Larian Banner: Baldur's Gate Patch 9
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So I've seen a lot of people talking about how BG3 doesn't really hold true to a lot of 5e rules and because of that things are a bit too easy. A bit too DOS and not enough Baldurs Gate/5e. I think you can really crank up the difficulty, weight of decision making, and the overall 5e-ness if you limit where the party can long rest. Typically in pen and paper sessions, long rests are few and far between when you're in a dungeon. In BG3 though, you can long rest anywhere and any number of times.
Murder a pack of goblins. Long Rest. Murder next pack. Long rest.
. It trivializes a lot of planning and improvisation that 5e thrives on by making every encounter a race to use up all your spell slots. A lot of us pen and paper players know that spell slots are like gold in long dungeons.

My suggestion:
- Long rest anywhere in the overworld.
- Once in a building/dungeon if there are no more enemies.
- - Long rests in dungeons have much higher chance of random encounters.
- Renew dungeon long rests at big checkpoint locations.
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For example: one at the start of the goblin camp, then renew when you hit that statue at the underdark. Special cutscenes could happen too if you long rest at these checkpoints.


Just wanted to put this out there. Love the game and love where its headed.

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Like saving in HZD only either autosave or at campfires, hm.

Ok, that would make MORE sense. This would actually ADD to the game. Although I'd get rid of "resting for resources" in the open air area entirely, because this is just a bad mechanic.

Last edited by Firesong; 10/10/20 09:51 PM.

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You can choose to long rest less.
If a big battle happens with aid from a bunch of crap AI NPC allies and I'm out of spells, I'm going to reload and rest just to speed it up. Waiting for 14+ NPC's to maybe decide to move is bad enough. More spells might mean more dead things faster and less waiting for nothing.
There is no AI at a table with your friends.

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+1

Needs limiting.

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Worse comes to worse this could probably be modded in. Although it really should be added to the base game.

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+1 too - though i'm pretty sure Larian just wanted us to have fun with an easy first week;)

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+1

Using long rest in the middle of hostile areas is very unbalanced.


Necromancy is just recycling...
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+1, makes sense.

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In that case people would just backtrack.

If you want to limit long rests you need time limits.

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I think there should be three types of rests:

  • "go to camp" -- available in the overworld and maybe other places where the path is obviously clear
  • "makeshift camp" -- wherever you are, with a chance to be interrupted thematically for the location
  • short rest -- as it is is fine for a video game, I think -- but should be allowed at least twice and maybe up to four times.


I like Gulpy's idea of allowing one "makeshift camp" per dungeon area, with a reset at the map checkpoints.

In general, I think this advice from the DMG can also adapt to a video game:

Quote
Assuming typical adventuring conditions and average luck, most adventuring parties can handle about six to eight medium or hard encounters in a day. If the adventure has more easy encounters, the adventurers can get through more. If it has more deadly encounters, they can handle fewer.


As it is right now, the game encourages you to take a long rest after every hard encounter. That's why I think short rests should be encouraged. This may be a little hard on the full casters, but the improved cantrips kind of make up for that. (I know this is heretical, but it might even be worth making Healing Word a cantrip.)

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Not resting in hostile areas seems like a good idea... but enemies do not respawn, there's no dungeon master tossing random encounters into the game, so practically speaking, limiting rests to specific locations merely means long walks through already cleared areas to the rest point, then back again. That is going to feel like a mere time-waster after many hours of playing.

I believe that Solasta has the "long rest at specific spot" mechanic. The demo had a long rest spot, but if you ignored it and pressed on, there was a one-way drop and a forced encounter, so it was "use it or lose it". A specific point for long resting in hostile areas is probably the best, but you'd need to communicate that to the player. D:OS 2 had something called the "Tension" meter", which I think was more of a trespassing mechanic - a warning that if you were caught in that area, you would be confronted and a fight would likely start. A similar meter for long resting might work.

There should be some limit or consequence for long rests, but I'm not sure the way to do it. "Random encounters" at camp if you chose to rest in an unsafe spot isn't really an option because the amount of NPC's an party members in camp would make the combat take forever.

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I don´t see an issue with random encounters.
What we see is not an actual world. it is scaled down. the distances are scaled down.
I would not mind being randomly encountered by goblins at night, when resting near a goblin location. Or by giant spiders in the forest. Or by gnolls on the street.

BG1/2 both had camp encounters, kingmaker has it etc. Putting that in place is probably no problem and a little more believable than always teleporting back to base. Unless you have some kind of explanation for that like in BG2 ToB.

The only other option to not sleep-cheese is basicly to put timers on events. if you trigger XY you have only limited time to complete a quest. if you chose to long rest -> you lose time. Atm it cost you absolutely 0,0 to rest after every fight and full reset. Might aswell just full reset all abilities and health after every fight then, cause its no difference.
This would be possible but would certainly be even less DnD than this game already is.

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Originally Posted by DuderusMcRuleric
BG1/2 both had camp encounters, kingmaker has it etc. Putting that in place is probably no problem


"No problem?"

At the moment you can have 5 Origin characters, and 0 to 4 Custom characters at camp. Larian has implied that you'll meet all the origins in EA and have them until the act ends. That's a bunch more people at the camp as well. Plus there will be camp NPC's.

We are talking about at least 14 (probably more) PC's at the camp (and followers but they're non-combat so leave them off for now). That's just on OUR side. In order to make the random encounter worthwhile, there would need to be enough enemies to be a threat. That would be a tremendously long fight.

If you make a special "temporary camp" to limit it to just the 4 PC's in the active party, that's another map, likely with multiple variations for different zones, but that doesn't work because you'll miss out on the long rest camp dialogue critical for forming relationships with other PC's.

***

Timers for events are likely the best option, but they'll need to be made clear to the player.

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Originally Posted by Stabbey
Originally Posted by DuderusMcRuleric
BG1/2 both had camp encounters, kingmaker has it etc. Putting that in place is probably no problem


"No problem?"

At the moment you can have 5 Origin characters, and 0 to 4 Custom characters at camp. Larian has implied that you'll meet all the origins in EA and have them until the act ends. That's a bunch more people at the camp as well. Plus there will be camp NPC's.

We are talking about at least 14 (probably more) PC's at the camp (and followers but they're non-combat so leave them off for now). That's just on OUR side. In order to make the random encounter worthwhile, there would need to be enough enemies to be a threat. That would be a tremendously long fight.

If you make a special "temporary camp" to limit it to just the 4 PC's in the active party, that's another map, likely with multiple variations for different zones, but that doesn't work because you'll miss out on the long rest camp dialogue critical for forming relationships with other PC's.

***

Timers for events are likely the best option, but they'll need to be made clear to the player.


In Halsin's ambush on my camp, only my current party members were in the fight. Lae'zel just stood there drinking an invisible glass of zero-fucks.It is a little weird for it to work that way though. Maybe the encounter happens at the overworld location you were at.


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