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OP
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Joined: Oct 2020
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I have a question regarding the tiredness mechanic in the game. I've noticed that after a certain amount of time, one of the characters will mention being tired and needing rest. However, this appears to happen at seemingly random intervals, even when the character is in full health and hasn't used up all or any of their spell or skill slots. It has left me wondering if there will be any immersive reasoning behind hearing characters saying they need rest.
Currently, it feels like this vocalization is pointless and doesn't serve much purpose other than to prompt players to rest, most often when it's not needed. I'm wondering if this mechanic will have any survival-oriented consequences where a character will need to rest to avoid negative impacts on their statistics. However, I'm concerned that players may not appreciate such consequences, as short rests are currently being used mainly to replenish HP and refresh some abilities.
So, my question is, will this tiredness mechanic be further developed to provide more immersive reasoning for my characters needing rest, or will it remain as is? I'm curious to hear your thoughts on this matter.
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Volunteer Moderator
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Joined: Feb 2022
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I’m not sure there’s a pattern. I think it’s been theorised that it appears when someone has something to say back at camp, but I’m pretty sure that I’ve seen it when that’s not the case. Hopefully it will be developed in the full release, if only to provide a story reason to rest and some sort of indication of when the writers think it makes sense to do so. I’m not fussed about having an actual exhaustion mechanic to force rest, though I wouldn’t object to one as long as it wasn’t too onerous. I do think the D&D RAW mechanic sounds too much, but something like it with the opportunity to avoid exhaustion with a constitution saving throw and removal of all levels of exhaustion on a full long rest wouldn’t be too awful.
"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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OP
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Joined: Oct 2020
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I’m not sure there’s a pattern. I think it’s been theorised that it appears when someone has something to say back at camp, but I’m pretty sure that I’ve seen it when that’s not the case. Hopefully it will be developed in the full release, if only to provide a story reason to rest and some sort of indication of when the writers think it makes sense to do so. I’m not fussed about having an actual exhaustion mechanic to force rest, though I wouldn’t object to one as long as it wasn’t too onerous. I do think the D&D RAW mechanic sounds too much, but something like it with the opportunity to avoid exhaustion with a constitution saving throw and removal of all levels of exhaustion on a full long rest wouldn’t be too awful. Thank you for sharing your thoughts on the tiredness mechanic in the game. I appreciate your input and agree that it currently seems to lack a clear pattern or reasoning behind the characters needing rest. I do think it would be great if the tiredness mechanic were developed further in the full release, perhaps with some story reason or indication of when it makes sense to rest. While this level of realism can add to the immersion of a survival-oriented game, it may not be suitable or enjoyable for everyone, unless tied to higher difficulties and or Ironman oriented modes. Alternatively, I think your suggestion of something like it with the opportunity to avoid exhaustion with a constitution saving throw and removal of all levels of exhaustion on a full long rest sounds reasonable. Overall, I believe that providing players with some sense of immersion and purpose behind resting would greatly enhance the gameplay experience. Thank you again for your input, and I'm curious to hear more thoughts from other players on this matter.
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Joined: Mar 2021
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I only recall seeing this happen after combat is concluded. I think they are trying to point out that combat is stressful and tiring, which makes sense to me. Are there other scenarios that you just see it happen randomly? Are you carrying a lot of barrels and jogging around Faerun? I know that tires me out when I do that around here - the neighbors have questions. 
Blackheifer
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It encourages the player to rest so certain Cutscene and plotpoints can be activated.
