Baldur's Gate 3
Balancing Short Rests, Food, and the Warlock
Here are the points:

Limiting players to one short rest a day causes balance problems in several other game mechanics.

First off, instead of healing the party with one click of a button between encounters, limited by their level rather than once per day, I instead spend several minutes of my time as a player going through my inventory screen making each character stuff their faces with food and potions until they are healed up.
This also makes 'standard' healing potions weaker in comparison to shoving an entire pig's head into a character's mouth at warp speed, and turns the player into a food hoarder.

Second, this makes players long rest after every two or three encounters, making dungeons like the goblin camp take almost five in-game days or MORE, halting any feeling of story flow and progression through a dungeon, because I have to stare at a sleeping bag FAR TOO OFTEN.

Solution: Do not lock the 'short rest' button. Allow (like in D&D 5e) a player to heal the whole party at once (eliminating food gorging to a large degree) a number of times equal to their level. Each click of the Short Rest button representing 1 level worth of healing (Hit Dice Pool in 5e) spent. After that, the button is still available to click, but it does not heal any more until a long rest is completed. Alternatively, have a pool of "backup hitpoints" for each character based on their class and level, that is drawn from until a character is back to full "active hitpoints" with each short rest. Once the pool is depleted, you no longer heal from it.
If you feel like that is too much healing per long rest, then do what the tabletop game does. Only replenish half of the backup pool on a long rest.

Now, why allow the short rest button to be clicked if it doesn't heal anymore after your pool of available healing clicks is used up?

The Warlock class.

It's weaker in BG3 than in the table top version of 5e, due to how we are locked out of more than one short rest a day.

By the time I reach level 4 in BG3, a Wizard can cast five level one spells and more than two spells at level 2 with the use of spell recalling between encounters.
Warlock gets two. Yes, at max spell level, but still only two. With a short rest, you get it all back! But with short rests being locked to once per long rest, that means you only get FOUR. Ever. No matter what level you become in BG3.

By not locking the player out of short rests, the full potential of what makes the warlock class so useful in the tabletop game becomes much more apparent, and allows it to be on par balance-wise with other playable classes.
And to keep a player from just short resting ALL the time to get those slots back, you're limited still to only two higher level spells per encounter, and short rests won't heal you anymore after you've used up all your available healing from short rests as per my previous suggestion. So yes, a player could keep getting their warlock slots back as much as they want, but other classes in the party won't, and your healing options dwindle the longer you go without a long rest.
(In the tabletop, a warlock is limited in short rests based on number of hours available in a day. So if a hard limit was implemented on the number of short rests you could take, make it around 8 or 10. The button isn't locked after the healing is depleted, so warlocks and other classes can take advantage of their "on a short rest, regain X" effects. But a hard limit based on what's reasonable over the course of a day would be better than what's being implemented now. )

Conclusion:
Giving a pool of healing through short rests, AND not locking the button right away after the healing is depleted, not only saves us from lots of time healing individual party members with food, it allows us to explore dungeons more (all the way through potentially) without several trips back to camp. It would provide a better healing option than food stockpiling and in turn, the amount of hitpoints food heals can be reduced, thus making potions much more valuable to players instead of being seen as a waste of money from shops, and make them much more likely to use healing from the hotbar mid-combat instead of opening the full inventory screen for healing.
Even after healing from short rests runs out, keeping it unlocked for several more clicks before requiring a long rest still lets the warlock class keep up with the other classes, and for short rest effects from other classes to be used more often as to be fun instead of avoided for "just in case I need it" syndrome.
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กำลังแสดง 1-9 จาก 9 ความเห็น
How do I upvote this? Can I copy paste this into the feedback form in the launcher?
Perhaps they could allow two short rests between long rests.
โพสต์ดั้งเดิมโดย Random Hero:
Perhaps they could allow two short rests between long rests.
That would be what warlock is balanced around yeah. Adventuring day is 6-8 medium encounters and 2 short rests.
My two cents. Potions are usuable in combat but as a full action. Food is removed from the game and replaced with rations. Each ration can be used as a short rest for a single player. After a long rest the party is topped off up to 4 rations for used during the day. Additional rations can be bought from a vendor for 250 gold a ration. And rarely your party will find rations in the world for additional resting.

This was you can spam rests but their is a steep cost involved, at least if they fix pickpocketing a vendor's entire gold supply.
โพสต์ดั้งเดิมโดย Sniperfox47:
โพสต์ดั้งเดิมโดย Random Hero:
Perhaps they could allow two short rests between long rests.
That would be what warlock is balanced around yeah. Adventuring day is 6-8 medium encounters and 2 short rests.

in D&D a short rest happens after every single encounter. A short rest is 5 minutes. It's the breather they take after they just got done with a battle.
โพสต์ดั้งเดิมโดย Teemo:
โพสต์ดั้งเดิมโดย Sniperfox47:
That would be what warlock is balanced around yeah. Adventuring day is 6-8 medium encounters and 2 short rests.

in D&D a short rest happens after every single encounter. A short rest is 5 minutes. It's the breather they take after they just got done with a battle.

In D&D 5e a short rest is an hour according to the PHB.
โพสต์ดั้งเดิมโดย Teemo:
โพสต์ดั้งเดิมโดย Sniperfox47:
That would be what warlock is balanced around yeah. Adventuring day is 6-8 medium encounters and 2 short rests.

in D&D a short rest happens after every single encounter. A short rest is 5 minutes. It's the breather they take after they just got done with a battle.
Explain that to the people who wrote the 5e PHB and DMG.
"In general, over the course of a full adventuring day, the party will likely need to take two short rests, about one-third and two-thirds of the way through the day."
"Most adventuring parties can handle about six to eight medium or hard encounters in a day."
"A short rest is a period of downtime, at least 1 hour long, during which time a character does nothing more strenuous than eating, drinking, reading, and tending to wounds."
"A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds"
I would suggest that there be a Play Style setting added to configure the number of short rests per long rest mechanic in the game.

Configuration settings
Play Styles
Casual: 4 short rests per Long rest
Default: 3 short rests per Long rest
Expert: 2 short rests per Long rest
Intense: 1 short rest per Long rest

If 24 hours per day and 8 hours is long rest, that is 16 hours game time.

Casual = 1 rest every 3 hours.
Default = 1 rest every 4 hours and 20 minutes.
Expert = 1 rest every 7 hours.
Intense = 1 rest every 15 hours.
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วันที่โพสต์: 17 ต.ค. 2020 @ 6: 06am
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