Originally Posted by Pandemonica
Although admittedly, I am a big fan of XCOM2, and I do also like the timer on that game which matches with the stress of an alien invasion, and it really worked in that game. I really don't see any kind of timer working in this game. They are two totally different types of game. Not to mention, we have no idea what is going to transpire after the starter area (the EA).

Considering that originally (as quoted by a poster above) Larian actually increased the number of short rests to streamline adventuring time, I really don't see them just doing a reverse course, and putting some kind of time restraint or any other mechanic that would limit the amount of time you can go to camp for a full rest now. They have never had a day/night cycle, maybe that is an engine limitation, I don't know. But it would be cool to have some "night missions" when we reach Baldur's Gate. I am assuming even if this was done, it would be a loaded instance of the quest area, and not open world.

Yeah, they COULD put a day/night cycle in if they wanted, it certainly is not beyond their abilities; and that would accurately solve the "rest when you want" problem because long rests are ( at most ) once per 24 hrs. Actually having to wait in-game before you can rest would definitely promote the proper consideration of when you use per-day resources.

But there are 2 problems with doing this. First, Larian's co-op play model ( which is apparently very popular ) relies on time being an illusion. And second, most people that buy the game would hate being made to wait and, therefore, complain; this would be a valid complaint, since having no respect for wasting your customer's time is always a bad idea if you want them to buy your product.

It seems to me that it is simply a result of a bad system design in DnD, right from the first edition, really. Resources are limited by passage of time, but passage of time can only be made important in a specious or contrived manner.

The best way of moderating resting in the field remains the original idea of random encounters; but that gets boring quickly. The alternative is to do what Larian have, and assume that resting occurs often, and construct the game on that basis.