We are playing with the optional chase rules from the DMG that say you have to start making increasingly difficult Constitution checks when running for extended time:
A chase participant can freely use the Dash action a number of times equal to 3 + its Constitution modifier.
Each additional Dash action it takes during the chase requires the creature to succeed on a DC 10 Constitution check at the end of its turn or gain 1 level of exhaustion.
Our party wizard has the spell expeditious retreat, that gives them the ability to use their bonus action to dash each turn for 10 minutes.
The players feel that the spell is massively nerfed by this rule, especially in chase escape situations that given its name, it should be good at. A wizard with solid Constitution can maybe dash 4-6 times, or 2-3 rounds, before they run out of freely usable dashes and need to make increasingly hard checks, and once they fail the second check their speed halves and all is for naught. The 10 minute duration is largely useless in that regard.
I think that is just how it works from the rules interactions. But I can understand their protests. (Never mind that they have weaponized the spell by also casting floating disk and using that as a platform for a second character that can dish out ranged attacks at high mobility, I think that's a fine use of creative spell deployment).
So my question is if somebody else has experienced this interaction between these rules in their game, and if so, how did they resolve it and how did that work? Just stick to it and allow the players to switch the spell if they decide it's not worth it? Allow the expeditious wizard to chase without Constitution checks?