Solasta: Crown of the Magister

Solasta: Crown of the Magister

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Goob Apr 6, 2021 @ 9:03am
Long rest makes the game too easy
Played this game to the end love every part of it but one tiny bit makes the game a little less enjoyable for me.

Long resting is too op, short rest is useless nothing stops you going back to a campfire or a near-by town to fully heal after every encounter.

If you have a spell like good berries you now have the ability to long rest infinitely, meaning you have no need to save spell slots, divinity, or even rations.

I made my own rules a sort of only long rest once per location but I'd love some kind of option to turn that off.

I'd like to know other peoples thoughts on this.
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Showing 1-15 of 112 comments
Indure Apr 6, 2021 @ 9:22am 
I think long rest is fine. You have to understand that all party configurations can be different and you don't want to leave players in the position where they can't proceed due to having low spell slots from battles they had an hour ago. Or to endlessly fail on a boss battle because they didn't know they needed spell X to give them the edge, but they can't rest to change out their spells.

Not every party is going to have access to good berry. Some parties will have all fighters or rogues and long resting has no value for them, others will be all clerics and short rests will be worthless for them.
Last edited by Indure; Apr 6, 2021 @ 9:22am
lejes Apr 6, 2021 @ 9:25am 
Maybe they will incrementally limit long rest areas as the game progresses making resource management a bit harder.
straightener Apr 6, 2021 @ 9:34am 
It would be fun if long rests could be interrupted by random encounters. During certain objectives for example, where you couldn't rest until you achieve a goal.
Indure Apr 6, 2021 @ 9:36am 
I know it was a bug, but they had one map where every time you rested it reset the enemies on the map. They could do a version of this to stop spamming long rests without consequences, but they would need to figure out the XP problem it creates.
Silverquick Apr 6, 2021 @ 9:41am 
Honestly Long Rest is done better in this game than it is in most others.

You actually need a campsite to do it. Others like Kingmaker: Pathfinder you can really do it anywhere as long as you have camping supplies... So in this game... there are very few areas you can do it in. This all depends on how many campfires there are and where they're placed.

Here if you really want to be a camp zombie you actually have to run a long ways back to the camp site the further you go in.

So this one you can't just squat down anywhere and camp unlike the other games.

This one is fine.
Last edited by Silverquick; Apr 6, 2021 @ 9:42am
Goob Apr 6, 2021 @ 9:44am 
Originally posted by Indure:
I know it was a bug, but they had one map where every time you rested it reset the enemies on the map. They could do a version of this to stop spamming long rests without consequences, but they would need to figure out the XP problem it creates.

Yeah something like that would be nice, I know what you mean by not all parties will have unlimited food and stuff but idk being able to just walk back to a near by town after each fight and fully heal instead of needing to just power through to the end with a resting point half way through/ before a boss or something is something that I want for difficulty reasons.

Otherwise I have to set my own kind of rules to try and make sure its not as simple as being fully restored after each fight.
Goob Apr 6, 2021 @ 9:48am 
Originally posted by Silverquick:
Honestly Long Rest is done better in this game than it is in most others.

You actually need a campsite to do it. Others like Kingmaker: Pathfinder you can really do it anywhere as long as you have camping supplies... So in this game... there are very few areas you can do it in. This all depends on how many campfires there are and where they're placed.

Here if you really want to be a camp zombie you actually have to run a long ways back to the camp site the further you go in.

So this one you can't just squat down anywhere and camp unlike the other games.

This one is fine.

I agree they've done it well as if I didnt have infinite food then I'd have to travel back to a town half way through a dungeon or carry some supplies and use them at a resting spot, while this is time consuming ultimately its still possible to just blow all your daily spells every fight and go back to heal.

Which is why I want some kind of more difficult option to not allow you to leave a dungeon once started or something, something where I use a spell that I can only use once a day and know that it's basically gone for the rest of the quest, not just the fight.
Grumpy Old Dude Apr 6, 2021 @ 10:01am 
you have that option. It is called...self discipline.
Silverquick Apr 6, 2021 @ 10:02am 
Well that wouldn't really be Dungeons and Dragons then,

The reality is that in D&D you can leave at any time and go back to town or your base camp and rest if your party just got shelacked or burned everything out.

