So after playing the game a bit more, I'm finding I really don't like the camp supplies. The camp-supply system encourages more resting (which is a good thing), but it feels very forced and non-organic. Before we found food... and we ate it just like we do in the real world. Now you find food and... you don't eat it. You sleep on it?

I am aware food introduced some balancing issues by offering cheap healing without rest or magic. But the only real issue I had with it before was that I could eat 5 lbs of cheese while parrying a blow. But instead of just fixing combat usage and making it drop less often, Larian had to go crazy and implement this tedious and insane system. They couldn't just gray out the cheese during combat? Or get rid of food all together?

One benefit of playing a Computer Game over playing Table Top is that the computer can do the tedious stuff for us, enabling us to focus on having fun instead of counting things and tracking dice. Why do I have to look over my inventory and count the camp supply points and see if I have the 40 needed to rest? Why the arbitrary number 40? Why not 9000? Or a progress bar that is either full or not full?

As for Long Rests... I don't care if people spam their long rests. When someone plays this game singleplayer, they are their own GM and thus should have the freedom to set some of their own house rules. If someone want's unlimited long rests, unlimited short rests and food consumption to replenish health during the campaign... that should be the their choice. I can't imagine that WoC would have a problem with giving players/groups freedom to decide some not-so-well defined things like Sleep/Food/Long Rest requirements for themselves.

So I am a fan of choices and that normally means config options. In this instance I think it would benefit multiplayer as well, enabling groups to declare and share their common rules. Let people decide how much time they want to spend looting every container for cheese instead of fighting epic battles.Here is an example. (Below, LEVEL = level of highest leveled character in multiplayer or PLAYER in SINGLE PLAYER campaign).

Code
FOOD:
[ X ] Show Food in Game
[ X ] Food restores Hit Points
[   ] Food restores Spell Points
[   ] Food restores Skill Points
[ X ] Food has weight
[ X ] Food has value

SHORT RESTS:
[ 2 ] Short Rests per Long Rest (Select from: 1,2,4,8,LEVEL)
[ 100% ] Hit Points restored by Short Rest
[ 0%   ] Spell Points restored by Short Rest
[ 100% ] Skill Points restored by Skill Points
[   ] Realistic Rests (Restore HP by distributing food)
[   ] Teleport to (Daytime) Camp on Activation
     [   ] Enable Pre-Sleep cutscenes
     [   ] Enable Post-Sleep cutscenes

LONG RESTS:
[ 5    ] Minute cooldown before Long Rest button re-enabled. (Select from: 0, 1, 5, 10, 20, 30, 60)
[ LEVEL * 0 ] XP Gain Required before next FULL Long Rest allowed (Select from: * 0, * 1, * 5, ^ 2, ^ 3)
[ 100% ] Matching Food Hit Points required for FULL Long Rest (Select from: 0%, 25%, 50%, 75%, 100%) 
[ 0%   ] Matching Food Spell Points required for FULL Long Rest (Select from: 0%, 25%, 50%, 75%, 100%) 
[ 0%   ] Matching Food Skill Points required for FULL Long Rest (Select from: 0%, 25%, 50%, 75%, 100%) 
[ 10%  ] Requirement Discount per Short Rest Taken (Select from: 0%, 5%, 10%, 15%, 20%) 

FULL LONG REST:
[ 100% ] Short Rests  Restored by FULL Long Rest    (Select from: 0%, 25%, 50%, 75%, 100%) 
[ 100% ] Hit Points Restored by FULL Long Rest      (Select from: 0%, 25%, 50%, 75%, 100%) 
[ 100% ] Spell Points Restored by FULL Long Rest    (Select from: 0%, 25%, 50%, 75%, 100%) 
[ 100% ] Skill Points Restored by FULL Long Rest    (Select from: 0%, 25%, 50%, 75%, 100%) 
[   ] Realistic Rests (Restore HP by distributing food)

PARTIAL LONG REST:
[ 0%   ] Short Rests  Restored by PARTIAL Long Rest (Select from: 0%, 25%, 50%, 75%, 100%) 
[ 50%  ] Hit Points Restored by PARTIAL Long Rest   (Select from: 0%, 25%, 50%, 75%, 100%) 
[ 50%  ] Spell Points Restored by PARTIAL Long Rest (Select from: 0%, 25%, 50%, 75%, 100%) 
[ 50%  ] Skill Points Restored by PARTIAL Long Rest (Select from: 0%, 25%, 50%, 75%, 100%) 
[   ] Realistic Rests (Restore HP by distributing food)

