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stranger
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OP
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In no particular order
1 - Create slots for ranged weapon projectiles. One thing I appreciated in original BG was projectiles had to be either purchased or picked off corpses vs BG3 where common projectiles are apparently unlimited in quantity 2 - When leveling up each setting (proficiency, skill, spell, etc) should require a selection (eg player should have to either actively choose default settings or choose something else) 3 - Allow us to pan the camera UP. You've created an environment where ceiling items can be shot (stalactites, burning sconces, etc) but it takes a ridiculous effort to try to get the camera in a place to be able to interact with these when panning UP would make this simple 4 - What happened to spell and potion durations and effects? One of the most valuable aspects is knowing what will happen and how long it will happen for. When I cast fog cloud how long will that cloud stick around for? When I imbibe a potion what are *all* of the effects and how long will those last? Original BG and BGII were great with this level of detail which was critically important in planning 5 - Mage Hand cannot interact with the Grymforge forge lever (that which kills the forge protector) 6 - Ranged sneak shot - The description of this attack reads as though it only requires an advantage (eg being on high ground relative to target) however it only appears to work when hidden in sneak mode. Attempts to use it from high ground result in a message that the attacker has to have an advantage (which clearly being on high ground is). Either this is a bug or the wording should be changed eg "to use attacker must be hidden and within x range of target" etc 7 - I'd appreciate more people to barter or trade with. There's relatively few so far in the released section of the game. 8 - What's with all the misc bottles w/ a dried substance in the bottom? I appreciate misc details in the game even if they're not relevant to actual game play but I'm lost on how these are put on most dead corpses while other details (like a finite quantity of ranged projectiles) is missing (hopefully this is just not added yet). 9 - I understand the game is live and can't have a pause feature however this creates a problem w/ the group/follow feature as it leads to unanticipated and unwanted character movements. Each time I click on a different player to select what they're doing it makes them primary to the party which causes the other characters to reposition themselves. The group chain break feature doesn't adequately solve this but I'm also not sure what the solution would be either, perhaps designating who should be primary to follow which isn't automatically changed by clicking on a different party member 10 - Stats, maybe just me but it seems the only way to evaluate a character is to 'examine' them. Feels like there could be a much more streamlined way to flip between party members to view their proficiencies, skills, etc
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stranger
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OP
stranger
Joined: Feb 2022
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11 - Make it easier to break off unintentional dialogue with NPC's. A handful of times I accidentally clicked on Shadowheart which then takes a number of different attempts through dialogue options to finally get the "leave" option
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addict
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Joined: Sep 2020
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2. And what is the point in doing so? 6. You're wrong highground doesn't grant advantage anymore, so you should search for other sources of advantage. Being hidden is just one of them. 10. There are character lists look at the buttons around the minimap.
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veteran
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Joined: Oct 2020
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6. You're wrong highground doesn't grant advantage anymore, so you should search for other sources of advantage. Being hidden is just one of them. But he is totally right in that the tooltip should have ben done much better ... I mean right now, if you pin it "Advantage" is explained as: "Roll 2 dice and use higher value. Negated by Disadvantage." Wich is both perfectly corect and perfectly useless for new player who have no idea how is he supposed to get an advantage. :-/ Some list of ways to obtain advantage would be much appreciated imho. :-/
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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veteran
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Joined: Sep 2020
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Agree 2. Makes sense because it prevents people from accidentally choosing abilities and not realizing they have them. 9. Yes. At the absolute minimum, selecting a new character shouldn't result in all other characters scrambling around to new positions.
(Partially) Disagree 1. Common ammunition should be infinite and not require management. Having to buy and manually equip normal arrows is needlessly tedious. I agree that there should be a slot for special ammunition, so they can be automatically used - not requiring a dedicated action-icon to fire. But leaving that ammo slot empty should default to normal ammunition.
