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Joined: Oct 2020
Maccoc Offline OP
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This is a recommendation. I think that resting in camp should be unaccesible when you are underground in a cript or dungeon quest.

It is a bit strange and it brokes the narrative.

The party should do a long rest into the dungeon or cript. One thing I appreciated of first Baldurs was when you tried to rest in a dungeon and some enemies could broke this action.

In any case, this kind of rest right now seems weird stuf.

I'm enjoying a lot the game.

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This came up in multiplayer as well. We were surprised we were able to rest when in the spider area.

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or disable long rest but increase the short rests to what, 2-3?

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Originally Posted by Maccoc
This is a recommendation. I think that resting in camp should be unaccesible when you are underground in a cript or dungeon quest.

It is a bit strange and it brokes the narrative.

The party should do a long rest into the dungeon or cript. One thing I appreciated of first Baldurs was when you tried to rest in a dungeon and some enemies could broke this action.

In any case, this kind of rest right now seems weird stuf.

I'm enjoying a lot the game.


+ 1

It adds a strategic element to know that you can’t get a full rest inside of a dungeon, plus like you said it doesn’t make much sense that we aren’t attacked while we rest especially in dungeons.

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Long Rest should be available in dungeons, just with a risk. PKM has a wonderful system for this, literally forcing you to find a space to build a small camp and a significantly increased chance of a random encounter. Additionally, it will pay *huge* dividends down the road as characters get more abilities and higher level spells come online. Leomund's Tiny Hut is a staple spell in any Wizard's spellbook for this exact reason, Mords Magnificent Mansion, etc.

Last edited by Isaac Springsong; 07/10/20 07:51 PM.
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Originally Posted by Isaac Springsong
Long Rest should be available in dungeons, just with a risk. PKM has a wonderful system for this, literally forcing you to find a space to build a small camp and a significantly increased chance of a random encounter. Additionally, it will pay *huge* dividends down the road as characters get more abilities and higher level spells come online. Leomund's Tiny Hut is a staple spell in any Wizard's spellbook for this exact reason, Mords Magnificent Mansion, etc.


+ 1
I really like this idea, it adds a lot of niche use for those spells and it makes long term dungeon delving still possible for a price of increased risk.

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Maccoc Offline OP
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+1000

A great idea. Tactics in a dungeon should be a need.

Right now you can exit, rest in camp and entry in an extraordinary easy way.

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The whole fancy set up camp with glorious tents doesn't match the "crash-landed with almost nothing and am selling broken plates I find to raise the cash for healing potions" setup. I think the "return to camp" setup makes enough sense when camping in the overland map and not traveling, but I think there should be a whole separate mechanic for taking (at risk, as noted above) long rests in dungeons, on the road, etc.


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