What is RESt?
-It is a rest system designed by DirgeSinger for his module, http://nwvault.ign.com/View.php?view=Modules.Detail&id=5052, now being released to the community at large!
-It is a scripted system with code that is clean, consistent, and commented.
-It is a system of rest that is not tedious for the players.
-It is a system that can be used in part or whole by either advanced builders, or relatively inexperienced ones.
-It is designed for use in both SP and small-group MP games (with or w/out DM). It is not designed for PWs, though you may be able to modify it to suit your PWs needs (I just won�t support that use).
-System contains: 1 conversation file, 6 scripts, 2 placeables, 3 items.
What RESt does:
When the player clicks the rest button, a conversation will come up, and rest is cancelled. The conversation is bare-bones, but meant to be used by the builder to add in class features, information on the module, or whatever else they like.
There is an option from the menu (only one by default) to rest. When you select it, checks are made to see what your class needs to rest in that area (wilderness-oriented classes need less to sleep in the wilds).
If they have what is needed, and if the area itself isn't restricted by the builder, they will rest. The screen fades to black for 20 seconds (the length for resting in this system regardless of PC level) whereupon 8 hours time is passed, if the rester is the party leader/playing single player. If the rest is cancelled or interrupted, only 3-6 hours pass.
The builder may choose to set up random encounters in areas; this is done via placement of waypoints, and adjusting variables on the waypoints. The encounters spawned can each have up to 3 different creatures, and as many in number as you want.
The encounters DO NOT scale to PC level. The only scaling that occurs is done by careful builder use of the system; the creature tables are ordered by challenge rating, so keeping the maximum number low, you keep the challenge down.
The system is set for the builder to tell it which race of monster to pick, then to pick a subtable from that, and even to put in additional variables to narrow it down.
However, it can be left to be very randomized. You can have the encounter -entirely- random if you wanted to. Or you can select the racial type, and the system can choose the subtable and the creatures appropriately from that.
Rest encounter chance is determined by the builder, and then it is modified by difficulty level setting, and resting near a campfire makes encounters less likely as well.
There are two versions of the module--the only difference between the CEP (v1.53) and non-CEP versions of the .mod is that the encounters include the CEP creatures, and without CEP installed it may sometimes seem like the system is not working correctly (when in fact it is). The system is use-able without CEP, however, and I wanted the demo of this system to be as wide-open to people as possible. :)
See the readme included in the download for the full information!
-DS