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veteran
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Joined: Oct 2020
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(Partially) Disagree 1. Common ammunition should be infinite and not require management. Having to buy and manually equip normal arrows is needlessly tedious. There should be some middle ground ... For example i believe i have seen in some game (cant remember wich one it was) that arrows were working with durability ... it had 100/100 uses and every shot reduced its durability by 1 ... then you get to the vendor, simply click on "repair equipment" and you were fit to go with 100/100 ... Something simmilar should be usable even here i believe. If we would have lets say quiver with 25 arrows ... and our character would automaticly grab another quiver from inventory once the curent one would be depleted ... all that would be left for us would be dont forget from time to time when we visit vendor buy spare quiver, or loot our arrows back from the corpses (i can even imagine that there would be lets say 10% or 20% chance they broke). That doesnt seem too tedious and it would bring both another immersion (after all keep check of your arrows is just as important in DnD as keep check of your spellslots) and tactical aspect ... I mean at least i certainly like the idea that NPCs would after few rounds be forced to change their position instead of keep sniping me from abowe forewer. :-/
Last edited by RagnarokCzD; 13/02/22 09:45 AM.
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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member
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Joined: Apr 2021
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In no particular order
1 - Create slots for ranged weapon projectiles. One thing I appreciated in original BG was projectiles had to be either purchased or picked off corpses vs BG3 where common projectiles are apparently unlimited in quantity 9 - I understand the game is live and can't have a pause feature however this creates a problem w/ the group/follow feature as it leads to unanticipated and unwanted character movements. Each time I click on a different player to select what they're doing it makes them primary to the party which causes the other characters to reposition themselves. The group chain break feature doesn't adequately solve this but I'm also not sure what the solution would be either, perhaps designating who should be primary to follow which isn't automatically changed by clicking on a different party member 1. Oh I'm so happy that "normal" arrows are unlimited. The first thing I do when I play BG1 and BG2 is modding the game with quivers of unlimited arrows, because it's inventory management. I was super happy that there's no "manage ammo" in BG3. 9. The toilet chain system at its worst. They really need to rework the chain system from scratch. Definitely one of the worst aspects of the game so far.
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veteran
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Joined: Sep 2020
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all that would be left for us would be dont forget from time to time when we visit vendor buy spare quiver, or loot our arrows back from the corpses (i can even imagine that there would be lets say 10% or 20% chance they broke). That doesnt seem too tedious and it would bring both another immersion (after all keep check of your arrows is just as important in DnD as keep check of your spellslots) and tactical aspect ... But why? Unless arrows cost a significant amount of money and/or weigh a significant amount, this will just lead to player behaviors of: -buying 100+ arrows and never worrying about it again, or -always clicking "repair" when they go to any merchant, which becomes a routine = needless tedium because it's negligible cost In either case, why bother with this system? And if buying/repairing arrows costs a significant amount, then the game has unfairly punished ranged characters. Unless you also want to add in a melee weapon durability system..??? (*vomits*) I put keeping track of non-magical ammunition in a similar category as weapon sharpening/repairing armor after fights - yes it is technically more immersive, but it just isn't worth the hassle. I have played maybe one D&D campaign where we were told to keep track of normal ammunition, and we stopped after a few sessions because it was too tedious. The 5e system assumes that you always have enough arrows, unlike spellslots where casters are supposed to spend 10-30% of their total slots each fight.
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veteran
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Joined: Mar 2020
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1. Oh I'm so happy that "normal" arrows are unlimited. The first thing I do when I play BG1 and BG2 is modding the game with quivers of unlimited arrows, because it's inventory management. I was super happy that there's no "manage ammo" in BG3. Hmm, I don't know how I stand on that. I did like different arrows (including basic ones) in BG1&2, but I wouldn't want those in BG3 - the game has already far too much maintenance and inventory management. And while I have been holding a stance of "if it doesn't serve a purpose, it needs to be axed!" I have relaxed my stance a bit. A flavour mechanic still adds to the experience, even if it is all that is to it. I am not a big "archer" buy, but if I was I don't think BG3 would sell me on the experience. Bows just don't behave like bows enough, even if it comes down to stacking up on so much ammo, that it isn't an issue. I suppose my favourate example of it is ammo manufacturing in UFO: Enemy Unknown vs Xenonauts&FiraXCOMs. I think overall scrapping the requirememnt to produce ammo was good, but something is lost when "UFO Defence Management Game" doesn't require doing much managing. As frustrating it was for a noob to deply to a mission and realise there is no ammo, it also added a lot of charm to the game. I would happily scrap BG3, UI managment for some flavour management.
