Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Pathfinder Kingmaker has the best resting system at the moment. THere resting takes several hours and you can get ambushed while resting, you can also not rest inside dungeons unless you bought supplies.
5e is also built around the idea of a Short and a Long rest, and a lot of classes are built around at least some of their cool downs finishing on an hour long short rest. I'm not sure how you'd translate the short rest to a video game in a way that didn't make the game more tedious, so I'm interested to see what Larian does here.
so 5e wasn't using vancian?
It was; D&D's never not used some form the Vancian Magic System. MOST casters get their spell slots back only on a long rest, but not all. And pretty much every class has at least one feature that cools down on a short rest. So if BG3 doesn't use the short rest, that alters the power of the different classes; some of them dramatically.
The thing with short rests vs. long rests in D&D is that there are often reasons why you can't take a long rest (place you're at is just too dangerous, you don't have the time, etc.), so you have to settle for a short rest instead, which gives you the chance to use some hit dice to heal up a bit and lets people recover some of their abilities.
Resting just needs to be made interesting instead of a spammable chore. It's an important part of DnD.
Also Paladins, who recover Channel Divinities.
I think the most elegant way of handling this in a cRPG would be to make long rests only available in inns and other appropriate locations. If you're resting in the middle of the forest, that's a short rest.
Why are you in this thread?
A fighter and rogue can just keep going if they have enough heal potions, the more time between rests the stronger they relatively become. It is the reverse for sorcerers etc.
My solutions: add resting locations in dungeons each six encounters(off course less if those are very hard encounters). Allow short rests basically everywhere but only 2 between long rests.
If a player is really stuck(he can't progress unless he can rest) then can he go back to the tavern and pay to rest.