The rest was a minor flaw, very minor because the game had options: You could make areas rest restricted. So say you wanted to make a dungeon without possibility for rest, then you could make it impossible to rest. If you wanted a "Shrine" in that area, you could make that area rest-enabled. The whole system was fixed using scripted encounters when in a dungeon and not resting in a "safe area" in the expansion campaign. And even the original campaign had rest-restricted areas, although it clearly was not a priority for the developers to limit it to "balance" spellcasters. You see, when designing the NWN campaign the developers didn't think one bit about stuff like rest spamming, because the game was not designed to be played just as the campaign. The idea behind the campaign was to have a story and to have the player advance through that story in an RP manner, with people being able to create their own modules with whatever they wanted added (such as rest-restricted areas). Sure you could spam rest, but the game had everything basic correct such as combat flow and say, SPELLS PER DAY? (eventually, *sigh* AC bugs, it's an Atari thing though)