quoting GM4Him and CJMPinger:
Originally Posted by CJMPinger
Originally Posted by GM4Him
But my suggestion allows players to explore every nook and cranny. After you save Halsin, or whatever, if you still have quests to do then you can do them before moving in.

Again, my whole point is long resting heals completely. So of they don't do something about allowing players the ability to long rest after every battle, potions and short rests are meaningless. Just take oit short rests altogether, and you only need maybe a few potions at most. Forget food altogether too.

Time sensitive events dont need to be so absolute and drive players to chuck side quests. They can be used as a tool to make the game more enjoyable and repayable.

Actually yours feels like it creates hard time limits on everything, and on reading it I immediately imagined a route I would have to do to be able to do everything the game is offering. And the enjoyable part is subjective cause some people likely will despise those limits and you'd find one of the most popular mods would be "remove quest timers". Under your suggestion players have 2 days to resolve one of the biggest conflicts for example, that means you have to avoid nearly every fight in between finding the note and dealing with the shadow druids to get the Karlach redeemed ending. That to say the least is difficult and honestly way too little. With the events you set, there would be no redeeming her cause she'd meet the druids before the ritual is done, and now she is set on her path.
2 days is way too short. Something like 7-10 days for the tadpole is much more reasonable. And perhaps the timer could be extended via Nettie/Hag/Halsin/etc, maybe 1 day each. Something like 5 days until the ritual happens, beginning the first time you talk to the druids. A time component shouldn't force you to skip content, but instead give you a sense of urgency while still allowing to you to complete most if not all of the content with proper time management.
Originally Posted by Maiandra
For me, wanting no time limits has nothing to do with managing resources, as I tend to be pretty strict with them (and unsympathetic to my spellcasters) anyway.

But if I see something interesting, I want to be able to investigate it at that time, not try to remember to come back later after a timed quest is over. <snip>
This type of timer would be based on long resting so (assuming cutscenes stop being tied to long-resting) you can always just not long rest. Use any of the ~infinite scrolls, potions, food, grenades to keep your party in fighting shape. As long as investigating an area doesn't deeply cut into your long rests, then you can investigate away! There's no in-game or real time clock that's ticking down.

Last edited by mrfuji3; 28/04/21 05:16 AM.