@Caruga - you obviously feel very strongly about this - I think @Aosaw's proposal (linked below, from earlier in the old thread) very cleverly addresses the issues with resting. What are your thoughts?
@Caruga - you obviously feel very strongly about this - I think @Aosaw's proposal (linked below, from earlier in the old thread) very cleverly addresses the issues with resting. What are your thoughts?
I feel strongly about balance in general and it just seems flippant and self-centered to say that balance efforts are a waste. Selectively abstaining from doing certain things that give you an advantage over the game is entering territory a player may not wish to go in, particularly as, as I've pointed out, there is often not a clear line of where to exercise restraint, and it's often only with hindsight and 'breaking' the game on your first playthrough that you even know that there is an issue. In short, it's not an option for everyone and oftentimes isn't an option for anyone, even if they wished to try it.
I'd rather the game cannot be cheapened and resists your attempts to do so. It's not like the game is pristinely balanced; there's plenty that can be fixed.
In regard to resting, i'm still collating the various solutions in my mind and trying to think of some more of my own.
The one you refer to I'm not sure I like at all. I want to see situations where you can be ill-prepared for a certain dungeon and resting isn't just a quick & easy click away and requires forethought and planning. I don't like the idea of mandatory backtracking after you inevitably wind up with a tired party. And why would having a ranger make your sleep more restorative?
@Caruga - I believe the justification for the "ranger/druid resting outside of towns reduces fatigue" is their inherent "closeness to nature"...along the lines of a 3e "survival" skill.
IMHO, I feel that the combination of the persistent "fatigue" along with the risk of being ambushed by a party of monsters is enough of a risk to resting in dungeons. It's also logical that after each dungeon a party would return to the nearest town to buy/sell/restock as well as rest. It wouldn't be mandatory per se, but it would provide the party with that pseudo-realistic "refreshed" feeling of returning to civilization after being immersed in a dungeon.
I'd go as far to say that the fatigue effect could be removed by a cleric's spell (which one would be arbitrary - bless, aid, whatever), or by a type of potion - perhaps potions of healing, or perhaps a new "potion of stamina" or something.
In any case, this is basically just brainstorming at this point
A minor thing related to resting, but this might be the right topic for it (or maybe it should count as a bugfix? Not sure if it's that or a feature): when resting it applies any effects of status-effect wear-off right upon waking up. I personally think if you rest while enraged you should take that hit of damage during your sleep and wake up partly/entirely recovered from said damage.
A minor thing related to resting, but this might be the right topic for it (or maybe it should count as a bugfix? Not sure if it's that or a feature): when resting it applies any effects of status-effect wear-off right upon waking up. I personally think if you rest while enraged you should take that hit of damage during your sleep and wake up partly/entirely recovered from said damage.
Yes that's an annoying bug, it should be reported in its own bugfix topic with the proper wording IMO.
Didn't see this thread in the search function, but I believe it should be brought to light again. I feel that it's a big part of what feels "wrong" in the game and allows to muscle through the story, diregarding options like wands, potions or special abilities.
I see that there are a few excellent ideas here (a personal favorite are rations although they pose a lot of problems), and some of them wouldn't be that difficult to implement (like the persisting fatigue). In addition, I would suggest encouraging the use of healing potions (you can heal your way through the game without using them, using the rest option...)
Didn't see this thread in the search function, but I believe it should be brought to light again.
The search function on-site is not very good, as you can't search by subforum nor does it discriminate on the 'strength' of the result, rather doing a flat search for the keyword you entered regardless of the context. You won't find anything with it.
BG should introduce a food and foraging system. =D
idk, worring about carring food in the inventory... it is realistic but it may hurt the game and its probably too complex to do in the EE.