TIME:
[ 10 ] Minutes realtime equates to 1 hour game time (Select from: 10, 20, 30, 60, INF)

SLEEP REQUIREMENTS - COMPANIONS:
[ 16 ] Hours after Long Rest NPC becomes tired     (12,16,24,32,48,INF)
[ 24 ] Hours after Long Rest NPC becomes fatigued  (12,16,24,32,48,INF)
[ 32 ] Hours after Long Rest NPC becomes exhausted (12,16,24,32,48,INF)
[ Tired     ] Animations show weariness            (Never, Tired, Fatigued, Exhausted)
[ Fatigued  ] Action Comments Reflect Unhappiness  (Never, Tired, Fatigued, Exhausted)
[ Never     ] Reduce Speed by 25%                  (Never, Tired, Fatigued, Exhausted)
[ Never     ] Reduce Speed by 50%                  (Never, Tired, Fatigued, Exhausted)
[ Never     ] Reduce Speed by 75%                  (Never, Tired, Fatigued, Exhausted)
[ Exhausted ] Leave for camp                       (Never, Tired, Fatigued, Exhausted) * Req Long Rest to regain

SLEEP REQUIREMENTS - PLAYER CONTROLLED:
[ 16 ] Hours after Long Rest PC becomes tired      (12,16,24,32,48,INF)
[ 24 ] Hours after Long Rest PC becomes fatigued   (12,16,24,32,48,INF)
[ 32 ] Hours after Long Rest PC becomes exhausted  (12,16,24,32,48,INF)
[ Tired     ] Animations show weariness            (Never, Tired, Fatigued, Exhausted)
[ Fatigued  ] Action Comments Reflect Unhappiness  (Never, Tired, Fatigued, Exhausted)
[ Never     ] Reduce Speed by 25%                  (Never, Tired, Fatigued, Exhausted)
[ Exhausted ] Reduce Speed by 50%                  (Never, Tired, Fatigued, Exhausted)
[ Never     ] Reduce Speed by 75%                  (Never, Tired, Fatigued, Exhausted)
[ Never     ] Forced Long Rest                     (Never, Tired, Fatigued, Exhausted)

REGENERATION:
[ FAST ] Hit   Point Regen Rate Safe Area          (NEVER,SLOW,MED,FAST,INSTANT)
[ FAST ] Spell Point Regen Rate Safe Area          (NEVER,SLOW,MED,FAST,INSTANT)
[ FAST ] Skill Point Regen Rate Safe Area          (NEVER,SLOW,MED,FAST,INSTANT)
[ MED  ] Hit   Point Regen Rate Unsafe Area        (NEVER,SLOW,MED,FAST,INSTANT)
[ SLOW ] Spell Point Regen Rate Unsafe Area        (NEVER,SLOW,MED,FAST,INSTANT)
[ SLOW ] Skill Point Regen Rate Unsafe Area        (NEVER,SLOW,MED,FAST,INSTANT)
[ 50% ]  Hit   Points reached before regen stops   (0%, 10%, 25%, 50%, 75%, 100%)
[ 50% ]  Spell Points reached before regen stops   (0%, 10%, 25%, 50%, 75%, 100%)
[ 50% ]  Skill Points reached before regen stops   (0%, 10%, 25%, 50%, 75%, 100%)

Some of the options above are of my own making and some were based on other threads/suggestions I've read here. What I call a PARTIAL Long Rest is one where you don't meet the requirements for a Long Rest, but the game lets you do it anyway for reduced benefit. The game already has this in place. If you don't have enough camp supplies, you can still long rest for 50% benefit.

I envision Difficulty level would be a combo box that effectively pre-selects a combination of settings from above. If players fine tune the checkboxes/combo boxes, the difficulty level would change to CUSTOM (Or HOMEBREW). Saves made with CUSTOM/HOMEBREW rules might get a special branding similar to the way some games brand saves made with mods installed.

Finally... I would like to see a progress bar that shows the progress to the next LEVEL on the main UI. If XP gain is required to enable another FULL Long Rest, ideally I would see a grayed out bed icon floating on the progress bar somewhere. When the progress reaches/passes, it gains color indicating I can now do a FULL Long Rest again. People can long rest anytime, but the gains would max out at 50% when the bed is gray. One might also be "encouraged" to Long Rest if the party becomes too tired or you want to Level Up (Yeah, I would require going back to Camp for Level Up as well).

Last edited by Dheuster; 29/10/21 05:11 AM.