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As i said: at least i certainly like the idea that NPCs would after few rounds be forced to change their position instead of keep sniping me from abowe forewer. :-/ You just needed to read to the end.  -buying 100+ arrows and never worrying about it again, or -always clicking "repair" when they go to any merchant, which becomes a routine = needless tedium because it's negligible cost Those are certainly possible behaviour ... And yes, it would negate the benefits a little ... but, if you "never worry about it again" or "let it become a routine" ... its no longer tedious, so it seems a little more like argument pro then against.  --- Just wondering ... What would you think about expanding them for other mechanics ... I mean, what is requiring food for Long rest, if not "needless tedium because it's negligible cost" ? Just as with arrows, there is enough of food for you to never worrying about it again ... sure it weights a lot, but since you can easily send it to camp, is that really and issue? Also what is possibility for Lockpick to break, if not "needless tedium because it's negligible cost" ? And if we get to at absurdum, then concidering that we are totally able to long rest every and any time ... is there even any reason to keep HP or spellslots? They can aswell just automaticly restore after each fight.
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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veteran
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Joined: Sep 2020
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at least i certainly like the idea that NPCs would after few rounds be forced to change their position instead of keep sniping me from abowe forewer. I did read until the end. I just didn't comment on that line specifically because running out "after a few rounds" would mean an arrow limit of like 5-10 arrows, which heavily penalizes ranged characters. An argument I had already made earlier in my post.  Though I'm not necessarily opposed to this specific idea. Limited ammunition doesn't need to be implemented for PCs for this. There can be limited ammunition for only enemies, or they can be coded to enter melee after a few rounds of firing for variety. Just wondering ... What would you think about expanding them for other mechanics ...
I mean, what is requiring food for Long rest, if not "needless tedium because it's negligible cost" ? Just as with arrows, there is enough of food for you to never worrying about it again ... sure it weights a lot, but since you can easily send it to camp, is that really and issue? The current implementation of food IS needless tedium and poorly implemented. See all the threads on food. There is too much of it so it doesn't achieve the goal of limiting long rests, and it's too tedious to use. Food should be gotten rid of or overhauled. Also what is possibility for Lockpick to break, if not "needless tedium because it's negligible cost" ? I think Lockpicks shouldn't break for exactly this reason. Or they should cost more. And if we get to at absurdum, then concidering that we are totally able to long rest every and any time ... is there even any reason to keep HP or spellslots? They can aswell just automaticly restore after each fight. ...? I'm not really sure what your point is here? This argument has already been made by myself and many others - Larian's decisions in BG3 effectively turn abilities/spellslots/HP into cooldowns that can restored after every fight. Either Larian should fully commit to rebalancing all BG3 classes so they're roughly equally effective in a single combat, or they should add more mechanics that limit resting. All 3 examples you've given are mechanics that aren't implemented well in BG3. So for the same reason I don't like the food, lockpicking, and long rest mechanics, I also don't like the suggestions for having to care about common ammunition. Either it will be a useless mechanic, it will be tedious, or it will unfairly punish ranged classes.
Last edited by mrfuji3; 14/02/22 03:34 AM.
