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stranger
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OP
stranger
Joined: Sep 2022
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I think it might be worth considering that consumable items should have an expiration date. I see the following benefits for the game:
1. Despite now needing food for a long rest, it is present in such abundance that this solution barely caps the number of long rests the group can take. If every long rest decreased the expiration timer on consumables it would add an extra layer of consideration to taking a long rest.
2. We all know the problem: You have cool Items and spells in your inventory, but you want to save them for "a really hard fight". But woops, suddenly you played through the whole game and your inventory is full of useful stuff that would have been fun to use. I encountered that habit in BG3 too, and I think with the above suggestion people would be encouraged to actually use those sticky slime bombs and health potions that keep piling up in the inventory.
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veteran
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Joined: Sep 2015
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So you say each potion/scroll/arrow and so on should state "This item crumbles to dust after x long rests."
I do not think this is a good idea. - From a logic perspective: The item starts to decay one you open the container where it can be found or you buy it from a merchant. The item did not start to decay while it was in this place before. Lets find a reason for this: "An archmage or god cursed every usable item in the world to start decaying once a character who is infected with a special tadpole touches it." sounds like one of the more plausible ideas. - From a gameplay perspective: Players will find ways to deal with annoying game mechanics. In this case it may be good to sell all consumables one day before they expire. So players are encouraged to visit a shop every time before they rest. This would be very annoying but possible thanks to the fast travel mechanic. Dear devs: Please do not add annoying game mechanics that can be avoided by repeating the same idiotic actions over and over. Right now we have this when we go shopping: Every time you shop it is good (game mechanics wise) to give all items you want to sell to the char with the highest charisma. Doing this item juggling game every time before shopping is a pain in the ass, but it increases your profit. Please use the prize of the char who talks to the merchant for all members of the group and please do not add more of those idiot game mechanics.
Last edited by Madscientist; 02/09/22 08:25 AM.
 Prof. Dr. Dr. Mad S. Tist  World leading expert of artificial stupidity. Because there are too many people who work on artificial intelligence already
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- To me, being able to stock pile items is such a satisfying thing to do. Maybe you or your character just enjoy to collect things, to have your own little treasure pile.
- Some people, like myself, enjoy the personal challenge of not using items that would make you more powerful. Or at least, not until (potentially) the last section of the game.
- I think it's nice to have that option and not being forced to use things.
- Sometimes games can be useful to challenge ourself on our own. Not because we're being force to. If you want to use items more often...maybe train your willpower and use them?
- At the minute, abusing long rests is the only way to trigger all companions scene. I know I would use long rests way less without that aspect. I hope that part get fixed.
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stranger
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OP
stranger
Joined: Sep 2022
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- From a logic perspective: The item starts to decay one you open the container where it can be found or you buy it from a merchant. The item did not start to decay while it was in this place before. Lets find a reason for this: "An archmage or god cursed every usable item in the world to start decaying once a character who is infected with a special tadpole touches it." sounds like one of the more plausible ideas. I think this can be untangled. Just like real life, things DID decay while at the merchant or in a chest. The number displayed to you would for your immersion be just the rest of its expiration, not the start. If one needs an argument for why I can buy the same health potion at a trader 10 days later with the same expiration date, it would be because they either renew their stock regularly, or because they have a lot better storing options than, you know, lugging it around all day in a backpack full of dangerous stuff  - From a gameplay perspective: Players will find ways to deal with annoying game mechanics. In this case it may be good to sell all consumables one day before they expire. So players are encouraged to visit a shop every time before they rest. This would be very annoying but possible thanks to the fast travel mechanic. Good point. Of course things might decrease in value as their expiry date goes down so selling one day before would not be a great strategy. The best strategy in that case would be selling after getting an item you don't think you'll need in the near future, which is exactly the point of my suggestion.