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OP
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Joined: Oct 2020
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I only recall seeing this happen after combat is concluded. I think they are trying to point out that combat is stressful and tiring, which makes sense to me. Are there other scenarios that you just see it happen randomly? Are you carrying a lot of barrels and jogging around Faerun? I know that tires me out when I do that around here - the neighbors have questions.  It encourages the player to rest so certain Cutscene and plotpoints can be activated. I’m not sure there’s a pattern. I think it’s been theorised that it appears when someone has something to say back at camp, but I’m pretty sure that I’ve seen it when that’s not the case. Thank you all for your response regarding the tiredness mechanic in the game. It's interesting to see differing opinions on when and why the characters mention their need for rest. While it's possible that the developers intended for the mention of tiredness to be related to combat stress, it seems that this is not entirely clear or consistent. It's also possible that the mention of tiredness is simply a way to encourage the player to rest and trigger certain plot points. Regardless of the reason, it's important to note that this mechanic doesn't seem to be entirely understood by the player base, and it would be helpful for the developers to provide more clarity on its purpose and implementation in the game. Alternatively, it seems we`ll just have to wait until the release. I'm quite certain that what we are able to play right now pales in comparison to how the official version will play out.
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It encourages the player to rest so certain Cutscene and plotpoints can be activated. I thought this is just theory ... Or did someone confirmed it?
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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OP
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It encourages the player to rest so certain Cutscene and plotpoints can be activated. I thought this is just theory ... Or did someone confirmed it? As far as I know, a new cutscene will always trigger when resting at camp. Can't say that you'd first need a resting que for this to occur. Should be easy to test. Do some repeated resting at a camp without the characters themselves requesting a rest.
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Joined: Mar 2020
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As far as I know, a new cutscene will always trigger when resting at camp. Can't say that you'd first need a resting que for this to occur.
Should be easy to test. Do some repeated resting at a camp without the characters themselves requesting a rest. At least some of the playerbased run into an issue of not resting enough - still plentiful resources to use, so what’s the point of a long rest? I have been asking for an indication there is a conversation at the camp, so I know when I should rest. I am not sure, if it is this, and if it is, it is not clear and not exactly helpful.
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As far as I know, a new cutscene will always trigger when resting at camp. Can't say that you'd first need a resting que for this to occur.
Should be easy to test. Do some repeated resting at a camp without the characters themselves requesting a rest. At least some of the playerbased run into an issue of not resting enough - still plentiful resources to use, so what’s the point of a long rest? I have been asking for an indication there is a conversation at the camp, so I know when I should rest. I am not sure, if it is this, and if it is, it is not clear and not exactly helpful. I can understand your frustration with not knowing when to rest, but it's worth noting that the point of a long rest is not only to trigger a conversation at camp. It's also essential to replenish resources such as spell slots and abilities that require a long rest to become available again, as indicated in their tooltips. So even if you don't see a specific conversation prompt, it's still crucial to rest to be able to make the most of your character's abilities. I hope this helps clarify the importance of resting in the game.
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Joined: Jul 2021
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When you check the dialog log, you can see that your interactions with npcs have an ingame date and time connected to them. I haven't payed much attention to when the characters talk about resting, but I'd guess it happens when it's evening ingame.
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veteran
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Joined: Oct 2020
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As far as I know, a new cutscene will always trigger when resting at camp. As far as i know, since you enter Underdark, all interactions in your party seize to exist. 
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: Mar 2020
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I can understand your frustration with not knowing when to rest, but it's worth noting that the point of a long rest is not only to trigger a conversation at camp. It's also essential to replenish resources such as spell slots and abilities that require a long rest to become available again, as indicated in their tooltips. I know how D&D works  . The issue is that because resting takes resource (at this point almost unending resources but still) in a form of food, so systematically the game encourages to rest as little as possible. In general, I aim to use as little of the resources as possible - in case of BG3 I tend to use very little of them, as in most encounters they are not needed to win decisively. As such, when playing BG3 EA I tend to use long rests to trigger cutscenes, rather than replenish resources. Tying story content to long rests is a troublesome design. It as if Larian tied story progression to how many healing potions player drunk. Sure, they are likely to use some, but if they are playing efficiently they might use one or two or even none. I suspect the bark is there to remind players to rest, rather than being tied to anything specific.
Last edited by Wormerine; 21/04/23 11:46 AM.
