So I've seen a lot of people talking about how BG3 doesn't really hold true to a lot of 5e rules and because of that things are a bit too easy. A bit too DOS and not enough Baldurs Gate/5e. I think you can really crank up the difficulty, weight of decision making, and the overall 5e-ness if you limit where the party can long rest. Typically in pen and paper sessions, long rests are few and far between when you're in a dungeon. In BG3 though, you can long rest anywhere and any number of times.
Murder a pack of goblins. Long Rest. Murder next pack. Long rest.
. It trivializes a lot of planning and improvisation that 5e thrives on by making every encounter a race to use up all your spell slots. A lot of us pen and paper players know that spell slots are like gold in long dungeons.
My suggestion:
- Long rest anywhere in the overworld.
- Once in a building/dungeon if there are no more enemies.
- - Long rests in dungeons have much higher chance of random encounters.
- Renew dungeon long rests at big checkpoint locations.
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For example: one at the start of the goblin camp, then renew when you hit that statue at the underdark. Special cutscenes could happen too if you long rest at these checkpoints.
Just wanted to put this out there. Love the game and love where its headed.