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stranger
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OP
stranger
Joined: Sep 2022
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- To me, being able to stock pile items is such a satisfying thing to do. Maybe you or your character just enjoy to collect things, to have your own little treasure pile. If that is enjoyable to you, that is absolutely valid. And if there is a good amount of people that feel that way then my suggestion should not be implemented. I just think the vast majority would rather like an incentive to actually use things instead of hoarding them. Mind you this expiry should only apply to consumables, not cool Artifacts or weapons or clothes or stuff like that. - Some people, like myself, enjoy the personal challenge of not using items that would make you more powerful. Or at least, not until (potentially) the last section of the game. My suggestion would not prevent that, it would actually increase said challenge. - I think it's nice to have that option and not being forced to use things. I would be completely fine with making the expiration date thing optional in the difficulty settings. Even then, I really believe this is a case of incentivizing, not forcing though. - Sometimes games can be useful to challenge ourself on our own. Not because we're being force to. If you want to use items more often...maybe train your willpower and use them? Thats a nice sentiment. And there are games specifically designed for personal growth. Baldur's Gate is not one of them. And again I am pretty sure again that the vast majority of players does not want to play BG3 to steel their willpower. - At the minute, abusing long rests is the only way to trigger all companions scene. I know I would use long rests way less without that aspect. I hope that part get fixed. Yeah definitely agree on the cutscenes. Maybe again an option whether players want to see a cutscene everytime when possible, or just often, sometimes, never...
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veteran
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Joined: Oct 2020
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Rotting food was allready suggested in the past, and most reactions were positive if i remember corectly ... Then i started to get little messy, when people started to add another and another suggestions. 
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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stranger
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OP
stranger
Joined: Sep 2022
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Rotting food was allready suggested in the past, and most reactions were positive if i remember corectly ... Then i started to get little messy, when people started to add another and another suggestions.  Yeah I mean, having good ideas for the game and expanding upon them is why we are all here I think. Thank god I am not a community manager so somebody else has to make sense of all that chaos 
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veteran
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Joined: Sep 2020
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It could make perfect sense for magic consumables (potions, scrolls, etc) to lose their magic properties. Even if you can completely perfectly seal up a potion physically, that doesn't necessarily contain its magic - which could leak out/"evaporate"/otherwise fade over time. Making consumables that stay magical forever might be too much work/cost of the alchemist/enchanter.
Whereas permanent magic items like weapons and armor are crafted in such a way that that their magic is perfectly kept in and/or renewed with each dawn. No one is going to buy a +1 sword that fades after 2 weeks (although sleazy enchanters & merchant might try to sell such swords as actually being permanent...)
I'd probably be more in favor of some other method of restricting long rests/making time meaningful, but I'd accept this method too.
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addict
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Joined: Oct 2020
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"2. We all know the problem: You have cool Items and spells in your inventory, but you want to save them for "a really hard fight"."
Honestly, OP, since there is a "usable items" Hotbar that fills automatically I didn't have that problem at all.
Regarding rotting food idk. The way I see it you can "limit" long rest in some specific encounters. Like goblin camp could be a " no long rest" area, if you leave to long rest AFTER engaging in a fight with one of the groups of goblins then maybe some specific events happen. For instance, Mintara escapes. Things like that. If the player is advised of this possibility beforehand then that could be a way to deal with it. Some very specific " closed encounters" could be a way to emphasize resource management and reward the players who manage to overcome the challenge.
Rotting food by itself, if anything ( on paper) encourages spamming long rest even more since you have to use them before they expire. Not sure how they would implement rotting food since the concept of the passage of time is non-existent in the current BG3 version. There are solutions to this but I generally see more issues arising from this than any good things.
Alt+ left click in the inventory on an item while the camp stash is opened transfers the item there. Make it a reality.
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veteran
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Joined: Feb 2021
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It boils down to limiting Long Rests more. If you weren't able to simply spam Long Rests, you'd use more of your spell scrolls and potions and magic arrows and such. That's actually one of the main reasons I keep saying that there needs to be more restrictions on Long Rests. If you restrict Long Rest more, scrolls and potions become SO much more important, as do magic items in general.
Think about it. If you are a Wizard with a total of 6 spell slots per long rest. You pick up 8 scrolls and 6 potions of various kinds. You fight through your first battle of the day against (let's just say) the goblins in Bogrot. Dang! You used 4 spell slots. You fight the next group of goblins. Dang! You used up the rest of your spell slots. Short rest. You use Arcane Recovery. Ah. You have more spell slots. You fight the ogres. Dang! Out of spell slots now and you even used 1 of your 8 scrolls to be able to continue casting spells. You still have 7 scrolls left. Game still won't let you long rest. Guess you have to rely on those 7 scrolls to continue to cast spells. You use 4 scrolls in the next fight against the undead outside the Necromancer's Lair. Darn! Only 3 more to go. You complete the Necromancer's Lair area. Bing! Long Rest available. Thank God! Now I still have 3 scrolls and I can recover all my HP and spell slots. Maybe I should go back to the merchant and buy a few more scrolls for tomorrow.