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Volunteer Moderator
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Joined: Feb 2022
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Tying story content to long rests is a troublesome design. It as if Larian tied story progression to how many healing potions player drunk. Sure, they are likely to use some, but if they are playing efficiently they might use one or two or even none. I don’t have any in-principle objection to tying some story content to time passing (which I see long-resting as being a proxy for), as long as there are also incentives to long rest at a frequency that matches the planned story. And as long as the story still makes sense if folk then decide to rest more or less frequently, even if the pacing doesn’t work as well if they don’t align with the “recommended” adventuring days. At the moment, though, I’d agree that too much content is tied to long resting and that the pacing feels very off, with too much content that is shut off by subsequent events that are too likely to happen before the scene triggers, meaning that to get all the content in a way that makes sense we need to rest too frequently early on and then end up with no camp story content later on. This feels like a solvable problem, though, with some minor rewrites to make more cutscenes work even if they are triggered later so that they don’t expire and can happen whenever there’s a free night at camp.
"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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member
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OP
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Joined: Oct 2020
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I can understand your frustration with not knowing when to rest, but it's worth noting that the point of a long rest is not only to trigger a conversation at camp. It's also essential to replenish resources such as spell slots and abilities that require a long rest to become available again, as indicated in their tooltips. I know how D&D works  . The issue is that because resting takes resource (at this point almost unending resources but still) in a form of food, so systematically the game encourages to rest as little as possible. In general, I aim to use as little of the resources as possible - in case of BG3 I tend to use very little of them, as in most encounters they are not needed to win decisively. As such, when playing BG3 EA I tend to use long rests to trigger cutscenes, rather than replenish resources. Tying story content to long rests is a troublesome design. It as if Larian tied story progression to how many healing potions player drunk. Sure, they are likely to use some, but if they are playing efficiently they might use one or two or even none. I suspect the bark is there to remind players to rest, rather than being tied to anything specific. I understand your concern regarding the design choice to tie story content to long rests, especially when it comes to the use of resources such as food. It can be frustrating to feel like the game is pushing you to rest when you'd rather conserve resources and push on. However, I think it's important to remember that game design is a delicate balance, and there are likely many players who don't conserve resources as much as you do and may need the reminder to rest in order to fully utilize their character's abilities. As for the bark reminding players to rest, that could very well be the case. It's possible that the developers intended it as a subtle nudge for players to take a break and replenish their resources, without necessarily tying it directly to story progression. In any case, I hope that you're able to find a balance between conserving resources and resting when necessary to fully enjoy the game. Tying story content to long rests is a troublesome design. It as if Larian tied story progression to how many healing potions player drunk. Sure, they are likely to use some, but if they are playing efficiently they might use one or two or even none. I don’t have any in-principle objection to tying some story content to time passing (which I see long-resting as being a proxy for), as long as there are also incentives to long rest at a frequency that matches the planned story. And as long as the story still makes sense if folk then decide to rest more or less frequently, even if the pacing doesn’t work as well if they don’t align with the “recommended” adventuring days. At the moment, though, I’d agree that too much content is tied to long resting and that the pacing feels very off, with too much content that is shut off by subsequent events that are too likely to happen before the scene triggers, meaning that to get all the content in a way that makes sense we need to rest too frequently early on and then end up with no camp story content later on. This feels like a solvable problem, though, with some minor rewrites to make more cutscenes work even if they are triggered later so that they don’t expire and can happen whenever there’s a free night at camp. I agree with your point about balancing incentives for long resting with the pacing of the story. It's important for the game to give players the freedom to rest at a frequency that matches their playstyle while still allowing them to experience all the story content in a logical way. As you mentioned, it seems like there's currently too much story content tied to long resting, which can lead to pacing issues and a feeling of missing out on content. I think your suggestion of making more cutscenes work even if triggered later is a great idea. It would give players more flexibility in how often they rest without compromising the story's coherence. I hope Larian takes this feedback into consideration and finds a way to balance the pacing and the story content in a way that makes the game enjoyable for all playstyles.
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