Originally Posted by Halycon Styxland
Rests are for pen and paper systems which have to be in many ways simple so they can be handled without a computer. They need something like rest so they dont have infinite resources in every fight.

Well... Rests aren't even necessary to provide that.

Literally, if you just have a limited resource pool that automatically refreshes outside of combat, that would provide the same effect of "Not having infinite resources in every fight"

Resting in TT is more about streamlining gameplay. By restricting certain actions to rests (In addition to having actions compete with each other during these times) it means that a group doesn't have to keep pausing the game because someone wants to craft something, prepare their spells, recover HP etc. Instead all those such things are all done by the group at the same time and otherwise they're all focused on the actual game itself.

Such things can be extrapolated into video games too.

Restricting certain actions to rests and, importantly, restricting access to rests, allows the gating of these actions so they're less abusable.

For example, BG3's always available spell preparation reduces the impact of spell choice because you can just easily swap to whatever you need as you approach a situation. Whereby a limited rest scenario would have you think in advance what sort of spells you'd want to prepare (Whether this is a good thing is debatable. As it can just mean you only run with generically good spells and anything niche is ignored)

Or for example, BG3's massively abusable Elixir situation. Infinite crafting opportunities and ease of refreshing stores on demand from anytime crafting and spam resting means you can have your entire party constantly under the effects of OP Strength Elixirs. Whereas a restricted system would limit these actions making Elixirs more of a scarce resource saved for opportune moments rather than something you just abuse the entire game.