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Wandering monsters on sleep.

I know resting has been closed down in all quest areas for balance reasons (some places it was possible)

But how about making some wandering monster type encounters for resting instead of just making it "impossible". There are some places that might be too noisy, bad fumes, rumbling ground which will make it effectively impossible. But if it's threat of attacking making it impossible, then instead STAND by your threat!! :D

Whenever anyone rests theres some chance that some wandering creatures will show up, get created at some point on the map and walk to the rest zone. Some places may still be too hazardous (not out of the way enough) for any sort of rest but an area that LOOKS like you might be able to rest in you should be able to attempt it, even if you are then attacked for your risk.

I don't think this is really nessisary. I mean there are no qeusts I've come accross so far that will leave you sell less before the very end. Oh maybe you won't have all the best spells but if you ration yourself out you'll have enough to get you through and adequatly support your party.

I don't mean metagame how long the qeust would be. More so be reluctant about when you cast your spells and WHO you cast it on. Don't just throw out spells at random. As for evocation, time your spells. ask your group to point out large groupings. Imagine yourself as a sort of cannon with limited ammo. You can deal an effective blow if your used AT THE RIGHT TIME.

I would definatly steer clear of casting any spell on just ANY old creature. If your going to cast make sure its either saving your life weakening a hugely powerful enemy or saving somebody else.

Besides, the last time I checked, a couple of hours were required for a proper, spell-returning rest. In what quest can you afford to lie down in one place for several hours? If you are in the lair of a beast, or the home of a tribe of ickies, a rest interruption wouldn't be a possibility, it would be a certanity, as in the three-four hours you spend to rest, someone is -bound- to come by.

And if you are to save a lost child, would you spend half the day lying down snoozing?

After-quest chattiechat - "Sorry ma'am, but the rabbits ate your son."

- "But it has been eight hours! And the ruins stretch only some hundred yards from one end to another!"

- "Uh, yeah, about that... *breaks off to scratch his ear* We slept for a bit, in the middle. Mage wanted spells, he said. Uh... Sorry."

All in all, I can't think of any quests where you could, realistically, rest, and not get yourself killed doing it, or failing the quest. There might be those where you can -leave- the quest area and rest, such as Hoar, but you can do that already. Besides, it could be exploited to farm unending ammounts of exp and items - One member rests, the rest wait with drawn weapons to strike the poor rest-spawn down, the rester cancels rest, repeat ad infinitum.

So yeah, I don't really see how it would work.

I really don't think you should ever be allowed to rest on a scripted quest to recover spells. And I play a mage. There are only two times I cast spells for the most part, when you realize the OOC end of the quest is near, I'll admit to emptying some of my spell silos right there. The only other case is in emergencies, aka some large groups get pulled and people that are in negative health have to be stoneskinned, etc.

It has been very effective so far. Sure, people may think I'm a crappy mage because if a quest goes well, I do next to nothing, but I have gotten quite a few thanks when shit hits the fan and I'm one that can do something about it and save those hated trips to the fugue from happening. IC, it's also the way he naturally functions, so all is well in my eyes.

If buffs wear out and cannot be recasted, it is both my fault and the party's. I didn't have the right spell sequence memorized, and the party was too slow! :P

The point of this thread was to GET wandering monsters happening!! not really to comment on the viability of sleep on the quest though that is an issue related to being ABLE to sleep.

My point is that if it's TOO dangerous to sleep then you should ENCOUNTER that danger not just get blocked by the quest itself.

So if you want to risk it then fine, but dont be suprised if an even worse group than you've met before come wandering into your camp. (like an NPC drow hunting party!!!)

This is what I was trying to get across (badly I guess)

Okay allow them to rest on qeusts but make the monster spawn 2ft away from them interupting rest instantly and making things exciting, also remove xp gain from said monster.

Yep removing xp gain is fine if you think they dont deserve it , the spawn 2 foot away is unrealistic given somebody may actually be watching over you as you rest.

They need to TRAVEL to the sleeper (you could also increase the sleep duration to give them adequate time to get from wherever to the target sleeper)

Keep in mind sleep is still limited by the server 5 hour per rest rule. So you may still not be tired enough to rest.

Well, if you people make fire to sleep somewhere, then it might be very possible that some creatures come towards the light. It is not my business if DMs have scripted something for it, or not. I think it would be neat if they might come towards it, nevertheless.

Okay I'm gonna be blunt. Scripting this would be a complete and total waste of time that could be spent on alot of other neat scripts. I mean have it so that you can rest just so that amonster can spawn and interupt your rest mid qeust? As is I'm geussing the dms don't want people resting in qeust area's due to balance issues.

I mean what would you rather some neat new script that has a cool effect that we can all make use of or the ability to attempt a rest that I doubt anyone would be willing to do on a qeust?

I'll bite naga... sure there are other things that could be scripted, some will be more "neat" or less "neat" depending on your point of view ;you could even suggest some of these yourself.

I think something possibly KILLING you while you rest is balance enough, but maybe thats just me. It was always a potential in PnP, why would it be any different here?

Any like always it's just an idea, theres no need to get blunt about how annoyed you are at me making it.

Allowing resting on quests would be a huge balance issue. And the way rest is handled would make things ridiculous. If it allowed the party to sleep so my goblin assassin could just slit the party's throats, that would be different.

chaosprism

Any like always it's just an idea, theres no need to get blunt about how annoyed you are at me making it.

Er I have no idea what you mean about that. I was being blunt in making the point that its pointless to script. I mean scripting it so a goblin asssassin will slit your throat upon rest will piss off alot of new players who ddi'nt know otherwise possibly making them leave the server. Your suggestion is making it an option so that its not an option. Give a biscuit so that it can be taken. It makes no real sence to me.

Whoa, keep it civil folks. We're all here to help out.

This is a good idea, but I don't think that it's appropriate for our server, for several of the reasons mentioned above, including balance concerns, the way that being attacked while resting is handled, the possibility of slaughtering new players, et cetera. We may consider a system like this when we implement long quests in which you can rest halfway through.

Paha Poika Well, if you people make fire to sleep somewhere, then it might be very possible that some creatures come towards the light. It is not my business if DMs have scripted something for it, or not. I think it would be neat if they might come towards it, nevertheless.
This is an interesting suggestion, although it may be rather tricky to implement in practice in a sensible fashion. Currently, campfires do not attract wandering monsters.

I think I'm going to change my mean looking avater. Everybody seems to think I'm argueing meanly when I'm actually not trying to!

Heh! :D