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 ...
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 ...
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:
Immediately after finishing a long rest.
This language is clarified in the Sage Advice Compendium concerning preparing spells. The Wizard's spellcasting feature says:
You can change your list of prepared spells when you finish a long rest.
The SAC goes on to clarify what this means:
Can spellcasters prepare spells not all at once, but prepare spells at ...
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 ...
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 ...
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 ...
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 ...
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 ...
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
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.
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.
Only one 8 hour period. Any additional travel would require checks to avoid exhaustion
You are asking if a character/party can alternate 8 hours of travel with 8 hours of resting but, unforunately, a character can only benefit from a long rest once per 24 hours:
A character can't benefit from more than one long rest in a 24-hour period, and a character must ...
If you follow XGtE rules, they can suffer exhaustion.
In the Warforged description, you can read
Resting, healing magic, and the Medicine skill all provide the same benefits to warforged that they do to other humanoids.
The intent of not needing to sleep is that, even if you don't sleep, you still need long rests. Previously, Warforged explicitly did ...
As the text says, you take those actions at the moment the long rest ends, not at some future point after the end of the long rest.
Effects that happen "when you finish a long rest" generally are either things that just automatically happen when you are rested and fresh, such as recovering spell slots, or are abstracting out specific activities ...
I mostly agree with Dale M’s answer that it’s only a narrative difference. Resting for 10 minutes can be just as dangerous as resting for an hour if the GM deems it so.
However, some spells and effects which last for 10 minutes are more beneficial with a 10 minute short rest. For example Spirit Guardians or Spike Growth (both 10 minutes duration) could ...
More easy encounters
My suggestion is rather than "punish" them for making a fairly reasonable (in their minds at least) decision, try using more encounters, and make those encounters easier.
Split a deadly encounter in two parts, and with the last orc's dying breath he laughs, "You'll not fare so well when the rest of the squad catches you....