I have yet to be mutilated in any way (aside from snorting tadpoles like it’s going out of style :P). Perhaps, making deals with malevolent fey and letting Volo of all people perform surgery are… questionable choices for your health. :P
Formerly Aonar, on reddit and other platforms. Engineering undergrad, dnd player, book lover. He/They.
I have yet to be mutilated in any way (aside from snorting tadpoles like it’s going out of style :P). Perhaps, making deals with malevolent fey and letting Volo of all people perform surgery are… questionable choices for your health. :P
I’ve put almost 40 hours into this game since it came out, I’m only just finishing up Act 2.
(Moonrise, Nightsong, Blood of Lathander and I think there’s a fight I missed in Reithwin, left to go.)
And I have no doubt I’m going to do at least 2-3 more full playthroughs, plus a dozen odd partial playthroughs messing with different builds, permutations, modded content, etc. This game is going to be the death of me. :P
Was that the
Nere/save the gnomes quest in Grymforge?
I got a warning before I rested (right when I went to camp) that I was going to fail that one (psychic call for help, that they were about to die), I did rest specifically in that area of the underdark though, the scene might not trigger elsewhere? IDK.
If that’s the bug I’m thining of, it can be fixed by entering and exiting conversation. Seems to be something weird with the game thinking you’re talking to someone when you’re not.
(The other one I have no idea.)
/shurg Can’t say I’ve found it this way, but I’m pretty used both to DnD mechanics generally, and Larian’s approach to encounter design in specific. (I’ve so far had exactly one combat game over, because I was dumb and let Ragzlin get into the rafters and chuck javelins at me for like 20 damage a pop.)
Positioning matters, your environment is something to be used to your advantage, abilities that boost your accuracy are very powerful, and different enemies have different strengths and weaknesses. /shurg Hard to give much specific advice, because different encounters and party compositions demand different tactics and threat assessment.
Some specific quests have time limits (long rest based ones) but those that do are pretty explicit about it and make a point of warning you before you can unintentionally progress them.
I think it’s meant to vary by encounter, sometimes I’ll do 4-5 encounters before needing to rest, using only a couple spell slots/LR abilities each time, sometimes I get absolutely savaged and need to rest after only one or two. /shurg It does get easier as you level, and long rest casters in particular get more resources. Worth noting too, the time-sensitivity of the quest becomes… much less so, shortly. :P Still urgent, but not “you have one week, then you die, and the Absolute probably takes over the world” urgent.
I suspect the game is balanced around the idea you’ll probably do 2-4 encounters per long rest though, purely given the ratio of short to long rests.