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  • Rework Resting

    As hit on in other threads, I propose a reworking of the resting system.

    Once every in-game 24 hours. Rest areas, where resting with unlimited frequency is available, are only in inn rooms, faction HQs, and certain points in particularly long/challenging dungeons.

    Also, have resting take a PC a full minute (or longer, that'd be fine with me).

    Leave resting rules in place for level 5 and under PCs.
    Originally posted by Cornuto
    Glad everyone's being extra fucking ridiculous today.

  • #2
    On the higher amount of time it takes to rest, I agree.

    On the increased time to rest -- twenty-four in-game hours? -- disagree. Specifically, Sundren's areas are not built for this. Even at low levels, the spawns are punishingly hard and numerous, and a character will typically fight ten or twenty encounters per rest cycle rather than... say... four or five. Applying PnP rest timing to persistent worlds is very difficult unless they were planned around a twenty-four hour rest cycle.

    I see the biggest losers of this not being the classes that receive HATE HATE HATE every day, but instead being single-classed arcane spellcasters. At level 6, they are reduced to buff-wands that then follow the party around, plinking with crossbows and never hitting anything. Any sort of offensive spellcasting would be laughably, laughably ineffective. It already is, mind you, but at least with a shorter rest cycle they can contribute something.

    On the plus side, it would encourage bandaging, and make injury more significant. But. The notion of clerics as healers would be out the window as well; cleric healing is already far overshadowed by potions and bandages, and this would make the incentive even more strong for them to allocate every spell as some kind of buff. It would be the only way to last out a very long rest cycle, even in a party.

    So, in short: longer time for rest is good, coupled with maybe a shortening of the armor equip period. Twenty-four-hour in-game rest would require that the entire server spawn balance be tweaked, and it's already arguably funnelling people away from some of the most fun areas as it is.

    My two cents!
    Adama who was once called Adama Hrakness, sacred paw of Mielikki

    Lihana Farrier, Paladin of Torm and noble dalliance

    On Hold: Alandriel Ward, Actually a Vampire Groupie
    Retired for Good: Tamryn Jorandur, Hano's Wife and Conflicted Soul

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    • #3
      I am in favor of resting time taking much longer, and especially if it scales with level and class. Wizards, Clerics, and Druids should suffer the most, as my RP logic is that the more spells you have to prepare, the longer it takes. This also gives advantage to the spontaneous casters (not that Favored Souls need it, but Sorcerers and Spirit Shamans do.)

      I also suggest that, if possible, people with survival can make an impromptu rest spot, at any location, for their survival rank +1d20 HD (adjusted however necessary to be balanced) of party members. This may translate to just resting everyone applicable in your party. This makes survival not-shitty.
      Ramza Xantheus "...for a meager fee, of course."

      "
      Heroes need the weak to feel important. I say, teach the weak the skills they need to live on their own, to protect themselves and break free of the chains of charity and victimization. The Triad needs people to protect. I need people to succeed." -Byrun von Hellstrom

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      • #4
        With the provision of rest areas in inn rooms and faction HQs (outlined in the OP), I don't think the assertion that areas would need to be reworked is valid. The duergar caves can easily be completed with one rest. The Bloodmaim areas already have the "no rest except in this spot" implemented. What this provision would do is make it so people wouldn't leave the temple buffed to the teeth and looking for a fight or allow them to camp a well-traveled area looking for trouble with the security blanket of being able to rest over and over to stay at full power.

        If you really wanted to hit several zones, it's as simple as clear zone A, go to your HQ, clear zone B, go to your HQ, and so on.
        Originally posted by Cornuto
        Glad everyone's being extra fucking ridiculous today.

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        • #5
          I really like all of the original poster's ideas, particularly still allowing provisions for low level PC's.

          Comment


          • #6
            One note, then I'll slink back out!

            I find it interesting that both of the examples you have cited are for 20th level characters. These characters will do fine under such a system, because they have the money to pay for consumables, the duration for spells to last, and things generally going on their side. As long as they're in a party, they're fine.

            I forsee the 24-hour rest period hitting the low-to-middle levels hardest. Specifically, from 6 to about 10. These characters are likely underequipped for their level due to high server prices and unable to make their spells last long enough. Coincidentally, these middle levels are already the hardest to survive for other reasons as well.

            However, lest this thread degenerate into back-and-forth, I'll shut up for at least a bit now, and let others have their say. ^_^
            Adama who was once called Adama Hrakness, sacred paw of Mielikki

            Lihana Farrier, Paladin of Torm and noble dalliance

            On Hold: Alandriel Ward, Actually a Vampire Groupie
            Retired for Good: Tamryn Jorandur, Hano's Wife and Conflicted Soul

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            • #7
              I think back-and-forth is essential to working out details. Disagreement is always welcome.

