"Resting takes only 30 seconds of real time, but has all the game
effects of a full 24 hours of rest."
Does this mean each time you rest, you have to wait 30 seconds to play
again? And that when your character wakes up, an entire day has passed?
I thought it was supposed to be 8 hours of rest.
A "rest" bar appears on the screen and slowly fills up. As it does, you
heal. You can interrupt it at any time before it finishes.
> And that when your character wakes up, an entire day has passed?
Actually, no time has passed. NWN doesn't really keep track of time the
way BG does.
> I thought it was supposed to be 8 hours of rest.
That's a BG thing. In D&D, you can prepare spells each day, not each
rest period.
> Actually, no time has passed. NWN doesn't really keep track of time the
> way BG does.
Oh, so there's no indication of days or months in the game?
>> I thought it was supposed to be 8 hours of rest.
>
>
> That's a BG thing. In D&D, you can prepare spells each day, not each
> rest period.
Oops, I probably misread the PHB. I was thinking you had to rest for 8
hours at least. I guess maybe just the wording in the NWN manual threw
me, since there really is no time anyway.
> Kish wrote:
>
>> Actually, no time has passed. NWN doesn't really keep track of time
>> the way BG does.
>
>
> Oh, so there's no indication of days or months in the game?
None. Sometimes it gets dark outside.
>
>>> I thought it was supposed to be 8 hours of rest.
>>
>>
>>
>> That's a BG thing. In D&D, you can prepare spells each day, not each
>> rest period.
>
>
> Oops, I probably misread the PHB. I was thinking you had to rest for 8
> hours at least.
It does have to be at least eight hours of sleep...but you can still
prepare spells only for each day. You can't, say, rest for eight hours,
cast all your spells within the first half-hour, rest for another eight
hours without regard for whether your character would actually be
sleepy, then cast all your spells again, the way you can in BG.
Yes, you can. Try it.
The time/date is shown in the lower right corner of the screen in NWN, but
it has no meaning what so ever (and resting doesn't seem to add to it). Only
the night/day thing appears to be following it.
>>It does have to be at least eight hours of sleep...but you can still
>>prepare spells only for each day. You can't, say, rest for eight hours,
>>cast all your spells within the first half-hour, rest for another eight
>>hours without regard for whether your character would actually be
>>sleepy, then cast all your spells again, the way you can in BG.
>>
>
>
> Yes, you can. Try it.
Eight hours?
>
> The time/date is shown in the lower right corner of the screen in NWN, but
> it has no meaning what so ever (and resting doesn't seem to add to it).
Then it's not eight hours, is it? I think you need to reread what I wrote.
Regardless of what is, what should be, etc... the fact that NWN does not keep a
proper track of time really sucks big time (pun)
I was working on a script to dynamically advance time of eight hours after every
rest. Just too bad this wasn't implemented by Bioware.
--
Hiddenson
"That which does not kill you makes you stronger."
www.e-quinox.org
The ColdScript System, v1.4:
http://nwvault.ign.com/Files/scripts/data/1059207644523.shtml
> I was working on a script to dynamically advance time of eight hours
> after every rest. Just too bad this wasn't implemented by Bioware.
I think I've seen a mod or two that does this.
Devast8or
"Kish" <Kis...@pacbell.net> wrote in message
news:zyHlc.44833$9d3....@newssvr29.news.prodigy.com...
> Vellu wrote:
>
> >>It does have to be at least eight hours of sleep...but you can still
> >>prepare spells only for each day. You can't, say, rest for eight hours,
> >>cast all your spells within the first half-hour, rest for another eight
> >>hours without regard for whether your character would actually be
> >>sleepy, then cast all your spells again, the way you can in BG.
> >>
Ok, so the resting time is not 'eight hours'. But what you're in affect
saying is that 'you cannot just rest - cast spells - rest - cast spells, but
have to wait for a full day before getting the spells back', or are you not?
But you can, which would indicate NWN-resting takes 'a day' even though it
doesn't say so/show anywhere, don't remember what the manual claims. Either
way doesn't really matter since, as mentioned, NWN doesn't measure time at
all.
>The time/date is shown in the lower right corner of the screen in NWN, but
>it has no meaning what so ever (and resting doesn't seem to add to it). Only
>the night/day thing appears to be following it.
What about the weekly income from winning the Gauntlet?
Here's how it works.
When you start a module, the "game time" starts at the date 6/1/1372,
at 1pm in the afternoon. This is by default, the module builder can
change that.
