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Without going into on how blend the options screen looks (...and content), why isn't there any kind of D&D gameplay options?

What we currently have are camera stuff, number of saves etc.. most of all the things in the gameplay section should be in accessibility/video settings. It is nearly identical to DOS2.
The only thing related to gameplay/ gamerules is the Karmic dice option!? Or am I missing something?
It feels as though Larian is under obligation by WOTC not to alter anything about core D&D rules through options, yet they have all these weird house rules.

Here is a comparison with the gameplay options of Pathfinder WoTr. Night and day difference.
More options please Larian!

[Linked Image from i.ibb.co]

Last edited by Count Turnipsome; 03/09/23 12:48 PM.

It just reminded me of the bowl of goat's milk that old Winthrop used to put outside his door every evening for the dust demons. He said the dust demons could never resist goat's milk, and that they would always drink themselves into a stupor and then be too tired to enter his room..
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It would be nice to be able to toggle off their homebrew rules, but they have made just a single ruleset for the game and not a buffet. I think that's just fine. The houserules I'd like to be able to toggle off are amonst others

- Haste gives only 1 attack or +1 spell cast (of which 1 has to be a cantrip)
- Jump should just be movement, not bonus action, and not further than your movement anyway
- Help should do a medicine DC 10 check to stabilize, not get you back in the action
- If you are healed while down, you have all your actions the next turn
- You can't throw healing potions at someone to heal them
- Shove is just 5-10 feet or prone, and is an action
- Combat actions like dodge/defensive fighting and aid
- Being prone doesn't end your concentration (why is grease the optimal interrupt spell Larian??)

Probably more too, that's just from the top of my head.

Last edited by Slapstick; 03/09/23 12:49 PM.
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While I enjoy the mechanic of throwing healing potions, it does seem overpowered to fully heal three creatures with a single potion. From a balance perspective, distributing the healing effect among the three would seem more reasonable. As for the lore, it's debatable whether a healing potion would actually heal upon mere contact.

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Agree with OP, but with that said... Healing in D&D in general is horrible, I like that Larian gave us a little more help with the thrown heal pot mechanic.

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Even a couple more options would be very appreciated...There is...nothing right now.

Its...play by our rules (three difficulty settings basically with zero options) or just get mods.

Seing how the game is so incredibly polished and fun but lacking basic gameplay/rules options...is such weird situation.

Last edited by Count Turnipsome; 04/09/23 08:18 AM.

It just reminded me of the bowl of goat's milk that old Winthrop used to put outside his door every evening for the dust demons. He said the dust demons could never resist goat's milk, and that they would always drink themselves into a stupor and then be too tired to enter his room..
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Originally Posted by Slapstick
- Help should do a medicine DC 10 check to stabilize, not get you back in the action
- If you are healed while down, you have all your actions the next turn
- You can't throw healing potions at someone to heal them
I do not want to play your cleric wet dream game.


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Originally Posted by Boz
Originally Posted by Slapstick
- Help should do a medicine DC 10 check to stabilize, not get you back in the action
- If you are healed while down, you have all your actions the next turn
- You can't throw healing potions at someone to heal them
I do not want to play your cleric wet dream game.
Same.

Most of this demand-type thread folk always overestimate their capability to ideate a good concept.

Most of them are just bad. As in garbage level idea.


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Back Black Geyser's DLC: https://www.kickstarter.com/projects/grapeocean/black-geyser-dlc-tales-of-the-moon-cult (RTwP Isometric cRPG inspired by BG1).
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Also please spam on Owlcat forum to make disable Crusader Mode mean Disable it, as in it doesn't affect the story and doesn't rob you from the opportunity to get certain items.

Basic stuff they couldn't even get right.


Councellor Florrick's favorite Warlock.

Back Black Geyser's DLC: https://www.kickstarter.com/projects/grapeocean/black-geyser-dlc-tales-of-the-moon-cult (RTwP Isometric cRPG inspired by BG1).
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Originally Posted by Boz
Originally Posted by Slapstick
- Help should do a medicine DC 10 check to stabilize, not get you back in the action
- If you are healed while down, you have all your actions the next turn
- You can't throw healing potions at someone to heal them
I do not want to play your cleric wet dream game.

Originally Posted by Dext. Paladin
Same.

Most of this demand-type thread folk always overestimate their capability to ideate a good concept.

