Ok that sounds good RE the changes to food. Yes indeed we'll just have to see how it feels at release.

I still just don't understand why Larian (and a lot of devs) are so reluctant to impose strict rest restrictions in DnD games. It's totally inherent and intrinsic to the system. DnD essentially makes no sense as a game-system if you aren't rest limited. I'd actually go even further and say some of the most tense and fulfilling moments I've experienced in tabletop have literally come from overcoming an adversary when you didn't have access to all your resources. It would probably have made sense to have predetermined rest locations per map tbh (which progress associated cutscenes). It almost feels silly to have all these announced difficulty settings defined with no reference to rest mechanics - because how can you possibly balance a combat encounter without knowing whether the player will have no resources, 50% or 100%

I guess another challenge is you can't easily implement something like you see in WOTR - where there is a party fatigue mechanic associated with travelling on an overland map to force rests, because BG3 is taking an approach based on large super-maps rather than a collection of smaller instances like the originals. I actually prefer this - but I really think they need to rethink free resting to actually ensure the game is balanced and fulfilling.

I'd be interested to hear from someone who wants free resting - how do you square that with DnD's core mechanics, and how do you balance encounters? I'm all for having a setting that allows people to turn ON free resting, but surely the default game needs to be balanced around limited rests?

Last edited by agad; 30/06/23 02:17 PM.