From then on, "game time" passes at the rate of 1 hour per every 2
minutes "real time". Again, this is by default. The module builder can
alter this value from anywhere from 1 real minute per game hour to 240
real minutes per game hour. Most builder's don't mess with that.
It takes about 11 seconds of real time to rest (at least on my machine,
I don't know if this is based on your system speed or is the same
everywhere). So about 5 1/2 minutes of game time will pass while you do
this. Resting is _described_ as having the effects "of 24 hours of
rest". This is just verbiage in the manual, thrown in there because
according to D&D rules, 24 hour periods are used as the time interval in
which you get HP back from resting, spell casters get their spells back
,items usable "once per day" are recharged, etc. It has nothing
whatsoever to do with time passing in the game.
This bugs some builders, and they want to make it so that 8 hours or 24
hours or however many hours pass when someone rests. This takes a line
or two of NWScript code put in the right spot. A complete no-brainer
for anyone familiar with NWScript.
Events in the game that the module builder has scripted to use real time
(technically, they used DelayCommand) still operate under real time.
Events based on the game time still function under the set game time,
now 8 or whatever hours ahead of where it was.
The problem is that it only makes sense if you're running single player.
In multi-user, there's no effective way to do it, because it is unclear
how and when to advance time. Everybody shares the same time
(Einstein's relativity aside), so what do you do when someone rests?
You can't advance the time for everyone, why would MY time advance
because Joe Blow on the opposite end of the module rested? There is no
adequate solution to multi-player.
Oh, and other builders take the tact that after you rest, they will
PREVENT you from resting again until 8 (or 24, or whatever) game hours
have passed.
This prevents the attack one group of monsters, rest, move 50 meters,
attack next group, and so on.
NWN time handling is a pain in that if it's dark outside you just have to
get on with it, BG at least let you sleep till it was light, or contrariwise
dark and the undead were out in the graveyard, thieves out in the street
etc. altogether more satisfying. As someone else said I guess its the
constraints of multiplayer that nerf the handling of time, I hadn't thought
about that angle before as I don't do MP.
Hugh
Unless you do the Gauntlet very early in Chapter 1, you will not be
there for a week of game time. I think I actually got one week's income
one time, but I did the quest very early and took my time (game-wise)
doing the others.
--
Barry Scott Will
Pyric RPG Publications
http://www.pyric.com/
If you insist on emailing me, remove all the **JUNK** first
If the game is intended to be single-party (i.e. may be multiplayer but
everyone is in the same party), you can force every PC in the party to
rest when one person does so. My module "Santa is Missing!" implements
this system and advances the clock 8 hours per rest. It's part of the
plot of the module.
There is an alternative to this... or at least there is my theoretical
alternative to this, and I'll expose it to those interested.
INTRODUCTION
As you pointed out, what you are doing right now is forcing every PC in the
party to rest.
This is something I do not like, for PC's might have different schedules and
different goals, even though operating as a single party.
Example: the fighter could go to bed early while the wizard stays up late
sutdying at the library, not to mention the rogue who wants to wait midnight to
break into a house.
In your solution, when one wants to rest and others not, either all wait or all
rest. This leads to questions...
Paladin: let's rest
Rogue: huh... no, I'm planning to rob this guy's house...
I for one believe the rogue should be able to do this while the paladin is
asleep, without justifying himself.
MY PROPOSED SOLUTION
When a PC hits rest, he is "teleported" to the DM house, the void, the
underworld, dreamland, or whatever buffer area you want to think of. He
effectively makes his rest in this buffer zone, and (here it comes) cannot leave
this zone until 8 game hours have passed OR until all his party finished resting
(that is to say, until all PC's end up in the buffer zone).
Example: a party of two, a paladin and a rogue
- Paladin hits rest. He is teleported to buffer zone and starts rest. Rest
finishes but he is stuck in the zone because...
- Rogue did not rest. Rogue heads to the manor to break in.
- After 3 hours game time (default: 6 minutes), rogue finishes his job and heads
back to inn
- After hiding his loot, rogue goes to bed, and hits rest
- rogue is teleported to buffer zone and starts rest. OnRestCompleted, we check
if all party members are in the zone. Yes, therefore, all get teleported back
where they came from
Advantages:
- this is true to the tabletop RPG spirit and to reality. No one is forced to
sleep at the same time
- this allows freedom of roleplaying your character. While others are stuck
waiting in the buffer zone, you can do what you want and they cannot see you,
effectively mimicking sleep
Disadvantages:
- well, those stuck in the buffer zone must either wait 8 game hours or pray
that party members rest soon. If we go by default time settings, this means
waiting from 0 to 16 minutes. While this may be ok in a real, single party,
roleplaying group, it may not be so in other settings
I've been pondering this for a long time and eventually started coding it. I'm
at about 80% completion.
