Originally Posted by mrfuji3
Midway through this playthrough I lost all interest continuing to play (for numerous reasons, but at least partly) because I didn't want to miss camp cutscenes, but LR'ing this often ruined any hint of game difficulty = interest in combat. We shouldn't have to choose between the two.
I tried the same thing, constant resting after every tiny thing to get as many companion dialogues as I could, and in addition to losing interest in playing I felt lazy and disgusting, not at all how I want to be made to feel in a game. Even if I was rping an unhealthy character I wouldn't need to rest that much. It also counters the whole supposed urgency with the tadpole (no, I do not play characters that would suddenly be ok with the thing just because someone else tells me it is a special tadpole.)

Originally Posted by mrfuji3
Also, there could be a mechanic for this: exhaustion. Larian could decide on some triggers that cause characters to get a level of exhaustion (e.g., every X combats, going down in a fight, using X spells or abilities, entering X new area). This would be a neat, simple way of communicating to the player that their charactrer and Companions are getting tired from all the fighting & exploring. Then you, the player, gets a roleplaying choice: do you decide that your Tav would want to push through the exhaustion because they feel time limited? Or is your Tav satisfied with their progress that day, and so turns in for the night? [to be clear, in this system I'd suggest that a single LR cures all levels of exhaustion]
If they had added day/night cycle, resting and exhaustion would have been easy to figure out. Since they decided to make it all complicated then this idea would be a great way to indicate when we should rest. They still need to separate companion dialogues from camp though.