Originally Posted by Saito Hikari
On a different note, long resting requiring resources now opens up the possibility of having narrative decisions based around this in the future, that wouldn't have had anywhere near as much of an impact under the old system.

Find a beggar asking for food on the road? You could give it to them, but you might need it for a long rest later too.

I would love to see something like this; narrative opportunities on top of NECESSARY balancing (D&D balance is heavily reliant on the resting mechanic, and lack of balance leads to lack of realistic choices), that also somewhat disincentivize compulsive abuse of exploity unimmersive mechanics. I foresee my tiresome inner OCD munchkin will be less at odds with my principles of fairness over this. Yes please!

I still think much of this disagreement is likely to be solved by implementing difficulty levels - as soon as possible. The people who hates RNG (despite D&D being a game built on RNG and Larian doing so much to redress the issue) or dislike even balanced limitations like resource management (another D&D foundation), really need an easy-mode. Inversely, the people who crave a more authentic, immersive and balanced D&D experience, should have their hardcore-mode. It's hard to please the polar opposites of each camp of thought any other way.

Last edited by Seraphael; 09/07/21 08:19 AM.