Originally Posted by ned7000
10) I've always hated tracking this in D&D. Partly because no one does it, partly because it's easy to spend your way out of it, and also because it means that when I DM I become the "bean counter" insisting that people track arrows. Worse, it sometimes feels more like Oregon Trail than D&D when everyone does this. It's challenging to make this fun at the table, let alone in a video game.

I agree, tracking supplies in PnP gets super tedious. But in a video game it can be done pretty easily, just have "rations" that you can buy/find. The game automatically keeps track of their weight and how much is used each rest. Not necessarily fun, but depending on the implementation it can be worth the super slight hassle for the gain in immersion and risk/reward decision making.

Originally Posted by ned7000
11) It would be nice if they removed the limit entirely. There's no hard limit to how many short rests you can have in a day (technically, 144 short rests would comprise an entire day, but that's hardly worth tracking).

Short rests are an hour, so you can have a max of 24.
Plus, if you want to gain the healing benefits from a short rest, you have to spend hit die. You only have your level worth of hit die at maximum. So realistically the limit is probably ~<5.

Originally Posted by Stabbey
10) No. That's problematic and can lead to blocks if you cannot rest without food and you can't get any.

Take inspiration from Kingmaker and make camping free if you do it in a town (Grove)? This would obviously require a change to the fast-travel and camping system, removing the stationary in-the-middle-of-nowhere camp...
But yeah, just slapping on a resource requirement to the current camping system might cause problems.