Resting Addition

We will file suggestions here that did not make the cut. Don't expect detailed responses, but the most common reasons are:
- implementing the suggestion is impractical, or too much work for the gain
- the suggestion is thematically against our design philosophy
- the suggestion is too detailed/low-level
Keep your suggestions broad and focused on RP benefits, please, not detailed suggestions of how to tweak X class.

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Aromatic Treebark
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Resting Addition

Post by Aromatic Treebark » Mon Sep 15, 2014 7:15 pm

Forcing your character to constantly be exhausted to they can rest to regain spells & what not is, arguably, a poor system.

Perhaps, in addition to the sleeping rest, there could be an alternative form or recovery, perhaps simply called "Recover." With it the char would sit & recuperate so they might regain their Cooldowns & spells. Say it takes twice as long & they lose percentiles for other stats like thirst or hunger, & it might only be used once per hour.

Thoughts?

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Re: Resting Addition

Post by What_Evil_Lurks » Mon Sep 15, 2014 8:55 pm

I really like the system as is. Learning the numbers and timing will keep you from being slumped over all the time, though being slumped over looks cool for some. Rhue turned it into his thing.
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Seven Sons of Sin
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Re: Resting Addition

Post by Seven Sons of Sin » Mon Sep 15, 2014 8:59 pm

What would this resolve besides the slouching mechanic? Also huge buff to clerics.
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Aromatic Treebark
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Re: Resting Addition

Post by Aromatic Treebark » Mon Sep 15, 2014 10:23 pm

Timing the numbers just seems silly. Going on an adventure exhausted so you can take a nap in a scary cave somewhere in the middle of it? It does not seem as plausible as going in well rested and taking an occasional break for sustenance and breathing, rather than RPly going to sleep.

William Steele
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Re: Resting Addition

Post by William Steele » Mon Sep 15, 2014 10:35 pm

'stopping to prepare some spells' is a thing. but 'taking a nap' in the middle of a cave is... silly. most people don't pretend to nap for 10 seconds, and choose to 'tie their shoes' or 'adjust their armor'

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Re: Resting Addition

Post by Seven Sons of Sin » Mon Sep 15, 2014 11:18 pm

What's wrong with napping in a cave? Frodo and Sam stopped for a rest all the time in Mordor.
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Re: Resting Addition

Post by What_Evil_Lurks » Tue Sep 16, 2014 3:26 am

Yeah, there are a thousand different things you can emote doing instead of sleeping. Use the resting to define your character. It is an old game, cool emotes make it way more fun.
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Glowing Mushroom
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Re: Resting Addition

Post by Glowing Mushroom » Tue Sep 16, 2014 2:02 pm

I agree that the numbers for Resting shouldn't be tied to Spells and Abilities. Even if you can emote something different, if your char needs spells or something they shouldn't have to wait to be "tired", even if emoted different. You don't go into an adventure exhausted so you can nap along the way.

It would be a fine idea, I believe, to add something other than resting that allows Spells and what not to return whilst not relying on the Rest mechanic.
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Twily
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Re: Resting Addition

Post by Twily » Tue Sep 16, 2014 3:40 pm

An additional "stat" could be added that gets reduced every 6 minutes in the same way rest does. When a caster clicks the rest button a dialogue windows opens asking Rest or Prepare spells.

The Prepare spells button can only be clicked if the stat is below 50% and each use brings it up by 50%. 0 could be the minimum, no stat reductions applied for 0 in the stat.

In truth though, I'm not sure this is even possible.

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The Rambling Midget
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Re: Resting Addition

Post by The Rambling Midget » Tue Sep 16, 2014 3:48 pm

Twily wrote:An additional "stat" could be added that gets reduced every 6 minutes in the same way rest does. When a caster clicks the rest button a dialogue windows opens asking Rest or Prepare spells.
Believe it or not, that stat already exists.

It's the cooldown for Weave Masters.

The issues discussed here were a large part of the reason for the creation of the Weave Master path.

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