That's how D&D is supposed to work when it comes to spellcasters. The scrolls are supposed to supplement the restrictions you have in terms of spell slots. That's the entire purpose of having scrolls. If you can Long Rest between every fight, you don't need scrolls anymore. Just sell them. The same is true for healing potions. If you can long rest between every fight without restraint, you can literally use your cleric's or druid's healing spells every fight until you are out of spell slots and then return to camp and rest. No potions necessary to supplement or offset the fact that you can't just long rest all the time.
But that said, I REALLY don't like the idea of spoiling potions, scrolls, etc. They are meant to be relied upon so that you CAN save them for when you need them. The last thing I want is to have a stockpile of 20 healing potions and when I need them in my battle against a dragon or mind flayer, I discover that 18 of them lost their magical potency and are useless. Now, when I need them, I"m doomed all because they spoiled. Yeah. No thanks. I'd much rather have Larian provide me with harsher direct restrictions to long rests than have them spoil items like potions and jazz, and frankly it still doesn't limit long rests. All it does is makes me want to sell such items right away so that I can get full gold value from them. Then I'll still use my spells to heal and rest frequently.
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Volunteer Moderator
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But that said, I REALLY don't like the idea of spoiling potions, scrolls, etc. They are meant to be relied upon so that you CAN save them for when you need them … I'd much rather have Larian provide me with harsher direct restrictions to long rests than have them spoil items like potions and jazz, and frankly it still doesn't limit long rests. All it does is makes me want to sell such items right away so that I can get full gold value from them. Then I'll still use my spells to heal and rest frequently. Yep, agree with this. Food spoiling, given its current use in the game, I’m not so much against. I sort of like the idea, it would be a disincentive to just send all food to camp and, if they also reduce the amount of food in the game (as I think they should), it would be at least some limitation on long resting, or at least long resting to restore *all* HP and spell slots. Or it might be really annoying in practice. I could go either way. I would be happy to handwave the fact food wouldn’t start decaying until we picked it up. We don’t know how long it’s been in in the place we picked it up anyway. And in Grymforge we do have a precedent of food that’s been in a place for a really long time being rotten, which makes sense, unlike finding fresh courgettes in a location that’s been abandoned for ages.
"You may call it 'nonsense' if you like, but I've heard nonsense, compared with which that would be as sensible as a dictionary!"
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veteran
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Joined: Feb 2021
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My/Other People's ideas sorta put together in one cohesive workable system. Pulled this from the camping and resting mega thread. OK. I've been trying really hard to create a mechanic that is simple and yet provides value for both long and short rest, Survival skill, etc. This mechanic also encourages short rest and discourages long rest. I developed this idea while attempting to write up my BG3 Unofficial EA D&D Tabletop Campaign: Chapter 1. Please understand, it is a long explanation because I needed to actually explain all the details for it. However, the actual implementation of it (what the player in the video game would experience) would not be so complicated (well, at least, I don't think so). So, as you read this, consider what the player would actually experience. (Also, I would probably not count NPCs and animal companions towards Camping Supplies costs in the video game as I did in the Tabletop, if they were to adapt this concept for the video game. I'd probably just include the primary party members). What the player would experience: Party picks up food item. Food item is instantly converted to Camping Supplies and applied to the party's total Camping Supplies Score. No item management. No inventory clutter. No send to camp. The items vanish because they were converted to the Camping Supplies Score total. Player checks the log (if they want) and sees that the character with the highest Survival skill automatically rolled with advantage (assuming the character was assisted). The roll determined how many Camping Supplies were converted from the item into the party total based on the food item found. (Details on how this works are below.) Party takes a short rest and spends 5 camping supplies per character in the adventuring party (so most often it will be 20 camping supplies because you'll probably be traveling with a party of 4). Player clicks a button to initiate the short rest. A menu pops up. All the characters are, let's say, level 4. There are 4 Hit Dice under each character's portrait. Click on a dice and it rolls to see how much HP is restored to that character (just like 5e rules and just like Solasta). Instant dice rolls, mind you, and instantly applied. No dramatic animations needed here. Fast clicks - 1... 