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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.
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.
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.
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.
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.
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.
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!
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.
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.
Spells and also some times, like LEOMUND'S TINY HUT, caltrops, Alarm, etc made adventuring in AD&D way WAY better IMHO :)