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Baldur's Gate III - Suggestions & Feedback Jump to new posts
Re: Love & Extreme, Utter Disappointment with Leveling: Level 12 Cap Issue Taril 2 hours ago
Originally Posted by Gorpmilk
Character buffs from level progression, even in a diminished capacity such as no more feats, skills or massively increasing level thresholds after lvl 12, at least rewards players for completing the quests. Unfortunately I cant use a calculator to get more health or do more damage.

I mean... Are you even actually progressing with those restrictions in place?

All leveling up gives is a singular die of health based on class (From d6 to d10) plus Con modifier.

That's it.

No damage increase, no extra skills. Just like 8-13 health (Maybe you get a bit more if you're a Barb with 20 Con... For a whole 15 health!)

Power from leveling in DnD comes from getting feats, proficiency bonuses and class features. If you don't get them (Either they're not implemented or leveling is so diminished you don't get enough to reach the thresholds) then your power doesn't change.

Originally Posted by Gorpmilk
With that restraint, it'd be nice if enemies had a modifier based on your level at the start of the encounter after level 12. Unless you think that'd get too complicated?

I've still got a lot to learn with the 5e's system so I didnt realize the disparity between wizard and monk in this case. The level 20 for both players and monsters would be ideal but I understand that wouldve taken a lot more work and they already spent 6 years on it. Maybe they just figured mods could be made after the fact to address this.

Well, Larian themselves were set on making the cap level 12. They simply didn't want to have to deal with higher level class features (Though they did bring some classes level 14 features down to level 11 so they can be used. Such as Draconic Sorcerer's flight). They then balanced their campaign around this.

Modders have addressed this though. Not so much the mod.io ones which simply raise the cap but don't do much in regards to experience or class features. But some of the ones on Nexus fully intergrate level 20, including rebalancing experience gains across the campaign (Though I think they still cap out around the same time mid-Act 3 but I can't say for sure as I haven't really used such mods much) as well as adding support for enemies to also utilize later level features (As well as scaling appropriately)

Originally Posted by Gorpmilk
To me, its not so much as 'making numbers go up' as it is, getting more stats (even if diminished) to improve for future encounters.

Which is an interesting thought process, when also wanting enemies to scale up too.

It's actually one of the comical fallacies in regards to dynamic level scaling in video games. The whole idea of "I want to level up to get stronger" but also "I want enemies to level up with me" which leads to the situation where... You're not actually moving anywhere. Your numbers increase in size, but your relative power remains static.

I've also noted it in non-dynamic level games such as MMO's. I start off as a no name pleb doing 1 damage to a boar's 10 health (So it takes me 10 hits to kill it) and end up as a super strong world saving hero doing 100,000 damage to a 1,000,000 health Hellboar (So it still takes me 10 hits to kill it)

Which is the situation that lead me to seriously questioning the whole "Leveling" mechanic in games. With the conclusion that in many cases, leveling is just pointless. Since any increase in power is mitigated by enemies getting equally more powerful.

So I tend to have a more critical eye about what exactly a character's progression actually is (Even more so with my history in JRPG's... Especially the Disgaea series where a maxxed character is one that has reached level 9999 and then reset back to 1 at least 100 times in order to inherit bonus base stats - The process of doing that with 12+ characters in 7+ titles in the series really makes you aware of just how meaningless an individual level can be...)

For example, in Cyberpunk 2077, enemies scale with you as you level (With certain level breakpoints where all items upgrade to the next level, which often provides a spike in enemy difficulty as their weapons upgrade while you need to wait to loot a new one or get resources to upgrade your existing stuff). However, you do become more powerful over time thanks to an increase in Cyberware Capacity allowing you to equip more stuff. Thus, it's not really the levels that are providing you with power, it's just the cyberware capacity. So theoretically, all levels could be removed from the game and you simply gain cyberware capacity (Plus perk points) when you get enough experience and the game would perform identically as that's the only form of actual power scaling of the character.

As a result, I don't have any major hang ups about gaining experience or levels.

In fact, I have qualms about both.

- Levels for the sake of levels is redundant and pointless. If enemies are simply going to get equally more powerful, then there is no point to such things. Progression should be tied to meaningful power increases, not just "Here's more stats so you can remain equally as strong as the new stronger enemies you face"

- Experience systems are kind of trash, especially for RPG's. This is something that is addressed in a lot of Table Top game groups, where they eschew getting experience for individual actions and instead the entire party levels up as they reach milestones in their campaign. This means that the players aren't having to micromanage where to get experience (And who to give it to) or feeling forced to do every little side quest just to get that experience, they just play the game how they want and get progression in line with the campaign.

The way experience is handled also leads to more issues with "Level caps". Since a developer has to either balance around completionists who do every little quest and every single skill check so experience requirements are put high (Meaning that role-players will be underleveled). Or they balance around role-players who only do things that make sense for their character to do (Meaning that completionists will be overleveled). Meanwhile, main story progression would always be the same regardless of player.

In addition to railroading player choices. Take for example the Abandoned Village in Act 1. You can either do a dialogue check with the Goblins to pass through safely or you can kill them all. Both reward the same experience (Ignoring the ability to pass the dialogue check and then ALSO murder them). But what if someone just sneaks past them? No experience. Goes an alternate route to not encounter them? No experience. Causes other NPC's to engage with them (Such as summoning Lump and co)? No experience.

