I expect there are further plans for resting as early access progresses. Regardless, this feedback should be relevant given the current game state.

Currently resting feels like a missed opportunity at best. The camp is beautifully implemented with great story beats. Unfortunately the gameplay impact, to me, leaves much to be desired.

Currently resting has no limitations or drawbacks. You can rest after every fight. This has an adverse impact on game balance. This likely results in one of two outcomes:
  • The fights are tuned for full slots, encouraging players to rest before every encounter.
  • The fights are tuned for partial slots, allowing resting to trivialize fights.


A case can be made for not resting if it makes the game too easy, but I personally don't like the idea of an overpowered mechanic that we are simply told not to use. Saving scrumming more than enough already.


For this reason, I would love to see resting turned into a better game mechanic that adds to the depth of combat and exploration.










I am not proposing any exact solution. But here are some ways other games that have implemented interesting meta-resource mechanics like resting:

Safety - DnD
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The basis for most of the mechanics in BG3 uses "safety" to limit rests. Basically, this turns dungeons into gauntlets. You must complete the 3-4 encounters in the area before getting access to a safe place to rest. This works well in a tabletop setting with a DM controlling the finer details. Game implementations can be hit or miss depending on how well the areas are built around this mechanic.


Timer - Fallout, Pillars of Eternity
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You have X days to complete your next objective. Normally these are not prohibitively low values, giving you plenty of rests while still giving some sociological pressure not to rest spam. This would also fit nicely with the whole mind flayer tadpole shenanigans.


Resources - Pathfinder Kingmaker, Darkest Dungeon
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Resting takes resources, limiting how often it can be done, and giving incentives to minimize it even further. This requires decent scaling through the game to balance but can work.


Complex incentives - XCOM, Darkest Dungeon
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A bit off genre, but XCOM is an excellent example of meta-game planning and resource management. I am by NO means suggested BG3 should have something anywhere near that complex. But it is a good example of successfully mixing resting and preparation mechanics in a game.



Last edited by Burdock; 11/10/20 07:01 PM.