Originally Posted by GM4Him
No. See. You're getting hung up on "limit".

What nobody wants:

Example. You crash on the beach. You find 35 food. 40 is required for long rest. The intellect devourers nearly kill you. You need to long rest. Too bad. You didn't earn enough to and the devs designed it this way because they thought people should never be able to long rest at this point. GG player. Best reload until you get it right.

This is a hard limit. Might as well say "you get 0 LRs at the beginning and must earn LRs by completing x number of story markers.". No thanks. I don't even want this for short rest. I want them to remove the 2/day hard SR limit.

What many are asking for:

A meaningful resting system that has strategic value for both long and short rest giving both more value from a mechanics perspective. We don't want the value to be just quality of life and/or that we must use them if we want character development and interaction AND we are discouraged from using them frequently in order to enjoy the rest of the game.

In other words, we don't want the game to be designed in such a way that we feel like we are supposed to Long rest frequently in order to even defeat enemies we are about to run into.

For example, in wrath of the righteous, once I got to the surface and started at the inn, I gathered my party and went out into the city to adventure. I was involved in a random encounter, got to the marketplace, went through the entire marketplace map, used a lot of potions and spells to keep going because resting in that area was extremely dangerous, defeated the entire area, left the marketplace and went to a tower, defeated the tower and all the demons within, still didn't rest once, and finally return to the inn to rest because at that point I was pretty bad off. It was a long adventuring experience in between rests, and I didn't feel like I had to rest until after doing a lot of stuff.

It wasn't that I couldn't rest during that entire time, but from a gaming perspective I was encouraged to keep going on my adventure and discouraged from resting. Again, it wasn't that I couldn't rest, but I didn't feel like I needed to and I didn't feel like I should. I was fighting enemies that were hurting my characters, but they weren't so overpowered that they were making me feel like I had to expend all my spells and take a rest afterwards in between each fight.

And finally, and perhaps one of the most important things to me, I don't feel like in that game that I will miss out on any dialogs or character development because I continued my adventuring day and went too far. At any point in time, I could return to the inn and have conversations with any of the characters I have met, not missing a single conversation with each one simply because I didn't rest enough.


Now I completely don't understand you.
Honestly, it seems to me to be a bit contradictory to what you suggested earlier, but maybe I just misunderstood what you meant.
Unimportant.

From what you wrote in another thread, you played WotR only on the normal difficulty level. It's a bit unfair to compare WotR to BG3 (especially normal). In the case of WotR, there are several times more fights in the game than in BG3, with 80% (for normal, probably even 90%) are typical trash mobs fights. Most of these fights can be won without player participation, even on core +.
Even Shield's Maze has more fights than the path to the grove.
I wouldn't be surprised if the whole map on the surface had fewer fights than just the marketplace (I'm not going to count it).
You should be able to win 2-3 fights max before resting.

Originally Posted by GM4Him
A meaningful resting system that has strategic value for both long and short rest giving both more value from a mechanics perspective. We don't want the value to be just quality of life and/or that we must use them if we want character development and interaction AND we are discouraged from using them frequently in order to enjoy the rest of the game.

I do not understand this sentence completely. How would you like to make the rest mechanic meaningful if it is to be unlimited. Apart from serious time limits (like closing the grove) I can't think of anything.
And as you know, I am completely against such a solution.

What I (and probably everyone) can agree with is that the conversations in the camp must be fixed sooner or later because they are tragically bad.