              While I agree that it would make things more difficult to those mid-range casters, I think that's a good thing, as it curbs rapid advancement and forces groups to be cautious and meticulous in how they approach dungeons. Additionally, those low-to-mid level dungeons are often one area and can be quickly worked through by a five-person party. The Viridale is full of one-area dungeons, and Shar's Abaddon doesn't allow magic. Sestran lizards are one area, Shekinessi are one area. The Cartel and Necropolis are multi-area dungeons, but those are also faction areas and the content should be more difficult, at least IMO.
              Originally posted by Cornuto
              Glad everyone's being extra fucking ridiculous today.

              Comment


              • #8
                My opinion of an ideal rest system..

                - Remove "full" rest
                - Time between rests is 8 in-game hours (or 48 minutes)
                - Resting takes 1 minute and causes the screen to fade to black temporarily
                - Rest locations in civilised or otherwise safe areas restore (1+con mod)*character level in hp, with a minimum of 1 hp per level.
                - Rest locations in wilderness areas and dungeons restore character level+con mod+survival or (1+con mod)*character level in hp, whichever is lower.
                - Characters in wilderness areas can set up camp to make their own rest location using survival skill. Doesn't work in dungeons.
                - Outside of specific rest locations, you can't rest at all
                - "Newbie level' increased to 8, where 1 hour/level spells last a full 8 hours, to make the lives of squishy arcane casters a little easier
                - Restore some of the changed spells to last their normal duration again, but decrease scaling of their power with levels
                - Less encounters

                Note that these are just my ideas. This post has no meaning beyond that.

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                • #9
                  I say leave it the way it is, and remove the Restoration & Cure Disease spells ability to get around the resting in armour penalties and craft fatigue.

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                  • #10
                    I'm all in favor of something like this, the current 10minute/6 second rest is a bit too easy.

                    Though, it really sucks having to shapeshift out / shapeshift in between each transition point at dungeons, with only a limited numbers of times a day you can do this ... and there sure alot of trans points these days
                    Originally posted by ThePaganKing
                    So, the roguethree bootlickers strike again.

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                    • #11
                      I say leave it the way it is, and remove the Restoration & Cure Disease spells ability to get around the resting in armour penalties and craft fatigue.
                      Whoa now, let's not get ahead of ourselves! Lesser restoration is the only things keeping crafting fatigue bearable atm. It can take months (real life ones) to make something of note on your own. Show a little love to our crafters.

                      - Characters in wilderness areas can set up camp to make their own rest location using survival skill. Doesn't work in dungeons.
                      I like some of your ideas Kael, make resting more realistic and truer to PnP. I wonder what you mean by wilderness areas though. Plenty of subterranean rangers out there (non-dwarven at that) who others might describe as living in a "dungeon."

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                      • #12
                        Make a Survival check and then add to that a d20+Knowledge:Nature or Knowledgeungeoneering, as appropriate. Whenever someone rests in the campsite subtract (rester's HD - rester's Survival - rester's Knowledge(appropriate)) from the previously found total. That would represent everybody in the party pitching in as best they can to make a campfire and encourage more people to take knowledge skills.
                        James Arrow: Potion Vendor

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                        • #13
                          Originally posted by kuscotopia View Post
                          Whoa now, let's not get ahead of ourselves! Lesser restoration is the only things keeping crafting fatigue bearable atm. It can take months (real life ones) to make something of note on your own. Show a little love to our crafters.

                          Amen.


                          On a personal note, I personally think the time beween rests should be increased, and the server time be increased. Something like a 10-12 minute hour is about right. One server I was fond of, had rest 1/24 hours, and was set to a 7 minute/hour, which actually felt about right though.
                          [COLOR=Black][COLOR=Blue][I][B]Landristin Ly[/B][/I][/COLOR][I][B][COLOR=Blue]onstongue[/COLOR][/B][/I]: Ancient, Child of Colibrus. Advisor of Colibrus, Emissary of Sestra, Magistrate of Sestra.

                          -[I]Not fond of morning walks on the beach.[/I]
                          [/COLOR]

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                          • #14
                            The server time is already at a 10 minute (real time) = 1 hour (game time)

                            if my calculations are correct

                            in addition...I hate the timer for putting on armor, I am perfectly in favor of how long it takes to rest being a variable depending on how many HP's you need to recover, how many spells you need to memorize (for wizards)/recover (for sorc's) and etc...
                            "Half the lies they tell about me aren't true."
                            Yogi Berra

                            Learn things:http://forgottenrealms.wikia.com/wiki/Main_Page
                            http://www.sundren.org/wiki/index.php?title=Main_Page

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                            • #15
                              Originally posted by kuscotopia View Post
                              Whoa now, let's not get ahead of ourselves! Lesser restoration is the only things keeping crafting fatigue bearable atm. It can take months (real life ones) to make something of note on your own. Show a little love to our crafters.
                              But only love for the those classes that get those spells, everyone else is gets none (though "none" is a weak descriptor) whether a crafter or a heavy armour wearer.

                              Maybe if crafting fatigue went down say 1/4 hours on server time (still about 1/day for most players), there would be fewer toons sitting on shelves only coming out to mine, enchant or make items every 50-100 days.

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