Larian Banner: Baldur's Gate Patch 9
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A once-per-game ability... I am not sure who thought this would be a good idea, but it feels terrible to use when compared to the abilities of other classes. Using this ability will make me feel as though I am permanently weakening my character, and accordingly I will never use it. The only value it provides is an illusory feeling of empowerment. It's like a nuclear weapon.

If faced with a do-or-die scenario, I will simply choose to start again from the last save. A divine intervention ability that has a percentage (or scaling percentage) chance of working, and perhaps lessened outcomes, would be vastly preferred. Please consider changing this ability to something that can be used repeatedly and thus will have utility throughout the life of a cleric.

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Could been a cool ability, but sounds lame. Maybe even have an avatar show. It should be useable 1ce per level.

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I think it is a clear improvement on the tabletop version of the ability, where you get (cleric level)% chance of getting an effect that might not even be what you asked for, if the DM feels like doing a bit of monkey paw shennanigans. And any success is followed by X days before it can be granted again. Even in Solasta, where you know the outcome (you get a powerful Avatar to aid the party for 1 hour) and you can do it every long rest instead of once every X days, it is a pretty useless ability because it only has a 10-16% chance of doing anything.

Having 4 different on-demand uses for Divine Intervention that can be planned around really does feel a lot better, at least to me.


Don't you just hate it when people with dumb opinions have nice avatars?
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Originally Posted by TomReneth
I think it is a clear improvement on the tabletop version of the ability, where you get (cleric level)% chance of getting an effect that might not even be what you asked for, if the DM feels like doing a bit of monkey paw shennanigans. And any success is followed by X days before it can be granted again. Even in Solasta, where you know the outcome (you get a powerful Avatar to aid the party for 1 hour) and you can do it every long rest instead of once every X days, it is a pretty useless ability because it only has a 10-16% chance of doing anything.

Having 4 different on-demand uses for Divine Intervention that can be planned around really does feel a lot better, at least to me.


However, predefined outcomes with a "reasonable" probability of occurrence, or evened lessened outcomes with a higher or unit probability of occurrence, could be implemented. As it stands, the ability is not guaranteed to impact gameplay as hoped for (e.g., save the day when confronted with a dire situation), and once it is used, the cleric effectively has no 10th-level ability, while the moon druid continues to transform into elementals.

Note also that if the game is ever expanded to allow for a level increase to 20, then the ability will need to be retconned since the PnP cleric capstone is divine intervention with guaranteed occurrence.

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I think the concept of "one use for playthrough" for a super-powerful divine intervention is really cool and reasonably lore-friendly, actually.

Maybe the fact that it gives you only four options/uses in total is what may feel a bit restricting, on the other hand. A couple more variations/uses wouldn't hurt, eventually, but I wouldn't claim they are a necessity.


Party control in Baldur's Gate 3 is a complete mess that begs to be addressed. SAY NO TO THE TOILET CHAIN
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1 use per play through majes it way more useless than other classes' top skills. It's lame.

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I think it would be super cool if the divine intervention charge could be use in one or 2 scripted story situation, like a joker to overcome a really delicate situation.


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