Originally Posted by GM4Him
Originally Posted by robertthebard
So, as has been suggested before, if a LR required x number of SRs in between, and you can only SR x, or even as it is now, then SR would "mean something". There's no need to increase the number you can take "per day", as it were, simply improve the LR mechanic by requiring SRs in between. In doing so, however, we're going to need another system for story beats. As I've said countless times, I miss a lot of them because I don't LR between every encounter. I'm lucky if I LR every session. I've used SR exactly once.

If a LR required x # of SR in between, what is to stop you from SRing that many times and then LRing? It limits nothing and is just more annoying. Besides, it doesn't fix the main issues.

1. Dialogue is tied to LR, so LR is encouraged often.
2. Characters in the game prompt you often to "get some rest. It's been a long day."
3. Encounters are not built to promote pushing yourself to continue all the way through a story arc without LRing. Example:. The Hag. I've tried multiple times to start that quest and go all the way through to beating her without a LR. It's impossible for me. After the 4 Masks, I'm pretty much done for the day. So poor Mayrina has to wait 24 hours in a cage dangling over a pit while I go take the rest of the day off. The spider lair is the same. Try getting through the entire spider lair without LRing once. I can't do it. Maybe you can, and yay you, but I can't and I doubt a majority can as well.
4. SR is still pointless because LR has full restore benefits and SR is just a band aid. But it's limited and LR is not. So again, why SR at all when you can LR as much as you want?

I didn't even touch on all the other issues I've mentioned like a thousand times out here.
The answer to your opening question is in the post you quoted to ask it.

Originally Posted by Maximuuus
Originally Posted by robertthebard
Originally Posted by Maximuuus
Originally Posted by JandK
I would also add that RagnarokCzD is absolutely right. The distance in the game is clearly not meant to be taken literally. It's a game, and games require a certain level of suspension of disbelief.

Putting forth arguments that take the distance literally seems like a try-hard way to find fault, in my opinion.

When a game litteraly show a bridge between two location, there is only a bridge between two locations in this world.
Not saying its better, but that's why some other games have a worldmap or even loading times between two areas.

Larian's map is unimmersive as hell even if you try hard to find "explanations". They created something in the middle of open world and small maps that has pros (no loading, faster gameplay...), but also cons (story incoherence, lack of immersion, limited exploration,...)
...and how far apart are those areas? I've played plenty of games with a bridge that didn't lead to an area transition, or to a new area. Is it different terrain that's throwing you off or something?

Now, when I was building in NWN and NWN 2, I did use bridges for area transitions sometimes. But sometimes, a bridge is just a way to get over something that may be impassable any other way, like a river, or a chasm. Neither requires that it's an extremely long distance, however.

Oh please tell me the names of "plenty other rpgs" that have very small areas with just a bridge or anything else between them.

You know, like if Pathfinders areas had bridges between them rather than a loading time + a worldmap.
That's how the map is designed in BG3 for the better and/or the worse.

Ofc the bridge itself is not the problem... I though it was obvious.

So we have one overland area, so far. Area transitions aren't required in a single area, so no, it's not "obvious". What it is, though, is seemingly complaining to complain. When we go to the Underdark, we have an area transition. When we go to interior areas that aren't sandboxed into the main map, we have area transitions. Why do we need a transition to a position on the map that isn't a new area?

Last edited by robertthebard; 09/06/22 01:49 PM.