I think resting should revolve around managing "per rest" abilities and camp supplies. Adding exhaustion might feel arbitrary: even if the player manages their abilities well they'll still be forced to rest.
That said, exhaustion could be interesting as an optional, difficulty-enhancing feature chosen when starting a new game. It would effectively impose a limit on the number of fights the player can take or time they can spend on something before running out of food. This would make players think about which fights are worth taking and whether they should help, ignore, or exploit NPCs when their resources are low.
Last edited by seige; 25/10/21 01:39 PM.