Interesting how you can discuss magic affairs in DnD. It's almost like in real world religious discussions, as if something really would exist, except in our minds.
I find it convincing that Cleric spells are spells and not just prayers fulfilled. I have no knowledge about DnD lore, so from my humble gameplay point of view I would say that otherwise it would make no sense to have an influence of Cleric's Wisdom stats on the results of an action. It should make no difference when Shar answered to a prayer of a Cleric with 10 or 20 Wisdom if she acted directly herself.
it’s crazy that this was almost 12 years ago and larian studios are still fucking up optimizing their games, i was playing the fucking game yesterday and now everything crashes for no clear reason, the only response larian gives me is “oh ur steam deck must have something up with it it’s totally not on us” is so fucking weird, i just need a fix for a game that i bought knowing it was verified playable on the system i bought it on and played it on just yesterday, so fucking shitty at optimizing it blows my mind, just let the fucking game start
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?
Hey. I guess this is my first post, so nice to meet you. I've never played this game before. I generally like a real challenge in games, but all I can find is how especially punishing hard mode is in this one. Is hard mode doable for a first playthrough , or does it rely on previous game knowledge and would prove too frustrating? Thank you.
You've actually already answered your own question. Modding is THE reason why I never recommend anything other than the PC Steam version of BG3. Especially for the really big future mods such as:
Simply bcs there are always major delays, as was the case with Macintosh, or because, as mentioned in related Q&As, it never gets released for consoles.
I asked a question; I didn’t make a claim. I certainly didn’t say it was wrong... I’m just wondering why anyone quotes someone else after three years and seems to expect an answer.
I used everything I had. Surprise! He was just the warm up! Exactly as designed, well done!
There I stood, casters on empty, me, a fighter with that purple-red halberd, and Whiffmistress Lae'zel.
No knowledge of any of this: 1. Use Doomhammer, or at least those arrows that do the same thing. 2. No knowleldge the little bulges in the circle were outside his no-heal aura radius. 3. Potions of hill giant strength
Soon even severe savescumming could not do the trick. Even if he missed he still did some damage and I was out of heal potions, not farming those, either, no haste scroll, nothing.
The solution was to drop the difficulty down mid-fight, which worked, but golly, bards won't be singing about my effort any time soon!
Has anybody noticed that in divine divinity when you get experence it does not match, just in stormfist castle throne room and should have got 25,000 x3 but what i got was 9,000 3 times from janus i feel cheated in a game when expierence is soo important it s worth complaining about , is this a game bug or down to gog maybe?
I’m actually starting to think in a slightly different direction. Instead of a fully polished, novel-like narrative, it might work better as something like an interactive journal or narrative log. In this case, it wouldn’t try to rewrite everything into a seamless story, but rather record the experience in a structured way — including a narrator-style summary of events, along with key dialogues and interactions. Essentially, it would capture what happens to the character as the story unfolds, without necessarily turning it into a traditional novel. This approach might make it easier to preserve the full freedom of the game while still keeping the information organized and readable.
For example, it could follow a structured format based on key milestones that most players go through. I’d like to illustrate this idea using Baldur’s Gate 3 as an example:
ACT I
DAY 1
narrator-style description text text text text text dialogs dialogs narrator-style description dialogs
DAY 2
narrator-style description text text text text text dialogs ....
DAY X
Then, when a major event happens (like reaching the druid grove), it could again introduce a new section with a small image, a summary from the narrator, and the relevant conversations.
Ideally, it could also be searchable, allowing you to quickly find specific moments, names, including your own dialogue choices and responses — the exact decisions you made during the playthrough.
Another feature, in addition to simply recording what happens to the player, would be the ability to write your own entries in this log. For example, adding personal thoughts or reflections — essentially giving the player the ability to edit or contribute to the journal. This could work in two ways: First, the player could add notes directly within the main narrative log itself — alongside the narrator-style text and recorded dialogues — allowing them to annotate specific moments, decisions, or conversations with their own thoughts.
Second, there could be a separate tab that acts as a blank page for free-form writing. In this space, the player could add notes at any time during gameplay — quick remarks, ideas, or reflections. Additionally, this could also be integrated into the game world, for example while resting at camp: approaching the campfire could open the journal, creating a more immersive feeling of actually sitting down and writing in a personal diary.
This way, the journal wouldn’t just document the story, but also give players a meaningful tool to record their own thoughts and experiences throughout the playthrough.