.
we are still unable to fit more than 2-3 resource using encounters between long rests.
Let's look at a key element to a West Marches campaign: DM's get time to prep because the players are organized enough to tell the next DM "we want to head ...
One rest will remove all the exhaustion levels you gained from the chase.
A creature can remove the levels of exhaustion it gained during the chase by finishing a short or long rest.
Emphasis mine. "the levels" are plural, but "a short or long rest" is singular. So the one rest applies to all the exhaustion levels.
If it had said ...
Since there are no specific rules for fiends, they use the general rule.
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours ...
Of course, if you don’t want fiends to sleep to rest in your world, then they don’t.
Have your familiar slap1 them
From the PHB errata:
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours …
Prevent them from sleeping and it’s not a long rest. Your PC sleeps while the familiar, under your orders, slaps the target PC awake - Or tickles them, or meows into their ear, or ...
You can only gain the benefits of a long rest once per 24 hours. If you don't gain the benefits for any reason (if it is interrupted by more than an hour of strenuous activity or, say, a bad Dream) then you can start a new one right away and try to gain the benefits, assuming that you don't get interrupted again.
From the Players Handbook
It should be fine, although the game becomes easier
There is an official variant rule for that (and even more). DMG page 267 has the "Epic Heroism" variant rule, the short rest is 5 minutes there and the long rest 1 hour. It also has the "Gritty realism" variant with longer rest times. The obvious repercussion is the fact that party can afford more (or less)...
The situation you describe is not something that would actually be beneficial.
Sorcerers cannot accumulate more sorcery points than what's listed on their chart for their level. Per the Sorcery Points class feature:
You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.