Prime Junta
Guest
Resting between every encounter shouldn't be viable but maybe the unrestricted resting itself is the root of the problem?
The problem is trying to solve that by designing around it.
Don't allow resting in dungeons? Players will just trek back to the village to rest after every fight -> rote and boring.
Require resting resources? Players will hoard them and then trek back to the village to buy more -> rote and boring.
Add timers? That can lead to players losing and we can't have that now, can we?
Add time-based attrition, e.g. the MotB spirit eater curse? Well we know how that was received.*
Eliminate per-rest resources? -> yeah, well, Deadfire.
*by the unwashed masses; as it is it's a terrific retard detector, if you rage about it, you're a retard
...and so on and so forth.
After thinking about this very important shit really hard I've come to the conclusion that the only way to go is to ignore the problem. Have unrestricted resting. If players want to rest-spam, let them rest-spam. If players don't want to rest-spam, more power to them. Any attempt to solve it will do nothing at best, or make the game actively worse at worst.
Personally I like resources and time-based attrition, but neither materially affects my behaviour because I already don't rest-spam, they just reward me for doing what I'd do anyway, so I can't say they address the problem. They're minor enough however that they could be an optional "survival" mode, with the base game balanced around the assumption that players will rest between every fight.