I don't care about respec on the main character but the stated design goal was to allow players to mess around with multiclassing and back out of poor choices. As long as you can reset difficulty to Story, respec, then set it back to hero-difficulty, it won't make much difference. I think it is more rewarding to never adjust Difficulty, though, so it might make sense to include "respec" as Story Difficulty only so players are subtly reminded respec makes the game easier.
Respec of NPCs is more important to me, but I agree with everyone here (so far) that you only need to do it once when you first encounter them. I would actually prefer if you had the option to change them as an optional part of character creation (for a full respec, including race and background) before you ever meet them in the game. I think that is more immersive. And, while I don't need it, it might be wise to have an option to "auto-revert" origin characters to their original design when you choose to respec with Withers.
I think Long Rests could be made more interesting with wandering monsters. I wouldn't give any XP for encounters you meet in camp because that would skew levels too much (or you could give 10% of XP instead of the full amount). Rather, I would make wandering monsters more like "punishment" for resting too much. You could turn off wandering monsters for Story Mode and make it unlikely on Balanced Mode, but still there for a touch of risk. It's pretty easy to get through Act 1 with only a handful of Long Rests, so if you put the risk at about 10% for a random encounter in camp on Tactician Mode (with perhaps an increased risk if you haven't cleared an area), it might be around even odds or less of ever encountering a wandering monster, so it wouldn't feel overwhelming unless you spammed Long Rests. I think you would need a mechanism for larger parties in camp so you could make use of all members, but that is apparently a pretty easy Mod, so I don't think it would be hard for Larian to implement. Camps are already designed, so no need for additional coding for location (unless Wandering Monsters were popular enough that making camp terrain more interesting was a design goal), and you could use most of the same monsters that are already local (like goblins and wargs in most of Act 1, skeletons in the first temple, githyanki in the creche, etc.). Also, I think you should pay camp supply costs for all companions, even if they are not in your party; you pay a little tax for having them hang around.
You could also make random encounters not necessarily bad by creating 3 "parking spaces" for "wandering NPCs" you can use in your party (instead of having those odious vessels). On multiplayer those "parking spaces" might be filled up with other PCs, but in singleplayer or multiplayer that is not full, you could gain some backup characters. If Larian really wanted to get fancy, you could create an NPC who is a friend that is "looking for you" during character creation and make that NPC the first one to show up if you are lucky enough to roll a "wandering NPC." Heck, let the player make up to 3 potential allies that can show up as wandering NPCs, get found in a jail cell, or be resurrected by Withers after you find their dead body. Maybe in character creation you could have a prompt that says "create potential allies" and your first one is indicated to be "someone you were with when you were abducted by the Mindflayers" (and that you can save on the nautiloid ship), the second is "someone who is in a jail cell somewhere", and the third is "someone who is looking for you and can show up randomly when you make camp." If you fail to save the first or second, they can die and Withers can bring them to camp and resurrect them, just in case you pass them by or "accidentally" kill them. Yay! Custom party. Also, no need to respec origins when you meet them.
If wandering monsters are added, I'd eliminate Fast Travel unless you actually go to one of those rune portals. They are everywhere, so it's not a huge burden to walk to one if you want to get out of a dangerous area and it improves immersion if you can't just teleport at will. You generally don't need to fast travel when you are "between" portals unless you are just trying to get to a merchant anyway or (rarely) because a new quest prompt pops up; they are otherwise fairly strategically located to allow you to find one when you clear a level (e.g., after you beat the duergar, you will probably want to go back to the myconid and, lo and behold, there is a portal for that). With this modest limitation on Fast Travel, you would be a little more likely to take the risk of random encounters by taking a Long Rest where you are, which I see as a desirable result. And as a very minor tweak, I would take away the "camp" option from portals. You just choose to camp where you are by clicking on that "eye" icon and choose "go to camp" so there is no confusion (vis-a-vis you and the game) where you set up camp.
I'm not a big believer in mechanisms to prevent save-scumming. It isn't hard as a player to choose not to do that. And almost all games allow you to reload after TPK, which is the ultimate save-scumming. I don't pay attention to those rewards you get for doing certain things, but maybe Larian could give you a reward if you never reloaded, or an "Iron Man" reward, for each Act you make it through without reloading. That would probably be adequate.
Last edited by Totoro; 19/08/23 05:02 PM.