I can see that the discussion about rest is back again.
Instead of wondering how rest affects the mechanics of the game, you should think about how the mechanics, concept or required simplifications affect rest.
For now, let's skip the impact on the balance or compliance with the rules of D&D.
How do you "fix" the rest?
The simplest solution would be to introduce "currency" used during rest.
However, this approach has several fundamental problems.
1) It cannot be severely limited otherwise it may completely block the player from further progress.
2) Requires a good balance. If you add too little, the player will not be able to do anything at some point, but if you add too much, it will not matter at all.
The solution of this problem would be to make the currency available to traders. This type of solution would of course only make sense when the player can only have a limited amount with him.
However, such a solution would require that the player is somehow protected from himself. Currently, in the game, the player can kill all traders.
It is a system present in PoE 1 and in my opinion it has more disadvantages than advantages and has therefore been removed in POE 2.
The system was so bad that it required the player to backtrack (sometimes several times).
The system itself will not work in BG3 due to the presence of fast travel, which allows you to always return to the trader for more. The only thing that can be achieved in this way is to irritate the player more and waste more of his time.
Another option would be to "cooldown" to rest.
There is no time lapse in the game, so this would require a hard limit like you can rest once every 10 minutes.
Unfortunately, this encourages the player to minimize the game instead of playing.
Another way would be to create a counter that would be the number of fights, conversations or quests.
However, this solution is only suitable for a fully linear game.
A good solution would be to limit the resting places, which would work if there were no fast travel in the game.
At present where the fast travel places are so close to each other, so it really doesn't solve any problem and will only extend the time needed to rest by 2 minutes
In my opinion, the only sensible improvement to the rest system would be to turn it off if there are enemies nearby.
This is a system that has worked successfully in older D&D games. Even in the old Baldur's Gate, you could rest almost anywhere.
Last edited by Rhobar121; 07/03/21 02:25 PM.