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journeyman
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OP
journeyman
Joined: Jul 2022
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Yes, more broken than any bug or glitch you can name.
It heals your whole party completely, restores all your spell slots, and you can do it basically anytime you want when out of combat. There is no downside to long resting other than spending camp resources, which can be found everywhere. There's no time-sensitive task that I've found where long-resting can cause you to miss something vital.
On the contrary, frequent long rests are pretty much required in order to see as much content as possible. Gale, Shadowheart, Lae, and Astarion each have unique scenes before you get to the grove, and you don't get to see them afterwards. And since you only get one companion scene per rest, that means it's in your best interest to long rest at least 5 times before getting to the grove 50 yards away from the crash site.
How I would solve this is for players to have a limited amount of long rests, and only getting more after some milestone is completed, like after completing a quest.
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enthusiast
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enthusiast
Joined: Dec 2020
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Yep, lots of agreement on this - there's a megathread that proposes multiple potential alternatives, but since abandoned I think since the camping food supplies seems what were stuck with, sadly. I also have issues with teleporting supplies to your camp (why? how!?) and insta-teleporting there (I think you should have to walk to the nearest 'gate' access point or set up a small camp, with no retinue - and risk attack - esp in underdark). The whole teleport thing is simply for conveience - I don't recall a good reason (unlike teleporter pyramids in D:OS). There should be a cost to getting to sleep safely.
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journeyman
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OP
journeyman
Joined: Jul 2022
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I also have issues with teleporting supplies to your camp (why? how!?) In my second playthough I exploited the crap out of this. I picked up every single oil and gunpowder barrel I found and sent them to the camp so that when the grove siege happened, I retrieved all of them and scattered them around the entire area. It turned a 20-minute fight in my first playthrough into a 3-minute fight. Of course. The obvious solution is to just have most/all companion dialogue available when traveling. I don't know of many companion scenes where the camp setting is necessary anyway. The only ones that come to mind are Raphael making his offer and Astarion trying to feed on you. The long rest limit is just my solution for game balance, which IMO is more vital than missing some dialogue is.
Last edited by Back_Stabbath; 20/12/22 12:38 PM.
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veteran
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veteran
Joined: Oct 2020
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Disagree. I like unlimited long rests.
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veteran
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veteran
Joined: Aug 2014
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Yeah Long Rest is fundamentally broken. It's meant to be a restriction that brings resource management into the game and keeps high level spellcasters in check. It's not doing it's intended purpose in BG3 but rather is just a chore of extra clicks whenever you want to reset your abilities.
Also a huge mistake making companion storylines only progress while long resting. It doesn't address the above problem but rather creates another where you are encouraged to long rest as much as possible no matter what or miss out on cool content.
Lower difficulty settings should make unlimited resting possible but the default should be restricted, as per D&D, so things don't fall apart like they do in BG3. Higher levels will be much worse.
Another thing, "diseases" in BG3 are 60 second debuffs. Disease or poisoning should be a long term condition that would require long resting to cure.
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journeyman
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journeyman
Joined: Apr 2022
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Disagree. I like unlimited long rests. Would you like to auto-heal to max after each combat and also automatically refresh all spell slots after each combat? Because unlimited longs rests are just that. Just with an extra step.
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member
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member
Joined: Oct 2020
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Disagree. I like unlimited long rests. Would you like to auto-heal to max after each combat and also automatically refresh all spell slots after each combat? Because unlimited longs rests are just that. Just with an extra step. To be fair, a lot of the games' encounters do feel like you're supposed to go all-out or cheese the AI. That being said, I do like the limits we currently have for long rests. It strikes a passable balance between encouraging efficient play and exploiting it, which seems to be par for the course in Larian games.
Don't you just hate it when people with dumb opinions have nice avatars?
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addict
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addict
Joined: Sep 2017
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The game can ea The long rest limit is just my solution for game balance, which IMO is more vital than missing some dialogue is. I agree on limiting long rest and not just for game balance, but for immersive purposes as well. That said, this need not be, nor should it be, a HARD LIMIT. Instead of making a punishing system that could screw a player, areas designated safe for long rest (indeed, short rests too) should instead be more limited. On the other hand, the player who progress the game without excessive long rests should be incentivised to do so through game mechanics and/or roleplaying opportunities. This could be getting opportunities to share or sell excess camp supplies as a roleplaying encounter with a reward tangible or roleplaying-wise for instance. It could be arriving early to avoid an ambush being set up - that a slower moving party would walk straight into.
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Volunteer Moderator
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Volunteer Moderator
Joined: Feb 2022
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Disagree. I like unlimited long rests. Would you like to auto-heal to max after each combat and also automatically refresh all spell slots after each combat? Because unlimited longs rests are just that. Just with an extra step. I like to set myself a challenge in terms of rest frequency, eg to complete the goblin camp with no long rests. So I certainly wouldn’t want auto-healing/spell refresh after each encounter. But I also wouldn’t like to get completely stuck because I’ve failed to correctly gauge how many resources I’d need or have had a run of bad luck, and have to go back to a potentially significantly earlier save and try again. Nor am I fussed about having to trek back across the map to somewhere I can rest in the event I’ve badly mucked up my resource management, which is just another kind of extra step with no real functional limitation on resting. Personally, I wouldn’t mind a bit more in the way of soft restrictions on long resting, but I understand folk who are worried by this so am fine with imposing (and breaking!) my own discipline. EDIT: While they’re currently intertwined, for me the question of long rest frequency and companion cutscenes are, or at least should be, totally separate. Whatever happens with long rests, I think Larian need to sort the pacing of companion content so there’s not piles of stuff it’s easy to miss early on then pretty much silence.