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Joined: Oct 2020
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I did read until the end. In that case im sory ... Since that answered your question i didnt get that impression ... my bad i gues. I just didn't comment on that line specifically because running out "after a few rounds" would mean an arrow limit of like 5-10 arrows, which heavily penalizes ranged characters. 5-10 arrows per quiver ... that seems about right. NPCs would obviously have single quiver ... maybe with some very specific exceptions. Or there is possibility of "quiver pile" if you know what i mean ... ranged NPCs would have to every "few rounds" abandon their advantageous possition, to refill their arrows. I dont think it "penalize" ranged characters at all, since there is nothing stoping you have spare quivers. After all you said it yourself. Sure, there is question what would be reason for such mechanic if it can be bypassed so easily ... But in my opinion its even fair. Every character have some pros, and some cons ... Casters have (or more like are suppose to) think before they use some spellslot ... Meelers can fight forewer ... but they have to reach their target first. Ranged for some reason have both range and infinite fighting ... what is their weakness? Also what about throwing weapons? O_o IF we shall get Javelins to throw with our Fighters and Barbarians ... should we use the same Javelin forewer? Though I'm not necessarily opposed to this specific idea. Limited ammunition doesn't need to be implemented for PCs for this. There can be limited ammunition for only enemies, or they can be coded to enter melee after a few rounds of firing for variety. Well ... It would certainly be better than it is now. :-/ Seems like acceptable compromise to me.  --- About the rest, maybe i expressed myself poorly ... i wasnt trying to make any point, i just wanted to know your opinion about those things. 
Last edited by RagnarokCzD; 14/02/22 10:28 AM.
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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stranger
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Joined: Feb 2022
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I appreciated the fact that when I ran out of ammo I had to resort to other means of combat w/ the characters that typically relied on ranged. I find it WAY more relative to the important aspects of the game than food, for instance. It makes you have to plan in advance and modify your behavior if you haven't or weren't able to find an adequate supply. Missiles take up inventory slots so that's another factor to have to consider and I say fairly negates the "well I'll just buy a years worth" argument.
Planning, strategy, and combat are what I enjoy about these types of games. Unlimited supply of ranged weapons isn't useless minutae. For the record I would be completely OK with having to repair armor etc given that there were adequate means and methods. There certainly are a number of anvils and workbenches in the first part of the game. Throw in some NPC's here and there that can perform repairs and bingo bango there ya go. I would MUCH rather have this than the food which has already been discussed. It also adds an element of potentially improving items beyond their standard stats by either combining with other items or having an NPC vendor do it for you.
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stranger
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OP
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Joined: Feb 2022
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Why #2
Because it forces the player to actively choose vs accidentally just accepting whatever is pre-populated as default which you CAN NOT TAKE BACK
There was no problem with how this was done in BG1 and BG2, would much prefer it. New players that aren't familiar with all the nuances would be forced to have to either blindly accept defaults which is fine or they'd see the options and take the time to make an educated decision (which makes the game play much more enjoyable).
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stranger
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stranger
Joined: Feb 2022
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[quote=RagnarokCzD] And if buying/repairing arrows costs a significant amount, then the game has unfairly punished ranged characters. Unless you also want to add in a melee weapon durability system..??? (*vomits*)
I put keeping track of non-magical ammunition in a similar category as weapon sharpening/repairing armor after fights - yes it is technically more immersive, but it just isn't worth the hassle. I have played maybe one D&D campaign where we were told to keep track of normal ammunition, and we stopped after a few sessions because it was too tedious. The 5e system assumes that you always have enough arrows, unlike spellslots where casters are supposed to spend 10-30% of their total slots each fight. Agree keeping track of common ammo in an actual D&D game would be extremely tedious but computers remove the administrative side of keeping track (which is what would make it tedious). Being able to reach out and touch an enemy is a benefit of ranged weapons. Having to manage ammo isn't unfairly penalizing them IMO. In BG1 and BG2 I'd often have a cleric that would use a sling. Many times they don't have a useful spell for the situation so they hurl rocks from a distance. If I didn't plan adequately it changes the dynamic of the fight, this is important. Sitting on a hilltop firing unlimited missiles doesn't seem to realistic (for my party or enemies).
