Originally Posted by Tuco
I don't personally consider what Divinity "did before" particularly relevant in this case

You don't think a developers past iterations are relevant to their newest iteration of the same formula?

Strange.

Originally Posted by Tuco
but even putting that aside, "Spell slots" and vancian magic are not the only reason to have a rest system in your game/ruleset.

I never said they were. But this is why it exists in D&D and as a result, BG3.

The only reason resting is a thing in D&D is because of resource limitation. There used to also be an exhaustion system, but that was done away with several editions ago.

With Divinity lacking said resources, there's no reason to consider there being a rest system that has only ever been used by Larian because it is part of D&D and they couldn't homebrew their way out of its inclusion in BG3.

They could try and force in some new mechanics purely to add this feature into their next game. But we have no reason to expect that. The expectation is that there won't be a rest system.

Hence you feeling the need to make this thread in the first place requesting some sort of dynamic time feature that could thus lead into resting mechanics, because in lieu of an expectation, you are providing feedback of a desire for such.

Originally Posted by Tuco
Especially if you are going for a coating of "world simulation" (which personally I think every good RPG should at least aspire to, as "immersion/simulation + narrative + engaging gameplay" is what I'd consider the sacred triad of the genre).

Ehh... I don't put much stock in day/night cycles or resting as "World simulation"

I've played WAY too many games where such things existed and they added literally nothing to the world simulation at all, or even detracted from it (Having day/night cycle every few minutes does not make a world seem real, it makes it seem video gamey. Since in no actual world does it take several days to walk down a street...)

Meanwhile, I've also played a LOT of games that have immersive worlds that never included such things, with it never feeling noticeably strange or out of place for lacking such.

Which is why I'm not sold on shoving in a random and shallow day/night cycle for the sake of it. Without proper care, it only serves to detract from the actual immersiveness and general atmosphere all for what? So you can take pretty nighttime pictures before you time skip back to day so actually playing the game is less annoying?

Originally Posted by Aulis Vaara
Originally Posted by Taril
While Divinity has always lacked such a limit

Source points in DOS2.

Source points I sucked out of people at will. It was a literal core plot point for the game.

Last edited by Taril; 6 hours ago.