And what if a player is resting too much and have to find/buy food ? Is that better than walking in a safe area ? It is even worse in my opinion.
On top of that, it's absolutely impossible to balance the supplies with such a map design.
Being able to rest as much as we can (like in the old games as you said) is absolutely not the problem imo.
The problem is the complete absence of any need to manage its resources.
I cannot buy the argument that random encounters during rests are soooooooo annoying. It happens A LOT - way too much - when you travel in many games, which often annoy me a lot too...
But not when you rest, except if you're extremely unlucky and get 3 of them in a row (which happened a very few times during the 15+ full BG1/2 playthrough I did)
An average of 4 combats of 5 minutes for 20 hours of gameplay won't reduce anyone's appeal for the game.
But managing your ressources would matter a bit, the world would feel more alive, the decision to press the long rest buttons would be more meaningfull and it would add a bit more tension/unforeseen events to your adventure. Only pros.
That's how it worked in older games and that's how it works in actual games. The unforeseen events makes you manage your ressources.
Limitations on top of these events may at best improve the system (Solasta because of its linear maps), but may also be boring has hell (PoE when you cannot find a camp supply).
More short rest / long rest would make the short rest based classes and features way more powerfull. 2 short rests / long rest in a very good balance in my opinion.
Last edited by Maximuuus; 03/03/22 10:19 PM.