Originally Posted by Edvin Black
Well, if I understood the whole system correctly, there is almost nothing to prevent spam long rest after every combat, but the problem will be that you will run out of food supplies very quickly.
I think that food supply is kind of like a soft lock on excessive long rest abuse.

They won't let you run out of food supplies because that would just end the game. If you do somehow, there will have to be a merchant somewhere who sells more. And then running to that merchant will just be another trivial chore.

To meaningfully restrict Long Rest, there would have to be random encounters or some other actual consequences related to where you decide to rest and especially how often. Or quests and events should be time sensitive. But as it stands, there are no consequences. You just have to collect, manage and click on food before resting.

I can't imagine what they were thinking adding that food tetris minigame before resting. It's a pointless non-mechanic. What they really want is a game that is balanced around per-encounter resources like DOS. Until they can commit to a D&D mindset about resting, the rest system will always be a fake one that just makes you go through the hoops when you want your abilities back.

They should have gone full D&D for a rest system, and then simply removed the inconvenient consequences of spamming Long Rest on easier difficulty modes. But instead, everyone gets a half-baked non-system now.