About the resting, I know only those who want abuse "rest". I for example rested only when completely necessary, then I thought... why? there is no downside to rest constantly! I just hate to see a ridiculous amount of game time gone by and enemies just... wait for you to finish resting, so yes there should be a consequence to (way too much) resting hours. (I know there are random encounters in nonsafe areas thats not what I'am talking about)
This one is a bit off topic but I'll give it a try:) How about an idea that NPC's have a certain path of dialogue that can only be chosen once. I mean if player choses the path of dialogue then that's it. He cannot repeat the conversation(or some dialogue options) even after the game has been loaded (certan dialogue options are just no longer available). It would force us to chose words more carefully. Like in real life, no chance to load the conversation after offending somebody:) for worse no chance to take back embarasing moments when been drunk:D
This one is a bit off topic but I'll give it a try:) How about an idea that NPC's have a certain path of dialogue that can only be chosen once. I mean if player choses the path of dialogue then that's it. He cannot repeat the conversation(or some dialogue options) even after the game has been loaded (certan dialogue options are just no longer available). It would force us to chose words more carefully. Like in real life, no chance to load the conversation after offending somebody:) for worse no chance to take back embarasing moments when been drunk:D
:P
I like this idea as a principle feature, though: it's called overwriting the savefile on every crucial action, and only permitting you to have one.
Resting, healing and spell/innate memorization has always been an issue, for me, in both BG and D&d in general.
I think that the hp/vancian mechanic is perfect for a certain number of encounters, but, when facing huge dungeons it becomes an issue.. Maybe I can even finish a very hard dungeon without resting (just by having lotsa potions and some good items/wands), yet, imho.. is not "fun" when you can almost never cast a spell since you have to "save it for later".. i'd rather have strongest opponents yet be able to have an higher ratio of spell/special abilities usage.. since, otherwise, the game just become a matter of rolling dices to see who has the higher stat.. with the most difficult thing being to have tanks "tank" and other frailer guy attack from a safe spot.
Hp, for istance, are imho at the same time too easy to lose and too easy to recover.. forcing you to costantly have an healer in the party which, in the vanilla games, has necessarily to be either a cleric or a druid (limiting the replay factor of trying different party compositions).
In my "dream conversion" of BG ad&D rules I would solve this problem by emulating - with some workaround modding - the DARKLANDS game system which, for this mechanic, uses a "double health pool", one for "endurance" (a stamina like bar which drops/recovers quite fast from an encounter to another) and another for "strength" (which, aside affecting damage, also repersents serious wounds that may take weeks to heal).
I would make some auralike ability that would costantly checks if hp of any CHAR not in combat (for at least something like 15 seconds, before which the char may try to recover some HP to avoid CON lossing) is <100% :
- if char hp between 80 to 99% -> heal to 100% hp - if char hp between 40 to 79% -> heal to 100% hp but char looses 1 CON (unless it is already at 1 CON) - i char hp between 1 to 39% -> heal to 100% hp but char looses 3 Con (unless current CON is .. if it's 2 it will heal to 79% and go to 1)
Basically each char would recover HP lost at the expense of CON each time an encounter finishes.. in this way HP would become something like "stamina", while CON would represent real wounds. The more is "stamina bar" has been affected, the more it will endure those wounds (light hploss won't wound you, while heavy hp loss will cost a lot more)
If HPs drop below 1 the char is dead if the current negative hp are > than a certain multiple of the current constitution value (let's say, for example, 3), which the char has to spend in order to wake up (easily bringing him at very low CON if not there already).
Meaning that if an already deeply wounded warrior, whose CON went from 16 to 5 due to continuous damage, goes to -15 hp, he is in a Coma and can be woken up with some special medical ability by chars who have them.. if, instead, the char goes to -16 he is dead, since 3x5= 15, meaning that the char would rise up with 0 Con meaning he is dead (Yet understand taht this "3" number is only indicative.. and instead the multiple could be dictated by different skills/spells used to try and wake up the char: i.e. a simple "wake up" innate available to anyone could have a x2 multiplier, while an expert medic could have a x4 or something like that).
