Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
#659305 28/02/20 08:54 AM
Joined: Feb 2020
stranger
OP Offline
stranger
Joined: Feb 2020
1. When making a dice roll as e.g. for deception, I would so much prefer to see the difficulty class of the check and my bonus to the roll. This will give me the feeling of my character's progression. If I just see how much I need to roll on the die, I don't feel if that's because the check is easy or I have a good bonus, and I lose that progression feeling (e.g. being rewarded for investing in Charisma). Also I won't get this satisfaction of succeeding at a high DC check, because I will never see that high DC number frown. At least please add it as an option to see the DC and the bonus. This is also how all DnD players play it.

Additionally this will allow me to become aware of some conditional bonuses I am getting (e.g. +2 for interactions with some faction, although I am aware adv and disadv may be more popular)

2. The current huge upward jump mechanic really destroys immersion for me. It's not believable, considering it's not magic.

3. Please use present tense not past in the dialogue e.g. "I ask ...." and not "I asked... ". I play a lot of DnD (in California) and everyone here uses present tense. Or do just precisely what BG did, i.e. omit the "I ask" part. People loved that game, and dialogue format does not get old with new technology.

4. BG was famous for multiple and large responses that main character was able to give (e.g. https://www.gamersdecide.com/sites/default/files/authors/u138905/dialogue.jpg ). I think this is really important part of the secret sauce of BG. Please do not make the responses the main character can have to be just small remarks nearly all the time. My character should be able to use full sentences, and sometimes even paragraphs. Also, as it was in BG, I think it was really important that what I see when I pick the response is exactly what the character says. (obviously, as in BG, there wouldn't be "cinematic" or voiceover of my character saying what I just read and picked, the action would move right away to response of whoever I interact with). I think this also adds more dynamism.

5. When e.g. guiding bolt damage is shown on the screen maybe instead of just showing number e.g. "13" you could show "4d6=13"? Of course I haven't playtested it, but I feel this may give me a better feeling I play tabletop game, and whether I rolled well or poorly. Maybe just allow it as an option?

6. I am afraid the bonus action allowing to perform a throw will be a chore, since I will e.g. feel compelled to always carry 10 pairs of heavy boots or something. Also when this extra action won't have a large impact on the combat, it will be not fun to use it, but when I will want to be optimal, I will feel like I have to. Even when that's not fun. A bonus hand crossbow shot (as with crossbow expert feat) does not feel as a chore since it has real impact on combat and scales with the character progression well.
I think bonus actions in current DnD 5ed are well balanced and you don't feel annoyed you have to use them or you would be handicapping yourself.

7. I feel that BG3 to too large extent becomes a combat tactics game. But I think that a very important part of BG 1 & 2 was world immersion, interactions with your party, and other characters, lore books (e.g. in Umar Hills in the inn you could find a lore book setting a stage for what later you may discover, and making it more scary), histories of some magic items.

8. A little connected with 7. Considering turn based combat, I hope it won't become a grind. In tabletop DnD nearly each fight is somehow important, and, e.g. as in Adventurer's League modules, you "solve a story" in 2-8 fights (with 6-8 being quite rare, and mostly applicable to 8 hour modules). (still there can be some exceptions, similar as Durlag's Tower was, but they should be exceptions). I really hope you will capture a good ratio between fights and story progression, so it won't feel like a grind. After all Baldur's Gate is supposed to be a role-playing game, not a combat tactics one.

Joined: Jun 2014
veteran
Offline
veteran
Joined: Jun 2014
Don't we see the DC already?

Joined: Jun 2019
stranger
Offline
stranger
Joined: Jun 2019
Also, get rid of the weird animation for Dash. Why does he charge up like that? He's just running.

