Originally Posted by Ugmaro
Originally Posted by azarhal
Originally Posted by Ugmaro
Originally Posted by vometia
Same deal with the Dragon Ages where areas had a fixed time of day. I would've preferred a proper day/night cycle but at least it gave an illusion that there was one, kinda sorta.


Kinda sorta, yeah...

The thing that gets me is that they keep on saying this is D&D 5e but the more I look at it the more I see divergence from the system. While the day/night cycle might seem completely irrelevant it affects other things. If you remove that you're basically removing the exhaustion mechanic (and one part of why rest is important), which in turn affects spells like greater restoration. I personally prefer to be drowned in spell choices (as is the case in D&D 5e) than to have it dumbed down to the point where I'm always spamming 1 spell and never looking at any of the alternatives.

From what I've seen so far I doubt a bunch of well developed D&D mechanics like turning to stone, curses or poisoning will be placed in the game either. I like that the game is story driven but I think they've made some massive mistakes, the main one being that they said it's the 5e rules while they're too afraid to actually implement them. Simply never saying that sentance would've made my expectations for the game completely different and I could've gotten behind almost anything.


It's not because there is no day/night cycle that exhaustion won't be in the game. Exhaustion has nothing do to with day/night cycle in 5e. It's tied to using Forced March for more than 8 consecutive hours and special abilities/hazard/extreme temperature exposure. Forced March will probably not be in, but the other things might be.

It was confirmed that you will need to rest in the game, for both mechanical (regain spells/HP) and story reasons. There is a passage of time in the game, it's just not a full simulation of a day/night cycle.

Also, Greater Restoration is used for other things than regaining a level of exhaustion. You're brain process of equaling no day/night cycle = no curse or petrify is super weird. DOS2 has permanent curse status and petrify that required very specific abilities to remove.


The day/night cycle thing is just the latest of things. The bonus actions showed to us had nothing to do with actual bonus actions and were all actions, they said there are no reactions apart from AoO, there are no short rests, now they're saying there is no day/night cycle, meaning they're removing the chance of getting a point of exhaustion from not sleeping (since there's nothing else to do at night).

Compare lesser and greater restorations, realize the differences in spell level and effects, then say that again. The greater restoration was meant as an example, not as a crowning arguement. And since when are we talking about DOS 2?

Edit: feel free to ignore the comparison of the two spells - that's completely subjective about what part makes the spell worthy of a 5th level spell.


I brought up DOS2 because Larian put curse and petrify in a game already. Why wouldn't they put them in this one where it makes even more senses? Especially when a bunch of people are calling BG3 as DOS3.

The action/bonus action switch was them trying a way to give every class bonus action at lower levels. It's not like D&D doesn't allow house ruling (drinking potion as a bonus action being a popular one). I expect some of them to changed once feedback from early access gets in.

Reaction only have AoO working right now, Larian never said they wouldn't try to add more, they just don't want gameplay interrupted by popups. There is a thread giving suggestions on how to implement more reactions: http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=660998&page=1

It's not like the game is balanced, bug free and final right now..