DaloLorn wrote: ↑Thu Apr 10, 2025 4:26 am
I feel that the rest timer is generally not the problem, so much as rest locations.
The Netherese complex is a particularly egregious example: It lasts like an hour, but once you've transitioned from Durlag's (or Illithid Mines), there's not a single rest zone to be found, and you're being hammered with Disjunctions the whole time you're navigating the Shadow Ruins. Barring powerbuilds and/or obscene amounts of consumables, any class that relies on frequent resting (i.e. pretty much anything that isn't a warlock, fighter, hunter, rogue, swashbuckler, or maybe monk) will be completely drained before they've found their way through the dungeon.
This. I don't believe there is any game value in unnecessarily complicating the resting process. Ideally, more rest areas would be introduced into dungeons to allow respite and sanctuary.
DaloLorn wrote: ↑Thu Apr 10, 2025 4:26 am
I feel that the rest timer is generally not the problem, so much as rest locations.
The Netherese complex is a particularly egregious example: It lasts like an hour, but once you've transitioned from Durlag's (or Illithid Mines), there's not a single rest zone to be found, and you're being hammered with Disjunctions the whole time you're navigating the Shadow Ruins. Barring powerbuilds and/or obscene amounts of consumables, any class that relies on frequent resting (i.e. pretty much anything that isn't a warlock, fighter, hunter, rogue, swashbuckler, or maybe monk) will be completely drained before they've found their way through the dungeon.
This. I don't believe there is any game value in unnecessarily complicating the resting process. Ideally, more rest areas would be introduced into dungeons to allow respite and sanctuary.
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So a scenario in mind is that the players have the standard rest locations, but without needing to perform a lot of global work on the rest of the areas to drop in custom rest locations that will also be subjected to change requests, players can opt to find their preferred resting location that is beyond the standard faire of predefined safe spots, and perform their rest there. The gold cost is small for that convenience, and the spawner system can acknowledge the resting location to not interfere, or perhaps a low percentage of waylay (2% at best in my opinion, but that number can be best left to the playerbase). This then gives the players the additional rest location opportunity, devs having less to modify to support it, and is opt-in with no change to the default functionality of resting.
Aspect of Sorrow wrote: ↑Thu Apr 10, 2025 12:07 pm
...players can opt to find their preferred resting location that is beyond the standard faire of predefined safe spots, and perform their rest there. The gold cost is small for that convenience, and the spawner system can acknowledge the resting location to not interfere, or perhaps a low percentage of waylay (2% at best in my opinion, but that number can be best left to the playerbase). This then gives the players the additional rest location opportunity, devs having less to modify to support it, and is opt-in with no change to the default functionality of resting.
My character has a need to rest (preferred resting location) and yet is mechanically no where near a "predefined safe spot"... However, for a marginal cost (Gold, etc.) said character is allowed to perform a full rest under relatively low threat (2%). I am okay this. Sign me up.
Not actively against the idea but have something to add
Food
We already have this in-game, so why we can't use food items instead of gold cost? Not like you -have to- have food but you can either take item with you - and then rest is free if we talking about PC house/Guild/Wilderness, or you don't have it and pay some gold upon rest (idea is the same as crafting feats - you pay gold for things you were supposed to buy/find some time ago)
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Riddance wrote: ↑Thu Apr 10, 2025 1:12 pm
Not actively against the idea but have something to add
Food
We already have this in-game, so why we can't use food items instead of gold cost? Not like you -have to- have food but you can either take item with you - and then rest is free if we talking about PC house/Guild/Wilderness, or you don't have it and pay some gold upon rest (idea is the same as crafting feats - you pay gold for things you were supposed to buy/find some time ago)
Cost offsets by food is a fine replacement in my opinion.
Implementation of that mechanic also supposed to be manageble, because I actually saw that mechanic in Wulferhiem module (I believe it was called that, was long time since I touched SP modules)
Also that hopefully will make -cooked meat- items more usable than just lesser vigor consumables, and for the rest of food items (cheese, bread, etc) - more than just Stackables with no mechanical use at all
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Landar Davidson - Anduran from Waterdeep, on another journey
selhan wrote: ↑Thu Apr 10, 2025 8:20 amIn my opinion :
Resting in - Player House, Guild Hall, Inn's and Temples should be absolutely free of cost. Housing was a large cost, Guild Halls are a large cost, Inn's key to a room costs, Temples well more of a religious aspect.
What comes to temples... have it free for follower of the temple's faith (as printed on the character sheet) and cost "something" for non-followers of that particular faith?
selhan wrote: ↑Thu Apr 10, 2025 8:20 am
Don't allow resting in random areas "Unless the player has Camping equipment"
Or rather, to refine on that - personal/solo equipment wouldn't be required if someone in the party has equipment that is designed for groups in mind (which would, obviously, be initially more expensive gear to purchase than personal/solo). But even with such for groups designed gear, a food item of some sort should be required from everyone who hits the 'R' button.
blazerules wrote: ↑Fri Apr 11, 2025 11:30 am
Also note its common good practice to rest on server transition or reset because some stuff breaks unless you rest to "fix" it.
A thousand percent! Unfortunately, stuff does break frequently... and yet, knowing you could repair the problem immediately after server transition or reset would be awesome.
Considering its technical requirements, that interpretation seems unlikely. I've been reading it as "treating your PC as half level - i.e. halving the rest cooldown - for the purposes of deciding whether they can rest yet". (Never mind that the rest timer stops increasing before 30 because it's capped at 20 minutes. This is still the most likely interpretation.)
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I didn't ask you to speculate Dalo, that doesn't really add anything here. If OP can update original post to more clearly state what the change is that would be great.
Goat wrote: ↑Wed Apr 09, 2025 7:58 pm
To me this is just an unneeded addition where you're getting to the point of it not being a 'game' and more 'real life' which to me, I'm not sure I understand what you mean by getting with the times with this kind of change though. Rather to me it doesn't add anything but an extra un-needed maintenance for yourself. It doesn't really fix economy (or won't.) It's just some flavour added but to me just reduces the overall means for simplicity.
I am interested in the half level/duration stuff when it comes to camping equipment however, and it costing, (or maybe in some cases as you say rangers/druids.) but when it comes to regular resting, I'm not really caring for adding a cost there, but that's just my own say. Things that ALTER the current rest system CAN be charged with items and whatnot. Aka prebought things.
This is pretty much my opinion on it as well-I don't like the idea of putting too much emphasis on making things overly "real" in this way too. I think having more rest options to put in with existing ones, such as resting in unsafe areas but with the right kits in inventory that cost gold or something, or setting up a "camp" placeable that does this would be pretty neat. I would not be too in favour of anything overly complicated though.
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