In the spirit of Baldurs gate, unlimited rests are fine BUT!!! :
I wish there were at least <CONSEQUENCES> to long rests for SPECIFIC AREAS in the game. Like...Baldur's gate (not mirror like! just in the same concept.)
Some kind of interesting encounter, the flow of TIME (day to night/ night to day...), some drastic STORY or DIALOGUE IMPACT due to resting so much. Getting ROBBED maybe. Some areas completely LOCKED to unlimited rests. etc...someone else can get way more creative ideas.
If not then, why not just reset everything after every single combat? Health, spells etc?? Thats basically what we have right now. Camp supplies is a big hohoho laugh at the system. No point whatsoever due to its quantity and ease to get.
Thinking of it, not having TIME hurts this game so much in terms of story, urgency and rest system...well at least to get immersed in the setting. For many fun gameplay, very understandably, is the priority. For me first in line is world building and immersion...maybe because thats how I played RPGs and Adventure games in the 90s..
I know people hate this game ( I freakin loved it for its atmosphere/immersion alone), but I think Deadfire is another good example of a pretty good way to do things:
Firstly
You have the OPTION to turn on/off unlimited rests, health regain after combat, field of view in the dark, food spoil etc..when you start the game with these special difficulties <heroic paths> options. These are AMAZING for immersion purposes, ease of use and difficulty.
Secondly
The game checks to make sure it's okay to camp in that location at that time and will give you the option to access your Stash or go directly into rest.[2] Generally the party may only camp in unpopulated wilderness locations. While resting in the wilderness the party is safe from the surroundings, since there are no random encounters[1], but creatures may re-spawn in certain areas if you do so, however, this won't always be the case.[3]
Thirdly
-Resting outdoors requires the use of any food or drink item. Party members can be given food individually by assigning an item to them in the resting interface. At least one character must be assigned a food or drink item to rest, and regardless of how many and which characters have food assigned, all characters will undergo a "rest" (but only those with food assigned will have injuries removed). Resting is the only way to "consume" food items, and grant whatever bonuses they give. To rest without granting a bonus, Hardtack or Water may be used.
-Resting at inns (including your stronghold once you acquire it) can grant additional bonuses. Based on the room you select at the inn, you will gain temporary bonuses that generally correlate to the expense of the room. I.e., more expensive rooms grant larger or more bonuses.
Last edited by Count Turnipsome; 21/12/22 02:16 AM.