DOS 1 and 2 use a logic where there is no time system as such, but there are action triggers.
Hence also why there is no pause button needed.
Example : you meet a fellow on the road who is poisoned... You could stand there for hours, without consequence, but if you leave 30 seconds, the game considers that you chose to let the fellow die there.
I agree a compromise or trick should be found in BG3, which could also be action-triggered.
Examples :
* characters could gain an "exertion point" every time they hit 0 HP (ie. not necessarily a Fatigue Level as defined in the TTRPG) ;
* a character could gain a Fatigue Level when they have done x number of attacks (i.e. a big number, like 100 attacks) ;
* doing a Short Rest is about 1 hour : so after a few Short Rests, your characters would gain an "exertion point" or Fatigue Level ;
* Long Rest is 8 hours, which is the trigger currently for the day/night cycles (though Larian has not implemented any limit in terms of days it would seem).
A real timer between Long Rests is not great for many reasons, but there needs to be a limit or consequence. It could be that you need a few "exertion points" before being allowed to do another Long Rest. By the way, exertion points do not exist: it is just something I am inventing here, that characters would gain after doing *a lot* of attacks and checks. The Long Rest needs to be possible in case a party gets crushed, so again not simple.
I do support there must be a limit to how many Long Rests you can do and it must be explicit (visible and clear).
it is really tricky though and hard to find the fine line where not too many people would be annoyed by the system.
Last edited by Baraz; 11/10/20 05:34 PM.