2... 3... 4. You can use as many Hit Dice as you want, but once they're gone, you have none for later until you long rest (again, just like 5e; you get half your Hit Dice back when you long rest). Quick and simple. Warlock spell slots restored, as are certain class special abilities, and the Wizard can ONLY use Arcane Recovery from this window. It will no longer be some sort of skill on the hotbar that he/she can use whenever. However, it's just a few fast button clicks. Click Arcane Recovery, choose which spell slot level you want to restore (again, Solasta did this well, so something similar). Close menu. All party members are cleaned up - no filth or grime. They rested and mended wounds, cleaned themselves, etc. As for long rest, the player clicks the long rest button. Party goes to camp. Party pays 20 camping supplies per character at camp (companion characters only. Again, this is different from the Tabletop details I've listed below). So MCs and origin characters - not Halsin, Withers, Volo... If you can't afford that, partial rest for 10 camping supplies per character at camp. Partial rest means full spell slots restored and special abilities, but not necessarily full HP and NO Hit Dice restored. This is the true drawback of a partial long rest. Basically, it simulates that the party didn't rest as well as normal and weren't as well nourished/refreshed. So, full rest for MC and 5 origin character would be 120 camping supplies. partial rest would be 60 camping supplies. To add to the strategy of this, add Purify Food and Drink to maximize on the amount of camping supplies you get per food item. Also, casting Goodberry makes it so that as long as each character eats a berry, they don't contribute to the camping supply costs during rests. This could be managed via a tag called "Nourished" or something like that. This makes Goodberry a VERY useful spell in the game, but it comes at the price of having to spend a spell slot every day so you don't have to worry about camping supplies. You'd also need a ranger or druid to utilize this, adding value to those classes. Create Food and Water would act similarly for artificers, clerics and paladins, making it so you don't have to worry about camping supplies for anyone (everyone would get the "Nourished" tag), but again you're forced to expend a level 3 spell slot. Either way, it's just another way to strategically manage resting resources and add value to various mechanics. To add to this, vendors will supply rations (getting rid of Camping Supply Packs - or whatever - call them Camping Supply Packs if you want). 1 Ration = enough camping supplies for 1 character to basically long rest once and short rest 2 times (30 camping supplies). Again, converted instantly upon purchase so not taking up room in your inventory. However, rations at the vendor are limited, so you can't just buy up all their stock and expect to be perfectly fine. And finally, if none of this provides you with enough camping supplies and you really need to long rest, every time you do long rest, the character with the highest Survival makes a Survival check to hunt/gather (roll with advantage assuming someone is helping them). The higher they roll, the more camping supplies they gather to help meet the cost for a long rest. Guess it pays to have a character in the party with good Survival skill. Now, for the details (if you care): Camping Supplies (Optional Mechanic) Time to introduce the BG3 Tabletop Resting Mechanic. The PCs are in the middle of a wilderness that doesn’t necessarily have a plethora of food, nor do they have vendors to buy rations from (at least for now). Water is plentiful enough, but food is not. Therefore, food is a much more precious commodity in this campaign. It will be tracked via a Camping Supplies Score. One player can track it, or the DM can.
This mechanic is based on the Create Food and Water spell. With that spell, “you create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to 15 humanoids or 5 steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.”
With this in mind, it can then be determined that a single humanoid will consume roughly 3 pounds of food and 2 gallons of water a day. Again, water does not spoil, and it can easily be refilled as long as the PCs have canteens (which is why canteens have now been provided).
So, to simplify, 1 pound of food is 10 Camping Supplies. This means that it is assumed that a character will consume approximately 30 Camping Supplies worth of food per day split between both long and short rests.
This being the case, if we assume the party will take an average of 2 short rests per day, and they can only long rest once a day, the amount of camping supplies required per rest is as follows:
Short Rest = 5 Camping Supplies per character in the party per Short Rest (NPCs and nonmagical animal companions included). This is ONLY those characters in the party when the short rest occurs. In other words, any characters left at camp do not cost the party anything. It is assumed they have enough time to take care of their own food needs.
Long Rest = 20 Camping Supplies per character at the party’s camp per Long Rest (NPCs and nonmagical animal companions included). This means EVERYONE at camp adds to the cost. Hey! Everyone’s gotta eat. Perhaps there is such a thing as having too many companions!
