Originally Posted by GM4Him
You are looking at Long Rest as if the party rests right there in the cave of spiders. The concept is that the party leaves, finds their camp, and then long rests in a nice, safe location. Thus, random encounters would not apply. Larian is simply cutting out all the travel with a sort of "fade to black" effect.
Why would the party back track out of the cave just to rest, only to go right back into the cave to finish their adventure? In retrospect, especially If we are speaking about a large cave or tomb of some sort, that would be a waste of time.

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So many think the rest issue is easily solved, but I've learned that it is far more complicated than it seems. Hence, I have been trying to develop a system that might work, hoping Larian will take some ideas from it.
It is easily solved. Make long rest have consequences in dangerous locations. So the player won't just spam it before every encounter.

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Food spoiling could be a good, realistic mechanic, but I'm now leaning towards the idea that food should give some sort of bonus as opposed to being a requirement for resting.
I personally don't care about the spoiled food idea. Though if they do implement it, they better do it in a way that doesn't make dealing with spoiling food a chore