Posted August 05, 2015
I know writing this is a lost cause but I feel I need to do it anyway. After playing Pillars of Eternity for about 3 h I felt that everything looked really promising except 2 things. After 20 h still felt the same. After 40 h I still felt the same, except one of the two problems had become smaller. The problem that was clearly worse in the first 20 h is such a difficult one to tackle and explain that I won't use any time and effort on it but the other is a very simple game mechanic: per day / rest. I was introduced to this type of system with D&D 3.5 and at first it was confusing and when I figured out how it actually works I disliked it. I disliked it as a player, I disliked it as a GM, I disliked it in video games like Baldur's Gate and I still dislike it in games like PoE. In P&P RPGs it works better because these abilites (such as spells) are commonly used also outside combat and because the players have a lot ways to prevent ever getting in to fights (compared to cRPGs where usually 95 % of fights happen regardless what the player does) but even in them it causes unnecessary complications and that is why I have chosen not to use RPG systems which has this type of rules. But in cRPGs I can't just use different system, I am forced to use the one the devs implemented. That is why I'm writing this. So maybe, just maybe there will be better mechanisms in the future games I'll otherwise love to play.
I have been playing cRPGs for about 15 years (also many great games from the golder era 1995 – 2001 such as Baldur's Gates, Toment and Fallouts) and Pen&Paper RPGs for about 10 years (using many different game mechanics, including D&D 3.5 and 5th edition) and I really feel that spells per day / rest is the worst spell casting restriction mechanism I have encoutered.
In short the problem is the ridiculousness of the idea that you make a class, then you give this class abilites, such as spells, that makes this class unique and then you apply a restriction that says that the players should not use these abilities unless s/he is certain that they won't be needed later. This doesn't increase the fun element of playing such class, it decreases it.
One of the most common defences I hear / read is that the spells would be too powerful if they weren't limited. This is true. If nothing else changed in PoE and spellcasting classes could use their spells unlimited amounts, the game would lose all balance. But I'm not saying that spells should be unlimited. I'm not saying that nothing else, except how the use of abilities such as spells are limited should be changed. I'm saying that spells (and other abilites) per rest has an inherent flaw that can easily be fixed by changing the limitation method and applying appropriate changes elsewhere to take into account this change. This could be handled in many ways. For example:
- The spells could be per encounter but there would be less uses per spell level.
- The spell effects could be toned down (I fail to see how it is a good game mechanic that first a class is give so powerful abilities that if the class was able to use them regularly, the class would become OP, and then limiting the class's ability to use them, in order to fix the first problem).
- The spells could use some sort of mana system.
- etc.
Another common defence is that per rest introduces a resource management element to the game and this is good. I concur but any limitation method introduces a resource management element and I have not heard a single argument supporting the claim that the resource management element per rest brings with it is, objectively, the best resource management element. I feel that especially in a cRPG every fight should be both challenging and fun. Per rest method creates a situation where most of the forced battles (so called grinding where there is no method to interact with the hostiles, other than killing them) are not as fun as they would be if all classes could use all of their abilities, not freely, but without trying to guess things like:
- How many fights are there still in this area?
- Will there be a difficult boss battle at the end of this area?
- etc.
I also feel that most of the forced battles are too easy because they assume that the player isn't using the per rest abilites regularly. This becomes a problem especially when methods to circumvate the limitation are added (see below).
Another common defence is that there is a rest mechanism that enables the player to get back all the per rest abilites if they run out during the clean up of an area. But this is just another problem that would not even need solving if the limitation method would be better in the first place. Also the rest mechanism (camp) is broken on its own. They can be used at anytime anywhere. The party is in the middle of a cult base which is filled with hostiles and the game sees no problem taking a nice little 8 h rest right there. The cost is (if I can remember correctly) 75 gold and there are a lot of camping supplies to be found for free all around the game areas. These basically mean that it is (after the beginning) the same as free. And if the player is willing to consume some extra time s/he can just run to base and get a literally free rest there. So the limitation method can easily be circumvented. So we have a mechanic that makes the game less fun and it is being ”fixed” by another which makes it even less fun (the player is forced to consume time on running around looking for merchants or free rest areas).
Originally I truly felt like that talking about this matter is a complete waste of time since obviously the devs like this mechanism since they implemented it into their own system which they have built from scratch (by loaning a lot from D&D). Until I got my 9th level. At that moment I realized that the devs must have felt that there is something wrong with the per rest mechanism why else would they partially remove it at a certain level? If they thought that per rest mechanism is the greatest ability limitation method ever they would have no reason to touch it, right? This made me think another thing about PoE: There are 2 completely unique caster classes and neither uses per rest mechanism. So clearly the devs are not ”in love” with the per rest mechanism. I don't know why they still decided to implement it on the spellcasting of some of the classes and on some other abilites. Maybe it was simply the time constraint. The system loans heavily from D&D and it would have taken more time to fine tune the rules if they had replaced the per rest mechanism with something else. Maybe they were afraid that some of the people who supported the Kickstarter project would be pissed off due to the promise of an old school cRPG if the ”good old per rest mechanism” wasn't there. Maybe it was something else. Regardless of the reason I personally, truly and deeply hope, that the per rest mechanism is though over a second time and unless they can think of some very good argumentation to support it or an exceptional method to fix its problems, it is replaced by something that simply works better.