The idea is: if the party short rests 2 times per day, they would use 10 Camping Supplies/ 1 pound of food per character on short rests, and then 20 Camping Supplies/2 pounds of food per character on long rests. This is roughly 3 pounds of food per day per character. If you have a party of 4 and you have just added Shadowheart to the party, each short rest would then cost 25 Camping Supplies. If you long rest with the same party, that would cost 100 Camping Supplies.
Each food item will have a Survival DC and a Max Value in Camping Supplies. As soon as the PCs find a food item, the player with the highest Survival skill will roll against the DC of the food item. Another party member can help and provide advantage to the roll. If the PC succeeds, the party gains 5 Camping Supplies per point of success (minimum 5 or Max Value) up to the Max Value. Basically, the Max Value represents that a character is able to use/preserve every last bit of food from the item that they find. They don’t let any go to waste. However, if they fail entirely, it means that while they were attempting to preserve or prepare the food, they actually ruined it (burnt it, didn’t cook it right, added something bad to it, etc. Essentially, it is inedible once it is time to eat it.
Note: It is assumed that cooking, consuming and preserving food is done during periods of resting; long or short. However, to simplify things so players aren’t tracking all sorts of different food items and values, it is easier to have them convert it immediately into Camping Supplies. That way the game isn’t getting bogged down with meaningless item management. Once converted into Camping Supplies, the food doesn’t spoil. It is assumed the PCs are always consuming the food that will spoil soonest while continuing to preserve the food that lasts longer.
Let’s put the concept into practice. The PCs just found a Bucket of Fish. Have the PC with the highest Survival skill roll immediately with advantage (assuming at least one of the other party members will help them). If they roll a 1-9, the entire Bucket of Fish is ruined. It is wasted, burnt, inedible, etc. If they roll a 10 or 11, they only get 5 Camping Supplies from the entire bucket. It is mostly inedible by the time they are done with it. 12=10 Camping Supplies, 13=15, 14=20, 15=25, 16=30, 17=35, 18=40, 19=45, 20=50, 21=55, and 22 or more is full value of 60.
Let’s provide one more example just to be clear. The PCs find a carrot with a Max Value of 1 Camping Supplies and a DC of 5. If they somehow roll a 1-4, they don’t even get the 1 Camping Supplies for the carrot. It’s totally wasted, ruined, etc. If they roll a 5 or higher, they succeed in getting the full value of 1. They don’t get 5 Camping Supplies because the Max Value is only 1.
Now, add to this the Purify Food and Drink spell. To make this simple, if the PCs cast this spell on the first food item they find, go ahead and apply it to all food they find that day. This assumes that they reserved the spell slot and used it at the end of the day after they’d gathered all food. If they use Purify Food and Drink, it can be used to prevent all nonmagical food from being spoiled. In other words, any character who uses this spell once per day can preserve all Camping Supplies found that day (again, assuming that they waited to use the spell until the end of the day). Nothing is wasted or lost.
Example: If one of the party members wants to use their spell slot to cast Purify Food and Drink on the 1 Bucket of Fish, the party will gain 60 Camping Supplies automatically. No Survival check is necessary. Any other food they find that day will also provide the party with the full Camping Supplies value without any Survival check needing to be made.
Goodberry negates the Camping Supplies requirement for that day for each person who eats a Goodberry. So, if you cast the spell, you have 10 berries. If you have 6 party members, and each member eats a berry, you won’t need any Camping Supplies that day to either short or long rest. Period. No food required. Do this every day and you completely negate the food mechanic. PCs don’t even need to collect food.
The price of doing this, however, is that the party member has to waste a spell slot to cast Goodberry every day (plus you have to have a druid or ranger in the party to take advantage of this). With food being typically available in enough of an abundance that characters shouldn’t need to use this spell if they aren’t long resting like crazy, why waste a spell slot that could be used for combat?
Another spell that can be used to negate the need for Camping Supplies is Create Food and Water. This is a level 3 artificer, cleric or paladin spell. Casting it will supply the needs of up to 15 party members (including NPCs and nonmagical animal companions.) Keep in mind that both it and Goodberry are magical food spells, so excess food is wasted. It is NOT added to your Camping Supplies Score. Therefore, the spells only negate the need for Camping Supplies for party members for just that day. Unlike Purify Food and Drink, Create Food and Water can be cast at the end of the day just before long resting. You don’t have to cast it as soon as you find food items. In this way, this spell can be considered more of a failsafe in case food supplies begin to run out and the party is desperately needing a long rest.