Most of them are just bad. As in garbage level idea.

Don't want it? Don't use it. Simple as that...

That's why people are asking for an additional difficulty mode or having the [b]option{/b] to toggle things like that on/off, so you can still play with all of Larian's rules.

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I too would love to see some toggles for some rules to be more accurate/akin to the TTRPG

Things I'd particularly like to see:

-- A less "magical inventory":
- Handing over an item from a character to another character should cost an action if in combat AND require melee range.
- Out of combat, it should be ok to work as it currently works or maybe with a limited (but not super limited) range like 20 ft, so you generally can unless the character is roaming somewhere else by themselves
- Keys and such require the actual person holding them to be used. That would make stealthy/rogue-ish sections much more interesting imo.
- Finally, it would be nice if inventories in multiplayer could be "hidden" from each other, or at least have a "private" section that I could store some stuff in and can only be accessed via pickpocket. Playing with friends and roleplaying rogues and stuff isn't as fun in this game, I can't get some extra gold after lockpicking a chest! laugh
- Send to camp would be gone with this setting too, but still possible if you (for example) have a familiar or animal companion or so. You could send things to camp in bulk and that would take the creature out of action for a set time (like 10 minutes, etc.). Could work like the "Add to Wares" option, where you "mark" things to be sent to camp and then you click a button to send all at once.
- Finally, with such a setting on, some very expensive/rare but coveted magical items like bags of holding and other artifacts that can re-introduce some of these features on the mid/late game could be seeded to merchants or valuable loot and drops.

-- Combat:
- Grapple. I dunno about others but I'd love to have a "grapple" action laugh
I understand it might be troublesome (visually) to make it happen due to all the possible size combinations, but I'd genuinely be satisfied with it even if it has somewhat generic animation without the grappled character actually being held in the grappler''s arms. They could just sort of have a generic "trying to wiggle away" animation while the grappler has a generic "holding something in front of them with effort" animation
- Also a toggleable "hardcore rule", I'd like to be prompted about prepared spells after every long rest (do you want to change your prepared spells?") and, of course, that would mean no changing of prepared spells at any time.

-- Other stuff
- As a fellow tabletop player I initially hoarded some stuff that I eventually realized didn't really have a good use like bedrolls and rope. I'd love to see some practical use added to rope, if possible, and it would be cool if having bedrolls would maybe slightly improve the short rest or something. No big deal tho.

Last edited by DaniAngione; 04/09/23 10:30 AM.
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Rope, yes! I feel like all that useless rope was actively taunting me in the game. Maybe one thing that rope could be used for that would be easy to implement and (somewhat) relevant to how it's used in tabletop, is that you could use it for a temporary buff to jumping? It would be abstracting away any animation, but still.

Also, are these forums absurdly unreliable for anyone else? They keep timing out on me, and trying to quote just gave me multiple errors.

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Rope, yes! I feel like all that useless rope was actively taunting me in the game. Maybe one thing that rope could be used for that would be easy to implement and (somewhat) relevant to how it's used in tabletop, is that you could use it for a temporary buff to jumping? It would be abstracting away any animation, but still.

Also, are these forums absurdly unreliable for anyone else? They keep timing out on me, and trying to quote just gave me multiple errors.

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Yes, options please. I haven't played WotR yet, but Pathfinder Kingmaker had similar options to tweak the rules to your liking. I finished playing Solasta about a month before BG3 released, and it also had options to tweak the rules how you want. Solasta had the VSM+ components to spell casting, which are missing in BG3. You can turn them off in Solasta, and initially I was going to, but the more I played it that way, the more immersed it made the game feel. The inventory system in BG3 feels like cheating.

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Rope, yes! I feel like all that useless rope was actively taunting me in the game.
So rope is useless?! That's disappointing to know, but now that I know that I can stop carrying it around thinking I'll find a use for it.

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I was also disappointed to discover that rope, empty bottles, bedrolls, and empty potion flasks were useless. However, we have to consider that BG3 is a fairly accurate reflection of D&D 5e and that as it stands today, 5e is the 'easy mode' version of the game. Every character begins with a pack full of stuff, but nobody ever seems to use any of it.

Between Goodberry, Leomund's Tiny Hut, Full HP on Long Rest, etc the Travel/Survival pillar of 5e is by far the weakest atm. BG3 reflects that IMHO.


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