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Edit: Or when i need my spells full...
Hmm, didn't know there was a separate, worse "exhausted" state. Let me look it up.
I will also rest if I am about to engage in a fight that looks difficult, and I do not have the means to even temporarily remove fatigue (the paladin mercies are a great way to remove fatigue for a short while, enough to get through a fight)
And of course, I will rest if I run out of healing, or if I am about to engage in a hard fight, but my casters are out of spells.
I expect that I rest less than most. I do not remember really resting in a dungeon, and on our first run through the campaign, my wife and I are up halfway through chapter two. We did the troll infested dwarven outpost without resting. (Just on Challenging)
Otherwise carry small loads with plenty of strength should probably help some too.
Of course, you should not need to play a character with a companion to buy a pack mule.
Is it better it to carry rations to save the extra time it takes to hunt? Or is the weight/encumbrance of the rations not worth the time saved?
The ranger guy (Ekundayo) can reduce the ration consumption down to four, and then even halfway decent hunters manage to scrounge up an average of three rations in one hour.
So much better than wasting a dozen hours on hunting. And with a strong animal companion, the rations' weight does not matter all that much. The cost should never matter.
He rubs my wife the wrong way, for some reason, and while he is amazing when he got bombs and buffs for others, he isn't much when he is refraining from using his rest-replenished resources.
Our 'standard' party is made of people who mostly fight without using their rest-replenished resources. We play at Challenging, where you can get away with it. I dove into the Tenebrous Dungeon at the insane (or was it unfair) difficulty, and even there, I could manage without resting more often than once every four-five levels. Timers make me absolutely leery of resting.
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We use mercenaries a lot, and they are spec'd to fight without resting - a dragon disciple with a polearm who only buffs for boss fights, a saint/duelist/paladin/monk jumble who tanks well even without buffs, a fighter with a bow who is about as fire&forget as it gets...
Companions are advisers, and advisers stay at the capital. It's a bit silly how someone can be occupied with negotiation project, but at the same time be clearing the Nalmarches.
Timers are so lenient that they are just something that exists. Don't be so preoccupied with them. They are there for the sole reason of nudging you ahead and discouraging excessive resting, not all resting.
Let me tell you about a wonderful invention called 'mail' xD