What I said above is however just a "part" of the problem.. since there's still to solve: a) how will you recover CON? b) how do you recover spells?
on the first issue, i would like to brake the "you need a cleric/druid" (which has necesasrily memorized some heal spells) in your party, by opening up more healing opportunities:
1) alchemy: branch of skills achievable by anyone with good intelligence and that would allow to make potions that solve the problem (also giving hp and other bonusses with each recipe requiring the char to spend some skill points he should receive at certain levels, maybe based on IN). In order to make it not too overpowered alchemy would have 2 important limitations: first off, each potion should have a "toxicity value" much like spirits in taverns; the more CON you have and the more refined is a potion the more you'll be able to drink.. yet, eventually, you'll become "fatigued" and badly loose thac0/ac/save throws whatever. This would solve a big issue of BG to mee.. since, with a lot of potions, you can almost beat the game without resting. Second, potions should require "material components" that make them costly in comparison whith spells (which, however, have the disadvantage of needing memorization and someone able to cast them).. a good source could be "gems", which are already often randomly in loots, and which could be used for this porpouse as a "catalyst" which consumes itself.. more expensive potions would require more expensive gems.
2) medical skills: progressivably acquirable (instead of "feats" like weapon proficiencies and such) by anyone that meet a certain requirement (like wisdom) and that could do something like - first aid: usable immediadly after an encounter (in the 15 seconds before autohealing of hp occurs) to heal 10% on another char and 5% on self - night bondaging: usable before going to sleep (since it activates a "state" that dissolves itself with no effects if hit by an enemy) and which, after 8 hours, heals some CON (like 2 on others and 1 on self)
But, even without those factors, every char should heal is CON over time.. with something like this - if current CON is between 1 and 6 char revocers 1 CON per 8 hours sleep - if current CON is between 7-12 char recovers 2 CON per 8 hours sleep - if current CON is between 13-19 char recovers 3 CON per 8 hours sleep - if current CON is 20 or above, you recover 5 per 8 hours.
(actually I would rather have this mechanism to work with "original CON", restoring a percentage of it and thus favoring more those with an higher CON.. yet i dunno if it would be possible withing the game engine).
now on
recover spell issue:
I would go again on CON, allowing any caster to rememorize an entire level of spells by paying a CON price which equal to that spell level (thus by spending 1 the caster would recover level 1 spells, by spending 5 level 5 ones, and so on).. in this way CON would be more worthwile to casters and a new mechanic would create itself pushing the player to decide what to do: use 3 Con to recover one time all level 3 spells, or recover 3 times level 1 spells?
Strategies could differ between casters, since an "evoker type" could choose to just go over and over with level 1-3 spells, while more "metamagic ones", could play differently.
A similar mechanism could be used to recover other abilities like turn undead, barbarian rage and such.. since, let's face it.. with the AC/Thac0 system CON is currently a cinderella stat.. much less desirable than STR/DEX.
Of course such a dramatic revamp would require tweaking with other things (like, for example, test the compatibility with the restoration spell - which i strongly doubt, but would rather lose the former feature to realize my ideas -
Sorry for the wall post (and my bad english.. but i am italian and was in a hurry).. but I hope someone likes this stuff.. and maybe decide to help me realizing it (I have so much more ideas for a project I wanted to call "BG COUNTER-REFORM") or, if already making a conversion mod, instead recruit me for some design ideas
p.s. kudos on the "rested" bonus in inns.. if possible i would gladly alter the mechanism described above to reflect the place where you rest on a char CON recover ratio.
Cremo I respect your opinion but I think you are trying to change too much, spell managing is interesting, makes you use what you've got, not spam the most powerful spell... (there are also sorcerers) I know gw2 is banning the healers lol but I can't imagine a dnd game where clerics are not needed at all, thats just not that world... BG could have used "some" rules like DA and Elder scrolls but they used adnd, its a little late to change it... Personaly adnd is a plus to me (credibility), you may say it's not realistic but it is what it is (and I like it).
