As far as various player attempts to cheat and injure themselves and their party in order to reduce their health so that rest is unlocked, another rule could be easily implemented. If you injure your fellow comrades, it is an immediate loss of relationship with them. If your relationship with them is reduced too low, they will leave the party. In this way, players would be penalized for going around and hurting themselves and their companions in order to reduce HP enough to unlock a long rest or short rest.
So, what I said before could be done to limit resting. Set the system up so that it does a basic evaluation of character stats in the group, including health and spells. After they reach a certain percentage of total party spell slots or health, a rest is unlocked. Purposefully injuring oneself or the party decreases party relationships and eventually will cause the party to split.
The suggestion is not meant to be absolute specific. It's not like I went and worked through all the details. It's the concept I was trying to convey. So maybe you don't base it just off of spell slots. Maybe you don't just base it off of HP. Maybe there needs to be a combination of them. The point is that either way larion could set up the system so that it evaluates the party's strength and allows rest to be unlocked once their strength level has reached a certain percentage of a total, so that they have the ability to rest before the game knows that they are about to go through some sort of big fight. Just like a DM would do.
It will be quite easy to avoid. You don't even have to attack anyone to deal damage to them.
Fall damage is enough. Okay, you can also block it, but there is one thing that cannot be blocked sensibly.
These are surface damage. It's hard for it to actually loss approval for obvious reasons.
Again, such a system can be complicated because it would have to consider different classes.
As for me, a lot of work and the profit from it is practically none.
It will be surprising if the rest is somehow limited in the end, because it completely contradicts how most developers have been designing games for over 20 years.
If you look at the most popular crpg, most of the time the rest restrictions are quite poor (not being able to rest when enemies are nearby, that's no restriction).
There have been a few games that have tried to implement these restrictions, but in the end, if the game got a sequel, these restrictions were virtually removed, or at least severely limited.
Even the newest Pahtfinder can be such an example.
Compared to the first game, in WotR you have practically endless rests.
Sometimes the game even forces you to rest a dozen times to unlock quests, because for some strange reason they appear after a certain amount of time.