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They shoud just remove the camping supply requirement.
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.
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.
no its poor designe for encounters. There should be random encounters at nigt that prevent the rest
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".
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.
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).
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).
pst; the nature roll phrase was indeed blatant and, as the youngters say, made me cringe. Be better
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.
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
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).