I'd also like to point out, that sometimes during battles I'd rest in another room (given I could bar my way into one, and close the door), during which the protection spells and other buffs cast by the opposing group were negated. That, and I'd get my combat spells on again. What bothered me about this (apart from my own cowardice) was that then the opposing casters would not re-cast their buffs. Basically I'd rest in the other room, during combat, and the others were literally just waiting there for me to come back without any rest.
Seems weird that my slumber party was amazing and resulted in a rested group destroying another, during which (given their knowledge of my presence - maybe object permanence is lacking in the minds of my opponents) the enemies just didn't bother to rest. Why not stay up for 16 hours and wait?! Seems legit.
Another thing that hasn't been mentioned in this thread is the trap exploit , since sleeping doesn't remove your laid traps. A previous patch limited the number of traps that could exist on the map (to 7 I think) but it still allows for a lot of abuse conbined with a free sleeping mechanic.
So sleeping should remove all the traps that you have laid to prevent this.
Here's a possible solution. It would be easy to implement.
When ambushed, have certain party members start the battle unconscious. There are a couple of ways of doing this, including either having 1d6 people simply be unconscious, or have a Sleep spell automatically cast on the party, etc. Being unconscious would simulate not just waking up, but also having to grab your gear, get your bearings, etc. That way, not only would resting carry the potential for a real threat, it would also provide different encounters.
Another possibility, one that is potentially less frustrating, would be to simply have the party Slowed for the first couple of rounds of combat. Maybe those with a high CON could avoid it.
My other suggestion is that whatever happens, it's implemented into a difficulty level. Just like how party members can only be permanently killed on Core Rules and above, those playing on lower difficulty levels should be able to avoid this.
@MilesBeyond I think fatigue addresses this nicely : when ambushed, the whole party is tired and this suffers a penalty.
The problem mentioned by Delvon is also pretty annoying. If you rest, then all enemies should be back to 100% (I don't think we can fix the RP problem of them not reacting to your sleep).
By restraining yourself from sleeping in every succeeding room ? Personnally I can't rest if I just got out of bed. You shouldn't be able to rest if less then 4-5 hours have passed since the last rest.
By restraining yourself from sleeping in every succeeding room ? Personnally I can't rest if I just got out of bed. You shouldn't be able to rest if less then 4-5 hours have passed since the last rest.
So what's the rule? Sleep every three rooms? Set an egg timer on my computer desk each time I rest and sleep if it has run out? Toss a coin for whether I can rest before battle? Why not puts the limitations in the gameplay instead of this nonesense?
I don't see the issue with resting. 3) For what is left, use self-discipline.
Nonsense. The moment the average gamer has to make his own rules against the game's shortcomings, the fifth wall is broken (in a bad way).
This is something avid p&p players often fail to grasp, because they're used to make the effort of getting into the game themselves.
However, the average gaming experience drags the player into its world, providing a dynamic, exciting and accurate context. It would suck to play even Monopoly if you had to make your own rules to avoid easy wins.
I just don't get what people have against resting multiple times a day. Doesn't matter if you are only an hour awake, if you had the crap beaten out of you, or you had to cast spells (very intense concentration), you're easy able to rest.
This problem can easily be solved: Remove Rest Until Healed. If players want to rest until spells refresh, heal up, then rest again, let them. Time passes during this and you have chances for random encounters, which can kill you if you are to low on HP before rest.
I do not want resting changed in any big way. NWN & NWN 2 resting was horrible (sorry Trent), you just sat down until your HP maxed out, so I definitely do not want that. That feels arcade like and definitely not like traditional Role Playing.
