Originally Posted by mrfuji3
But. This seems more appropriate for the "Day/Night Cycle" megathread, as it doesn't directly relate to long rest/camping restrictions (since you say that players can "time-skip" = no restrictions besides possibly timed-quests?). Or at least you're coming at it from the opposite end. Your suggestion prevents too many events from happening in the same game-day, whereas I want to prevent too few events in the same day. So I think a combination of your Day&Nighttime system and some other rest restriction system would be good. The former adds a reasonable sense of time progression and day-/night-specific quest opportunities, and the latter limits the player's ability to pass infinite time and bypass 5e's balance around long-rest-recharge abilities (namely spells). And either can be implemented separately.

DA2 worked very well with this system because abilities were cooldown based. Whereas in 5e, the different classes are balanced around assuming 3-6 encounters per day. If Larian wants to retain this balance (some players don't think this balance is important), BG3 requires either rest restrictions OR changing the classes' abilities to something closer to per-combat uses.
You're right that it's more appropriate for D/N-cycle thread on its own, but at the same time camping is related to D/N-cycle. You're not supposed to be able to maintain your effectiveness for 2-3 days without resting you're not supposed to be able to benefit from long rest too often. As result on one side you need to do things to move time, on the other side if you move it too far you're too tired to do more things, and if you don't move it far enough your long rest does nothing but time-skiping which is jeopardizing possible timed quests... you see how it's all building on each other?

Last edited by Zellin; 22/02/22 10:25 PM. Reason: typo