The points at which the game transition between acts seem a bit arbitrary (mainly for Act I to Act II), and I don’t see a narrative or mechanical reason to lock us out of previous maps and quests. As far as I remember, previous Baldur’s Gate games didn’t have this kind of points of no return. Why do you think they did it? Do you like it?
Does your DM tell you the consequences of all your long rests and choices as well, or do you find out after?
When I’m running a game I absolutely tell my players things that I think their characters would be aware of, and that includes time pressures that a reasonable adventuring party would understand through professional experience
They do give you hints with some of them - I did a long rest and everyone was telling me we needed to hurry or the dude trapped under rubble was going to die. I thought that was a good way to handle it.
Exactly, all the time critical events I encountered had NPCs clearly indicating it’s a time sensitive issue.
Does your DM straight up not make it clear there are time constraints, either through context or by just directly telling the party? The story in BG3 emphasizes a time crunch in one thing, that doesn’t matter until you progress beyond certain map points, but then you get these other couple of quests that make no effort to say there is any time limit, so you rest after 1 fight and fuck everything up without even realizing wtf happened. Even after it happens, it’s not clear it was because you rested and time had passed. From the player’s point of view they were in a dungeon, rested, woke up and all the bad guys were gone/dead and the quest gets stuck with nothing in the journal telling you what happened. It appears to be a bug, but it’s actually an intended consequence that is never telegraphed or alluded to, period.
Does your DM let you re-roll if you don’t like the outcome?
Yeah, actually. If I have inspiration points. That’s what they’re there for.