I have been playing cRPGs for about 15 years (also many great games from the golder era 1995 – 2001 such as Baldur's Gates, Toment and Fallouts) and Pen&Paper RPGs for about 10 years (using many different game mechanics, including D&D 3.5 and 5th edition) and I really feel that spells per day / rest is the worst spell casting restriction mechanism I have encoutered.
In short the problem is the ridiculousness of the idea that you make a class, then you give this class abilites, such as spells, that makes this class unique and then you apply a restriction that says that the players should not use these abilities unless s/he is certain that they won't be needed later. This doesn't increase the fun element of playing such class, it decreases it.
One of the most common defences I hear / read is that the spells would be too powerful if they weren't limited. This is true. If nothing else changed in PoE and spellcasting classes could use their spells unlimited amounts, the game would lose all balance. But I'm not saying that spells should be unlimited. I'm not saying that nothing else, except how the use of abilities such as spells are limited should be changed. I'm saying that spells (and other abilites) per rest has an inherent flaw that can easily be fixed by changing the limitation method and applying appropriate changes elsewhere to take into account this change. This could be handled in many ways. For example:
- The spells could be per encounter but there would be less uses per spell level.
- The spell effects could be toned down (I fail to see how it is a good game mechanic that first a class is give so powerful abilities that if the class was able to use them regularly, the class would become OP, and then limiting the class's ability to use them, in order to fix the first problem).
- The spells could use some sort of mana system.
- etc.
Another common defence is that per rest introduces a resource management element to the game and this is good. I concur but any limitation method introduces a resource management element and I have not heard a single argument supporting the claim that the resource management element per rest brings with it is, objectively, the best resource management element. I feel that especially in a cRPG every fight should be both challenging and fun. Per rest method creates a situation where most of the forced battles (so called grinding where there is no method to interact with the hostiles, other than killing them) are not as fun as they would be if all classes could use all of their abilities, not freely, but without trying to guess things like:
- How many fights are there still in this area?
- Will there be a difficult boss battle at the end of this area?
- etc.
I also feel that most of the forced battles are too easy because they assume that the player isn't using the per rest abilites regularly. This becomes a problem especially when methods to circumvate the limitation are added (see below).
Another common defence is that there is a rest mechanism that enables the player to get back all the per rest abilites if they run out during the clean up of an area. But this is just another problem that would not even need solving if the limitation method would be better in the first place. Also the rest mechanism (camp) is broken on its own. They can be used at anytime anywhere. The party is in the middle of a cult base which is filled with hostiles and the game sees no problem taking a nice little 8 h rest right there. The cost is (if I can remember correctly) 75 gold and there are a lot of camping supplies to be found for free all around the game areas. These basically mean that it is (after the beginning) the same as free. And if the player is willing to consume some extra time s/he can just run to base and get a literally free rest there. So the limitation method can easily be circumvented. So we have a mechanic that makes the game less fun and it is being ”fixed” by another which makes it even less fun (the player is forced to consume time on running around looking for merchants or free rest areas).
Originally I truly felt like that talking about this matter is a complete waste of time since obviously the devs like this mechanism since they implemented it into their own system which they have built from scratch (by loaning a lot from D&D). Until I got my 9th level. At that moment I realized that the devs must have felt that there is something wrong with the per rest mechanism why else would they partially remove it at a certain level? If they thought that per rest mechanism is the greatest ability limitation method ever they would have no reason to touch it, right? This made me think another thing about PoE: There are 2 completely unique caster classes and neither uses per rest mechanism. So clearly the devs are not ”in love” with the per rest mechanism. I don't know why they still decided to implement it on the spellcasting of some of the classes and on some other abilites. Maybe it was simply the time constraint. The system loans heavily from D&D and it would have taken more time to fine tune the rules if they had replaced the per rest mechanism with something else. Maybe they were afraid that some of the people who supported the Kickstarter project would be pissed off due to the promise of an old school cRPG if the ”good old per rest mechanism” wasn't there. Maybe it was something else. Regardless of the reason I personally, truly and deeply hope, that the per rest mechanism is though over a second time and unless they can think of some very good argumentation to support it or an exceptional method to fix its problems, it is replaced by something that simply works better.