The problem of changing the rules of resting to some other game's mechanic is that it isn't going to be true to the AD&D 2e game, which BGEE is supposed to be. I have no problem with the game continuing to throw more and more "random encounters" at you, leaving you unable to functionally rest, if you try to rest in a dungeon, but having to keep track of more stuff or losing CON (In AD&D 2e, this would require a Restoration spell to fix) is just silly and non AD&D-ish. And if you can't actually get a door open to get at your party, make it loud noises wake you up- and increase the encounter outside to reflect that your opponents have called in reinforcements.
@Boaster That's already in game afaik, depending on CON of each party member and remaining healing spells ("Cast healing spells on resting" option). Shortest rest is still 8 hours no matter how much hp you need to heal.
All I meant was, I think the pricier Inns should offer better HP recovery. I don't really notice much difference myself.
I don't see the issue with resting. 3) For what is left, use self-discipline.
Nonsense. The moment the average gamer has to make his own rules against the game's shortcomings, the fifth wall is broken (in a bad way).
This is something avid p&p players often fail to grasp, because they're used to make the effort of getting into the game themselves.
However, the average gaming experience drags the player into its world, providing a dynamic, exciting and accurate context. It would suck to play even Monopoly if you had to make your own rules to avoid easy wins.
Look, I made three points, and you're quoting the last one out of context.
They can easily add no-resting flags. When it does occur that they forgot to put one where it's obvious they should have, don't rest.
Comments
http://forum.baldursgate.com/discussion/comment/1597/#Comment_1597
I'd rather the game cannot be cheapened and resists your attempts to do so. It's not like the game is pristinely balanced; there's plenty that can be fixed.
In regard to resting, i'm still collating the various solutions in my mind and trying to think of some more of my own.
The one you refer to I'm not sure I like at all. I want to see situations where you can be ill-prepared for a certain dungeon and resting isn't just a quick & easy click away and requires forethought and planning. I don't like the idea of mandatory backtracking after you inevitably wind up with a tired party. And why would having a ranger make your sleep more restorative?
Also PMed the OP in the hope he'll change the title.
IMHO, I feel that the combination of the persistent "fatigue" along with the risk of being ambushed by a party of monsters is enough of a risk to resting in dungeons. It's also logical that after each dungeon a party would return to the nearest town to buy/sell/restock as well as rest. It wouldn't be mandatory per se, but it would provide the party with that pseudo-realistic "refreshed" feeling of returning to civilization after being immersed in a dungeon.
I'd go as far to say that the fatigue effect could be removed by a cleric's spell (which one would be arbitrary - bless, aid, whatever), or by a type of potion - perhaps potions of healing, or perhaps a new "potion of stamina" or something.
In any case, this is basically just brainstorming at this point
I see that there are a few excellent ideas here (a personal favorite are rations although they pose a lot of problems), and some of them wouldn't be that difficult to implement (like the persisting fatigue). In addition, I would suggest encouraging the use of healing potions (you can heal your way through the game without using them, using the rest option...)
I recommend using google.com with a site search.
About the resting, I know only those who want abuse "rest". I for example rested only when completely necessary, then I thought... why? there is no downside to rest constantly! I just hate to see a ridiculous amount of game time gone by and enemies just... wait for you to finish resting, so yes there should be a consequence to (way too much) resting hours. (I know there are random encounters in nonsafe areas thats not what I'am talking about)
I like this idea as a principle feature, though: it's called overwriting the savefile on every crucial action, and only permitting you to have one.
I think that the hp/vancian mechanic is perfect for a certain number of encounters, but, when facing huge dungeons it becomes an issue.. Maybe I can even finish a very hard dungeon without resting (just by having lotsa potions and some good items/wands), yet, imho.. is not "fun" when you can almost never cast a spell since you have to "save it for later".. i'd rather have strongest opponents yet be able to have an higher ratio of spell/special abilities usage.. since, otherwise, the game just become a matter of rolling dices to see who has the higher stat.. with the most difficult thing being to have tanks "tank" and other frailer guy attack from a safe spot.
