I agree spoiling food would on the whole tend to reduce resting as hoarding food wouldn’t be useful, so for every new rest (or x rests) you’d need to gather more supplies. Or subsist on alcohol, which presumably wouldn’t go off grin.

I think I’d prefer to rely on scarcity and cost to limit access to supplies though, rather than having food in a specific area start to rot once you enter it. It may make sense to focus on doing everything in each area in turn, but I don’t think the game should force you to do that rather than scout quickly over the map before diving in to specific quests. And if doing that set food everywhere rotting, that could cause real problems later on. Though I suppose merchants or settlements could still get access to fresh supplies, so perhaps that only applies to stuff lying around abandoned and it may not be as bad as all that. Still, I think it’s probably an unnecessary level of complexity.

Personally, I don’t want to make it impossible to long rest for a party that’s exhausted all its resources before it “should” have, only make it harder to do so and thereby make abusing long-resting less appealing.


"You may call it 'nonsense' if you like, but I've heard nonsense, compared with which that would be as sensible as a dictionary!"