Absolutely no player will care about such minor details.
I guess I'm "Absolutely no player"
Originally Posted by Halycon Styxland
Theres literally bazillion reasons why the key could be nowhere found.
Of which 99.99% of them make 0 sense at all and massively devalue exploration and limits environmental storytelling in favour of "Just lockpick everything and don't ask questions as to why everyone carries around lockpicks instead of keys"
Thats something you could add back with homebrewn rules.
Anyway, the rule specified by Einstein about physics is "make it as easy as possible, but not any easier". This is also a good idea for rule design for games.
AD&D was definitely not designed with this rule in mind. AD&D was completely bloated with endless individual tables for all kinds of things.
And the central goal of game design is always that the players are enjoying the game. Not realism.
Likewise D&D is designed for P&P. Making the rules easier speeds up the whole game. So in that regard I can see how simplifying the rule about attacks may have been a good idea. Even if its less "realistic".
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D&D5 solved a lot of essential design problems of earlier versions. The proficiency bonus is an example. In previous editions of D&D, your level 20 fighter would end up with +20 to attack. Which means armor class was worthless, for you couldnt reach sufficient armor class anyway.
Knights of the Old Republic used d20, which was a simplified version of D&D3, and I have seen countless people make characters who focus on armor class and never understood why. I would forgo armor class and just put everything into offense and hitpoints, and I was much more efficient this way. For example a character like that can kill the final boss, who is like a half an hour on a defense focused character, within two minutes or less.
In D&D5 we get only a proficiency bonus of up to +6 from level 17 on, which is much less extreme. Armor class stays meaningful here.
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The real complaint for me about D&D5 is that D&D5 dropped the essential Delay Action. This allowed your character to delay acting until the character later in the initiative queue would act. This was absolutely essential, but yet was "optimized away".
For example on the Nautiloid, when I want to do the final battle, I often reload if I dont like the initiative queue. It makes a huge difference and without Delay, I cannot fix it. You need someone before Zhalk, or after the Mindflayer, otherwise you cannot push the Mindflayer so Zhalk has to move and you get Attacks of Opportunity.
As a consequence, in BG3 absolutely every character has to take Alert as their first feat, unless of course they are Gloomstalker Ranger or Barbarian, who get a weaker version of Alert on level 3 and 7, respectively. Only then all your characters end up at the top of the initiative queue, always, and can coordinate what they do.
In Custom Mode you can set to reactions prompted. However unless you set that at game start, its ignored.
So either put this setting into the spot at top where the settings reside that cannot be changed anymore once the game started, or fix that so that newly joined characters and newly summoned creatures use the new setting.
Not "new", but most likely a recurring bug. Updates/Patches often bring back old previously fixed bugs... That is one of them... Workaround: Smoke Powder bombs or casting Create Water asap, and be careful with bombs, not to dmg crates or other stuff. In previous Patches this was also turning the Deep Gnomes hostile for me...
Unfortunately it is not possible to change the user name for a Larian account. However, if you delete the account you would be able to recreate it with a new user name, and optionally the same email address. Deleting the account will automatically disconnect any connected accounts, so you would be able to link them again to the new account.
If you log in to the Larian account website in a browser, when editing the account there should be a link near the bottom to delete it (on a grey background, along with an option to log out of all devices).
The only data that could be lost, other than the account information itself, would be the cloud copies of cross saves, if that function was enabled. The local saves and any platform cloud saves would not be affected.
Well, unless someone manages to create some sort of "Dungeon Master AI" that can create new high quality quests on the fly as a human dungeon master can (sort of), you will always have restrictions on the computer compared to real pen and paper sessions with friends.
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And about the Kelthric fight, I dont remember how I solved that, I only remembered it was painful, but I did it "regular". However this walkthrough has an amazingly easy solution:
In short you buy bombs and throw them in a stack of 8 (for Kelthric) and 10 (for the Apostle) not on, but right next to your target. That wipes them out, easy.
