Article Header Image The Five-Minute Workday Legends and Lore
Mike Mearls  A lot of people are concerned that the use of
classic D&D magic in D&D Next—where casters prepare spells each
day, consume them as they cast them, and regain spells after
they rest—encourages groups to get into one fight then camp.
This phenomenon is sometimes referred to as the five-minute
workday, where adventurers spend about five minutes in a dungeon
before leaving to rest.  We do not want groups to feel that they
must rest after a single battle. If you're exploring a dungeon,
we want to make sure that you feel like you can make good
progress each day. We're also aware that classes that need to
rest to regain spells are the main source of this pressure,
though hit point loss also plays a role. Since the game balances
the fighter's and rogue's staying power against the wizard's and
cleric's spell attrition, it's important that the "workday" last
long enough for the rogue and fighter to shine.  As we did in
4th Edition, with D&D Next