Originally Posted by CJMPinger
Personally, I hope we do get a more permanent home location, but that minicamps continue through the entire game. It'd be nice to be able to go to the home, switch out the party and a few backup party members, and then journey out with minicamps and exploring.
Or that's how I imagine that.

A permanent home would be a great feature besides homage to the original series stronghold mechanic. I feel Larian should focus on refining the "mini-camp" system further before adding a new feature though. A stronghold mechanic would be more appropriate for a higher level party perhaps in a DLC or sequel.


Originally Posted by Tuco
Given the current EXTREME over-abundance of supplies I doubt a "partial rest" is something that anyone will ever actually need to do.

Even now that I just reached the goblin camp I have already enough supplies stored to do 15 long rests or so which are already three/four times more than the ones I made in my entire previous game.
And I'm sure I'll gather a whole lot more of them across an entire playthrough.

Certainly patch 5 did a lot to address player criticisms and the camping system is not only more immersive, as you touch upon it's also become a balancing mechanic. This balancing mechanic needs to be balanced better; it's currently broken much like the gold economy. But whereas the economic balance really doesn't matter all that much, resting balance is absolutely vital in D&D. It seems to me Larian hates any limitations on perceived player agency - even if this means screwing over balance (which in turns limits real player choices). Consequently, I suspect the balancing limitations will be more psychological than substantive/real for practical purposes even after the abundance of camp supplies gets adjusted.

One good way to balance it while providing even more player agency and immersion, would be to make it a tradable resource and also provide narrative ties. For instance being able to sell or donate supplies to the Tiefling refugees, merchants and others for approval, reputation, gold and xp bonuses. Thus limiting your own supplies and your own ability to spam long rest and thereby break balance. This could potentially also affect story outcomes further down the line. It could even be a more moral option and a counter-balance to the current broken pickpocket system that incentivises exploitive mechanics (now you can afford buying the items instead of stealing them without consequence). No longer do you feel punished for roleplaying something other than an immoral kleptomaniac.

Last edited by Seraphael; 19/07/21 10:48 AM.