Hp, for istance, are imho at the same time too easy to lose and too easy to recover.. forcing you to costantly have an healer in the party which, in the vanilla games, has necessarily to be either a cleric or a druid (limiting the replay factor of trying different party compositions).
In my "dream conversion" of BG ad&D rules I would solve this problem by emulating - with some workaround modding - the DARKLANDS game system which, for this mechanic, uses a "double health pool", one for "endurance" (a stamina like bar which drops/recovers quite fast from an encounter to another) and another for "strength" (which, aside affecting damage, also repersents serious wounds that may take weeks to heal).
I would make some auralike ability that would costantly checks if hp of any CHAR not in combat (for at least something like 15 seconds, before which the char may try to recover some HP to avoid CON lossing) is <100% :
- if char hp between 80 to 99% -> heal to 100% hp
- if char hp between 40 to 79% -> heal to 100% hp but char looses 1 CON (unless it is already at 1 CON)
- i char hp between 1 to 39% -> heal to 100% hp but char looses 3 Con (unless current CON is .. if it's 2 it will heal to 79% and go to 1)
Basically each char would recover HP lost at the expense of CON each time an encounter finishes.. in this way HP would become something like "stamina", while CON would represent real wounds. The more is "stamina bar" has been affected, the more it will endure those wounds (light hploss won't wound you, while heavy hp loss will cost a lot more)
If HPs drop below 1 the char is dead if the current negative hp are > than a certain multiple of the current constitution value (let's say, for example, 3), which the char has to spend in order to wake up (easily bringing him at very low CON if not there already).
Meaning that if an already deeply wounded warrior, whose CON went from 16 to 5 due to continuous damage, goes to -15 hp, he is in a Coma and can be woken up with some special medical ability by chars who have them.. if, instead, the char goes to -16 he is dead, since 3x5= 15, meaning that the char would rise up with 0 Con meaning he is dead (Yet understand taht this "3" number is only indicative.. and instead the multiple could be dictated by different skills/spells used to try and wake up the char: i.e. a simple "wake up" innate available to anyone could have a x2 multiplier, while an expert medic could have a x4 or something like that).
What I said above is however just a "part" of the problem.. since there's still to solve:
a) how will you recover CON?
b) how do you recover spells?
on the first issue, i would like to brake the "you need a cleric/druid" (which has necesasrily memorized some heal spells) in your party, by opening up more healing opportunities:
1) alchemy: branch of skills achievable by anyone with good intelligence and that would allow to make potions that solve the problem (also giving hp and other bonusses with each recipe requiring the char to spend some skill points he should receive at certain levels, maybe based on IN). In order to make it not too overpowered alchemy would have 2 important limitations:
first off, each potion should have a "toxicity value" much like spirits in taverns; the more CON you have and the more refined is a potion the more you'll be able to drink.. yet, eventually, you'll become "fatigued" and badly loose thac0/ac/save throws whatever. This would solve a big issue of BG to mee.. since, with a lot of potions, you can almost beat the game without resting.
Second, potions should require "material components" that make them costly in comparison whith spells (which, however, have the disadvantage of needing memorization and someone able to cast them).. a good source could be "gems", which are already often randomly in loots, and which could be used for this porpouse as a "catalyst" which consumes itself.. more expensive potions would require more expensive gems.
2) medical skills: progressivably acquirable (instead of "feats" like weapon proficiencies and such) by anyone that meet a certain requirement (like wisdom) and that could do something like
- first aid: usable immediadly after an encounter (in the 15 seconds before autohealing of hp occurs) to heal 10% on another char and 5% on self
- night bondaging: usable before going to sleep (since it activates a "state" that dissolves itself with no effects if hit by an enemy) and which, after 8 hours, heals some CON (like 2 on others and 1 on self)
But, even without those factors, every char should heal is CON over time.. with something like this
- if current CON is between 1 and 6 char revocers 1 CON per 8 hours sleep
- if current CON is between 7-12 char recovers 2 CON per 8 hours sleep
- if current CON is between 13-19 char recovers 3 CON per 8 hours sleep
- if current CON is 20 or above, you recover 5 per 8 hours.
