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#881091 15/08/23 12:22 PM
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If there could be such a thing in the future, what should it have? My list as follows.


SPELL SCROLLS
* Enforce the restriction of having to have it on your classes spell list to use. Ability checks for higher level spells maybe not needed.


SPELL PREPARATION
* Enforce spell preparation only at Camp during Long Rest. (Seriously, if they want out-of-combat utility spells to be always available, why do you even need to prepare them? Why make players go through the hoops to unprepare something - prepare Knock - cast Knock - unprepare Knock - prepare the original spell back. That's a lot of unnecessary clicks.)


SHOVE AND PUSHING
* use correct distance of 5ft. for Shove
* D&D push distances for reference: Thunderwave 10ft, Repelling Blast 10ft, Pushing Attack 15ft, Gust of Wind 15ft per turn (Gust could be a 30ft push in BG3 if it can't be a persistent effect you can redirect every turn to reduce the number of attackers over 10 turns)
* goal = reduce the amount of instant kill or win pushing while keeping it a valid tactic in combat


HASTE
* Only one extra attack. No extra spells.


I would prefer DMG MAGIC ITEMS instead of the abundant junk with conditional properties in BG3, but that's probably beyond the scope of a difficulty setting. Attunement is not a must have as long as the itemization doesn't get out of hand.

I would also prefer them not messing with Action economy and opening the door for all kinds of broken nonsense, e.g. giving Thief a 2nd Bonus Attack, or making items that give extra Bonus Actions. That should probably also be a part of the core game instead of one difficulty setting. Giving a Barbarian/Thief MC more Frenzy bonus attacks is stupid and broken on any difficulty.


And the difficult one:

LONG REST
* Meaningful restrictions to Long Rest would be needed to create combat challenge through resource management rather than buffing enemy stats and giving them abilities like Unstoppable. What could they be? Random encounters in and out of camp? Disable fast travel to safe locations? More "no rest" zones?


added:

JUMP DISTANCES
* use more realistic jump distances as per 5e rules to allow movement abilities like the Jump spell and Misty Step to retain their value. This mostly pertains to high Strength characters that have been given superhero style jumping ability that also greatly extends their movement range.

HELP ACTION
* Remove magic heal and only use it to stabilize a dying character.

MAGIC POCKETS
* Disable in combat, distributing consumables before combat should be a meaningful choice

POTION THROWING
* Change into an AC 10 Attack Roll and DC 5 Dexterity Check to catch thrown potion, which puts it in the target's inventory. If potion misses or isn't caught, it is simply destroyed.

STATIC OBJECT AC
* Add AC for destroyable objects. Firing an arrow or Fire Bolt to cut a distant rope should not be an automatic success. Normal rope has 10 AC and 2 HP so it's not hard. But there needs to be a difference between a 1st level somebody and a 12th level Elven Archer doing the Robin Hood stuff.


Rule of cool or improvement over core rules that is not OP and should REMAIN:

* Potions as Bonus Action

* Telekinesis slams over 30ft long (need their damage buffed for a 5th level spell in BG3 still, and/or be turned into a Bonus Action. A BA Telekinesis slam/reposition with slightly higher damage would be worth a 5th level slot + Concentration. And move friendlies without damaging them.)

* Wizards learning all Cantrips. They should. Knowing only 3 or 4 and completely unable to cast the rest, ever, is lame. There's an optional rule in 5e called Cantrip Formulas that lets you learn all but have to prepare like leveled spells. Use that or give them all for free.

Last edited by 1varangian; 15/08/23 10:19 PM.
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full agreement with the OP

* shoves Larians rule changes into a bottomless pit from a mile away with a bonus action, then throws 3 fireballs (normal, haste, second bonus action) at the dev who came up with this mess ;-)


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fully agree

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I agree with everything except Attunement - keep it out of the game. What is the rationale for only being able to attune X number of items? (It was 3 in Solasta).

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I would support an option like this. Currently I try my best to play with similar rules for myself, so my run has probably more resource management in it, never afraid of running out of food though but things like shove are out of my control so naturally I can't forbid the AI using embedded rules.

Last edited by Mendon; 15/08/23 02:18 PM.
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We forgot Jump.

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+1

Fully support the OP

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Originally Posted by Beechams
We forgot Jump.
Thanks I added that.

The ridiculous jumps 16+ Strength characters do especially upwards are stepping on teleportation abilities pretty hard.

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I would love to have THIS setting for a future run, yeah.

Originally Posted by Beechams
I agree with everything except Attunement - keep it out of the game. What is the rationale for only being able to attune X number of items? (It was 3 in Solasta).
That it maintain values inside the boundaries of the so called "bounded accuracy" that is one of the defining pillars of the 5th edition.

Last edited by Tuco; 15/08/23 03:44 PM.

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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D&D hardcore as new difficulty option would be tremendous. There's plenty that irks me, such as not being able to drink a potion of feather fall and jump down a floor in the same turn. They've messed too much with bonus actions.

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Originally Posted by Slapstick
D&D hardcore as new difficulty option would be tremendous. There's plenty that irks me, such as not being able to drink a potion of feather fall and jump down a floor in the same turn. They've messed too much with bonus actions.
Yeah Jump shouldn't eat your Bonus Action. A more common scenario I've found myself in is that after jumping over a hazard you can no longer drink a healing potion or attack with your off-hand.

Jumping should be a free part of moving on every difficulty.

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Originally Posted by 1varangian
Jumping should be a free part of moving on every difficulty.
Well, just to be clear, I'm not even looking for a "more challenging mode". Difficulty is not the issue here.
What I'm looking for is the chance to play this game in a modality that would feel as close as possible to "What I do here is something I could do during a tabletop game" and vice-versa.


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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Originally Posted by 1varangian
Originally Posted by Beechams
We forgot Jump.
Thanks I added that.

The ridiculous jumps 16+ Strength characters do especially upwards are stepping on teleportation abilities pretty hard.

"Ye cannae ignore the laws of physics, Jim".

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Absolutely support all of the above. Would prefer a dedicated patch for this option but i'll take a mod (if necessary).

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+1

Adding: I'd like to see an opportunity to get the guardian to shut up about the parasites. I'm not going to use them and the constant reminders about them is becoming this game's Bree feature for me.

"Keeping it together Tav?

I'm alright, as long as i don't think about the Tadpole too much

You're safe among frens -- frens who want you put worms in your brain."

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Been playing tactician, I am actually okay with all the game mechanics. I would like to see health and damaged adjusted though as most enemies can kill your characters in one turn. Like ketheric or the white gith in act one. Combat is very fast, kill quickly and die quickly, lower damage and increase health, for player and enemies

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Lowering enemy and player burst damage potential would be good, but I don't think we're increasing player HP if we want to get closer to D&D. I think burst damage from both enemies and players is a problem in a turn based game, as is Help being so powerful to sort of counter being dropped so fast.

It was Larian's choice of giving Sarth Baretha Action Surge and Combat Maeuvers, which she's expertly using to drop PC's in one turn. And giving enemies very high strength and magic weapons. Enemies shouldn't have a lot of PC abilities because they're only there for that one fight in which they can unload everything. I wouldn't mind a balance pass over enemy NPC's to lower their ability scores and check their abilities. Rather add more enemies for challenge than making random enemy Gith superior to Lae'zel in every way.

Added Help Action, Magic Pockets, Potion Throwing and Static Object AC in OP

Last edited by 1varangian; 15/08/23 10:18 PM.
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Agreed


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