@mrfuji3
See what i was talking about?
There was no point in investing more energy into this ...

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Originally Posted by GM4Him
Here's the difference between 2 SRs per day that heal half health and Hit Dice SR implementation.
Great ... except nobody asked ...

The questions were:
1) What would be difference between "more than 2" Short Rests ... and Hit Dices ...
2) How would Hit Dices encourage people to Short Rest, rather than Long ...

And since you are not willing to answer, let me make it easier for you:
1) None
2) Not at all

Originally Posted by GM4Him
Guess I'll end day. What choice do I have?
Well ... potions, scrolls, consumables, other characters that are in camp and still have all slots aviable
(yup that means Gale, since Wizards can learn Cleric spells and heal your party ... i know you dislike it and i do aswell, but you asked for options and no matter how unpopular, this IS an option)
... or if you wish to be ESPECIALY gamey, you can jump with each companion (separately) out of cliff and heal them through talkative Skelleton. laugh

Quite honestly i cant really grip the idea of such scenario tho ...
I thought immersion is important for you ... twice per day your party gets almost killed, or to use your own words they are "badly hurt" ... and yet you demand to keep going? O_o
Where did that immersion go?

Originally Posted by GM4Him
This is the choice players now have, and the adventure can continue longer each day.
Yes, they have more Short Rests ...
Meaning ... just as i said ... giving players more short rests would have exactly the same result.

Originally Posted by GM4Him
1-2 fights per day is not acceptable when you have that nasty, creepy, MIND FLAYER tadpole in your head. Especially on Day 1 when anyone who knows anything about mind flayers would think they only have literal hours to live
I could once again ask where is your precious immersion ...
But there is something even funnier:

Acording to this ... or this ... even tho second source give us a more vague description, wich would provide us a little more time. smile
Anyway ... acording to those sources, our character would be "beyond any help" aproximately by the time they get out of Avernus. laugh
Maaaaybe around that time we arive to the Grove ...

Nevertheless even if we ignore length of both those travels ... it doesnt really matter ...
Bcs first Short Rest (wich by the rules takes "at least an hour") and we would allready be "beyond redemption" ...

So, to use GM4Him's own words:
"When anyone who knows anything about mind flayers would" immediately recognize that something is certainly off, and normal rules dont apply to our case. smile

(Its funny bcs the person who would panic and search for the help no matter what would actualy need to be person who DONT know anything about Mind Flayers. laugh )

Originally Posted by GM4Him
forcing players to only SR twice a day is not acceptable.
Agreed ...
Thank Gods, Larian dont do that. :3

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Originally Posted by Maximuuus
Rhobar had also given a good solution we've already talked about for camp events : a queue, and each event trigger one LR after the other.
I still dont see why cant we have events with multiple companions in single night ...

But i guess even this would be better compared to what we have now. frown

Originally Posted by Maximuuus
Hit dices would give players a lot of control on their days. If we could SR as long as we have hit dices, players could just CHOOSE and manage their hit dices according to their preferences.
This is just a perfect solution.
When you put it that way, it certainly sounds more appealing. laugh

But still ...
Im just not quite sure if that is a good idea ...

Imagine party ... Battle Master, Warlock, Rogue and Moon Druid ...
Everyone gets resources (except Druid he gets only Wild Shapes ... on the other hand thats often all he need) replenished via Short rest ...
And they will use exactly single Hit Dice after every combat (for first one Fighter uses one, after next battle Warlock uses one, after another Rogue uses one, after another Druid uses one, etc. ) ... so their resources are back, since they just rested ... the rest they heal via potions and scrolls ...

And they would end up with i dunno how much Short Rests per day to be honest (since i honestly dont know how much you have and i dont want to search for it now) ... but right now allready double the count we have now. O_o

Now remember that Long Rest is by the rules "at least" 8 Hours of resting ...
And Short Rest is by the same rules "at least" an Hour ...
If each of them would have at least 4 hit dices to spend and they would spend it one-by-one ... they would spend 24 hours resting. laugh laugh laugh

So im sory but i still concider giving us 3 or 4 Short Rests to be better option. :-/
Its easier, its working just as good, and it dont bare a risk of breaking the rules once again.

