Baldur's Gate 3

Baldur's Gate 3

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HiJacked Aug 9, 2023 @ 2:04am
Having to go to camp after every fight to regen mana sucks so much
This game is almost flawless for me, I absolutely love it but holy ever-loving hell I don’t know what developers were thinking forcing us to camp everytime we need to regen spell slots, this is by far the most annoying part of the game and completely destroys the pace of exploring.

Is there any way to turn it off, being able to just regen it passively somehow like in Divinity?
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Showing 61-75 of 112 comments
Blame Aug 9, 2023 @ 4:10am 
There are a lot of events that happen during long rests, don't be shy of them. And be comfortable to long rest every 2-3 fights, there are plenty of camp supplies in the world
Spellslots suck.
They shoud just remove the camping supply requirement.
Tahl Aug 9, 2023 @ 4:16am 
Originally posted by SmallGespenst:
Originally posted by Tahlaon:
...and I cant stress enough that this is NOT a TTRPG. Camping for spells and rolling dice are surface level understandings of D&D. They are the mechanics on the Critical Roll posters. Not the real value of the setting, world and history of roll playing.

This is a video game.
Outcomes are scripted, combat is visual, role play is limited. People can chaff all they like, they already did 2 years ago. It doesnt matter, the reality wont change.
Your statement acts biased towards the current timeline as if its of greater value than other possible outcomes by default, with no evidence to support that.
The D&D movie did fairly well, I dont remember them rolling dice or limiting their spells. Or the animated CR series.
The RPG genre and all its sub categories exist to emulate aspects of the experience TTRPGs offer, CYBERPUNK for example. But they all do so differently because TT mechanics DO NOT TRANSLATE to pre-scripted content without real DMs and players to interact with.
Sometimes, things arent just trends for no reason.
Water doesnt pick the shape, the hole does.

It doesnt matter how much anyone likes the current system, that is irrefutable. Larian would have had to make 4 unique outcomes for every toss. We shouldnt be able to TP to a camp in the middle of a hostile goblin stronghold, we should be able to use rage while wildshaped. What happened to level 20?
They did in fact change things. Significant things. Yet we all understand those were justified. Being able to draw no special distinction between those changes and other things people would apparently be mad if they didnt do.... but like... more mad?! Because people were mad they didnt have level 20. It passed. People are falling into the trap of BarBearian. It will pass. So too will this threads topic, likely.
But what is different is that itl come up every time. Because its a fundamental mismatch in themes and the value of the systems we use.

PS:
Ill nip this in the bud before anyone gives me a stupid reply, I dont think the game is bad. Far from it. I think its flawed with flaws that have or HAD obvious solutions. I am under no delusions that Larian will remake this game days after their full release. This is academic discussion about the nature of game design. Its a [nature] check and I have advantage.
This is sounding a lot like you problems, no amount of "but they didn't replicate this specific quirk of a TT game" is going to make your argument that they should've abandoned more of the core mechanics of the game they're aiming to emulate less idiotic. When a core promise of the game is "we're replicating the mechanical experience of 5e D&D", they can't whip around and start replacing mechanics people would expect, This is BG3, not D:OS.
But then again you seem to think this would be covered by a [nature] check, so you've already made it clear how little you understand.
Cop out nonsense in place of actually addressing the topic/points made.
They absolutely can and have done so many times over. Afformentioned examples, the original sin games, Dark Alliance games and other D&D IP offshoots. Your just making ♥♥♥♥ up now.
But given how you react to a blatant joke about nature checks I think we are done here. As predicted, another clown wants to have as little genuine engagement with the topic as possible and simply cheaply debate bro hard enough, long enough for the entire plot to be lost.
SmallGespenst Aug 9, 2023 @ 4:28am 
Originally posted by Tahlaon:
Originally posted by SmallGespenst:
This is sounding a lot like you problems, no amount of "but they didn't replicate this specific quirk of a TT game" is going to make your argument that they should've abandoned more of the core mechanics of the game they're aiming to emulate less idiotic. When a core promise of the game is "we're replicating the mechanical experience of 5e D&D", they can't whip around and start replacing mechanics people would expect, This is BG3, not D:OS.
But then again you seem to think this would be covered by a [nature] check, so you've already made it clear how little you understand.
Cop out nonsense in place of actually addressing the topic/points made.
They absolutely can and have done so many times over. Afformentioned examples, the original sin games, Dark Alliance games and other D&D IP offshoots. Your just making ♥♥♥♥ up now.
But given how you react to a blatant joke about nature checks I think we are done here. As predicted, another clown wants to have as little genuine engagement with the topic as possible and simply cheaply debate bro hard enough, long enough for the entire plot to be lost.
I mean, you're trying to argue a point that was lost before the game was released.
The spell slot system doesn't have many real problems because the issue that replenishing mana is supposed to solve, is already solved by cantrips; Magic classes have a magical fall-back option so they don't need to rely on "bonk with stick" or be a crossbow archer like some other systems enforce, diluting the mechanics players expect to make sure that Little Timmy doesn't need to think about hard concepts like "resource management" would only serve to widen the divide between casters and physical classes.
wpmaura Aug 9, 2023 @ 4:32am 
Originally posted by Ogami:
Thats D&D rules for you. And no, no way to turn it off.

no its poor designe for encounters. There should be random encounters at nigt that prevent the rest
Gregorovitch Aug 9, 2023 @ 4:33am 
Originally posted by HiJacked:
I don’t know what developers were thinking forcing us to camp everytime we need to regen spell slots

They are not. You are forcing yourself to do that by using all your spells in every battle.

