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NS5 Resting Restrictions
Posted: Fri Mar 27, 2009 2:00 pm
by Flailer
So here goes, another poll.
Another aspect of gameplay that's customizable is the resting system.
Resting isn't just recharging your character after a fight, it's also possibly a way of balancing caster and melee classes.
Meleer's essentially don't need rest - they can get by with healing potions if they need to. Casting classes however have to rest if they want to restore all their spells.
So, are any resting changes needed to balance classes? Do casting classes need a way or restoring their spells without resting, like meleers drinking a potion restores their HP? Or, should there be negative consequences to resting (or potions or spells) such as negative stats that balance the melee and caster classes?
Any other ideas, feel free to post them.
Re: NS5 Resting Restrictions
Posted: Fri Mar 27, 2009 4:36 pm
by Shadowalker
I havnet voted yet, unaware of spirit meter system.
But I like the first one with the following adjustments.
Make the enconter not definate but random and do so with one the following system.
>Resting nest to transition or on/next to a road/river incurrs the highest chance of being disturbed.
>The further you are from roads, dock, rivers, buildings, or anything else that would logicaly have a higher chance of trafic. The lower the chance of encounter.
>Tucked up in one of those depression in the cliffs face. next to zero.
_______________________ OR_________________________________
>Create a campsite kit.
Cant be used or has no effect on roads etc. But elsewhere the tent and/or fire created makes a rest safe zone in the immediate vicinity. Activation duration of 2-5 turns, same for deactivation. If you dont deactive when done, you've left your gear behind and have to buy new. Kit icon in inventory either dissappers upon exiting the area, or ceases to function and has no resale value.
Options for this system:
>For X+ ammount of lvls as Ranger or Barbarian = Reduced time for set up and repacking of gear.... Could even scale it to lvl.
>Diffrent size/weight of campsites with coresponding sized safe zones.
From a personal 1 toon size at 15 lbs to a war tent that houses 6-10 but weights 500+ lbs. A party could take turns resting one at a time in a sinble tent, if they wish to spend the time.
If the diffrent sized kits and safe zones are difficult to script then make them all personal and activation grants the activating toon sancturaly like from any wandering NPC hostiles while they are resting.
Re: NS5 Resting Restrictions
Posted: Fri Mar 27, 2009 9:46 pm
by Retzbu Tox
Three words: Leomund's Tiny Hut!
Oooooooo!
I can't stop at three words.
If there is a chance of wandering monsters, what happens if there is one person resting while the rest of the party stands on guard? Could one high-level person in a party frequently resting cause some sort of mob spawning exploit for a bunch of lowbies to have an infinite source of mobs with a predictable level? If party members take turns resting, can they guard each other's back and prevent any random spawns?
Re: NS5 Resting Restrictions
Posted: Sat Mar 28, 2009 2:25 am
by ashsagoon
I don't see a problem with resting how it is on NS4. When Anubis added the "random" encounters on resting to NS4 it caused a lot of issues and problems and added nothing to the game.
However, if you do decide to do something like that I think it's only right that monsters cannot sneak up on you if one of your party is not resting. So resting in turns should prevent random encounters.
Also, I don't see why these random groups that sneak up on you wouldn't give experience. I'm not really sure what the logic beyond that is.
This is a little off-topic and I'm not sure if it's possible but one thing I'd love to see in NS5 is mobs that don't attack you when you're 30 levels above them. It never made sense to me that low level mobs would attack someone who could kill them in a single swing. Also it'd be neat if when you were shifted in say an animal form, other animals wouldn't attack you. They don't attack each other (well with a few exceptions), so why would they attack you when you look just like them? Anyway, way off topic.
Re: NS5 Resting Restrictions
Posted: Sat Mar 28, 2009 3:52 am
by VagaStorm
I woted for the first option. I loved how monsters could attack when you where resting. While it lasted :p I think it should give xp tho, and be avoidble if a toon within viewing distance of the rester is not resting. Meaning you can stand guard if you like. Make encounters area spesific so you cant use em to forse mobs not suposed to be there attack and also make it so that week mobs will not atack a higher lvl toon. I doudt your 0.5 lvl gobs would ever try to ambush Raistlin no mater how deep he sleeps... I think double xp since you should definatly lern something if not more from an unprepared fight as oposed to one you are totaly prepered for and know is comming

Re: NS5 Resting Restrictions
Posted: Thu Apr 30, 2009 11:57 am
by frogofpeace
I can't remeber what I voted for ...
I hate resting restrictions. Having to buy rations, camping gear, find a campsite, wait 8 hours before you can rest again, all that is the blues. I want to get on with the game. So I didn't vote for any of those choices.
Chance of random encounters when your resting - well, as long as it's not too frequent, I think it adds some spice, and I kind of liked it when it came up for a short while on NS4 (it wasn't random, lol, and it was new, and therefore the frequency was a tad high. Just a tad, especially one night in fire plane ...). Maybe safe areas where there's no random spawn on rest, otherwise there's a chance (maybe about at the same frequency that books drop on NS4

