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#956747 06/04/25 10:21 AM
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Malax83 Offline OP
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I m creating a spell revision mod to nerf some damage spell and i want to know if you have an idea of how many rest camp would you need to finish the game in each act ?

Like if you were in an experimental mod, harder than honour mod (tactician i think (...)), can you estimate the number of camp rest that you would need ? The idea could be to define a number at the start of each act to increase the difficulty on how player could consider the game difficulty

I stopped my run against Zariel at level 4 because of the spike growth spell (i think this spell is too strong),

As i was close to the end of act 1, i can consider maybe a dozen of rests for this act with 4 party member (but i can miss myself)

PS : i won t use illusion spell or the 'cat spell' (idk i see on youtube) to kill a lot of ennemies with aoe spells then, AND i don t know builds made by "hardcore" players

Last edited by Malax83; 06/04/25 10:37 AM.
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I suspect that this is too variable. On Tactician/Honour I can finish Act 1 using 1 or 2 long rests by skipping most of the sidequests and starting Act 2 while lvl 3/4.
Better players prolly can get to Act 2 on Honourable without a LR at all.

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Yes that s what i was experimenting yesterday.

For example, with three party heroes, i only rest my first time at the druid garden; and i wasn t sure if i was able to finish act 1 without rest (but you need power builds i.e conjuration, illusion, etc... i want to discover the game)

I also think it s possible with a party without wizard/cleric to not rest at all buying healing potion, that s sound poossible now to me (with this second run; after stopped at level 4)

Then, i don t know, i feel if you make a balance party with wizard/cleric/rogue and limit the party to three heroes, then potentially i suppose that the rest number could be close to 5 for the act 1.

Then, an idea could be to create a "ring rest for three party members" per act (which contains 'X' charge). Admitting this one contains 5 charges for act 1, you could play another run with a ring containing (let s say) 8 charges with two party heroes (supposing you make sidequests)

It s really surprising that this kind of game still come out with a deceiving rest system, while i think some other solution could be interesting, from the moment they have been tested. I actually don t play the game to make the run perfect, just trying to have fun and maybe allow players to try another run with what i can call 'ring system'.

Last edited by Malax83; 07/04/25 10:01 AM.
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In Act 2 you start coming across potions which give the user some - or all, it depends on the brew - benefits of Long Rest.

Last edited by Buba68; 07/04/25 10:16 PM.
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I long rest after 90% of battles, because the overabundance of free camp supplies incentivizes it over short rests. Why have your party at 80% when you can have them at 100%?

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You could make a list of all the long rest camp scenes that can possibly play in each act and test this as your limit. I feel that scales reasonably well because it gives you the most long rests during act 1, when you might need to refill your spell slots more often, and fewer in the following acts when you have plenty of spell slots but might want to try being efficient with your most powerful ones.

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You only really need to rest for story reasons. Even on tactician:

https://www.youtube.com/playlist?list=PLxZYatGF7_D_TNPKga86nDgeROmdlfPYt


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