(actually I would rather have this mechanism to work with "original CON", restoring a percentage of it and thus favoring more those with an higher CON.. yet i dunno if it would be possible withing the game engine).
now on
recover spell issue:
I would go again on CON, allowing any caster to rememorize an entire level of spells by paying a CON price which equal to that spell level (thus by spending 1 the caster would recover level 1 spells, by spending 5 level 5 ones, and so on).. in this way CON would be more worthwile to casters and a new mechanic would create itself pushing the player to decide what to do: use 3 Con to recover one time all level 3 spells, or recover 3 times level 1 spells?
Strategies could differ between casters, since an "evoker type" could choose to just go over and over with level 1-3 spells, while more "metamagic ones", could play differently.
A similar mechanism could be used to recover other abilities like turn undead, barbarian rage and such.. since, let's face it.. with the AC/Thac0 system CON is currently a cinderella stat.. much less desirable than STR/DEX.
Of course such a dramatic revamp would require tweaking with other things (like, for example, test the compatibility with the restoration spell - which i strongly doubt, but would rather lose the former feature to realize my ideas -
Sorry for the wall post (and my bad english.. but i am italian and was in a hurry).. but I hope someone likes this stuff.. and maybe decide to help me realizing it (I have so much more ideas for a project I wanted to call "BG COUNTER-REFORM") or, if already making a conversion mod, instead recruit me for some design ideas
p.s. kudos on the "rested" bonus in inns.. if possible i would gladly alter the mechanism described above to reflect the place where you rest on a char CON recover ratio.
I know gw2 is banning the healers lol but I can't imagine a dnd game where clerics are not needed at all, thats just not that world...
BG could have used "some" rules like DA and Elder scrolls but they used adnd, its a little late to change it... Personaly adnd is a plus to me (credibility), you may say it's not realistic but it is what it is (and I like it).
Seems weird that my slumber party was amazing and resulted in a rested group destroying another, during which (given their knowledge of my presence - maybe object permanence is lacking in the minds of my opponents) the enemies just didn't bother to rest. Why not stay up for 16 hours and wait?! Seems legit.
So sleeping should remove all the traps that you have laid to prevent this.
When ambushed, have certain party members start the battle unconscious. There are a couple of ways of doing this, including either having 1d6 people simply be unconscious, or have a Sleep spell automatically cast on the party, etc. Being unconscious would simulate not just waking up, but also having to grab your gear, get your bearings, etc. That way, not only would resting carry the potential for a real threat, it would also provide different encounters.
Another possibility, one that is potentially less frustrating, would be to simply have the party Slowed for the first couple of rounds of combat. Maybe those with a high CON could avoid it.
My other suggestion is that whatever happens, it's implemented into a difficulty level. Just like how party members can only be permanently killed on Core Rules and above, those playing on lower difficulty levels should be able to avoid this.
The problem mentioned by Delvon is also pretty annoying. If you rest, then all enemies should be back to 100% (I don't think we can fix the RP problem of them not reacting to your sleep).
1) Resting at the wrong place will generate an encounter.
2) Many locations are flagged against resting.
3) For what is left, use self-discipline.
This is something avid p&p players often fail to grasp, because they're used to make the effort of getting into the game themselves.
However, the average gaming experience drags the player into its world, providing a dynamic, exciting and accurate context.
It would suck to play even Monopoly if you had to make your own rules to avoid easy wins.
I do not want resting changed in any big way. NWN & NWN 2 resting was horrible (sorry Trent), you just sat down until your HP maxed out, so I definitely do not want that. That feels arcade like and definitely not like traditional Role Playing.
They can easily add no-resting flags. When it does occur that they forgot to put one where it's obvious they should have, don't rest.