). Likewise, I don't get the rational for no XP. Fianlly, what, no coup-de-grace, lol? That'd give them gobs a chance, Vaga.
Avoiding the random spawn if you rest in shifts - meh, seems an unnecessary complication. Shifts would be wise, but bad guys are still going to attack when their chances are best - they'd likely even target the watchman first ...
Re: NS5 Resting Restrictions
Posted: Mon May 04, 2009 1:10 pm
by Nyeleni
I'm all for 8 game hours between resting. It would make the game a tad bit more congruent with the P&P RPG.
Re: NS5 Resting Restrictions
Posted: Thu May 07, 2009 2:15 am
by Korr
What about elves then, does it get reduced to 4 for them (or 2, whatever time it takes for them to meditate).
Re: NS5 Resting Restrictions
Posted: Thu May 07, 2009 12:31 pm
by MLoki
Korr wrote:What about elves then, does it get reduced to 4 for them (or 2, whatever time it takes for them to meditate).
No... It was 8 hours BETWEEN resting. You can't take another nap for 8 hours after your last one. ie.. your not tired enough to get any rest. This is a reasonable suggestion but its a pain in the butt for players. Don't forget that spell cause you can't rerest to pick it up etc... I like the random encounters outside of town and free rest in town or in protected areas. Like NS4 you can always make some areas "no rest" as well.
Re: NS5 Resting Restrictions
Posted: Fri May 08, 2009 3:41 am
by Lokey
What's the name of those super sleeping bags?
Resting to recover hit points (1/hit die per 8 hours rest, double somewhere civilized usually) can be done anytime I think. But PnP you buy/make a wand of CLW or vigor for recovering hit points.
Divine spell caster's spells are refreshed at a set time each day during which you do whatever is appropriate for your class (pray, plant a tree, whatever). Arcanes are different. You need some time after rest to study your spells (book casters, and they can prepare a spell later if they have an open slot with 15 minutes). Then there's spontaneous casters...
Anyway, PnP isn't exactly clear. And this isn't PnP, you don't click the wrong thing and memorize the wrong spell in PnP.
So the challenge is to come up with something that says you can't rest just anywhere at any time that doesn't get tedious because of interface or whatever.
Re: NS5 Resting Restrictions
Posted: Mon Jul 06, 2009 8:36 pm
by MadUkranian
A chance for wandering monsters would be fun, but make it a low chance so it isn't abused for easy xp.
Re: NS5 Resting Restrictions
Posted: Wed Nov 11, 2009 10:06 am
by Kromix
I might be a bit late here, and away for a while but it would be nice if resting is done every 8 hours. now for caster classes, to avoid the issue of fighting a long battle and spending the spells, then being useless for an extended period of time, there could be a token that allows you to go into "trance" where it is set to about 30s - 1m trance time depending on level, where you cannot leave the state of trance and if you are hit or cast upon, all your rolls are set to 1 so you critically fail all rolls and no chance to attack back. Have a cool-down period for the trance token of about 30mins - 4 hours depending on level. this Trance should replenish your spell book. this way low level casters which have a tiny amount of spells are forced to use crafted magic items (wands) to cast extra spells if needed and does not kill the caster class.
also whenever you rest, this token's cool-down should be activated to avoid exploit of resting.
and of course free rest in towns ETC

Re: NS5 Resting Restrictions
Posted: Wed Nov 11, 2009 10:24 am
by cely
Speaking of tokens, which are very familiar to NS4 players... Would you rather have tokens that you quickslot and activate (same as NS4) or would you rather have an NS5 toolbar with NS5 specific buttons on it? We can do a *lot* of things with the GUI in nwn2.
Re: NS5 Resting Restrictions
Posted: Wed Nov 11, 2009 10:29 am
by Kromix
well the tool bar clears space from tokens in the bags. so that would be nice, a trance button for casters only, NOTE!
trance does not heal hit points! 
cause i had already though of an exploit for it LOL... good old days.

Re: NS5 Resting Restrictions
Posted: Mon Jan 18, 2010 10:27 pm
by MightySamson
I voted for limited number per time period.
I would consider towns to be a free rest spot and be able to rest whenever you like, but the timer should work in wilderness. Also, it would be cool if that time period got longer as characters got higher level. A lvl 1 can rest often and a lvl 29 must wait a fair bit in between rests. That will help with balance and let a new character accomplish more, since the higher characters get extend, persistent, more spells, etc...