Regdar
Arcane
- Joined
- Apr 24, 2011
- Messages
- 665
So this is something that has bothered me ever since I played my first D&D based cRPG, Icewind Dale. Resting in dangerous areas like the wilderness is fine and all, but what about when you're storming the Castle of Doom(tm), and decide to take an 8-hour nap or four?
First is, of course, adherence to PnP rules, where (IIRC) inside dungeons, you could only rest within rooms that had doors which could be locked or magically sealed, or if you placed special magic wards that would alert you to approaching enemies. Otherwise you could wake up to find your throat slit by a bunch of goblins. Is it really so hard to add a Private Sanctum or Faithful Hound spell to the game?
Famous last words:
Second, there's an obvious issue with realism. Like, when you kill every patrol around said castle and decide to rest a bit. No one inside is bothered by absence of patrols or reports? Replacements aren't sent out, nor does the castle look like it's alarmed in any way. This is further complicated by the fact that unless you tick the appropriate box in the config, resting will automatically be "rest until healed" and take 16 to 32 hours. 32 hours since patrols have mysteriously vanished, leaving behind some naked corpses, completely stripped of their equipment. Where did they go, I wonder?
"Deserters", thought the orc lieutenant Grugnuk.
The third issue is time-related. You basically have an infinite amount of time to accomplish your task of thwarting evil and saving the world, while the bad guys are always preoccupied with amassing armies and searching for artifacts of immeasurable power. By the time you confront them, however, whether it's 40 or 240 days after you quest has begun, their plans have magically clicked into place and suddenly their demonic hordes are ready to march (or teleport) on your beloved town/world. I understand that making the very thing you've fought to protect the battleground for your final battle with all that seeks to harm it is a common tool for creating dramatic effect, but sometimes it just feels so... contrived.
Furthermore, resting is very closely tied with memorizing spells and replenishing charges in magic items. I think it's safe to say that without the need fore memorizing spells, resting outside of towns and inns would become obsolete. Also, it certainly feels a little contrived when wizards have an array of spells written in their spellbook, and over the course of the game they memorized each one of them individually, just never at the same time, as if through some kind of rigorous brain gymnastics they have gained the ability to forget things to make room for others, and it's never fully explained why a such a powerful scholar doesn't have the mental capacity to learn all of his spells in the first place.
This is also why I think sorcerers are the true (ok, ok, maybe not "true", but certainly more realistic) arcane spellcasting class in the game. You know a certain amount of spells and you can unleash them at will until yourmana spells per day run out. The only thing wizards have going for them, then, is their bonus feats and item creation capabilities.
And this led me thinking - why do people criticize 4th edition's once-per-encounter spells and abilities? Short of adding a mana pool for casters and a rage/focus bar for fighters (perish the thought), this is probably the best way of going about reducing the amount of resting needed inside dangerous dungeons, where resting is both illogical and unrealistic. And I know they streamlined the planescape and gave fighters an MMOish "Taunt" skill and that's fucking stupid, but specifically on the point of eliminating resting where it doesn't belong, I think they did a good job.
So yeah, as far as cRPGs go, this has led me to sort of race against the clock, even though there's obviously no obligation to do so. Maybe it's the OCD that's getting to me, but I firmly believe that I'm doing it for an added challenge (and for added realism).
What do you think, Codex?
First is, of course, adherence to PnP rules, where (IIRC) inside dungeons, you could only rest within rooms that had doors which could be locked or magically sealed, or if you placed special magic wards that would alert you to approaching enemies. Otherwise you could wake up to find your throat slit by a bunch of goblins. Is it really so hard to add a Private Sanctum or Faithful Hound spell to the game?
Famous last words:
Second, there's an obvious issue with realism. Like, when you kill every patrol around said castle and decide to rest a bit. No one inside is bothered by absence of patrols or reports? Replacements aren't sent out, nor does the castle look like it's alarmed in any way. This is further complicated by the fact that unless you tick the appropriate box in the config, resting will automatically be "rest until healed" and take 16 to 32 hours. 32 hours since patrols have mysteriously vanished, leaving behind some naked corpses, completely stripped of their equipment. Where did they go, I wonder?
"Deserters", thought the orc lieutenant Grugnuk.
The third issue is time-related. You basically have an infinite amount of time to accomplish your task of thwarting evil and saving the world, while the bad guys are always preoccupied with amassing armies and searching for artifacts of immeasurable power. By the time you confront them, however, whether it's 40 or 240 days after you quest has begun, their plans have magically clicked into place and suddenly their demonic hordes are ready to march (or teleport) on your beloved town/world. I understand that making the very thing you've fought to protect the battleground for your final battle with all that seeks to harm it is a common tool for creating dramatic effect, but sometimes it just feels so... contrived.
Furthermore, resting is very closely tied with memorizing spells and replenishing charges in magic items. I think it's safe to say that without the need fore memorizing spells, resting outside of towns and inns would become obsolete. Also, it certainly feels a little contrived when wizards have an array of spells written in their spellbook, and over the course of the game they memorized each one of them individually, just never at the same time, as if through some kind of rigorous brain gymnastics they have gained the ability to forget things to make room for others, and it's never fully explained why a such a powerful scholar doesn't have the mental capacity to learn all of his spells in the first place.
This is also why I think sorcerers are the true (ok, ok, maybe not "true", but certainly more realistic) arcane spellcasting class in the game. You know a certain amount of spells and you can unleash them at will until your
And this led me thinking - why do people criticize 4th edition's once-per-encounter spells and abilities? Short of adding a mana pool for casters and a rage/focus bar for fighters (perish the thought), this is probably the best way of going about reducing the amount of resting needed inside dangerous dungeons, where resting is both illogical and unrealistic. And I know they streamlined the planescape and gave fighters an MMOish "Taunt" skill and that's fucking stupid, but specifically on the point of eliminating resting where it doesn't belong, I think they did a good job.
So yeah, as far as cRPGs go, this has led me to sort of race against the clock, even though there's obviously no obligation to do so. Maybe it's the OCD that's getting to me, but I firmly believe that I'm doing it for an added challenge (and for added realism).
What do you think, Codex?