I wish theyd do this. All of my time on normal has been rince and repeat reloading because i refuse to play on easy. The one time i did, it turned from hard and all my friends dying to a super easy 2 turn fight. It feels like theres no middle ground here.
If normal poses a challenge you might be too conservative with your resources. It's perfectly fine to have a short rest after each fight to regain your abilities. And even long rests are basically free, so unless you are in one of the rare time sensitive moments use them a lot.
Also consumables should be used more freely. Elixirs last until a long rest, so are usually good for at least 3 fights. Potions and weapon coatings also add up, that additional D4 of the lowest poison does a lot. And it's just a bonus action to apply and lasts 10 turns .
Scrolls of spells you have already learned should be used if you are out of spell slots. You don't need to save them for a harder fight. You can always have a long rest before entering a hard fight. But they can make that random encounter you entered with few spell slots much easier.
And all of that goes hand in hand with organizing your ability bar. It's a pain to do but being able to see what you have available is so valuable. At the very least make use of the individual tabs for "Class abilities" "Spells" and "Consumables". They give you a better overview than the default bar.
And even long rests are basically free, so unless you are in one of the rare time sensitive moments use them a lot.
Wait, is this true? I've been avoiding even short rests since the game tells you so explicitly that time sensitive things can get messed up by too many long rests, and the early plot is super clear that having a tadpole usually means death/mind-flayer-dom within a week. So I've been SUFFERING through every single fight since I need to conserve short rests. Can I actually long rest without dooming myself?
There are maybe one or two quests that are actually urgently time sensitive. Don't be afraid to rest, the game will warn you if you're going to mess up a quest before it happens. Resting is also how you get a lot of important camp scenes with the companions.
Also, short rests will never mess up a quest. Do one after nearly every fight.
To my knowledge nothing has a global timer. And only a few quests have an actual time limit. But there you usually get some kind of warning if you are taking too long.
The only thing that's frequently time sensitive are individual encounters after you spotted them. So let's say you see two groups fighting. If you then take a long rest, the conflict is resolved and one side is dead. But if you have a save literally 10 seconds before spotting the encounter you could reload that, have a long rest, then walk the few more steps and the two groups are still fighting.
And even non violent NPCs can be time sensitive after spotting them. So if you see a person standing around, just talk to them immediately.
The exact distance when an encounter is triggered can be hard to judge sometimes. So if you want to make sure not to "miss" anything, have a long rest just after a fight. Walk around a little bit to see if any post fight scenes trigger but if not, it's usually a good spot for a rest. Also helps with getting rid of some lingering spell or environmental effects m
To my knowledge nothing has a global timer. And only a few quests have an actual time limit.
The only one I can think of is one where a character will die from poison gas if you take too long and go to camp too much - not even a long rest; just going to camp (as I learned the hard way when I went to camp to pick up stuff to sell from my trunk) and I came back to an empty zone and the dude’s corpse, and that route closes off a bunch of other quests. I had to reload right before I went to camp.
There are definitely other timed quests, particularly in Act 3, as I've discovered while save-scumming long rests trying to trigger different companion convos.