I am the builder and DM of my module, and the players are my old fellow tabletop
players. They know what I am up to and are ok with it.
Nevertheless, now that the discussion appeared in the newsgroup, I would like to
know what you guys think of it.
Cheers all, and thanks for any constructive comments or criticisms.
> Example: a party of two, a paladin and a rogue
> - Paladin hits rest. He is teleported to buffer zone and starts rest. Rest
> finishes but he is stuck in the zone because...
> - Rogue did not rest. Rogue heads to the manor to break in.
> - After 3 hours game time (default: 6 minutes), rogue finishes his job and heads
> back to inn
> - After hiding his loot, rogue goes to bed, and hits rest
> - rogue is teleported to buffer zone and starts rest. OnRestCompleted, we check
> if all party members are in the zone. Yes, therefore, all get teleported back
> where they came from
But do you want "resting" to be an 8 hour period? Because if the paladin
rests at midnight, then he would wake up at 8am. But if the rogue
finished his thieving at 3am and rested, he would not wake up until
11am. So does this mean that you wouldn't let the paladin do anything
until 8am? That still means the player would have to wait 16 minutes of
real time before he could do anything. And then you'd also have those
hours between 8-11 in which the paladin can act and the rogue can't.
Or maybe I'm looking at it wrong and none of what I mentioned is even a
problem. It just seems mind-boggling to think about it!
I believe at this point the Paladin should hack the Rogue's head off, for a)
unlawful actions and b) being daft enough to announce it to a Paladin, or
the paladin should at least inform the town guards which house is being
robbed, when and by who :)
>
>
> MY PROPOSED SOLUTION
>
> When a PC hits rest, he is "teleported" to the DM house, the void, the
> underworld, dreamland, or whatever buffer area you want to think of. He
> effectively makes his rest in this buffer zone, and (here it comes) cannot
leave
> this zone until 8 game hours have passed OR until all his party finished
resting
> (that is to say, until all PC's end up in the buffer zone).
Or gets teleported back to the nearest Inn? or Safe camping ground (buffer
zones?).. sounds good...
>
> Example: a party of two, a paladin and a rogue
> - Paladin hits rest. He is teleported to buffer zone and starts rest. Rest
> finishes but he is stuck in the zone because...
> - Rogue did not rest. Rogue heads to the manor to break in.
> - After 3 hours game time (default: 6 minutes), rogue finishes his job and
heads
> back to inn
> - After hiding his loot, rogue goes to bed, and hits rest
> - rogue is teleported to buffer zone and starts rest. OnRestCompleted, we
check
> if all party members are in the zone. Yes, therefore, all get teleported
back
> where they came from
>
> Advantages:
> - this is true to the tabletop RPG spirit and to reality. No one is forced
to
> sleep at the same time
> - this allows freedom of roleplaying your character. While others are
stuck
> waiting in the buffer zone, you can do what you want and they cannot see
you,
> effectively mimicking sleep
Like the idea of PC's being able to do there own thing; without intervention
by other party members, but I feel it would more suit a party that doesn't
match in alignments, so the unlawful types can 'do their own thing as it
were..'
But what if the Rogue spends nearly the entire 16 minutes 'messing around'
before going back to rest, i.e. decides to head back to a merchant to get
stuff I'd then finds he's got some great armor, he can't use it. But, hell
can't let the paladin see him encumbered with all this loot = head to the
armory and sell it.. :) Then just as you all start again the paladin (or
more likely a spell caster decides they want to rest... rinse and repeat...)
Personally I prefer MP play where there is more 'trust' between characters,
(and players also if you are MP in an unknown group), but if the group you
are playing in or DMing likes it this way then great..
>
> Disadvantages:
> - well, those stuck in the buffer zone must either wait 8 game hours or
pray
> that party members rest soon. If we go by default time settings, this
means
> waiting from 0 to 16 minutes. While this may be ok in a real, single
party,
> roleplaying group, it may not be so in other settings
Only play MP at the moment in a group of mixed European/US players, so we
have a very limited timeframe, (few hours sunday night GMT). Even only one
or two delays of over a few minutes wouldn't be liked.
>
> I've been pondering this for a long time and eventually started coding it.
I'm
> at about 80% completion.
> I am the builder and DM of my module, and the players are my old fellow
tabletop
> players. They know what I am up to and are ok with it.
>
> Nevertheless, now that the discussion appeared in the newsgroup, I would
like to
> know what you guys think of it.