To make sure the party is able to find and gather enough food to rest when needed, Survival checks can be made once per day when the party decides to finally take a long rest. (These checks are not available during short rests. Short rests do not allow enough time for party members to wander off and fish, hunt and gather food. They are only roughly one hour while long rests are usually more than eight hours long.) To hunt/gather, have the PC with the highest Survival skill roll against a DC of 10. For every point of success, they gather 5 Camping Supplies that day (minimum of 5 for a success). So, if the PC rolls 1-9, they gather no Camping Supplies. If they roll a 10-11, they collect 5 Camping Supplies. 12=10, 13=15, 14=20, 15=25, 16=30, 17=35, 18=40, 19=45, 20=50, 21=55, 22=60, 23=65, 24=70, 25=75, etc. Just another way having a good survivalist in the party can pay off.
Finally, if all else fails, there will be vendors eventually. These vendors don’t have a lot of food supplies, but if the party really needs it, you can have a vendor sell rations. Each ration is worth 30 Camping Supplies. These should be sold VERY sparingly. The point is to discourage long resting. The last thing you want is for players to buy up tons of rations so they never have to worry about it and can long rest between every battle.
And, just to REALLY make sure the PCs aren’t messed over by this Camping Supplies Mechanic, the party can take a partial long rest if they have at least half as many Camping Supplies as they need for a full long rest. In other words, if the party has 5 characters at camp, they would normally need 100 Camping Supplies to do a full long rest. However, they only have 50. They can do a partial long rest. The benefit is that they regain all spell slots and abilities at a much more reduced price. What makes it not as good as a full long rest is that they do not necessarily regain all of their HP. They also don’t regain their Hit Dice back.
To determine how many HP each character is healed via a partial long rest, roll all their Hit Dice as if they were using them on a single short rest. Whatever they roll, plus their Constitution bonus (applied to each die) is how many HP they are healed.
Example: Shadowheart has a max of 15 HP at level 2. She has 2d8 Hit Dice. She has 3 spell slots. During the day, she uses 1d8 Hit Dice during a short rest and all of her spell slots. She’s down to 5 HP. The party long rests, but they only have 50 Camping Supplies, and they need 100 for 4 players and Shadowheart. Shadowheart regains all 3 of her spell slots, but she does not get her 1d8 Hit Dice back. The next day, she will only have 1d8 Hit Dice to spend during short rests. That’s it. As for HP, she gains 2d8+2 (+1 is her Constitution bonus applied to each die) for taking a partial long rest. She rolls a 1 and a 3. So, her total HP restored is 6. She starts the next day with only 11 HP. It’s certainly not ideal, but it’s better than nothing, and a single healing potion could restore her the rest of the way. The biggest drawback is that she only has 1d8 Hit Dice that day for short rests.
Last edited by GM4Him; 02/09/22 10:25 PM.
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I’m all for discouraging spamming of long rests, but I do find generic supply packs and camping rations a bit meh. Not a big thing for me, but if Larian could come up with a way of making the food better or more interesting to use, I’d prefer that to just having it all turn into general supplies. Though I don’t want something like Kingmaker, which I’ve just been playing, where they seem to have both food and supplies and as far as I can tell you can’t use food as supplies, only for possible added bonuses. That just makes no sense to me, though if some foods, or combinations of foods, could add bonuses as well as just allow a full rest that might be fun.
It’s a little longer since I played Solasta, but I do recall enjoying the resting mechanic in that game. I don’t think it would necessarily suit BG3, though I’m sure BG3 could learn some lessons from it as you say.
But as long as the resting system doesn’t introduce pointless complexity and doesn’t invite spamming, I’m not hugely fussed what it is. Though I will say that, because in BG3 you can take your camp stash with you wherever, any mechanism to reduce resting by using camping supplies is going to have make those scarce and/or expensive to achieve its aim. Unlike in Solasta and Kingmaker, weight isn’t going to be a limiting factor unless access to the camp is restricted.
"You may call it 'nonsense' if you like, but I've heard nonsense, compared with which that would be as sensible as a dictionary!"