Oh and if you buy the bombs in Last Night Inn, you have to throw away the first bombs you buy, because they are bugged and will blow YOU up instead of the target.
Hello, i have a trouble, when i`m runing bg3 it loads with whitescreen, i can hear all the music, it reacts on clicking mouse, i see a pointer (hand in armor). But thats it, i cant play. I`m tried check local files via steam, tried run without Larian launcher, tried restart Mac. It all wan`t help. If anyone know the solution of this problem?
MacOS Tahoe 26.4.1 Mac mini m4 256 gb game installed at SSD 1tb steam version
I don't think he is underrated. He has a relatively big part in the Act 3 story and was the cause that I nearly wiped in my Honour Mode playthrough (where I met him first in game). I had to run from the first fight once and then also only survived the later fight in the underground with his minions because Shadowheart was not immediately involved by pure chance and still could activate the spell to remove curses. The villain so made a big impression to me.
The thought to have him as an endgame ally however has some disturbing vibes. For an evil playthrough maybe?
Long-time DOS2 fan here. I recently came across Divinity: Original Sin – The Board Game and gave the previews an honest look, but something kept bothering me: it doesn't really capture what made DOS2 special on the tabletop. The thing I miss most is the map and encounter design — the way every fight in DOS2 is a little puzzle of terrain, elevation, and elemental interactions.
So if Larian (or whoever ends up making the next Divinity board game) is listening, I'd like to make a case for looking at two games as a reference:
(We can quietly pretend the third edition never happened.)
What made these games legendary:
- Opening chests for unique loot that actually felt like a discovery - Tactical positioning to control enemies and protect teammates - Action economy and turn-based decisions that mattered - Diverse class and weapon combinations - Custom character creation (especially in 1st Edition)
This is the kind of design space DOS2 lives in. Surfaces, high ground, line of sight, choosing who to lock down first — Descent already proved 20 years ago that this can work on a table.
But the real reason I'm posting: the Overlord system.
You might assume Descent is just another co-op dungeon crawler. It isn't. Descent has an Overlord player — a real human sitting across the table, controlling the monsters, springing traps, and playing cards to mess with the heroes' plans.
Heroes get cooperative party play, long-term character progression, and the satisfaction of pulling off a combo. The Overlord gets resource management, long-term scheming across a campaign, and the power to shape the battlefield turn by turn.
If the heroes use the terrain, the Overlord creates it. That asymmetry is exactly the kind of dynamic DOS2 hints at with its scripted encounters — except now it's a real person on the other side of the table reading your moves.
Why this matters for a Divinity board game: DOS2's signature isn't just "RPG with choices." It's tactical map design where the environment is a weapon, deep build customization, strategic readable combat, and asymmetry between sides — one party of misfits against a world that's actively hostile.
A pure co-op dungeon crawler can't reach that ceiling. A Descent-style asymmetric design absolutely can. If a future Divinity board game took that direction, I'd be first in line.
Curious if anyone else here has played the Descent games and feels the same way. And if any Larian folks see this — please consider it for the next swing at a tabletop Divinity. There's a real classic waiting in that direction.
It takes some time getting used to, but I would never be able to play BG3 with a mouse and keyboard-- the free movement, camera, ability to customize dials however I want to prioritize/categorize skills, and you can generally mimic a "mouse" experience by clicking in the joystick and moving your cursor around.
Yes, it takes time. But I would keep at it and also make it work for you.
Update: Part 3, Chapter 23 is now published. Demogorgon has arrived in his ship of chaos, the Pandemonium. Will he get his revenge, or will the adventurers escape the Iron Wastes.
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.
Unsure if you've ever progressed passed this point, but after resolving the goblin camp:
If you have the letter from the swamp, you have the opportunity to give it to Halsin, if you choose to save him and the grove. The option is there when you speak with him as he's confronting Kagha following the battle/clearing goblin camp.
... I've never had this happen, but that interaction might resolve the investigation quest since you're relaying the information?