Once your health becomes lower than maximum endurance, the latter is also lower. You have at least four times as much health as endurance, which means it drops slowly. The original system measures two health “bars”: endurance and health.Įvery time you take damage, you lose both, but while endurance regenerates by itself and through abilities, health doesn’t. Its removal in favor of a more traditional health in the sequel, perhaps more so. The health system of Pillars of Eternity is somewhat controversial. We can’t be rid of it in D&D, so let’s at least remove it from Pillars. Per-rest spells are a relic of old-school D&D that has stuck around by inertia. The latter two are legitimate, and I hope the developers address them.īut regardless of what issues arise from a shift to a per-rest resource management, I really think it’s for the best. Meaning the battle might be over by the time you fire off that spell. Aside from those who think it’s dumbing down the game, there have been concerns over insufficient quantity of spells and the fact that they take too long to cast. This change has met with mixed reception. In a video game…there’s no GM to do that. In a tabletop game, per-rest encounters will rely on the GM’s willingness and ability to enforce a particular pacing. It can dole out camping supplies and make some areas impossible to rest in, but players can bypass it all. Resting as a pacing mechanic is notoriously unreliable, because the game can’t really control how much we rest. It will inevitably swing in the direction of some classes having more impact on the battle than others. There’s really no way to balance it against classes whose abilities are available a number of times every encounter, or entirely passive. If the second or the last, then it means those classes’ performance is similar to those with per-encounter or passive abilities, but they also sit on tactical nukes. If we have either the first or the last, it means two extremes. The caster dominates the encounter with powerful spells.The caster does contribute without per-rest spells, using per-encounter or passive abilities.The caster doesn’t use any of their per-rest spells and doesn’t contribute much.Having spells that only recharge on a full rest stunts the game’s pacing and makes balance very difficult. Those are, in no particular order… Spells: rest or encounter?įirst things first: since I play a full spellcaster as my main character for the first time, I already can’t wait for Deadfire’s upgrade to spells with per-encounter uses, rather than per-rest. Instead, I’m going to cover some big topics that occur to me as I play Pillars of Eternity again and wait for Deadfire. So while I kept close tabs on the testers were saying, I must avoid making authoritative statements. Unfortunately, I was unable to get into the player beta that has been going on for some months now, for brutally fiscal reasons. This time, as a female dwarf druid from the Deadfire Archipelago, just to see if it becomes relevant.Īnd for those of us who appreciate traditional, yet forward-looking RPGs as I do, I’d like to talk a bit about what I hope and worry about in the sequel. It also gave me time to undertake another play-through of the original. An unfortunate state of affairs, to be sure, but tolerable if it gives the developers the time to eliminate bugs. The release of Pillars of Eternity: Deadfire, the sequel to an old-school RPG that’s close to my heart, was pushed back a month.
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