Quite honestly even that older idea with unlimited Short Rests that would consume food seemed better ...

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Originally Posted by Gray Ghost
If you want to heal up partof your party but one character isn't hurt badly, you can just not use their hit dice.
That is true ... but why do you mind?
Yes, your characters who were not hurt are now just as healthy as they were ... but ... i just have to ask: So what? laugh

I mean i could understand you would mind if you would need to spend some kind of resources to heal person with full HP ... but you dont. O_o

Originally Posted by Gray Ghost
It's also, as GM has said, important for classes that recover resources with short rests. Otherwise that takes a way a lot of what makes them useful.
This part is sadly not true ...
Since what "takes away a lot of what makes them useful" is the fact that Long Rest have no restrictions ...
And it would still have no restrictions no matter if we will consume our food for Short Resting, use our Hit Dices for Short Resting, simply click on covenient button that will have 2/3/4/5/1.000.000 lights on it representing amount of our remaining Short Rests ...

All that it change is that people who dont "want" to Long Rest will have another alternative to heal their group except for potions, scrolls, etc.
Nothing more.

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Originally Posted by GM4Him
by making it so that you have to long rest frequently because you have no other options if you want to continue
Well this is just straight lie. :-/

Originally Posted by GM4Him
3 intellect devourers. Nearly kill me and SH because 2 level 1 characters against even 1 Devourer is insane. Even 3 nerfed ones is pretty hard if you don't know what's coming or how to best kill them. My wife played for the first time and ran right up to them because she was a fighter who sucks at ranged. She was taken down in one round.
Maybe she should have listen to Shadowheart who were yelling at her "better keep your distance, single strike could be lethal" ... hey, who would say it ... it WAS lethal. laugh

Originally Posted by GM4Him
So to heck with the fact that after only a few hours you essentially die as a person when infected by a mind flayer.
Yeah, that is exactly sou say "allready a few hours after the tadpole insertion" ...
I mean, i know you have nasty habbit to ignore the whole Nautiloid (tutorial) part ... but since you want to me immersed so hard, lets remind it once again. wink

Originally Posted by GM4Him
Guess I'll LR because I will never make it otherwise.
Or ... you could have continue and by mere seconds later double your chances to survive by joining with Astarion and Gale ...
Dont get me wrong, i know you "didnt know that" in your first playthrough ... but what you did know was that you were allready aware of enemies before combat started, so you could presume it would be the same later, so you could decide to at least scout ahead ... and yet you made a decision (go Long Rest) and it was bad one ...
Larian didnt force you to do anything, it was your choice.

Originally Posted by GM4Him
Bad encounter design and resting mechanics kill immersion.
Funny part is what really kills your immersion is your outside-source informations from tabletop ... you simply cannot let go they are Intellect Devourers, and no matter they can be killed in litteraly 4 turns (thrust me i just checked laugh ) you keep describing them as "impossibly hardcore fight". smile

Originally Posted by GM4Him
jogging 2 minutes
/sigh ... -_-
Like jammed gramophone record. laugh

Originally Posted by GM4Him
But here I am again rehashing the same stuff I said 10000000 times.
And as far as i know you, you will "10000000 times" more. :P

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Originally Posted by Maximuuus
If Mrfuji is right when he said that it's not impossible to tie dialogs to short rests, I agree with Ragna that it's VERY complicated (he also wrote "impossible" but whatever).
Yeah i didnt made myself very clear by using that word ...
Glad to see we understand each other tho, thats what i mean. ^_^

Originally Posted by Maximuuus
It shouldnt be too complicated to allow 1 "auto dialog" from the "auto dialog queue" per long rest + 1 "! dialog" per character per long rest if those dialogs are unlocked.

The camp would feel more alive, and the game wouldn't "force" you anymore to long rest very often not to miss content.
+1!


I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown