Baldur's Gate 3

Baldur's Gate 3

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JStryker47 Mar 9, 2021 @ 10:59am
Isn't there any other way to replenish spell slots?
I'm having to do WAY too much resting, just dealing with the goblins.
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Showing 1-14 of 14 comments
R3sistance Mar 9, 2021 @ 11:19am 
For Wizards and Land Druids, they get an ability that recovers up to half of their spell slots. Warlocks regain all spells slots on a long rest, the rest of the available classes have to long rest.

If you're burn through spell slots that quickly, you're probably using them in the way you're meant to be using cantrips, levelled spells might do more damage but not every goblin needs acid arrow to the face.
Alealexi Mar 9, 2021 @ 11:24am 
Originally posted by R3sistance:
For Wizards and Land Druids, they get an ability that recovers up to half of their spell slots. Warlocks regain all spells slots on a long rest, the rest of the available classes have to long rest.

If you're burn through spell slots that quickly, you're probably using them in the way you're meant to be using cantrips, levelled spells might do more damage but not every goblin needs acid arrow to the face.

^^
Correction on Warlocks. They regain all the spell slots on short & long rest.
R3sistance Mar 9, 2021 @ 11:25am 
Originally posted by Alealexi:
^^
Correction on Warlocks. They regain all the spell slots on short & long rest.

Long day, I meant short rest!
Ronin Gamer Mar 9, 2021 @ 12:27pm 
The resting mechanic seems to be a main thing in D&D style games, so it's unlikely that there will be a change to that. I frankly don't care much for the spell slot system, since it feels like I'm focusing far more on any cantrips I have for spells and not using other ones until I know I may need to use them for a bigger fight coming.
With that said, it's also not hard to tap short rest or hit long and just immediately hit the sack if you haven't progressed any of the other characters stories.
guard65 Mar 9, 2021 @ 2:00pm 
They do need some mechanic to prevent long rest abuse. What that might end up being is clearly open ended.

One solutions is the good old day / night cycle and a time mechanic. Preventing sort rest repeats under 15 minutes 'game time' and one long rest per day cycle. Of course I prefer the time scale of 5 minutes real time = 1 hour game time.
Ronin Gamer Mar 9, 2021 @ 3:12pm 
Originally posted by guard65:
They do need some mechanic to prevent long rest abuse. What that might end up being is clearly open ended.

One solutions is the good old day / night cycle and a time mechanic. Preventing sort rest repeats under 15 minutes 'game time' and one long rest per day cycle. Of course I prefer the time scale of 5 minutes real time = 1 hour game time.
Based on what I've played so far it feels like they designed the game with the idea in mind that you'll be taking long rests rather often, what with continuing team mates quests by talking to them at camp as well as various visitors to said camp at certain times.
RealDealBreaker Mar 9, 2021 @ 4:14pm 
Originally posted by guard65:
They do need some mechanic to prevent long rest abuse. What that might end up being is clearly open ended.

One solutions is the good old day / night cycle and a time mechanic. Preventing sort rest repeats under 15 minutes 'game time' and one long rest per day cycle. Of course I prefer the time scale of 5 minutes real time = 1 hour game time.
That would be AGONIZINGLY slow. One day would be 2 hours in real life. In 2 hours of playing I can easily clear everything up to entering the druid grove and that will take 2 (or more) long rests for most people.
Shadow♥ Mar 9, 2021 @ 4:18pm 
Originally posted by Ronin Gamer:
Originally posted by guard65:
They do need some mechanic to prevent long rest abuse. What that might end up being is clearly open ended.

One solutions is the good old day / night cycle and a time mechanic. Preventing sort rest repeats under 15 minutes 'game time' and one long rest per day cycle. Of course I prefer the time scale of 5 minutes real time = 1 hour game time.
Based on what I've played so far it feels like they designed the game with the idea in mind that you'll be taking long rests rather often, what with continuing team mates quests by talking to them at camp as well as various visitors to said camp at certain times.

this is exactly right. if you do not long rest enough you miss a lot of dialogue at camp as certain scenes play at certain points in the game or after a certain event, for example, after you visit nettie a certain scene at camp plays. i basically rest after every dialogue or fight whether i need to or not and i have seen dialogue i never saw when i was not resting enough. resting is also tied into certain scenes to progress romances.
Mosey Mar 9, 2021 @ 4:36pm 
Basically, it's this:

Most players don't give a hoot about spell efficiency, and the game doesn't make the player learn anything about spell efficiency. This is a direct result of that.

I.E. Since you CAN long rest after every fight, this is what most mage or long rest oriented characters DO. Nevermind the fact that it's horribly inefficient, and almost entirely unnecessary. It's there for Warlocks and the like too, but not as obvious since you can't short rest while actually in combat so you tend to get at least 3 encounters out of them before they demand a nap.

Since the game is laughably easy long resting between every fight, I really don't see how anyone struggles with this title and it's one reason why arguably no one should play anything except casters. Most especially Druids, since they outpace Wizards at damage except in single target which multiple Druids more than make up for.

And the idea you're 'supposed' to long rest after every fight is patently false, since one of the things long rest does is advance time which means some encounters will change or resolve each time you rest. I can think of two encounters right off the bat that can disappear entirely after long rest depending on what choices you make.
Metallicus Mar 9, 2021 @ 5:45pm 
If you use ranger, rogue, fighter and warlock for your group you really don’t have to long rest...ever. Short rest is good enough.
Last edited by Metallicus; Mar 9, 2021 @ 5:46pm
OrcBro Mar 9, 2021 @ 8:02pm 
I noticed that you can't fast travel from the Hag's basement. It would be nice if you couldn't fast travel from anywhere on the map in general. And there is already a mechanic in place for that - those teleporting waypoints. I think it's the best way to solve "resting too much" problem. To get to the camp, you need to find a waypoint, get close to it, click on it and choose to go to camp. Rest and get back to the waypoint you teleported from. Obviously if you want to waste time and rest after every encounter - sure... all power to you... but at the same time you can learn resource management and maybe advance with fewer spell slots, go through several more fights, discover new waypoint, go to camp and finally rest.
Ronin Gamer Mar 9, 2021 @ 8:44pm 
Originally posted by OrcBro:
I noticed that you can't fast travel from the Hag's basement. It would be nice if you couldn't fast travel from anywhere on the map in general. And there is already a mechanic in place for that - those teleporting waypoints. I think it's the best way to solve "resting too much" problem. To get to the camp, you need to find a waypoint, get close to it, click on it and choose to go to camp. Rest and get back to the waypoint you teleported from. Obviously if you want to waste time and rest after every encounter - sure... all power to you... but at the same time you can learn resource management and maybe advance with fewer spell slots, go through several more fights, discover new waypoint, go to camp and finally rest.
You....you do realize there is a button on the right side of the mini map labeled "Long Rest" that auto takes you to camp at night, you rest, and then when your characters wake you are immediately put back where you hit the "Long Rest" button, don't you? :bonfire2:
Eelectrica Mar 9, 2021 @ 9:07pm 
When different difficulties are introduced hopefully something is introduced to limit Long rests and bring attrition into the game.

Pathfinder Kingmaker did it by having a ticking clock. The originals did with random monsters interrupting you.
Eventually you'd get it though or reload until it worked.

On easier difficulties rest all you want.
Razorblade Mar 9, 2021 @ 9:26pm 
Originally posted by Ronin Gamer:
Originally posted by OrcBro:
I noticed that you can't fast travel from the Hag's basement. It would be nice if you couldn't fast travel from anywhere on the map in general. And there is already a mechanic in place for that - those teleporting waypoints. I think it's the best way to solve "resting too much" problem. To get to the camp, you need to find a waypoint, get close to it, click on it and choose to go to camp. Rest and get back to the waypoint you teleported from. Obviously if you want to waste time and rest after every encounter - sure... all power to you... but at the same time you can learn resource management and maybe advance with fewer spell slots, go through several more fights, discover new waypoint, go to camp and finally rest.
You....you do realize there is a button on the right side of the mini map labeled "Long Rest" that auto takes you to camp at night, you rest, and then when your characters wake you are immediately put back where you hit the "Long Rest" button, don't you? :bonfire2:
You seem to be confused. They were saying you should have to physically touch a fast travel point to fast travel/rest, rather than just being able to teleport from anywhere, as that would solve people spam-resting. Adding an opportunity cost (the tedium of walking back to the last fast travel point) would encourage players to play BG3 like actual DnD (where resources are limited), rather than D:OS2 (where resources are infinite). They mentioned the Hag's basement to illustrate that the game already has a mechanic for this; it just needs to be expanded to the rest of the map to fix the issue of noobs long resting all of the time.
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Date Posted: Mar 9, 2021 @ 10:59am
Posts: 14