Originally Posted by daMichi
Originally Posted by Seiryu Suta
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Love how peeps just throw words around. Hyperbolic....about what? Since both of you used it, and 1 actually put a face to it. When I say masochistic, I meant causing yourself undue harm, for no other reason to do it to yourself. (Harm in this context means creating a laborious act, in order to feel what....more true to life? It seems to just suck joy away from the game for no real benefit.)

Dismissive of the game? Again throwing words around. How am I dismissing the game? You are the ones that are being dismissive. There hasn't been a D&D ruleset game yet that has tried to change to a cooldown system. You all keep naming games that didn't, that didn't do anything for creating a real fan base. So maybe, especially since there's Solasta that is also in in EA already doing the true to life ruleset, we could....idk try testing out something a little different and see which game does better.

Saying we might as well just reset spellslots after battle, is actually being hyperbolic. We're throwing the baby out with the bathwater again. Cooldowns provide in combat balancing. Rest resets don't do all that much to balance in combat, just length of combat. Like I said its a sledgehammer approach.

Again I go back to the point resting in unrealistic timeframes is immersion breaking. This is something everyone seems to be able to see on the other end of the scope of not having to rest at all, which again would be your choice not to RP it yourself, but don't see how constantly doing it does. It also downgrades the whole meaningful experience that camping should be to a few clicks.

The best way I can think of to explain this is that the rest mechanic as it stands having spell/skill availability tied to it is a vampire, sucking the enjoyment out of the things it touches.

Again I will also address, maybe there are some that don't mind the rest mechanic, or maybe they even like it, however most people obviously do not.

As far as Fire Emblem goes, I've never heard of it, so I cant comment too much, but from some quick research, there isn't a "rest mechanic" just downtime in-between. The only "resting" thing I found on that quick search was to get a 50-100% XP boost to your students. Which is quite funny, as it is something I said I'd be in favor of for rest mechanics. Of course there should be downtime, would be nice to have some downtime features, like I mentioned in another post having a city management option for the goblin village and/or druid grove. Have it completely side quest, that got some very dismissive responses. Hey you don't have to play it, but I like having some other game features besides just punching people in the face, if I cant talk to them or buy something from them.

Love how I've actually spent time trying to discuss this, and actually make a case, and point things out, and I'm the one that gets called dismissive, hyperbolic, flamebaity, etc. Yet, not a lot of the responses have actually offered up more than just those types of comments.


Well, as I tried initially to say, it comes down to personal preference.

You just don't like a resting system, for whatever reasons. And I am pretty sure, whatever argument will be brought up, why someone LIKES or PREFERS a system where powerful mechanics are tied to resting, you will dismiss them.

Some of your arguments came across deragotive, 'sucks the fun out', 'masochistic', 'archaic', to name a few with which you attributed a resting system. And well, these are not really arguments, but really sound like subjective points of view.

I for one can't understand, what in the world would be so much better with cooldowns. For me, my character doesn't feel more powerful. I would just be able to see some very flashy special effects a little bit more often in a battle, that's it for me.

And, as I think everybody who wants a resting system in a D&D game has stated, the resting system in BG 3 is not very well implemented, there is definitely room for improvement.


Again, the problem is not the rest system. Just like in DnD you can not rest in a battle, and you have two short rests and one long rest per die as stated by the phrase "do you want to go to camp an end the day" that show whenever you click the long rest button.

The problem is that there are no clear indicators of the passing of time. The sun is always at the same height, you can explore all the map avoiding battles and the sun will be always at the same height, corpses found in the area don't rot, quests don't have a time limit, and so on, this creates the feeling that there are infinite rests.

Recently I started Immortal Fenys rising, when you rest the time you awake is based on the moment you started to rest thus you feel that time is flowing.

In daggerfall you could wake up in the middle of night.

The flow of time is the big issue of many games. I'm playing Outer worlds that has a cooldown and regeneration of stamina and health system, again the fact that quests don't have a time cap, makes the experience weird.

Even in the MMORPGS that I play (Elder Scrolls online, Neverwinter, Star Trek, Star Wars Knight of the old republic) the lack of time flow makes the experience (to me) weird.

I understand that something like Daggerfall that had time capped side quests in these days, in wich players want to be able to finish all the quest and to have characters that can practically do everything, is out of the plate.

Still the developpers could find ways to have different outcomes based on how long a player takes to end a quest (specialy the main ones that usually rely on the fact that the main character has a main role in a world changing event), or find a way to push the quests of the various chapters to completion before the depleting of all quests (from a narrative point of view it means to create "interludes" that justify the fact that the player can spend time in completing side quests) or made the side quest influence the main one.

Alas from what I see specially with the growing appeal of open world or open world like games with huge areas to explore filled with quests the issues of a "realistic" way to manage the time flow has been pushed aside.

[When I see how games manage time and quest I think what would happened in the Lord of the rings, Star Wars, Harry Potter, if the characters instead of focusing on their main objectives have take their time adventuring here and there laugh ]