Greetings,
It has been 11 months since the official release of Baldur's Gate III and I would like to thank the developers for all the hard work done to deliver a complete, fleshed-out game, including the patches that came after release to address the myriad of issues that arose upon release.
Among the deficiencies the game has had and one that had not been addressed since release is the lack of the full functionality of the Mage Hand Legerdemain passive of the Arcane Trickster Rogue subclass. There might be concerns that may arise with the quality of gameplay which may be affected should there be a full implementation of the passive ability as-is in DnD. Even so, the implementation of the feature would not disrupt anything in terms of balance or unique interactions at all. Patch 7 being the last incoming patch should address this deficiency rather than leave it to future modding after the release of your modding tool with the upcoming patch.
A few practical suggestions regarding implementation:
- The Mage Hand Legerdemain functionality should be gradually accessible as in DnD. This is more than carefully balanced out in the tabletop, although there could be adjustments to the order or specific levels required for a new function for the hand to be made available based on character level. Levels could be moved up by 1 for each subsequent change or progression of the hand as-is in the tabletop.
- A range limitation to the usage of the pickpocket and lockpicking features with a unique interaction for all npcs upon the hand being detected in the act to automatically lead to a search for the party or the character in question using the hand might be helpful in preventing the hand to become and overpowered ability for the AT Rogue. The interactions would be identical to successful pickpocketing or lockpicking attempts that are immediately followed up by a search and then inquisitive conversation including a charisma/persuasion/deception roll.
- As a supplement or substitute to the latter, the hand should have its own attribute modifiers, completely level-dependent, which are always lower by some amount than the AT rogue, so that the hand doesn't become too reliable for theft. There should be an exception to lockpicking, however, which should not have such a penalty, as its effect on game experience is negligible compared to the effect of pickpocketing.
This is what I could think of at the moment. If anyone else has suggestions or feedback of any kind, including the devs, please respond, as I think that many players are supportive of the full implementation of this feature, especially those versed in DnD to some degree and who are familiar with the AT Rogue.
Last edited by sh3o; 04/07/24 10:37 AM. Reason: Typo