Re-evaluate resting.
lordkim
Member Posts: 1,063
Remember there were a giant discussion on a forum ( beamdogs or reedit) , on how to restore HP after battle.
And how easy it actually was. Cant seem to find it, then i would post it here.
Mentions on , just to rest strange places and then you have restored your Hp´s.
Mentions why it should be harder to restore them.
And how easy it actually was. Cant seem to find it, then i would post it here.
Mentions on , just to rest strange places and then you have restored your Hp´s.
Mentions why it should be harder to restore them.
Post edited by lordkim on
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Comments
The topic was originally brought up by HeroicSpur on the beamdog forums. There were mixed views on the concept. It had 5 up votes and 4 down votes so it's a good topic of conversation.
For: Rest trivialises adventures and leaves the party little incentive to manage their spells effectively. It also doesn't make much sense that you should be able to rest in the middle of an evil villains lair. Surely you'd be almost certainly murdered in your sleep.
Against: There is a line between inconvenience and making something fun. I feel that this would simply become annoying. Besides I prefer having all my spells for boss fights since it makes them more tactical and it encourages experimentation of strategy. By all means have some encounters like Sendai and Ammelysan that require careful spell management, but don't make it mandatory across the board.
??Perhabs have one guy looking over the rest of the party while sleeping.??
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.
Restore HP after battle its no AD&D imho
When your party members are Fatigued, resting outside doesn't remove the fatigued condition, unless the character is a ranger or druid. In order to remove the fatigue, you have to rest in an inn.
Resting at an inn in one of the more expensive rooms also gives your party the Well-Rested condition, which lasts for a number of hours based on the quality of the room (Royal suite lasts longer than Peasant rooms, for example) and gives your party some small bonus (think, the Fatigue penalties, but turn them into bonuses).
That way, resting in a dungeon might give you your spells and hit points back, but if you're tired, it doesn't make you any less tired. Resting in a dungeon is part of the adventurer's life, and figuring out who's keeping watch is part of it as well. It's a little bit metagamey, but players do it in D&D all the time, and I don't see anything inherently wrong with allowing players to do it here as well. I do agree, though, that there should be a difference between resting in the Firewine Ruins, and resting at the Jovial Juggler.
Anyway, there was a long discussion on the beamdog thread about this and it's doubtlessly been discussed on reddit as well.
I am 100% in agreement that something should be done: but what should be done is an open question. It needn't be anything major, it could be a few tweaks.
I'll list some of the key points raised on the beamdog thread:
The problem
(And I'll interject now: it also shatters immersion when you emerge from Irenicus' dungeon with 200+ days on your game clock already thanks to 'rest until healed'). I propose that it roll a die every 4 hours of gametime for interruption; instead of rolls just once regardless of how long the resting takes.Suggested solutions
Another interjection: perhaps do something with requireing 'watches' to avoid ambush where you are caught at a disadvantage in combat. Makes solo play more difficult.I may not have covered anything, visit the thread if you're curious.
Update: 01/Aug/12: Finally fixed it, LOL.
What I disagree with is how often and easily you can rest. If one player is using rest as a "minor heal spell" then I think there should be some kind of penalty/more enemies... or any other better thing you can think of. I do like all your a. b. c. suggestions, it is wierd how hours just go by, months resting and nothing changes or does it?
Why not simplify option a by saying that resting gets less effective in an area / group of areas the more often you do it, and this is reset when you leave the area / group of areas.
http://forum.baldursgate.com/discussion/comment/1727/#Comment_1727
(although it was incorrectly posted in the "general" forum instead of "feature requests") - @Coriander, i summon thee!
It probably would be better if you just transferred your points to here.
I'm not sure how long closed discussions last here.
Well, w/e. I'm sure the mods know how to merge threads as well as close them.
I want the game to force me. I want to not hold back. What is so hard to understand about this? If I'm playing a challenge game on a repeated playthrough, it's different, but on the first playthrough, without any hindsight, how can I even know how to not 'abuse something'?
What even is 'rest abuse'? How is it different from resting before and after battle? Is there some distinct line between abusing the feature and using it, that even a new-time player can observe?
If the very fact of resting is itself 'abuse' then the feature is broken. If it is too hard to draw an obvious line between abusing and using a feature--then the feature is broken, if only for players such as myself.
All your argument amounts to is 'devs shouldn't manage the difficulty'. As I already said, we wouldn't have a game if they did this, we would have a toy.
Or, your argument is: I want to abuse loopholes in the gameplay, and if there aren't any loopholes I want you to put them in.
Otherwise, you're like me, where you want to take every advantage but don't want the game (and the implicit dungeon master--the game designers) to ALLOW you to cheapen anything.
You have to be clear on your principles. State them clearly, rather than brush us all off with a snotty flippant two-sentence remark that efforts to balance the game are wasted because you personally have no interest in them.
To me the problem with removing rest "abuse" is that sometimes it really feels like the game was designed for you to save/rest before a big encounter. Removing this possibility entirely might frustrate some players (hell it would probably frustrate me).
But, like with many suggestions here, making them optional would be fine. Perhaps resting limitations could even be integrated in the difficulty slider.