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Divinity original sin 2 save bloat
Divinity original sin 2 save bloat











Last time I played a video game that was so stingy with its level ups was Might & Magic: Darkside of Xeen. You know there are CRPGs where the game just does the levelling up for you if you want? You just click a button! I don't think there's any reason to defer the level up process till later, especially because it means having to manage multiple level ups at the same time, and that means that having to do a little bit of micromanagement at a time, you have to do a LOT all at once while performing "other activities" and that is going to be a pain in the ass. You have a computer to make it easy for you, and there's good odds you're playing by yourself so no one's going to complain. The last thing you want to do in a tabletop game is hold up the game and interrupt the roleplaying mid-adventure to start the micromanagement by breaking out the manuals and rewriting the character sheets. Other activityI think this is your tabletop bias a bit. But that is maybe a separate thing from just the resting too.Īlso OP: -Technically- it is Spell slots. There was a mention made in another post about waypoints only able to be used from the waypoints itself (Witcher/Cyberpunk Fast Travel essentially) which also is a good idea I think and solves the issue of just freely teleporting wherever (which makes being in dangerous areas. Some things could be easily enabled/disabled as options if needed. => On the other hand if you have to rest to lvl up, players won't ever miss the "story rests" => I think that those things would totally solve the rest mechanic issues and the action economy of the game. See how it work in Kingmaker to understand how "non-D&D activities" could be implemented. Something that would decrease the risk of random encounter.

divinity original sin 2 save bloat

Maybe a camp activity should be "watching" (don't know the right word in EN). The only solution about this is to add random encounters, at least for long rest.

divinity original sin 2 save bloat

Meaning that you have to choose wisely when and how to rest/use your features and spell slot. It should really be a part of how action economy works in D&D. Long rest : Fast travel to camp needed (only possible from the outside, not from cave or dungeons)ģ) the third is that resting should have consequences. Short rest : Only on specific spot designed on the map. Use features or other (manual, i.e arcane recovery)Ģ) the second thing is that we shouldn't be able to click rest everywhere. Feature/spell slot recovery (automatic)

divinity original sin 2 save bloat

1) The first thing according to me is that resting should be a moment in which you have things to do.ĭ&D include all this, there's no need to create tons of things even if some could be a great addition (cooking.













Divinity original sin 2 save bloat