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enthusiast
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OP
enthusiast
Joined: Oct 2020
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Lately I was reading a lot of posts saying that "healing through fruits and vegetables is a nerfing mechanic both for clerics and other healing spells/items" and "camping without restrictions means that resources management is meaningless, since you can replenish your hp and spells after each fight without consequences". I agree with both sentiments.
So I thought about Pathfinder: Kingmaker, in which if you want to "long rest" you need camping supplies. Wouldn't this be the solution to both the above problems? If, in order to rest, you are going to need a certain amount of rations (maybe a bar filling itself for each piece of food you have in your inventory) than you still have a purpose for food in the game, clerics will be more useful and camping more rare and impactful.
What do you think? It was already discussed?
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apprentice
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apprentice
Joined: Oct 2020
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You needed camping supplies if you were to camp in dungeons, in Pathfinder: Kingmaker. If you were in the wild you could have a character hunt for food. Great system either way.
Pathfinder: Kingmaker had another system in place to avoid abuse of the camping mechanic - timelimits. If you waited too long to accomplish your missions, you would miss out and could even risk a gameover, perhaps even ruining your entire game even past saves because you have rested too much in the past, and thus there are hours you can never get back.
Of course this timer is reset with every act.
A way that PFK warned of these timers getting close, is by making events happening around in the world (in your Kingdom tab) more difficult. At the end you could also risk a gameover because your kingdom would be destroyed. This did encourage a whole lot of saving up on spells and such, and not just abusing the mechanic all the time. Of course, unlike Baldur's Gate, the camping did not have any scenes related to your companions, there were no progression at all in the camp... just some banter that would just be the same after several hours of gameplay.
I am not suggesting that we get the same in Baldur's Gate 3, above systems was not very popular with a lot of PFK players, although some liked it myself included; but we are a minority.
But I would like to see something happening if you abuse the camping system, maybe some quests are time-limited, not ones that result in game-overs, but taking act 1 as an example; perhaps if you take too long the goblin would eventually find the druids grove, and you would then have to make a choice between joining the goblin Horde or the Tieflings at the grove. Perhaps you miss out on some interesting questline, akin to Fallout 3's 'Trouble on the Homefront' quest, where you pick up on a distress message from Vault 101, Amata urging you to return to help out with the mess. If you wait too long the message will eventually die out, implying that the vault 101 security forces raided the rebels and took them down.
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veteran
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veteran
Joined: Oct 2020
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I hate timelimits/timers, so I hope that they don't add that. I like to take my time exploring and not have to rush.
No need to add restrictions and timers. If you don't want to camp in certain places for roleplaying reasons, just don't go to camp there. Easy enough.
For my playthrough I was actually thinking I did not go to camp as often as I should to get the most companion scenes.
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member
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member
Joined: Feb 2020
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I want to see the following:
I want food to only modify the amount of hit points restored when expending a Hit Die during a short rest; i.e. a Fighter during a short rest would normally only heal 1d10+Con mod hit points per hit die expended, but if they eat an apple while expending a Hit Die they would heal an additional +2 hit points. I don't want food to restore hit points outside of a short rest, and especially not during during combat. That is what potions are for.
I would like to camping supplies, but I don't want them to be mandatory for short rests.
I am not against having some quests (not all) having time limits; but such quests I would prefer having some sort of notification system in place so that I know how long until the quest expires.
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Duchess of Gorgombert
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Duchess of Gorgombert
Joined: May 2010
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I hate timelimits/timers, so I hope that they don't add that. I like to take my time exploring and not have to rush.
No need to add restrictions and timers. If you don't want to camp in certain places for roleplaying reasons, just don't go to camp there. Easy enough.
For my playthrough I was actually thinking I did not go to camp as often as I should to get the most companion scenes. Same. I've done play-throughs in previous games where I've had a HTS requirement (whether directly supported, modded or RP) but wouldn't dream of imposing that on other players; I feel that a lot of the restrictions being suggested would only serve to alienate a large chunk of the player base, especially those who are new to the D&D rules. Anything involving basic recuperation that involves a dice throw is doubly bad IMHO. As for timed quests, they seem to be one of the most universally reviled elements of RPGs, right up there with the almost entirely unloved "escort the idiot" quests. One example was at the inn whose timing I found to be excessively fiddly and required too many attempts to get even an adequate outcome; "come back and try again later" was rewarded by the whole thing failing.
