My gf and I discussed BG3 a lot this weekend and we wonder if D20 mechanics will lead to save scumming.
In D:OS2 we already use one character for "all the civilian stuff" with permanent civil abilities rebuilding so we can maximize our playthrough, both in terms of XP AND gold.
This is problematic in DOS (i.e. being pigeon-holed into using certain characters to do certain things.) And as we've see, the solution has been to just make tons of abilities "shared" through mods and gift bag mods. They need to work out a better wayt o handle some of these in game interactions so that we're not stuck using one player to handle most things or shooting blindly about who talks to whom.
One thing they could do is have some options for other characters "interjecting" into conversations... where another character in close proximity could "take-over" the conversation or step in to make a particular roll.
Adding a random element now to story / XP source progression will probably inflate this to "ok, for max XP I need to roll a 20 here, lets quickload until I get that".
I like D20 mechanics in combat, of course - but for story progression we're not 100% sure if this is the best way to go.
What do you think? Any ideas?
They really need to build in some methods to reward *not* save-scumming and/or dissuade save-scumming in a voluntary manner.
There needs to be options other than:
1) Self Regulation (i.e. just don't do it!) This is difficult in a multi-player group. One person inevitably whines when we don't undo something or check out what would have happened if we did something else.
2) Honor Mode (i.e. you only get 1 save.)
For example, the best systems REWARD players for good behaviour or DISSUADE them from bad behaviour rather than being draconian or relying on pure altruism.
Options:
1) I'd love to see a more dynamic Honor Mode where the game tracked save-scumming. For example, there could be some kind of "mini Integrity Save" where only certain actions/event-choices/outcomes were recorded so that if you reload a save game it can cross reference whether you've actually done that *thing* before and are save-scumming. And then find ways to reward players that have high "Integrity" scores.
2) Fixed save times. For example, if you could set the save time to be only every 30 minutes (or some voluntary variable), then there would be many times that people wouldn't bother save-scumming because they'd lose too much progression. This would be a more passive way to dissuade them, while making it feel like something they are opting into. I know I couldn't get my multi-player group to play honour mode, but I could probably get them to accept a longer save window that would encourage them to be more careful and accept choices more readily rather than thinking that they can just redo everything.