I wholeheartedly agree that there is just too much of everything in bg3 which is a big part of the problem. I'm hoping that this has to do with the fact that they are testing a lot of things by doing this right now. I'm hoping that when they release the game they will balance all this better.
Regardless, I think that food could manage resting in the way that I have suggested without making players feel too restricted.
Again, what I don't want is for some sort of scarcity of resources so that it becomes some sort of survival game where players are struggling justifying enough food to take a much needed rest.
The point of my suggestion is that by providing cost to each type of rest, and making that cost substantially different, it gives value to both rests by pointing out that the short rest is so much less cost then the long, thus encouraging the short more frequently and thus encouraging continuing an adventuring day as opposed to simply ending it day.
But yes, for it to really work, they would have to at least reduce the abundance of all the things mentioned. It wouldn't need to be a huge reduction, but something significant enough that it creates a bit of a balance.
So let's say LR costs 60. Before you reach the Grove they reduce how much you find to maybe 240. That's not a huge reduction, but it's at least an entire long rest less. Now, if you use one long rest, you only have 180 left. It's not enough to really stress you out, especially as you might continue to find more food at that point, but it's enough to make you a bit more nervous and maybe rethink a long rest as opposed to short rest.
After that, let's say you're exploring and find only 60 more in the village. But you had to do three or four fights just to get that. That's only enough for one more rest. You might still have plenty back at camp for another four rests, but the fact that you did three or four fights for one rest worth might make you push yourself a little more.
And yes. Maybe they should have limited supplies at the vendor. Again, nothing too extreme, but enough to make players rethink spamming long rest. If I know that between the two vendors there is only 4 camp supply packs, I might not just wontonly long rest.
This is dangerous though because you could wind up accidentally soft locking players, which we don't want. But again, there are ways to work around this. For example, game assesses you have less than 120. As your adventuring, you encounter a deer that spawns on the path in front of you. Killing the deer drops 60 camping supplies.
That's just one example of something they could do. Another would be that the vendor restocks the pack or 2 when you fall below a hundred. I'm not saying this is necessarily the solution. I'm just saying it can work without stressing players out.
Or, better yet, each vendor is only stocked with one pack at a time. So you can have a ton of gold, but each time you go to the vendor you can only buy one per vendor. So, you can basically get maybe one long rest worth every time you visit the vendor. There's nothing stopping you from leaving The Grove and coming right back and buying another one per vendor, but limiting it in this way keeps players from just buying tons of packs and storing them at camp without at least a little annoyance.
Or give the restock some sort of limit where you have to at least get involved in one battle before the vendors are restocked.
Last edited by GM4Him; 27/06/22 10:55 PM.