You say DnD is balanced over resource management, but I do not think it will work in a computer game. In BG and most other games you can rest as much as you want. Many players would complain if you restrict resting too much and in some cases it could prevent players from getting forward ( I have used almost all my resources because the last fight was harder than expected, the boss waits behind the next door, I cannot rest and the path back to town is also very long and dangerous.)

so far I have seen 2 games who tried to solve this:
- In Pillars of Eternity1 you need camping supplies to rest, you can only have a small number of them and you have health and endurance, so at some point you cannot heal yourself anymore. But exept for the final dungeon its always save to go back the same way you came and go to the inn.
- In Pathfinder Kingmaker you need rations for every party member to rest and they are heavy, plus there is a time limit. This seems quite close to the PnP rules, at least for a computer game. In extreme situations it can kill you if you are in a dungeon you cannot leave or you are close to the time limit.

I think when its your turn DnD is mostly about opportunity costs. You can do a, b or c but you have only one action. So doing a means you cannot do b or c. Very often one options is much better than the others, so your choice is not very interesting often. A fighter with high strengh and a huge sword will probably attack most of the time, unless there is a really good reason to do something else.


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