I wouldn't say ritual spells at camp only but 1/rest. This would help to make short rests valuable imo.
I.E 3 identify spells per day, 2 that can be used "fast" during the day. But it's a detail, we're talking about something that will probably not be implemented.
If short rests was :
- hit dices
- use class features
- ritual spells
And long rests was :
- hp/spellslot recovery
- companions dialogs
- level up
- prepare spells
- ritual spells
- food supply (less food everywhere : you have to find it and manage your ressources but you can also buy it if necessary - eventually an option to disable the food requirement)
=> players would at least have to think more about when and what to do when they choose to rest. Resting would be more meaningfull.
- disable long rest in dungeons except on specific spots but with a risk of encounter on these spots if the area is (still) dangerous => and you also have a meaningfull where to think about.
Such a system would not be a lot more restrictive than now. It would just add (or rework) details to the point that the system would become more what it should in such a game : an important mechanic that have real consequences in the players heads.
I cant say about data mined things.
Last edited by Maximuuus; 19/05/22 05:52 PM.