Originally Posted by daMichi
Originally Posted by Seiryu Suta
I grew up with BG I & II, NWN I & II, Diablo, Elder Scrolls, Final Fantasy and all that jazz. I played EQ, WoW, DDO, and a few others. I love the old games, but I also love the new games, like Dragon Age, God of War, Assassins Creed, etc. Needless to say I'm experienced with gaming and know the good and the bad. I'm also astounded that out of the blue I decided to look for BG3, thinking I was crazy for thinking a sequel would pop up (20yrs) later. I'm glad I did, and found out about DoS2 in the process which I'm enjoying thoroughly atm.

What's the point, I hear you asking. Well, its this archaic rest to reset system. It ruins immersion for a cRPG. It makes perfect sense for PnP, when you have many players, and are trying to share the time each person gets to act in battle, and role play, and balance things so you cant just spam power word kill, fireball, summon monster X (If you don't truly know why this one was powerful, you could eventually summon a Devil that could summon another one of itself, just trust me it gets ridiculous), etc. I understand wanting to be true to the original games, and I get that the game is based off of 5E. However, it needs to be adapted for cRPG. Please change the spell rest to reset system to a Cooldown system, for Baldur's Gate 3. Combine DoS Mechanics with 5E. This is why DDO failed, it was a great game, but it failed to adapt to the times. I'd like to see WotC get a successful rebirth in the cRPG industry, and I believe holding onto exact rulesets for PnP to cRPG is a huge mistake. Having to deal with your character being nerfed after 1 battle unless you rest, and/or having to go to bed every 30 mins is just bad. Lets be honest, end game im just going to spam craft scrolls of all the abilities I want to spam, just so I don't have to rest all the time. Then I'm still losing immersion, because at the begining of the game im grinding in a slog that is just archaic, and at the end, because im sick of it, im just carrying 999 fireball scrolls made at 9th level spellcasting, and not enjoying any combat strategy of the game, because its too much to deal with rest resets, after every combat, and the constant reloads, because oops i entered another battle and forgot to rest so I have the equivalent fighting capability of a lvl 1 barwench with Falselife lvl 12 cast on them.

I hope there's no contract with WotC that says you have to "stay true to the 5E game mechanics" to promote the PnP 5E D&D. If there is, please renegotiate this, and make them realize that sticking to this will hurt that side of the business not help it.

Thanks. #endrant

I think saying that a rest mechanic is archaic and outdated is simply not true. It just appeals to a different mindset and style of play than you prefer.

To break a lance for rest mechanics, I love it when in a game after a long day of traveling through the wild I am able to call it a day, look for some safe haven to set up a camp and close in for the night. Share stories of past adventures around the fireplace and get to know your companions better. It takes out some speed and gives a place for replenishment.

In Sykrim for example there was a mod were you can do exactly that - you have a back bag and can set up a camp and a fireplace. It was a fairly popular one.

I understand completely that many people want more action and run around in the game without the need to stop and just have fight after fight. But I am not that type of gamer, and I would find it horrible to have a game that is supposed to be an epic journey and adventure without such elements of peace and calm.

Just think of Lord of the Rings, imagine Frodo and Sam would be able to go from the Shire to Mordor in a couple hours, or without the need to rest.
Or Aragorn, Legolas and Gimli who manage a great feat of strength and endurance when they follow the troops of Saruman who kidnapped Pippin and Merry.

Such stories translate to a game only - at least for me - when you have a believable world set up, that allows you to take time out of your day and rest.

The whole trope of big adventure just doesn't work that good, when I run around in bright day light all the time and do just fight after fight. Besides, this was one of the things I disliked the most in DOS2 wink

So, tl;dr: rest mechanics or not appeal to two different mindsets/play styles. Both are equally good/valuable, just different.


Having to "end the day" every 30mins-1hr is immersion ripping, and annoying. I like to RP the game as well. I'm not looking for action around every corner. I like to explore, do companion quests. inventory maintenance, etc.

The spell slot, rest to reset mechanic is archaic. It makes perfect sense for PnP. Matter of fact it is also a balancing mechanic. It also makes you be more strategic when battles arise. It makes battles more enjoyable, in PnP. However in PnP, you might have 1-2 battles per session, and sometimes none at all. In, cRPGs, you are alone, and or can run side by side, you dont need a GM to RP your NPCs, mobs, merchants, and tell you your surroundings. You also dont need to share the lime light with another player. Even if you play multiplayer, you can both do the same or different things simultaneously, because its not at a bottlenecked pace of 1 person controlling the setting. in cRPGs you have battles way more often, and its rather annoying not being able to use different abilities in those battles, and just AAing everything in a slog, or making sure I rest after every battle, which immediately pulls me out of the game, when I just did 2 battles in the last hr, and im ending the day for the 3rd time in that hour so I'm not stuck in a slog or a reload to get spells back.

I love the old D&D cRPGs, but better game mechanics, that let you stay immersed have come along. Im all for nostalgia, but not for nostalgias sake. Honestly, it feels like you want to be stuck on dial-up internet speeds, just so you can tap into that old feeling.

I am for a day-night cycle and having to camp, fatigue setting in after not resting for 2 in game days, is awesome. Me having to rest, just to reset my ability to fight in a battle, is just making it into a chore, and makes battles a chore as well. I want to have to keep using my abilities that I level up to learn, and use tactics in battle, so battle is something to be enjoyed. With this out of date system its a duck and cover, AA slogfest, and my opponents can spam their abilities all day and never run out, but I have 1-2 chances to land a shot that will make or break the battle for me, or be the thing that turns it into an hour long timesink.

Cooldowns serve the same purpose as spellslots, with the caveat that I don't have to end the day right after every battle, and some of those abilities and spells might be available again, if I survive long enough without them.

Sorry but I cant agree its based on taste. Cooldowns are just the superior mechanic to use. The only argument for spellslot mechanics is nostalgia and feel. Cooldowns, alow a much more fluid experience, still require strategic choices, by not letting you spam them every turn, and don't ruin what can be an enjoyable aspect of the game, and just make it into a chore. When I played DragonAge I'm pretty sure I camped everytime I was about to eat a meal, or ending the day in real life, or leaving the game for some other RL thing. That was enjoyable, I'd catch up with companions, shop, work on my character, etc. It just felt like an overall enjoyable experience. This rest mechanic....is a laborious chore.