The Resting Mechanic
mampoa
Member Posts: 5
Ok, so a long time player of the series, BG2 my favorite game of all time in fact.
There's just one thing that has been keeping me from playing it recently though: I find it too easy, or rather arbitrarily too easy/hard due to the resting mechanic.
I love a challenge, and have been playing with SCS for a long time, but it's really the resting that decides a lot of failure/success.
SCS mages in particular need you to dispel them, and not having the spells is potentially fatal.
Even so, what I'm looking for is some ideas on how to restrict resting for myself to keep a sense of resource management/tactics in the game as opposed to spamming my best spells and resting and repeating.
I've thought of a few things:
1) Only rest when all party members are fatigued.
2) Impose a real-time time limit of, say, an hour before I can rest, and I cannot simply wait around doing nothing to bypass this.
3) Simply make judgement calls on when it seems appropriate.
I dislike the third option the most; I guess I'm looking for the game to really impose limitations and for me to have to work within that environment.
I'm someone who is very comfortable with hard games and I really want BG2 to provide that to me like it once did!
Anyone who is familiar with the new XCOM for example, I've beaten that multiple times now on Ironman Impossible, and I just love the challenge (at least in the first 2 months, then it too gets easier) and there is a real sense of working with limited resources.
I'm hoping someone can come up with a novel idea on how I can once again enjoy BG2 to the fullest!
There's just one thing that has been keeping me from playing it recently though: I find it too easy, or rather arbitrarily too easy/hard due to the resting mechanic.
I love a challenge, and have been playing with SCS for a long time, but it's really the resting that decides a lot of failure/success.
SCS mages in particular need you to dispel them, and not having the spells is potentially fatal.
Even so, what I'm looking for is some ideas on how to restrict resting for myself to keep a sense of resource management/tactics in the game as opposed to spamming my best spells and resting and repeating.
I've thought of a few things:
1) Only rest when all party members are fatigued.
2) Impose a real-time time limit of, say, an hour before I can rest, and I cannot simply wait around doing nothing to bypass this.
3) Simply make judgement calls on when it seems appropriate.
I dislike the third option the most; I guess I'm looking for the game to really impose limitations and for me to have to work within that environment.
I'm someone who is very comfortable with hard games and I really want BG2 to provide that to me like it once did!
Anyone who is familiar with the new XCOM for example, I've beaten that multiple times now on Ironman Impossible, and I just love the challenge (at least in the first 2 months, then it too gets easier) and there is a real sense of working with limited resources.
I'm hoping someone can come up with a novel idea on how I can once again enjoy BG2 to the fullest!
0
Comments
If you don't rest at all then it's very tempting to go very melee heavy and use specialists like Inquisitors to bypass the issue.
I try to do dungeons in one go, or floors for the bigger ones. Obviously you don't need to rest every floor of the Nashkel mines but Watcher's Keep would be pretty exhausting without a rest. And some places it just makes no sense to rest (eg the illithid city).
Good, satisfying mechanical difficulty AND roleplaying are a difficult combination to achieve, but it's what made BG2 great for me.
I wouldn't say I walk out of a dungeon to rest just to simulate that it is unsafe to rest in a dungeon, because it is literally just adding a tedious task of walking out, resting, and walking back in. In fact, I do have an issue with this in that you can walk out of dungeons all too easily; there is no roleplay reason in most dungeons to drive you forward to the point that you don't feel you can back out and rest. There's no consequence.
If the game gave clear indicators or drivers for pushing through a dungeon it would be better and easier to not back out tamely, rest, and continue safely.
If we're talking about the mechanics of an ACTUAL ambush, as in enemies spawning on you, then that is truly nothing to worry about - it's shameful how easy the spawns are and they really are just tedious to mop up and try resting again.
It's more the ability to roleplay, or lack thereof at times, that concerns me.
https://github.com/Holic75/Baldurs-gate-dnd-3.5
This may help
Granted, invasion would be nigh impossible if the enemies actually made use of their numbers to defend their strongholds. But then, that's exactly the point of strongholds. Don't stop your criticism at the fact that the lazy bastards won't notice you resting, when they refuse to acknowledge anything that is outside of their immediate line of sight.
I respect people who don't rest in the middle of a dungeon conquest, but that's because I consider it a challenge, not because it seems realistic to me.
Alter Hostile Rest Spawns
All games
This component will allow you to alter the frequency of hostile spawns when you try to sleep, e.g. monsters attacking when you try to rest. You can disable them completely, or adjust the frequency up or down: decrease 50%, increase 50%, double frequency, or quadruple frequency.
https://forums.beamdog.com/discussion/66940/version-4-of-tweaks-anthology-now-available#latest