"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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addict
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addict
Joined: Oct 2020
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My tabletop games we could rest whenever if we had the supplies for it.
It's fine. Unless you actually enjoy your mages swatting at things with crossbows because you're out of spell slots and can trips keep missing.
I've no problem with it. Especially since the story doesn't advance if you don't use The Thing and you need to rest for it to.
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veteran
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veteran
Joined: Sep 2020
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My tabletop games we could rest whenever if we had the supplies for it.
It's fine. Unless you actually enjoy your mages swatting at things with crossbows because you're out of spell slots and can trips keep missing.
I've no problem with it. Especially since the story doesn't advance if you don't use The Thing and you need to rest for it to. Except one of the notable aspects of 5e is that spellcaster's cantrips are comparable, if not better, than melee or ranged weapon attacks (if only because a spellcaster's spellcasting stat should be higher than their Str or Dex = better chance to hit). Plus, beyond 3rd level, spellcasters should have enough leveled slots to get them through multiple fights. And in regards to your first line, one argument is that we're getting supplies too frequently in 5e. So frequently, in fact, that they're basically meaningless and might as well not exist.
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addict
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addict
Joined: Sep 2022
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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.
It just reminded me of the bowl of goat's milk that old Winthrop used to put outside his door every evening for the dust demons. He said the dust demons could never resist goat's milk, and that they would always drink themselves into a stupor and then be too tired to enter his room..
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veteran
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veteran
Joined: Oct 2020
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Would you like to auto-heal to max after each combat and also automatically refresh all spell slots after each combat? Yes, that would be fine with me.
Last edited by Icelyn; 21/12/22 04:04 AM.
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old hand
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old hand
Joined: Apr 2022
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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.
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] +1 to all of it.
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veteran
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veteran
Joined: Aug 2014
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Would you like to auto-heal to max after each combat and also automatically refresh all spell slots after each combat? Yes, that would be fine with me. And this should be part of a "Story" difficulty setting. For myself, I want a Core rules setting where camping and Long Rest aren't for granted. That includes: - Random encounters or other consequences for resting too frequently or in a dangerous location. - A meaningful resource cost - No rest zones - Choosing your prepared spells carefully and having to stick with those choices
Last edited by 1varangian; 21/12/22 09:03 AM.
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veteran
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veteran
Joined: Oct 2020
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Would you like to auto-heal to max after each combat and also automatically refresh all spell slots after each combat? Yes, that would be fine with me. And this should be part of a "Story" difficulty setting. I usually like to play on normal difficulty, similar to what is in EA. Anyways, I was just replying to the question. I don’t think they would do this for BG3, although in video games I do greatly prefer per encounter abilities over having to rest.
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stranger
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stranger
Joined: Oct 2020
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I think there should just be a chance for encounter while long resting, which is very likely in the full game, so that each rest when at low HP may not be ideal as it can wipe out your whole party.
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veteran
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veteran
Joined: Sep 2020
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I think there should just be a chance for encounter while long resting, which is very likely in the full game, so that each rest when at low HP may not be ideal as it can wipe out your whole party. Problems here are that: - random encounters are often tedious and players hate them. Many might just reload and hope for no encounter, which will be much quicker than playing through a whole TB combat - these types of encounters may encourage more frequent long resting, as players will feel that they need to rest at higher health to ensure they don't get killed. I think it's better to restrict long rests via limited resources, the area current you're in, or by story/companion consequences, rather than random encounters.
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stranger
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stranger
Joined: Jun 2024
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I know this thread is old and I don't like to necro things unnecessarily, but since it's now 2024 and patch 7 is coming up, I thought I'd address the current state of affairs. There seems to be some misunderstanding/confusion/disagreement on the purpose and location of long resting. You already have a permanent camp set up nearby (who knows where). The game is fun because of the story, encounters, combat, etc. No one would have fun constantly trudging back and forth and back and forth from camp. So the "teleportation" is no different than fast traveling between waypoints. It's just a mechanic to avoid tedium and make the good stuff more fun. The same with "teleporting" items to camp. You could say, "ok we've got three heavy barrels of runepowder, let's truck these back to camp...trudge, trudge, trudge..." or again, to avoid tedium and get to the good stuff it lets you skip that part and just say "OK, we took those to camp and stored them." There is one very important aspect of resource management in regards to long rest that I rarely see mentioned. Elixirs. Unless you "vendor scum" (save/rest/reload), many of the more critical ones, especially if you create a build around them (like Cloud Giant Strength or Viciousness, e.g.) are rare and you only find so many (including ingredients to make them which are even rarer). They only last until long rest. So if you're taking advantage of your elixirs, it behooves you make them last as long as possible (especially in Act 3). The two things for me that are REALLY BROKEN are the fact that even though your other team members that aren't in the party at the moment are taking the ultimate long rest in camp, sometimes there for days or longer, they get no benefit from long rest. In order to avoid complexity about how long have they been in camp and such, it would be simple and sensical enough if a long rest restored everyone in camp, as it should. The other thing are the Short Rests. A short rest is supposed to take at least an hour. Yet after a short rest, spells that last a couple turns are still in effect, fire is still burning on the ground, it basically takes no game time at all. Ridiculous. I would like to hope these things could be addressed in Patch 7, but seems highly unlikely they will.
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