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Joined: Oct 2020
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Needed to switch sentences so this post make sense.  Hope you dont mind. :P Not sure how they would implement rotting food since the concept of the passage of time is non-existent in the current BG3 version. This is not true ... Time obviously passes, its just non-consistent ... based on when you Long Rest >> 1day passed in between every two long rests. But i dont think we would need to count rotting food to exact second, certain amount of Days should be perffectly sufficient! Also, related to the previous discusion ... most often repeated suggestion was even 1 Long Rest. Rotting food by itself, if anything ( on paper) encourages spamming long rest even more since you have to use them before they expire. Also not true ... Presuming food will be limited to the only time-related mechanic that exist in this game (Long Rests) your food will remain usable for infinite amount of time, until you rest ... and if you do, it would spoil(/rot?) ... Therefore i would dare to say this mechanic would on the contrary encourage saving Long Rests for later. I mean if i have 40+ units of food ... i can rest. Once i rest, anything abowe my 40 units of food will spoil > become worthless > no reason to hoard giant amount of food. Since i have only one rest bcs of this ... i dont want to spend it to heal few HP and replenish single used Spell Slot ... i would try to make it worth. Of course only to that point, where i find out that all i need to do is simply restock my food after Long Rest, and im quite fine ... at this point, everything will return to curent state. BUTT! (  ) That can also be resolved (and it was in previous topic) by cuting map into several imaginary "zones" ... of wich all food you can find would spoil after same amount of Long Rest as it would in your bag. Meaning: > You enter Blighted Village with 40 Units of food in your bags ... you gathered that earlier ... > Blighted Village contains 70 Units of food in various containers as it does right now ... (just wild guess) > You long rest ... you used your food ... want to restock in Blighted Willage ... but food there is rotten now and therefore unusable. >> Therefore you cant Fully Long Rest until you enter another zone (Swamp / Goblin camp / Risen road / dunno) where you can find fresh food and restock. > Also, once you enter swamp (for example) game will recognize that and rot all food from there after you long rest. Effectively soft-restricting people to single Long Rest per "zone" ... Of course there is question about how big those "zones" should be.  True, from roleplaying perspective we just traded one extrem (non-aging food) for another (extremely fast aging food  ) ... but that all can be tuned futher by simply adjusting amount of Long-Rest after wich food will spoil ... that would be just single number value change. 
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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Volunteer Moderator
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Volunteer Moderator
Joined: Feb 2022
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I agree spoiling food would on the whole tend to reduce resting as hoarding food wouldn’t be useful, so for every new rest (or x rests) you’d need to gather more supplies. Or subsist on alcohol, which presumably wouldn’t go off  . I think I’d prefer to rely on scarcity and cost to limit access to supplies though, rather than having food in a specific area start to rot once you enter it. It may make sense to focus on doing everything in each area in turn, but I don’t think the game should force you to do that rather than scout quickly over the map before diving in to specific quests. And if doing that set food everywhere rotting, that could cause real problems later on. Though I suppose merchants or settlements could still get access to fresh supplies, so perhaps that only applies to stuff lying around abandoned and it may not be as bad as all that. Still, I think it’s probably an unnecessary level of complexity. Personally, I don’t want to make it impossible to long rest for a party that’s exhausted all its resources before it “should” have, only make it harder to do so and thereby make abusing long-resting less appealing.
"You may call it 'nonsense' if you like, but I've heard nonsense, compared with which that would be as sensible as a dictionary!"
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veteran
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veteran
Joined: Oct 2020
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Though I suppose merchants or settlements could still get access to fresh supplies That was the idea ... yes. 
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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veteran
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Joined: Feb 2021
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To be perfectly honest, I think the original concept Larian had is the best for minimizing spamming Long Rests. It's simple and effective. They should really just run with it. What is that concept?
If you long rest too much, stuff happens, like you start to turn into a mind flayer or SOMETHING.
Basically, what I mean is, on my first playthrough, I was scared to death to long rest. I tried to do it as little as possible because I knew there was a tadpole in my head and I could transform any day.
So what changed? About 60% through EA I realized that I could spam long rest and nothing would happen. No goblins destroying the grove if I take too long. No dream lover dreams. No druids completing the ritual. No nothing.
My primary hope is that they would implement at least some time based events that are triggered if you start to long rest too much. Like I've said in the past, nothing severe like getting totally locked out of a quest, but stuff. Things changing. Things happening that warn you. Keep long resting a ton and eventually you are going to start seeing real negative consequences.
I want to be clear. No Pathfinder Kingmaker locking you out of quests like you failed them unless maybe for some reason you REALLY REALLY spam long rest, but things that aren't as permanent but are minor inconveniences.
Examples:.
