Originally Posted by 1varangian
I don't think I've ever enjoyed food as a mechanic in ANY RPG. I don't really understand Larian's choice to include food of all things in BG3 when they're streamlining everything else. And there's so much of it it's a non-mechanic currently. It's just extra item management and a few extra clicks before resting. No previous D&D CRPG has had food as a resource so Larian's choice is really baffling.

For resting, I would boldly introduce a slightly more punishing system for Core Rules difficulty.

1. Ditch the pocket dimension safety camps completely. They are just weird and unimmersive. Ditch food.

2. Place campsites and other rest zones on the actual areas you explore.

3. Yes, that would mean backtracking to the previous rest spot for a long rest. Or pushing on for the next one. Meaningful player choice there, because...

4. Introduce random encounters to already explored areas spice things up. Goblins, wolves, bandits etc. in the wilderness. Drow patrols, hook horrors and many others in the Underdark. So going back to the previous rest spot isn't just tedium, it's a mechanic. Spend all your resources in a fight and risk encountering something on your way to camp. Yes, this would make the game harder and force the player to think more. Normal difficulty could still have teleport to last camp and back without encounters. Not all random encounters need to be combat. There could be traveling merchants to trade with or rob, or Clerics you could roll Deception against to heal your evil party for free. Roll Intimidation or Animal Handling to avoid combat sometimes.

Big part of why the world of BG3 feels dead and pre-scripted is because already explored areas are exactly that, dead. The free teleporting to your pocket dimension camp from wherever creates a dull feeling of safety and being in full control of your enemies when it could be a feeling of thrill, danger and adventure. Random encounters would change all that and bring the world to life.

5. Chance to be ambushed during resting when in a hostile area. One party member on watch duty. Perception checks, minor illusions to lead hostiles away, 1v monsters... stuff.


As for the trash loot everywhere, I absolutely hate it. It should be removed, or at least flagged somehow so you don't have to interact with it.
disagree about these ideas. for random encounters, why add sandbox elements when it's really unnecessary to this game. Your encounters are all story/quest-related. and you even mentioned you hate trash looting. isn't random encounters are another type of time-wasting " trash looting "?
also, the current campsite is fine. the camp environment change with your current locations. I can't think any locations on the map could shove all characters and also make sure all the cut scenes could play well. Besides, you got more NPC to come to your camp through the story. They don't actually travel with you.