Larian Banner: Baldur's Gate Patch 9
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There's a lot of negativity about Larian's homebrew here and everywhere else where the game is discussed, including from me. I'm loving the game, but its an experience that is soured by my bitterness at all the little things that they seem to have done wrong on purpose to ruin the fun for the players (forgive me). In the spirit of being less sour, I'd love to hear from anyone who likes one or more of the rule changes, and why you like it!

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While I have a purist's heart I confess I like the Larian version of the diviner wizard. The thing about diviners is that they are probably the strongest specialty on tabletop but are pretty difficult to implement in cRPGs since metaknowledge is so much stronger than any portent . . .

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While I have a purist's heart I confess I like the Larian version of the diviner wizard. The thing about diviners is that they are probably the strongest specialty on tabletop but are pretty difficult to implement in cRPGs since metaknowledge is so much stronger than any portent . . .

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Good one! I agree, the 6th level feature change for school of divination is very interesting.

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Buffing 4 elements Monk was needed.

Potions as a Bonus Action is good. The potions are so weak it doesn't make sense to spend your Action drinking one. I'm not sure if a much lower amount of stronger potions would actually be better though. It seems silly a potion heals for 4 even at low levels.

Weapon Abilities are a good idea. Being able to Topple or Cleave once per rest is weird though considering how weak the effects are. They should be redesigned as free-to-use abilities that would add some oomph to standard attacks for tactical choices. E.g. Warhammer / Backbreaker: -2 Attack, enemy has to roll Str save or fall prone. And there should be less of them. Something simple like Blunt = Knockdown, Slashing = Cleave, Piercing = Cripple (debuff). I still don't have any idea what they do after a few years of playing. I just click on them randomly when I have nothing else to do.

Wizards learning all Cantrips was good but I think they removed the scrolls. They should let Wizards learn all Cantrips but having to prepare them like all other spells. They're cantrips. What kind of a Wizard doesn't know how to cast Light or Mage Hand? Then if you pick the "basics" you're starved for combat options or missing out on fun stuff like Minor Illusion.

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There's admittedly not many changes they did that I like, but few cases exist.
The ones mentioned by 1varangian are all decent examples.
I'm playing Berserker and their introduction after EA of "Frenzied strain" (a progressive debuff that stacks every time you use the bonus action attacks) is a decent compromise and a better idea than giving it straight EXAUSTION after using Frenzy once.

Shove as a bonus action remains a terrible idea and playing the game more only reinforces that, though.


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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I like their homebrew! Using potions as a bonus action is great. I love being able to cast a leveled bonus action and action spell in one turn! I also love Druid getting owlbear form!

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I love that my half-Drow storm sorcerer has light armor proficiency and can wear Drow leather. Is it balanced or objectively “good?” Can’t say. Don’t care. I dig it.

[Linked Image from i.ibb.co]

This just feels right to me. I am like the Fantasy X-Men character this subclass was designed to be.

Last edited by Warlocke; 10/08/23 03:07 PM.
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Originally Posted by Warlocke
I love that my half-Drow storm sorcerer has light armor proficiency and can wear Drow leather. Is it balanced or objectively “good?” Can’t say. Don’t care. I dig it.

[Linked Image from i.ibb.co]

This just feels right to me. I am like the Fantasy X-Men character this subclass was designed to be.
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It's no secret that I hate most of their homebrew stuff, but there are some things I like:

> Potions as a bonus action (I was already used to doing that since it's one of our house rules for PnP)

> The +2 AB for being on higher ground

Some things I don't mind like the the debuff for using the bonus attack in frenzy or certain spells lasting until a long rest. But that's it. In general, I think they changed too much and I can't wait for modders to undo most of their changes.

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I like long duration spells simply lasting "until long rest". Means I can go spelunking and exploring nooks and crannies without stressing about time passing. I dislike 95% of their changes and OP melee gear though (even though I play a fighter).

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+2 high ground, advantage was to much.

Big props to keeping halfings as throwable, don't know if that's homebrew or not but it was something I actually did in EA. Pretty funny and worked pretty well tactically.

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I like the +2 fir high ground. Advantage/disadvantage occurs and cancels each other out too much as is. Too many sources fir them.


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