This post and thread are to discuss (/give early-thoughts feedback) on some aspects of "what makes your build" and "character progression" in BG3.
There has been much discussion about 2 of those aspects recently, in other threads. One is the choice of Race (in particular, how the reactivity, lore, look and the 3-4 Racial Feature weigh up against the Ability Score Improvement). One is the ability for players to respec and change the Class(es) and Ability Scores. This thread is
not about those aspects.
Instead, this thread is about 2 other aspects :
- Gear (the equipement you wear) and "itemization" (the equipment-finding/making system ?).
- Tadpole powers.
The information this discussion is based on comes from Wolfheart and Fextralife.
- Wolfheart : video (at 21:15)
- Fextralife : video 2 (at 9:34), for tadpole powers.
- Fextralife : video 1 (at 9:44), for a brief comment about gear/itemization.
- Fextralife : video 2 (at 11:21), for a brief comment about gear/itemization.
- Fextralife : video 3, for gear/itemization.
What we learned from these videos is as follows.
- Equipment. Gear will have a really strong impact on character builds. As in, some magic items will be build-defining.
- Tadpole powers will work differently from what we saw in EA. It doesn't seem that we'll acquire powers through tadpole dreams, which we may experience after using our tadpole powers enough. Instead, we can collect tadpoles from True Souls we kill. We can then insert these tadpoles in our brains, in order to know Kung Fu learn/equip new powers. Basically, this adds a fourth mechanical aspect to building a character, besides Race, Class and Gear.
On the topic of tadpole powers, I don't have too much of an opinion at the moment.
In terms of theme/flavour, it fits perfectly with the campaign of BG3, obviously. Although I have difficulties imagining how characters who want to get rid of the one tadpole in their head may be interested in adding a few more, and I'm wondering if that means that the tadpole powers game/content will be more or less exclusively experienced only by power-seeking Player Characters.
In terms of mechanics, it has me raise a skeptical eyebrow. It could turn out well, it could turn out ridiculously bad.
But, according to Fextralife, Larian's philosophy, with the addition of this mechanical layer to character build, is to provide additional means of character progression, especially in the late game, when Character Levels and the new Class Features they unlock won't happen very frequently.
And overall, I'm really not really thrilled by this philosophy. I mean, Larian, if you really don't like D&D 5E as a game system, and you really don't want to stick to it, then maybe don't make a game based on it ?
So I disagree with the philosophy of where this comes from. But as I said, it can turn out alright, or it can turn out bad (like Shove or the unavoidable-damage fest that nerfs Concentration).
On the topic of gear, I seem to lean more toward not liking too much what I heard.
The philosophy of 5E's design is that Class is where your powers come from. You can often find some synergies with specific Races for particular builds. But your Race gives you 3-4 Features, once and for all, and those are rarely great as "standalone Features". Whereas your Class keeps giving you Class Features, every time you gain a Character Level. And some of those (usually the ones from the first levels) are standalone, signature, build-defining Features.
In 5E, equipement is of little importance. The game (through the Monsters Stat Blocks notably) does not assume that the PCs have any particular equipment. Some GMs and groups can play an entire campaign without any magical equipment. If you read/watch any optimised character build, they never use any items. Sure, some appropriate magic items can spice up your build. But by and large, magic items are meant as finishing touches, not foundational blocks.
By introducing build-defining magic items, I fear that Larian is going to dilute-away and eclipse Classes. Not that this is surprising. Larian's previous game did not have Classes. They stated or implied that they are not fond of Classes. And a fair share of homebrew rules that they introduced in EA diluted the importance of Classes. But again, Larian, if you don't like 5E's design, maybe don't make a game based on it ?
Overall, I am of two minds regarding the introduction of these 2 aspects of character builds.
One the one hand, I'm kind of looking forward to it, because of novelty. Since the game system (the combination of structure/rules and content/items) is not exactly 5E, the good and bad builds in BG3 won't be exactly the builds that are good or bad in 5E. For those players who like discovering and mastering a new game system, BG3 should provide some freshness.
One the other hand, I'm not exactly confident in Larian's system design skills. The vast majority of the homebrew rules they introduced was making the game ridiculous, imbalanced and broken. Most of these changes were withdrawn (Advantage for High-Ground, Advantage for Backstab, Cantrips make surfaces, Disengage as BA, Hide as BA, Automated Reactions), and hopefully the remaining few (Shove as BA, Shove to massive distances, Hide usually requiring no Stealth Check, missing projectiles still apply their magical effects) will follow to some extent. At this point, I would rather have Larian stick to 5E, just to avoid more nonsense. So I'm not particularly happy to hear that a lot of new stuff, that will significantly shape combat and character builds, is being introduced in the full release version without having gone through EA testing.
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EDIT.
Additional thoughts and comments after watching Fextralife's video 3, focused on items.
The language style in the tooltip sounds ... off ? ... Weird ? 5E has a standardise style to describe its rules, and what items do.
Fextralife's video uses a footage presumably provided by Larian to content creators. In it, we can see several tooltips that sound weird. Now, these tooltips also display the message "this is a very real actual in-game screenshot". This looks like an extra info layer displayed in the demo/showcase build that Larian used to capture this, so let's get this out of the way. But I would assume that the rest of the tooltip is how the tooltip would appear in the release version. And the language strikes me as ... ... not very D&D ? ... not very precise and technical ?
Example : the Gloves Of The Growling Underdog says "Gives you an advantage on your melee attack rolls while surrounded by two or more folks". The terminology "advantage" is very sloppy. Do the designers mean Advantage ? That's a very precise concept in 5E (namely, roll 2d20, take the max). Whereas "an advantage" is very broad. A flat +1, or a +1d4 is an advantage. Also, D&D typically refers to creatures. Does "folks" mean "creatures" ? Or just humanoid creatures ? Does a Worg count as a folk ? If this is Fextralife's writing, whatever. If this is Larian, it sounds as if the designers wanted to avoid giving the impression that there is a whole rules system under the bonnet. Like "this gloves make your melee attack rolls better if you're surrounded". What counts as surrounded ? Who cares. How much better ? Who cares. At this point, neither scenario would surprise me.
The game will contain 9 Legendary Items. They are extremely powerful.
I don't know more about them right now.
I just don't like the feeling that, so far, it sounds to me as if the items system comes from Diablo, not D&D. With a plethora of magic items, ranked by rarity (e.g. uncommon, rare, very rare, legendary), with associated colours.
Finally, there will be items available in the game exclusively if you play as the Dark Urge.
The example given in the video is a cape that has 2 properties. Firstly, the item gives you Expertise in Stealth (not "Proficiency in Stealth, and Expertise if you are already Proficient", but straight up Expertise). Secondly, the item gives you the following property : once per turn, when you kill an enemy, you become invisible for 2 turns. (So, if you logically adopt the stealthy striker/finisher playstyle to maximise the benefit, this item gives you near-permanent invisibility, no concentration, no spell slots or charges.)
I don't think it's worth focusing too much on just one item, but if the power level of those Dar Urge Exclusive items (and perhaps the Legendary items as well) are all along that line, then it sounds as if these items are more than just build-defining, and closer to game-breaking. ... Oh well.