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stranger
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stranger
Joined: Feb 2022
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12. I think there should still be chance encounters with unfriendly (or maybe friendly too) characters when traveling (eg you choose to go to camp but are waylaid by a group of goblins). It is more realistic and adds a fun variable 13. Story items - I'd like a way to know if I don't need them anymore. I found myself carrying around dozens of keys, parchments, etc at the end of the current gameply as I'm reticent to drop things that I'm unsure if I'll need them at some point. Yep, it is more realistic this way I suppose although the alternative is tedious. Using keys as an example (could be any other item though), if I don't have what is needed I may or may not know based on treatment in the game. If I don't have a key yes I'll know b/c I can't open the door (presumably trying all the keys in my inventory) but in other examples it might change the interaction w/ an NPC (dialogue etc) and I won't know what I'm missing. It certainly won't help in the latter case if I have the needed thing in a chest at camp.
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enthusiast
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Joined: Oct 2020
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I appreciated the fact that when I ran out of ammo I had to resort to other means of combat w/ the characters that typically relied on ranged. I find it WAY more relative to the important aspects of the game than food, for instance. It makes you have to plan in advance and modify your behavior if you haven't or weren't able to find an adequate supply. Missiles take up inventory slots so that's another factor to have to consider and I say fairly negates the "well I'll just buy a years worth" argument.
Planning, strategy, and combat are what I enjoy about these types of games. Unlimited supply of ranged weapons isn't useless minutae. For the record I would be completely OK with having to repair armor etc given that there were adequate means and methods. There certainly are a number of anvils and workbenches in the first part of the game. Throw in some NPC's here and there that can perform repairs and bingo bango there ya go. I would MUCH rather have this than the food which has already been discussed. It also adds an element of potentially improving items beyond their standard stats by either combining with other items or having an NPC vendor do it for you. Bloody hell, another micromanager... You really have nothing else to do in your life, do you? You know, I have a secret recipe how to never run out of ammunition. I can even share it with you. It's simple, really: don't play games where you have to buy it, unless your net gain is positive due to loot, or you are always within 50 metres of a nearest shop. When I played BG2, I had to stuff the entire inventory of archers with arrows, often borrowing some free space (which was in no way "free" in BG2) from tanks, every time I was going to a large remote location, like Firkraag's or Amaunator's. And by the time I came back to city, all these arrows were usually gone. You are saying you enjoy managing it, and I say it's an exercise in time wasting, not to mention the money sink. Good that neither of us works at Larian and don't make any actual decisions, innit? If you want DnD with items having durability, I may have a recommendation for you. It's called Das Schwarze Auge ("The Dark Eye" in English), and is essentially the German version of DnD. Not exactly a clone by any stretch, in there you will have to grind materials for both crafting and repair of your weapons and armour. The amount of grind, as I'm sure you'll be pleased to hear, is so insane that it sometimes comes close to Lineage 2. At best, you can expect to craft a single good weapon per character over the course of a game (or so I've heard). Have your "fun", and leave us filthy casuals to our toys. Danke.
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veteran
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Joined: Oct 2020
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I can't say for sure, but I don't think The Dark Eye expects your character to be involved in the creation of your weapon from mine to scabbard, but it does give you a rules system that allows you to interact with it at any stage. The world of the Dark Eye is much more interested in the economics, so you'd never get a blanket statement 1 gp = a peasant's yearly income, like you might find in D&D.
D&D used to have durability rules, but they so rarely came into play that it might as well not have.
The idea of anyone running out of arrows in BG:2 is baffling to me, maybe +2 arrows, but not arrows
I'm not going to die on the hill verisimilitude vs. convenience, but I still appreciate that things like gold have weight, even if the amount of space 1000+ gold coins might take up isn't an issue.
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addict
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Joined: Oct 2020
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Regarding Inventory management...even with arrows (stackable to 200) I think its fun and part of a good RPG. Whats sucks is having USELESS items, or way too many types of items; which Larian excels at doing. I really liked it in BG1 and 2 because you basically had limited SLOTS. Im a 90s teen gamer so I love my inventory slots  This forced you to think of what you need/ didn't need (though of course bags of holding negated that) And you didn't have to deal with food/barrels etc... Then you have the <well if you feel there are too many items in the game, dont take them all!> camp. In a CRpG game? Impossible lol.
Last edited by mr_planescapist; 25/02/22 11:49 PM.
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