I was just wondering if anybody else found it weird that we're actively discouraged from taking Long Rests (mechanically by Camp Supplies and narratively by our impending ceremorphosis) when so much of our companion backstory and quest progression is locked behind cutscenes that can only occur in the evenings at camp? And that only one companion can trigger their cutscene at a time, meaning we have to Long Rest multiple times to see the individual companions' scenes. It's a similar thing with the tadpole, you need to Long Rest after each use of your illithid powers to see the dreams and progress your condition. They hid a lot of the narrative behind a gameplay mechanic they apparently don't want us to use.
It just seems counter-intuitive is all.
TBH I'm annoyed by all the branching dialogues in combination with the rolling of the dice. Sure, that's part of the RPG, but you can also exaggerate. In other games, it's easier to go through the dialogue to filter out the consequences. Here you have to roll the dice correctly or reload...
As a passionate thief, I long rest more often. If only to rob the vendors with their changing offer. Some stuff like potion of invisibilty or two hand crossbows, you don't get that quickly. Same for extra spells by scrolls or healing potions if you play without a healer class. I also need a supply of magic projectiles for my fighter to replace the missing Arcane Archer subclass.
So thieving is my main reasons for long resting and it would be annoying if I cant do this bcs of a too limited way.