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Fatigue in BG2 - newbie question

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Andurbal
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Fatigue in BG2 - newbie question

Post by Andurbal »

I have noticed i can be travelling and battling for far more than 24hours without a party member being fatigued (I have SoA & ToB installed). If i use Haste however, they want to go to bed right after. I don't like my group to be resting every little while, so i don't use Haste at all. The exactly opposite happened in BG1 as i recall. So, do u think Haste is only to be used when you're :eek: desparate?
"The neurosis and the madness of Robespierre or Baudelaire were much more fertile for humanity than the "health" of some "x" shopkeeper of that time." Cornelius Castoriadis(The Imaginary Institution of Society)
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DaemonJ
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Post by DaemonJ »

Since Haste speeds your body up it makes sense that you would be fatigued when the spell wears off.

Most of my party members become fatigued after about 30 hours of non-sleep.
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CFM
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Post by CFM »

IIRC, the fatigue brought on by a Haste spell was the same in BG1.

As a guideline in my game, starting at every midnight hour I would begin looking for a safe place to rest, so my dudes would be rised-&-shined before noon. I used this self-imposed guideline because it adds somewhat of a realistic feel to the game's experience, in a couple of ways:

- The designers included the game's day/night clock, among other things, to help create the illusion of a living, breathing environment. So I say Okay, I'll play along. Acknowledging the fact that it's nighttime helps the game's atmosphere do it's job. A quest that requires being out during the dead of night... feels just a little bit spooooky.

- Resting multiples times a day, as dictated from the need to replenish spells & abilities, again just has an unrealistic feel to it. And having one set of spells & abilities per day makes party management more interesting, and at times adds to the anxiety. Having that Pocket Plane ability in ToB almost felt a little like a cheap game mechanic.

To me, cheap game mechanics or game engine exploits take you out of any kind of atmosphere that the game is trying to get you lost in, and lessens the Suspension-of-Disbelief effect that is needed for great Escapism Entertainment.

Anyways, based on this, I save any uses of Haste literally towards the end of the day, or I use Improved Haste.
Why is it that whenever I finally get around to playing a new game for the first time,
I feel like playing Baldur's Gate for the second time...
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Andurbal
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Post by Andurbal »

thanks 4 answering
CFM wrote:As a guideline in my game, starting at every midnight hour I would begin looking for a safe place to rest, so my dudes would be rised-&-shined before noon. I used this self-imposed guideline because it adds somewhat of a realistic feel to the game's experience.
My approach on resting is that i should rest only if we are fatigued or our spells have almost run out (or there's some other reason than the sun going down). In my realistic life, i don't sleep every night (nor wake up early in the morning). Sometimes i had just a handful of spells left but we wern't sleepy, so i said: "Let's see what my mage can do just with them..."
I just can't plan on resting every night. (I understand there are things happening only in night time and other only in day time.) And it gets more difficult with the long-distance travels, if u want to be on another map during daytime, you should be calculating the hours needed for every journey, and if u find out let's say u have 3-4 hours before beginning to travel, but there's nothing to do on the map that u're in right now, what do u do, walk around gathering flowers or play cards with your group? That would be realistic, but u can't do that, i guess :p
I also think i've gone far more than 30 hours without being fatigued
"The neurosis and the madness of Robespierre or Baudelaire were much more fertile for humanity than the "health" of some "x" shopkeeper of that time." Cornelius Castoriadis(The Imaginary Institution of Society)
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CFM
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Post by CFM »

Yeah, I mentioned every midnight hour, but I really meant just once a night, more or less. I adjust my dudes' resting habits based on travel, being underground, etc. It's not a rule by no means, just a general guideline to help Atmoshpere do it's job.
Andurbal wrote: and if u find out let's say u have 3-4 hours before beginning to travel, but there's nothing to do on the map that u're in right now, what do u do, walk around gathering flowers or play cards with your group? That would be realistic, but u can't do that, i guess
Jaheira digs it when I pick her flowers, as long as I hurry them into a container with water. Otherwise she gets grumpy. Again.

I laugh at myself, when I think about how I utilize self-imposed guidelines to help simulate realism for the sake of the almighty Suspension-Of-Disbelief, then tell Imoen my Bhaalspawn half-sister to cast Magic Missile at a dragon.
Why is it that whenever I finally get around to playing a new game for the first time,
I feel like playing Baldur's Gate for the second time...
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Andurbal
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Post by Andurbal »

You can also talk with Lilarcor :)
"The neurosis and the madness of Robespierre or Baudelaire were much more fertile for humanity than the "health" of some "x" shopkeeper of that time." Cornelius Castoriadis(The Imaginary Institution of Society)
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Post by Celacena »

in dungeons, it is easy to lose track of time, but the real problem is that there is sometimes no prospect of getting further until certain spells are memorised - which is annoying if the rest of them are unused. I try to keep going until depleted - but if you have a summonsing party but have run out of spells - the remainder of the catalogue may not be suitable. dead party member can be another reason to rest - why use up charges from the rod, if a cleric can raise and heal?
many places the wandering monsters make it "challenging" to seek rest - especially those pesky level-draining beasties.

if a cleric has any spare summon undead spells left, I post them as guards for the sleeping party. nice touch?
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