Of course, the premise would rely on having some factor other than experience to motivate players to do side quests (Though this is nothing new. Games have done things like use currency, items, faction reputation and even special character boosts as alternate incentives for side quests for yonks)
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Baldur's Gate III - General Jump to new posts
Re: Enemy Health Turned Off Halycon Styxland Yesterday at 08:08 PM
No idea what your question is.

Yes that option exists.

Yes I once tried that. I didnt like it. Not knowing your opponents health is kind of very unrealistic and really not fun.
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General Jump to new posts
Coming from DD, wondering about difficulty level Eckhardt Yesterday at 04:47 AM
Hi, I'm currently playing Divine Divinity, planning to start Beyond Divinity next. I'd like some advice about the difficulty/tuning for Beyond Divinity.

For context: I finished Original Sin 2 in the highest difficulty, and enjoyed it. I play most games in the highest difficulty. I'm playing Divine Divinity in Hard difficulty as a melee warrior, and it's... not fun. The one-shotting boss type enemies are not interesting. I have seen post after post after post talking about how "you should just use the scorpion traps", or "just use a bow", or "just use magic", but being that this is a single character RPG, I expect a melee build to be minimally viable in hard difficulty.

Now, that said, I am almost finished with the game playing only melee (no bows/ranged attacks used or built for). It's not impossible. It's taken a lot of avoiding boss enemies and coming back for them later, and using some amount of "cheese" like polymorph (which frankly is OP). It's just not enjoyable; the majority of the game is really good and balanced, and I love that I have to play tactically, but when an unremarkable zombie one shots me in an area where all enemies were doing maybe 1/10th to 1/8th of my health per hit, that is not my idea of fun.

With that said: what is the difficulty in Beyond Divinity like? Likewise for Divinity 2 if that's okay to ask here. I'm wondering whether there are certain builds I should just flat-out avoid, or if the difficulty tuning is more in line with what Larian achieved in Original Sin 2.
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Baldur's Gate III - General Jump to new posts
Re: BG3 Fan Fiction SPOILERS and POTENTIAL SPOILERS GM4Him 24/04/26 08:39 PM
Update: Part 3, Chapter 24 is now published.

BG3.5 - Hellraisers (Fanfiction)
Baldur's Gate 3.5: Hellraisers - an original fanfic story that is a sequel to Baldur's Gate 3 Fanfic: The Afflicted. It picks up immediately after the events of Baldur's Gate 3 as characters from the previous fanfic - Fiovay, Kai, Aelun, Vlyn, and the other members of their party - travel to Avernus. Their quest is to save Karlach but also to hopefully find and rescue Darson, Aelun's father, from the clutches of Demogorgon.

Here is the link to the blog site: https://baldursgate3hellraisers.blogspot.com/2025/10/baldurs-gate-35-hellraisers.html
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RPG Chat Jump to new posts
Re: Your favorite version of D&D ? Tav'ith'sava 24/04/26 01:59 PM
Probably no surprise on my end: AD&D 2nd Edition, Revised and Expanded, with all Player's and DM's Option books, tweaked with a number of house rules.

A friend introduced me to AD&D with the Mystara campaign setting and I started being a DM with the second Forgotten Realms campaign setting box. We've been playing since the mid-90s. What I like most about late 2e, is the vastness of compatible rulebooks and lore. I can use books from 1e through 2e P.O. That's more than twenty years of releases, 1977 to 1999. 1e converts with minor tweaks, so you can do it on the fly. However, I'm afraid that when I die and want to turn away from the light, Gary Gygax's Amnizu lawyer will show up and say "Not so fast, buddy. Didn't the rules clearly say 'no magic shops?' Guards, arrest him!" Yes, all the bad rep for tedious maths, cryptic tables and endless browsing in multiple books is justified. But, we probably modified every rule that didn't fit our style of play, and the ongoing campaign of course also changed the worlds we play in. These days, the group is still based in Waterdeep, but we're also using Planescape, Greyhawk, Spelljammer, Mystara and Ravenloft resources in almost every campaign.

When 3e came out, we had all hoped for a modernisation of the existing rules, not a complete cut. We actually adapted 3e Saving Throws in happy anticipation when they were introduced in a magazine ahead of the release. We simply didn't expect WotC to break the rules, the continuity and the style of playing like that. When I was done reading through the new books, at first I thought I was missing something. TSR was often antagonised, and rightly so, for spreading rules across three books you had to buy. But this was different. After trying to convert, or rather "re-imagine" three important NPCs, I realised that we would not be able to continue our campaign with the new rules. No working combat system, most spells were transmutations all of a sudden, and FR had lots of pretty silly retcons that couldn't be explained - not to mention what they did to the cosmology. The wizard and fighter could maybe have switched to playing rhythm guitar and triangle in the henchmen band away from danger, but the Ranger was just completely broken. We would have lost compatibility with my existing collection of rulebooks and all the campaigns based on them. WotC also broke the continuity with the race of one PC not even available in early 3e. We therefore voted against a new start and I've been developing the world myself since then. With almost every TSR release available as PDF and several Fandom pages, all the browsing and planning has actually become fun instead of the drag it used to be. No regrets!
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