Originally Posted by ExperThies
Hello,
Being able to save at any moment can be nice, especially when you want to try out different outcomes or if you want to see if you can jump off of the nautiloid. However, being able to save at any moment also rewards saving after almost every step. I hit the enemy in battle, I save. I know that some people like that option. The issue is that it really takes away from the D&D feel of the game. Your decisions do not matter if you can just reload the save. I suggest having different difficulty options when you create the game. Easy-you can save whenever and wherever and there are auto saves, Normal- there are only autosaves (which you need more of by the way), Hard-the game only saves when you rest at camp, and Real D&D where the game only saves when you quit the game and will only load that save once. If there are other good ideas or you like these ideas, please discuss them. The save scumming is real and, in my opinion, a big problem if the game is trying create the feel of a real D&D campaign.
Thank you.



Savescumming is a "you" not a "me" problem though. It's one of those issues where it comes down to the player.

1. Some people don't do it, at all.
2. Some people do it, and like that they can
3. Some players do it if they misclicked, or got an unexpected outcome.
4. Some players do it, and hate that they can do it.

I'm sure there are more scenarios, but in most cases it's a minority issue, that I don't think should be addressed by making it harder to do, as it hurts more players than it helps.

Besides: they should be more lenient with inspiration points. It's a cool mechanic, but one you got once, and probably used on a meaningless roll. If we had more of them then more people would maybe not want to save scum?