You can actually do that in your own Dungeon Maker modules because you control where you put the Campsite. So you could have an adventure where the party starts in a specific point with no campsite and then eventually as they progress find one, if you were to choose.

But I doubt the Dungeon Masters (Devs) of the current Official Campaign will do that.
bbii Apr 6, 2021 @ 10:26am 
I disagree as it is all by choice.
If you want to wast everything, go to a campsite, wait x number of game hours because you already rested that day, then rest and spend another 8 hours game time for every single battle that is on you.
lastrati Apr 6, 2021 @ 11:39am 
I find carrying capacity restricts my long rests.

Also, I find I usually only need one long rest per campsite, so the pacing seems fine.


But as potetential fixes:

Maybe a partial "area refill and reorganize" if the party leaves the area for more than 24 hours. So, march back to civilization after two fights, return to the dungeon...and the enemy guards have been replaced, access points trapped or sealed, reinforcements are positioned, and they are on high alert with a bonus to passive perception.

You know, old style advice to beginning GM's.

Allowing wandering monsters to totally disrupt the rest so that one has to start it over again would also be good. Temple of Elemental Evil used to do that...and with supply consumption in this game (absent in ToEE), if you get hit three days in a row, you might not even have the spell slots left to cast Goodberry!
DiceWrangler Apr 6, 2021 @ 12:17pm 
The solution to the "1-minute workday" is a creative DM but, unfortunately, in a computer game this is difficult to implement fairly so resting can only be discouraged -- not prevented.

Some ideas / options:

1) Each campsite can only be used once. This can really suck, however, and leave the party in a no-win situation.

2) Your party can be interrupted by "wandering monsters" while traveling overland so why not while resting at a campsite? This is more annoying than punitive since the player can always restore a save game if they die -- but it is better than #1 above.

3) The number of days that elapse matters so taking a Long Rest after every combat encounter ticks away at the "timer." Not a great solution either as it discourages players from exploring, crafting (while not traveling) or completing side quests.

4) Incrementally increase the cost of Long Rests. Not in terms of food consumption, since that is free (for most parties), but the difficulty of completing one. For example, increase the difficulty (CR; challenge rating) of "wandering monsters" each time you take a Long Rest beyond the first at a specific campsite.

Anyway, I feel the current implementation of Long Rests is fine but it can be abused. Also, Short Rests are fine too and I use them frequently.
Malus Apr 6, 2021 @ 12:38pm 
Originally posted by Cortah:
Played this game to the end love every part of it but one tiny bit makes the game a little less enjoyable for me.

Long resting is too op, short rest is useless nothing stops you going back to a campfire or a near-by town to fully heal after every encounter.

If you have a spell like good berries you now have the ability to long rest infinitely, meaning you have no need to save spell slots, divinity, or even rations.

I made my own rules a sort of only long rest once per location but I'd love some kind of option to turn that off.

I'd like to know other peoples thoughts on this.

You should up the enemies damage. Up the enemy AI.

IT will make the game more enjoyable for you.

This game does long rests pretty good for 5E standards in a video game. Look at other aspects of the fight to make it harder.
SIlverblade-T-E Apr 6, 2021 @ 12:50pm 
Originally posted by Silverquick:
Honestly Long Rest is done better in this game than it is in most others.

You actually need a campsite to do it. Others like Kingmaker: Pathfinder you can really do it anywhere as long as you have camping supplies... So in this game... there are very few areas you can do it in. This all depends on how many campfires there are and where they're placed.

Here if you really want to be a camp zombie you actually have to run a long ways back to the camp site the further you go in.

So this one you can't just squat down anywhere and camp unlike the other games.

This one is fine.

Spells and also some times, like LEOMUND'S TINY HUT, caltrops, Alarm, etc made adventuring in AD&D way WAY better IMHO :)
ferret Apr 6, 2021 @ 1:28pm 
Long rests are part of the pen and paper ruleset and personally i think they are a good part of the game. My only problem with them is that they cant be used to attune magic items.
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Date Posted: Apr 6, 2021 @ 9:03am
Posts: 112