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Survival skill and divne .

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  • Survival skill and divne .

    Sorry if this has been discussed before buti couldnt find the thread. But wouldnt it make sence if druids,rangers, and anyone with a decemt survival skill be able to rest outside and regain thier spells? Someone accustumed to the living in the wilds should be able to adapt to that a lot better than a city dweller.

    Just a thought.
    http://www.youtube.com/watch?v=VqvitALivzE

  • #2
    There have been various threads on the idea of different people being given the ability to rest outside of rest areas as they see fit. These have varied from the idea of giving wizards a spell to let them rest whenever they fancy through to giving people items they can use to set up a camp and rest whenever they want.

    The trouble with this and all of the other suggestions is that they fly in the face of the intent of the new resting system - Bringing in the once a day / 8hr rest idea from PnP rather than the few second insta-rest horror that NWN2 has brought us.

    Quite simply, mobile full rest areas are not going to happen.

    It is the greatest of all mistakes to do nothing because you can only do a little - Do what you can.
    Sydney Smith.

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    • #3
      I just want to clarify that i didnt mean rest at anytime, i understand that could be abused relentlessly. Just once a day and the amount of hitpoints and spells some how coralate ith the skill.

      That said, i love the finger tappinge,
      http://www.youtube.com/watch?v=VqvitALivzE

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      • #4
        I don't get this, because you get full HP and spells on full rest don't you? And since that happens once an in game day, I don't see what you're requesting?

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        • #5
          sorry if im not clear. i mean the nature classes may rest in the wilderness once a day, but the rest would only be as efective as thier survival skill would let them. like a skill of 20 would mean full health and spells back ( just an example) where a zero skill would alot nothing. anyhow. i understand that the call has been made on the issue. just thought it might make sence for any tree huggin druids out there.
          http://www.youtube.com/watch?v=VqvitALivzE

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          • #6
            Resting away from camp areas (non full rests) already takes the characters survival skill into account.
            It is the greatest of all mistakes to do nothing because you can only do a little - Do what you can.
            Sydney Smith.

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            • #7
              Originally posted by Doubtful View Post
              Resting away from camp areas (non full rests) already takes the characters survival skill into account.
              Yes, it just doesn't use survival to give back spells per day, it's an all or nothing and as Doubt mentioned to do contrary would just fly in the face of why we did it this way in the first place.
              The very existence of flame-throwers proves that some time, somewhere, someone said to themselves, You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.

              George Carlin

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              • #8
                I was also thinking this when the new rest system was introduced, then i realised that actually Druids and Rangers do regain spells when resting in the wilderness already.

                Its just it only happens once per day, same as anyone else.

                I think everyone forgets about the once per day rest, because we never go more than a day away from a rest spot, so essentially it is unused.
                UTC+8
                Yes, I realise my RP writing sucks. Just be thankful I keep it short

                Characters
                Thalanis Moonshadow

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                • #9
                  How is the HP gained on partial rest calculated on the survival skill? I've got a 6th level character with a +9 modifier to survival. I believe I gain 9 HP on a partial save?

                  This might be from a low to mid level perspective, but restricting rest to a rest zone seems only a mild inconvenience, as you can just hit the Crossroads map marker for a spell reset. Making the rest timer last longer and narrowing the frequency of rest zones is a good idea, to enhance immersion and perhaps make a better balance towards the spellcaster/melee discussion. But it seems too easy to just pop in quickly, so you're always prepared (buffed like a madman). This would be another good incentive to implement roads to travel on, instead of an overland map. Just a thought.
                  My'athvin Simaryl - Elven Mhaornathil
                  Mhaenal Ahmaquissar - Minstrel Knight

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                  • #10
                    If people didn't have the crossroads it would just mean one extra transition somewhere else to rest, and what point does it become too annoying?

                    I think the rest changes have already had their desired effect, with parties carefully reserving their strength so they are capable of finishing off the boss or last leg of a dungeon, instead of just resting over and over.
                    The very existence of flame-throwers proves that some time, somewhere, someone said to themselves, You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.

                    George Carlin

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