Originally Posted by 1varangian
Then you need to disable the free teleport to camp from anywhere as well. Otherwise managing heavy stuff just becomes a chore of teleporting back and forth between camp and wherever you are.

Looking at the bigger picture, Larian should take a step back and reconsider their entire system. They made an ultra convenient game where item and resource management don't matter (send to camp, magic pockets), fast travel is a cheat-level convenience (teleport out of an inescapable situation) and encounters are balanced on a per-encounter basis (infinite camp supplies). At the same time they have a system with strength based carrying limits and classes whose power should be limited by Long Rests. There's a direct contradiction here and it's pretty clear they would prefer D&D to play like DOS. But it's a fundamentally different design and Larian's reluctance to commit to D&D isn't doing BG3 any favors.

Personally, I strongly prefer D&D style resource management in a video game because the "real world" logic makes the world less gamey and much more immersive. And I like the additional layer of challenge that forces you think rather than just mindlessly push onwards to the next fight.

Agree with this, and particularly the concerns about the 'fast travel' system. While inventory management is a bit unwieldy at the front end, some of the workarounds are pretty cheat-like.

But the thing that bugs me most about the fast-travel system is the ability to bypass certain challenges. For example:
Talk your way through the goblin camp, get into the temple, take out the leaders, then have to fight your way out through a goblin horde in an epic battle, OR...just teleport back to the druid grove.

I mean, at least force people to get to the waypoints to teleport. If we want to call the waypoints a teleportation network, that kind of makes sense.