Is there any downside to sleeping in BG?
memphis12
Member Posts: 6
Sorry for separate post, but kind of needed this answered...
Is there any reason NOT to sleep in game? Does it progress the story, as I have seen some scripted bits pop up while sleeping and I have learned a new ability.
The reason I ask is I have a lot of things I need to identify... Instead of paying 100gl for each item, I was thinking of sleeping, then using my identify spell, sleep again, use identify spell and so on. I just don't want to trigger something important in game to early by sleeping a lot.
Thanks I'm advance.
Is there any reason NOT to sleep in game? Does it progress the story, as I have seen some scripted bits pop up while sleeping and I have learned a new ability.
The reason I ask is I have a lot of things I need to identify... Instead of paying 100gl for each item, I was thinking of sleeping, then using my identify spell, sleep again, use identify spell and so on. I just don't want to trigger something important in game to early by sleeping a lot.
Thanks I'm advance.
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Comments
Otherwise as u know from the Kivan situation (and rescuing Dynaheir), there are some quests that have timers, but those should be pretty clear.
When you have no time-urgent quests, u can rest as much as u want. Roleplay strict players have reasons to both rest and not rest.
For example I don't like resting in the middle of a dungeon (like the Nashkel Mines), which seems unrealistic. I do rest when I don't need to sometimes just so that I begin a day's journey in the morning... and why not give the company a day off every now and then after all that hard adventuring work.
But in terms of game mechanics, there is little danger in resting often, and resting to memorise Identify is totally justifiable. Although later on in the game, you'll have so much gold u won't know what to do with it anyway.
Well, I'll get my times identified then :-) I've played most of the game up until this point with basic gear!mall this shiny new blue gear is making me very curious.
If you need a lot IDing, your best bet is to change all of your spell slots to Identify and do it in as few sleeps as possible.
To be honest with you though, those few 100s mean very little in the long run. You'll pretty soon have more money than you could ever spend.
I will say however that there are separate child categories that might have been more appropriate for your questions, namely 'BG: EE discussions' and 'New Players (NO SPOILERS)'. Though u don't seem to be overly bothered about spoilers as u played BG 2 before, and you are certainly not alone in just going straight to General Discussion. This is an issue we are looking at, and will likely change in the future.
Oh, and when I played blind, I didn't know how long a dungeon would go on for, so when I felt that I had to rest, I'd find a room with a door and close it before I try to rest. I imagine that the company barricades themselves in the room and take turns keeping watch whilst everyone else sleeps. I swear closing doors reduced the number of sleep interruptions I got, though I got no idea if that's just a happy coincidence or game design
I see no issue (RP-wise) with resting upon arrival at a new area. It is a bit annoying if I arrive in the morning though...
"I have just about seen enough waking hours, slave-driver."
I've talked before about a mechanic that I think would have worked better, but am not going to rehash it here.
http://vimeo.com/m/52662660
It only doesn't make sense when it's a place like Cloakwood mines that has lots of guards on patrol. Many also have areas where you could barricade yourself, and Invisibility literally lasts for 24 hours.
Also, for balance purpose, avoiding rest after every kobold makes things much more fun (if you are willing to sleep all the time mages are even more OP than what they are supposed to be)
@mumumomo seems to more or less share my reasoning on the matter. I make a distinction between 'active dungeons' and 'passive dungeons'.
Active ones are those with sentient/intelligent inhabitants who would respond to an incursion. For example the Iron Throne HQ, the BG 1 Mines, Sendai's Enclave etc... where it makes little sense that the enemy would not respond with overwhelming force and attempt to drive you out in the 8 hours you've decided to rest.
Passive ones are more like 'Tomb raiding', for example Durlag's Tower and Watcher's Keep. Not only are they way too big to attempt in one go without rest, it makes perfect sense for a party to advance slowly and cautiously through the death-trap filled nightmares...
Seriously, I admit that my clerics are mostly heal-bots. However, it's always nice to have an extra tank-like party member. Properly equipped, Viccy and Anomen and Branwen can all be fairly formidable in their own way. They don't dole out the type of damage that Minsc or Dorn does, but they don't have too because I have either Minsc or Dorn or Keldorn around anyway.
Plus, I'm old school, and the original party composition was 1 each of cleric, magic user and thief, plus two or three fighter types. It's classic and most adventures were balanced around that combination (in PnP). but hey, if you can get by without it, why not? It's all in fun.
I also try not to rest in dungeons, although I do rest in the Nashkel mines...
but only on the 2nd level in the room with the guards where you give Kylee his dagger.