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If you're burn through spell slots that quickly, you're probably using them in the way you're meant to be using cantrips, levelled spells might do more damage but not every goblin needs acid arrow to the face.
^^
Correction on Warlocks. They regain all the spell slots on short & long rest.
Long day, I meant short rest!
With that said, it's also not hard to tap short rest or hit long and just immediately hit the sack if you haven't progressed any of the other characters stories.
One solutions is the good old day / night cycle and a time mechanic. Preventing sort rest repeats under 15 minutes 'game time' and one long rest per day cycle. Of course I prefer the time scale of 5 minutes real time = 1 hour game time.
this is exactly right. if you do not long rest enough you miss a lot of dialogue at camp as certain scenes play at certain points in the game or after a certain event, for example, after you visit nettie a certain scene at camp plays. i basically rest after every dialogue or fight whether i need to or not and i have seen dialogue i never saw when i was not resting enough. resting is also tied into certain scenes to progress romances.
Most players don't give a hoot about spell efficiency, and the game doesn't make the player learn anything about spell efficiency. This is a direct result of that.
I.E. Since you CAN long rest after every fight, this is what most mage or long rest oriented characters DO. Nevermind the fact that it's horribly inefficient, and almost entirely unnecessary. It's there for Warlocks and the like too, but not as obvious since you can't short rest while actually in combat so you tend to get at least 3 encounters out of them before they demand a nap.
Since the game is laughably easy long resting between every fight, I really don't see how anyone struggles with this title and it's one reason why arguably no one should play anything except casters. Most especially Druids, since they outpace Wizards at damage except in single target which multiple Druids more than make up for.
And the idea you're 'supposed' to long rest after every fight is patently false, since one of the things long rest does is advance time which means some encounters will change or resolve each time you rest. I can think of two encounters right off the bat that can disappear entirely after long rest depending on what choices you make.
Pathfinder Kingmaker did it by having a ticking clock. The originals did with random monsters interrupting you.
Eventually you'd get it though or reload until it worked.
On easier difficulties rest all you want.