>
Interesting idea. Sounds complicated to code for though.
While playing MP have been on both sides of the 'Need to rest!!' group,
original OC as a Wizard, then SOU as a Fighter... Ignoring any 'Realism'
factors, I found that resting as wizard I used to just have to catch up a
bit, or the 'Tanks' would just wander around search for stuff in the local
area, or take their time to sort out 'Weapons Loadouts' while they were
guarding the campsite :)
Dave
Well, sure, if there is really really one character resting at any given time,
the poor fellow will have to wait.
But, as I pointed out in the last bit of my message, the point is to a) mimic
realism and b) a single party, tabletop rpg feeling. I don't know about your
experience with tabletop, but my experience as DM and player is that the party
still tends to rest all together at the same time. Sneaky, private moments
happen once in a while, but have the merit to be just that: private.
However, looking at this the other way around, this could have a very positive
effect!
Since no one would want to wait 16 minutes, players could decide to rest
together, hence not waiting at all. Only the odd burglar would take a bit of
time in the city, and perhaps only once per adventure. Perfect timing to refill
the glasses with fresh drinks :)
> Only play MP at the moment in a group of mixed European/US players, so we
> have a very limited timeframe, (few hours sunday night GMT). Even only one
> or two delays of over a few minutes wouldn't be liked.
I understand, for obvious reasons :)
> Interesting idea. Sounds complicated to code for though.
Not that complicated, but needs a lot of testing in an MP environment to squash
bugs
> While playing MP have been on both sides of the 'Need to rest!!' group,
> original OC as a Wizard, then SOU as a Fighter... Ignoring any 'Realism'
> factors, I found that resting as wizard I used to just have to catch up a
> bit, or the 'Tanks' would just wander around search for stuff in the local
> area, or take their time to sort out 'Weapons Loadouts' while they were
> guarding the campsite :)
On a final note of dubious interest to the reader, my heroic fantasy background
is more Warhammer Roleplay than D&D. In Warhammer, you do NOT heal as fast as in
D&D, therefore the rest-galore effect does not exist. Team members explore
together, heal together, or as a last resort, send the critically wounded guy to
the hospital and move on.
Thanks for your input!
- paladin rests at midnight, therefore clock is ticking 00h. He'll finish his
rest at 08h.
- rogue rests at 03h, will wake up at 11h.
- when paladin finishes his "gaming" rest, which last a few seconds, we check if
someone else is NOT resting.
- if someone is not resting, paladin waits.
- therefore, paladin waits until 03h because AT 03h, rogue rests.
- our previous check returns true this time, so we can safely advance the clock
of the hours left for the paladin to wake up
- therefore, we advance the clock of 5 hours (8 - 3 passed waiting) and paladin
gets teleported back
- it is now 08h, and rogue wakes up at 11h, so he will only have to wait 3
hours, actually the same delay paladin had to wait
Going by default settings, 3 game hours = 6 minutes, not a big deal for a
realistic gameplay. Although, as I pointed out, this could last from 0 to 16
minutes.
I know it's confusing, that's why I've been thinking extensively about it. I
hope I levied the confusion instead of increasing it, hehe.
Thanks for your input,
The full-heal-on-rest is an NWN affectation and does not exist in PnP
D&D. I forget how many HP/hour are recovered during rest, but it is not
much; thus, in PnP the cleric becomes much more important as a healer.
In a full day, you heal a number of hit points equal to your level, or
to 150% of your level if you do nothing but rest for all day (24 hours).
I too have been considering alternatives.
PnP D&D allows you to heal by default 1HP / level for 24 hours of rest.
I am considering writing a system that runs a pseudo heartbeat every 1/2
game hour (60 seconds real time) that heals PC's gradually.
1rst level - heals 1 hp every 24 hours
2nd level - heals 1 hp every 12 hours
3rd level - heals 1 hp every 8 hours
etc.
The 'Rest' button would heal no HP whatsoever, and would serve only as a
brief "study/prayer" time that restores spells, 1 use/day items, etc.
Opinions?
1- Why every 1/2 game hour instead of every game hour?
2- I understand that the rest button will only be used as study/prayer, but this
mean you'd have to check how many HP, the PC has, and substract them after Rest
is Completed... hmm... yeah, why not :)
It seems like a nice solution to copycat D&D behaviour.
It would not fit me personally since I'm looking for a more general solution.
Or I could still use your solution in my implementation...
Thanks for commenting,
And apart from that? What do you think of it?
Cheers,
Simplifies the code that would be required for chars over level 24 who
would, if running every game hour (2 real minutes by default), be
healing more than 1 hp per heartbeat for some heartbeats. But maybe
not; I'll take a better look when I get down to implementation.