That's not how you do it. In the early game you don't typically use spells except cantrips unless you absolutely have to. I'm about 22 hours in at level 3, on Tactician difficulty, approaching the goblin camp. I think I have had four long rests in total since leaving the nautilus.

You may ask how do I do that, the answer is I take my time with encounters exploring the options and thinking about them before engaging. I know from the DOS games that Larian put all sorts of alternative approaches to the big combat encounters in their games, some of which are not immediately obvious and the less obvious they are usually the easier they make it.

If I make a really bad call I tend to reload and try an alternative approach because I like finding the coolest ways to defeat encounters with minimum resource expenditure and HP loss. Some encounters I do three or four times before I find a good way to beat them. The harpies at the secluded beach for example I found tricky like that.

But I enjoy doing that in these games. If I didn't and just wanted to hack, slash and blast with abandon I'd simply lower the difficulty to where I could get away with that.

Anyways, the bottom line is in the later game you can sling spells around like a good'un and in fact you'll need to but not in the early game. It's like that deliberately in D&D 'cos spamming even level 1 and 2 spells would be totally OP. Imagine if you could cast unlimited magic missile or grease. Nothing would stand a chance against it early game.

Or as a famous loading screen hint from the original Baldurs Gate 1 game said "Never underestimate the power of a well placed level 1 spell".
Last edited by Gregorovitch; Aug 9, 2023 @ 4:38am
SmallGespenst Aug 9, 2023 @ 4:35am 
Originally posted by wpmaura:
Originally posted by Ogami:
Thats D&D rules for you. And no, no way to turn it off.

no its poor designe for encounters. There should be random encounters at nigt that prevent the rest
that achieves the opposite, if you need to conserve resources in case of random encounters, players will rest more often because they can't push as far safely, and the response to getting messed up by a rest encounter will be to (you guessed it) rest again.
Tahl Aug 9, 2023 @ 4:40am 
I love being told what my argument is leading to despite using practical reference material such as Original Sin and even given an example of a system almost identical with only minor changes altering pace, not substance.
Please, do tell me more about this argument I havent made yet. I love when people clarify on a loop that they dont read something before replying to it.
Swimfan Aug 9, 2023 @ 4:43am 
Originally posted by HiJacked:
This game is almost flawless for me, I absolutely love it but holy ever-loving hell I don’t know what developers were thinking forcing us to camp everytime we need to regen spell slots, this is by far the most annoying part of the game and completely destroys the pace of exploring.

Is there any way to turn it off, being able to just regen it passively somehow like in Divinity?

I get your annoyance but try to see it this way (it may help a little):
- if you would regain all spell slots after every fight, there would be no ressource management
- if you would regain all spells slots after every fight all encounters would have to be balanced with that in mind and would need to be annoyingly long

I promise you that it will get better. You'll be surprised later on when you do manage 2-3 hard fights in a row (also bc. your spell slots increase).
Last edited by Swimfan; Aug 9, 2023 @ 4:44am
clown. Go back to Skyrim, this game is for real RPG players
Swimfan Aug 9, 2023 @ 4:50am 
Originally posted by Lord_Dweedle:
clown. Go back to Skyrim, this game is for real RPG players

What a stupid response to give. OP is simply annoyed by a fundamental mechanic that exists because it's part of the ruleset. There are downsides for it being there but OP is right, it can be annoying (especially in the beginning).
Pitty Sensual Aug 9, 2023 @ 4:52am 
You guys take things harder than needed, its a non competite single player for sake. The resource management is a thing and is resolved with tons of itens that drops or sell, but if you want wait for a mod, or CEngine the ♥♥♥♥ out of the game and play as you like

pst; the nature roll phrase was indeed blatant and, as the youngters say, made me cringe. Be better
Neialeis Aug 9, 2023 @ 4:55am 
Originally posted by Malaficus Shaikan:
Spellslots suck.
They shoud just remove the camping supply requirement.

Funnily enough there were originally no supplies in early access. They actually added them in a later update because of long rest abuse.

The current system is absolutely intentional. It's following tabletop rules. It was pretty common to have 5+ encounters of varying difficulty between long rests in games I played, and we were at the DM's mercy on when we'd be allowed to rest.
Overeagerdragon Aug 9, 2023 @ 4:59am 
I don't get this discussion....

It's 2 different variants for 2 different people's tastes... why is either of them wrong (or right for that matter): It's an opinion
Chaosolous Aug 9, 2023 @ 5:07am 
After every fight? I’m 20 ish hours in, did the Hag and am on my way to the goblins.

I have long rested once.

Your not meant to spam spells on easier/every fights. Skills/spells aren’t intended to be used unless really needed.

From everything I gather DnD is about the adventure itself, not some power fantasy.

Use more cantrips and environmental elements. Save the spells for when you really need them or when you level up more and have more slots. Remember positioning is a major factor in combat success.

I like the long rest mechanic. It really makes me think before spamming an ability.

This game would be wayyyy too easy otherwise. (Same goes for getting rid of the RNG; a common complaint I hear here).
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Date Posted: Aug 9, 2023 @ 2:04am
Posts: 112