- Wyll temporarily leaves the party because you aren't going after the gobbo leaders fast enough. You can find him again later near the goblin camp.
- Lae'zel leaving temporarily because you aren't going to the Gith fast enough. Again, finding her later on Risen Road closer to the Gith patrol.
- The ritual at the grove is interrupted because Rath grew a set and stopped it. But he's been locked up for it so he won't be helping you against Kagha.
Stuff like that. I just really think they started with this but then backed out. Now they're overcomplicating the whole thing with camping supplies etc. And not addressing the real issue. No consequences at all for long resting means players eventually realize they can spam it and a serious element of the game is lost. It's disappointing to start out believing you are racing against time only to learn it's really not that big a deal. You got all the time in the world.
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Volunteer Moderator
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Volunteer Moderator
Joined: Feb 2022
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To be perfectly honest, I think the original concept Larian had is the best for minimizing spamming Long Rests. It's simple and effective. They should really just run with it. What is that concept?
If you long rest too much, stuff happens.
I want to be clear. No Pathfinder Kingmaker locking you out of quests like you failed them unless maybe for some reason you REALLY REALLY spam long rest, but things that aren't as permanent but are minor inconveniences. You may be right. I’m *hating* how time-pressured Kingmaker feels, and it’s putting me off finishing the game despite everything I like about it, but something much less extreme than that might work. Plus, given we trigger night-time by resting (a sore point for some, I know), it would be helpful to have some sort of indication that we’re in line with the expected pace and have done enough for the day so can rest without worry or guilt. I know companions sometimes say they’re tired, but I haven’t worked out the pattern there. It seems a bit too frequent at the moment. I did wonder if it might be related to there being camp dialogues or events, but I don’t think that’s always the case.
"You may call it 'nonsense' if you like, but I've heard nonsense, compared with which that would be as sensible as a dictionary!"
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veteran
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veteran
Joined: Jun 2022
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I think it might be worth considering that consumable items should have an expiration date. I see the following benefits for the game:
1. Despite now needing food for a long rest, it is present in such abundance that this solution barely caps the number of long rests the group can take. If every long rest decreased the expiration timer on consumables it would add an extra layer of consideration to taking a long rest.
2. We all know the problem: You have cool Items and spells in your inventory, but you want to save them for "a really hard fight". But woops, suddenly you played through the whole game and your inventory is full of useful stuff that would have been fun to use. I encountered that habit in BG3 too, and I think with the above suggestion people would be encouraged to actually use those sticky slime bombs and health potions that keep piling up in the inventory. I extremely disagree with a big fat chunk of capital NO. Long Rests should not be discouraged, as they are an extremely vital piece of story content.The first time I played the game, I avoided long rests like the plague. Haven't rested a single time out of sheer fear that a long rest will push the story into a negative path if I do it, because I didn't know the Illithid is dormant. So I played the entire playthrough without resting and after finishing it; the game's story and companions felt so disappointingly shallow. Where were my companion dialogues... where were the dreams everyone keeps talking about... where are all these intricate scenes that everyone keeps uploading on Youtube... I saw absolutely none of it and found myself detached from all companions and terribly disappointed with the story, because all of this is found in Long Rests which I avoided like the plague. So because of this I now partially long rest all the time even when I don't need a long rest, in order to catch every single piece of story and dialogue, no matter how small because that is what I treasure in these games. By adding a meaningless expiration feature caused by long rests, all it will achieve is just make people avoid long rests even more than they normally would. Because apart from how someone might avoid long resting due to unknown story reasons; why in the world would a person want to explore and loot every single container out there just to lose that loot after a few long rests, which they have to take in order to experience meaningful story content. So I disagree heavily with this. EDIT: And for clarity, I don't like the resting system as a whole myself as it doesn't feel dynamic with the events in the game nor does it feel immersive. It's literally a button that I have to click to gain more story and lose buffs and spell slots while doing it. So adding features trying to circumvent it or discourage it will never accomplish anything because the resting system itself is the problem. It should never have been a thing in the first place, especially it acting as a time skipper and locking story content behind it.
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veteran
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Joined: Oct 2020
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My problem with this take is that, to me your first impulse sounds like the correct way to play. You're taking the story seriously, you're afraid of the ramifications of ceremorphosis (It is to be avoided!). Instead of gating story content behind long rests I'd hope we get different story content between the two. Forcing a player to long rest for no other reason than to spam story triggers is bad design.
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