> 2- I understand that the rest button will only be used as study/prayer, but this
> mean you'd have to check how many HP, the PC has, and substract them after Rest
> is Completed
"After-Damage" is the solution that HCR (HardCoreRuleset) uses for their
limited rest system as well. I can't think of another way to do it.
I've already written an update to HCR's rest (it's not part of the
official distribution, just for my personal use) because with HCR,
"rest" is an all-or-nothing affair. Meaning, if your rest is
interrupted at any point, even a second before it completes, you heal
NOTHING but your "rest timer" is still reset. I changed it to calculate
partial healing based on how far you made it in before interruption.
The one thing that this does not address is this: PC's never "really"
have to sleep under this system. For those ultra-concerned with realism
(I probably won't do this), you would need to implement a totally
separate "fatigue" system for characters who refused to "rest/sleep" and
just go 24 hours a day.
Think of what? The NWN rest system? I think it's great for single-player
(or single-party multiplayer) games to help speed things along. The
problem with a strict implementation of the PnP rest system is there is
usually not a corresponding strict implementation of the PnP quanity of
combat. CRPG combat tends to be much, much more frequent than in
tabletop gaming (plus, in tabletop, with a good DM, many fights can be
avoided; that option is not typically available in a pre-programmed game).
For any DM-led NWN game, a limited rest system can work well because the
DM can control the flow of events. In a scripted module, the player
needs their rest.
Huh... no.
I'm asking you what you think of the system I proposed one or two replies above,
after you mentioned you have a system where all rest or none rest. I'd love to
have your feedback on it.
First of all, thanks for your interest!
Hmm, yeah, the link is broken now... sorry about that.
Ayath the Loafer and Hiddenson (myself) made a script about how a PC could catch
a cold under certain circumstances.
Ayath also made a tutorial out of it. He loves writing tutorials to give
scripter newbies a hand.
If you're interested, please wait but one day, and I will upload the latest
version (stable) as well as the tutorial on my website, the same present in my
sig.
Cheers,
Ok. I still think you should look at the problem in generic terms rather than
what could/would happen after a certain level. I would go per game hour so if
the module builder changes the time settings, everything would scale well. I
haven't thought about it extensively as you probably have though, so I'm just
throwing ideas your direction :)
> "After-Damage" is the solution that HCR (HardCoreRuleset) uses for their
> limited rest system as well. I can't think of another way to do it.
> I've already written an update to HCR's rest (it's not part of the
> official distribution, just for my personal use) because with HCR,
> "rest" is an all-or-nothing affair. Meaning, if your rest is
> interrupted at any point, even a second before it completes, you heal
> NOTHING but your "rest timer" is still reset. I changed it to calculate
> partial healing based on how far you made it in before interruption.
If you plan on interrupting rest with encounters or anything like that, keep in
mind that you should allow spellcasters to have learned something during the
time they rested... something that I read can be very messy and complicated.
> The one thing that this does not address is this: PC's never "really"
> have to sleep under this system. For those ultra-concerned with realism
> (I probably won't do this), you would need to implement a totally
> separate "fatigue" system for characters who refused to "rest/sleep" and
> just go 24 hours a day.
- this also means that if you truly want to recover all of your hp's you are
forced to wait several game hours OR use an alternate method (potion, temple,
spell, etc)
- I am ultra-concerned with realism, but I agree it can be a pain in the ass. I
had a fatigue system in the works, around 30% finished, but I don't know if I
will ever bring it to fruition, hehe
Cheers,
Windigo
As I mentioned in another post, I was once working on an "exhaustion" system,
more like HCR, where you had to rest for at least 8 hours per 24 hours or face
some attribute penalties.
You're pushing the envelope even further by defining what you do during those 24
hours, either run naked or in full plate. I understand your point of view, but I
guess we must draw the line somewhere between realism and playability. There is
some tradeoff to be made.
I guess those truly looking for realism would stick to PnP and play Rolemaster,
hehe.
These are the most complex rules in terms of realism I have seen so far.
Sorry, I missed that point in your post. I'm not an advocate of total
realism in games. I play for enjoyment and too many details make it too
much like real life. I do think that required rest for all classes is
essential if you're going to place restrictions on classes that are
dependent on rest to regain powers. All in the interest of game balance of
course. '-)
Windigo
For a DM-led game where the players approve, it's probably fine.
Personally, I wouldn't like to play a game that forces me to sit around
twiddling my thumbs for up to 16 minutes. I also think it would be a
real pain to implement programmatically.