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What I don't like is how often 5e forces you to rest... I'd want Long Rests to be a reward, not a dreaded "Yet again?!" just cause your Spell Slots and Sorcery Points are all gone from just one or two battles.
One day it's kinky, the next day it's creepy, after it's a murder mystery.
It's a gathering spot for the criminally insane.
What's not to like.
Honestly I don't care what you do with your experience, it's yours to do more poorly if you wish, but going to camp and resting or short resting is a function that serves a purpose in DnD and has uses in BG3. I don't care if I change your mind or not, I know it's value.
In practice, however, it just causes the player to rest after every single encounter. It requires some kind of balancing to actually make it work in a game.
And that's precisely what I hate about it... this artificial limitation on spell slots just so the dumb brutes aka Melees still have a justification to exist... look at how Pathfinder WotR does it, much more sensibly... you get a ton more Spell Slots, and Resting is tracked via Fatigue, how long you've spent traipsing about.
Much better than forcing us to either long rest after every slightly challenging encounter, or to make slightly challenging encounters artificially super-challenging because we have to nerf ourselves to not lose all our spell slots.
Stupid system.
This honestly is a problem with pretty much any game ever made with a "Rest" mechanic, and it's sad to see developers not put enough thought into properly balancing it.
Neverwinter Nights (the original) lets you rest basically at any time as long as enemies are not too close, and since you get so limited spell slots in the D&D version that is based on it basically means you rest whenever you are out of combat. This made things totally unbalanced and there were no consequences for spamming rest.
Long-term resting in RPGs should give significant bonuses, but only be required rarely and shouldn't be needed to "replenish spell slots" or whatever in games that give you only enough spells to make it through a handful of encounters. Short-term resting or breaks between battles should be enough to mostly keep you going unless something really major happened.