J'aime le fromage.
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addict
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addict
Joined: Aug 2017
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If camping supplies are a resource that you need for camping. Then craft, find or steal camping supplies. If the issue is actually long rests then that can be capped. For example at higher difficulties you only get one long rest per level. I found no areas where I couldn't go to camp. Only allow short rests or no rests in certain areas. About food again can be reduced or eliminated on higher difficulty settings. I found without looking to hard I had 40+ spare healing potions anyway and hardly used revive scrolls.
Dnd is about resource mgt (hp, spell slots, potions, rests) difficulty settings can affect that greatly
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addict
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addict
Joined: Sep 2020
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I like limited camping mechanics as long as there's no time being accounted for. It would stop the rest abuse and would add actual resource management to progression, because as it stands now, a long rest after every fight with seemingly no consequence seems a tad imbalanced.
I don't want to fall to bits 'cos of excess existential thought.
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veteran
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veteran
Joined: Sep 2020
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+1 Camping supplies could also turn the dozen(s?) of food items cluttering up inventory into a single "rations" item. Less inventory clutter is always good.
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enthusiast
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enthusiast
Joined: Oct 2020
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It really feels a bit too easy to abuse camping to refresh spells doesn't it?
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apprentice
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apprentice
Joined: Oct 2020
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In my current game I haven't visited the camp once for a long rest either, there simply is no need. Another thing that PFK does, is adding an exhaustion debuff to the characters if they go too long without rest.
That along with camping supplies could add a necessity for better resource management, without adding time-limits, although I would love for a difficulty that adds time-limits as well, make the game a little more dynamic in that sense - but that could possibly... maybe come with a mod, if the mod tools allows that much.
Last edited by TheOtter; 25/10/20 09:05 PM.
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enthusiast
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enthusiast
Joined: Oct 2020
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I love healing food. You love rpg and don't think food can heal or that it requires too much time to be consumed? Just don't use it in battles. Is not like Larian is forcing the player to do that, furthermore the healing is minimal, you can eat only 1 piece of food, the high healing foods usually are also heavy that is you can not pile up too many, moreover some food can only be found in places full of enemies, that is if you have potions, cleric spells, scrolls you can use those. And again: potions? that pratically are at least 1/2 liter? So much for realism in gorging down half a litter of potion in the really short time that is that of an action.
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enthusiast
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OP
enthusiast
Joined: Oct 2020
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I don't like timers, at all. I loved PFK but most of its timer were terrible. It's supposed to be a game in which you build your kingdom but you can't really build it because there is a timer ticking.
I see no problem in having the *option* to set no limitations on camping, I just think the "standard" difficulty should have said limitations and that camping supplies are the best option both to have relevant food in the game and to not let the player abuse the system. The statement "if you don't want to long rest often then don't do it" it's valid only to some degrees. This is a flaw both on the balance and the narrative side of the game for the reasons I mentioned earlier. Sure, I can play pretending it's not there but it really is and if we start thinking that having flaws in the system is fine, just don't use them if you don't like, then all this EA has no point really. Flaws should be pointed out and corrected, not bypassed.
All the classes are balanced in regard to one another mainly because of their resources and their management. If the game cuts out all the resources management part because long resting has no limits it's a problem. It's fine for the "easy" difficulty, not for the standard one.
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veteran
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veteran
Joined: Sep 2020
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I enjoyed PFK's timers. The beginning "kill the bandit leader (or whatever) in X time" was generous enough for there to be ~no likelihood of failing, but also added some tension to the game/exploring.
Imo the later-game times were also pretty generous. And probably needed. If there were no timers, I would have spent way way way too much time kingdom building. I realize that the name is "Kingmaker," but kingdom management shouldn't be a focus of a pathfinder game. The exploring/combat should.
I also enjoyed having to balance camping (losing resources, real-world time, and in-game time) and keeping adventuring (becoming exhausted and making any set/random encounters become noticeably more difficult). It did a good job of keeping me immersed in the game. If there hadn't been any penalties for long resting, all that tension I felt (tension=immersion=good) would have been removed.
tl;dr: If they include camping requirements (e.g., food) they should also implement risk-weighting (adventure for longer, but higher risk of danger due to exhaustion, maybe something with a timer)
p.s. I interpret potions as being <1/3 of a liter, more similar to capri-sun/juice box than a water bottle.
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