Joined: Feb 2020
stranger
OP Offline
stranger
Joined: Feb 2020
@Dark_Ansem (regarding 1.) no, we don't see the DC already. DC is what your roll + your bonus must at lest be. What we see now is "DC - your bonus," i,e. what at least you need to roll. You can read more about Difficulty Class here: https://www.dndbeyond.com/sources/basic-rules/using-ability-scores

Joined: Jun 2019
C
cdx Offline
stranger
Offline
stranger
C
Joined: Jun 2019
Originally Posted by melhavoc
1. When making a dice roll as e.g. for deception, I would so much prefer to see the difficulty class of the check and my bonus to the roll. ...

5. ... "13" you could show "4d6=13"? ...

As a D&D player, I like these suggestions a lot. Seeing the actual DC and the bonuses in addition to the rolling die is great, connects more to the character and visualises the progression over time.

The option to have the dice as text in the log (instead of having to mouse over the 13) is very D&D without wasting mouse move/game time. Not by default (for some it would only add clutter) but I'd definitely use an option to enable it.

Joined: Jun 2014
veteran
Offline
veteran
Joined: Jun 2014
Well maybe a simple toggle button "DC - %" will take care of that

Joined: Jun 2019
C
cdx Offline
stranger
Offline
stranger
C
Joined: Jun 2019
Originally Posted by Dark_Ansem
Well maybe a simple toggle button "DC - %" will take care of that

Not sure what you mean. I think the % was the chance to hit (armor class vs to hit), the DC is for the die rolling screen when you need to do a DC check. The DC is a whole number, not % and it wasn't suggested to change that.

cdx #659760 29/02/20 11:01 AM
Joined: Sep 2017
enthusiast
Offline
enthusiast
Joined: Sep 2017
Originally Posted by cdx
Originally Posted by Dark_Ansem
Well maybe a simple toggle button "DC - %" will take care of that

Not sure what you mean. I think the % was the chance to hit (armor class vs to hit), the DC is for the die rolling screen when you need to do a DC check. The DC is a whole number, not % and it wasn't suggested to change that.


It changes nothing you still roll your DC the only difference is the way it's portrayed. And 90% is simply easier to read than DC whatever

Joined: Jun 2019
C
cdx Offline
stranger
Offline
stranger
C
Joined: Jun 2019
One of the goals of the game is to promote D&D. As such, D&D portrayal can be good for what the game wants to do, and I think it looks good to people who have used the system. Again, no issue with %, I'm talking whether to show (DC: 12, Roll: 13 -> Success) or something along the lines (DC: 15, Deception: +3, Roll: 13 -> Success). Even if it is not the default, if emphasis on D&D is less and maths looks scary, an option for this would be great.

cdx #659769 29/02/20 11:30 AM
Joined: Jun 2014
veteran
Offline
veteran
Joined: Jun 2014
I mean a change in visualising it.

Joined: Feb 2020
member
Offline
member
Joined: Feb 2020
One common optional rule used in D&D 5e is the ability to forego two +1 ability score increases, and instead gain a feat. I REALLY hope that this is included. The feats that I wish most to see included (from the PHB) are: Durable, Elemental Adept, Healer, Mage Slayer, Magic Initiate, Martial Adept, Mobile, Resilient, Ritual Caster, Shield Master, Skilled, Spell Sniper, War Caster, and Weapon Master.

Joined: Sep 2014
journeyman
Offline
journeyman
Joined: Sep 2014
Originally Posted by melhavoc
1. When making a dice roll as e.g. for deception, I would so much prefer to see the difficulty class of the check and my bonus to the roll. This will give me the feeling of my character's progression. If I just see how much I need to roll on the die, I don't feel if that's because the check is easy or I have a good bonus, and I lose that progression feeling (e.g. being rewarded for investing in Charisma). Also I won't get this satisfaction of succeeding at a high DC check, because I will never see that high DC number frown. At least please add it as an option to see the DC and the bonus. This is also how all DnD players play it.

Additionally this will allow me to become aware of some conditional bonuses I am getting (e.g. +2 for interactions with some faction, although I am aware adv and disadv may be more popular)

2. The current huge upward jump mechanic really destroys immersion for me. It's not believable, considering it's not magic.

3. Please use present tense not past in the dialogue e.g. "I ask ...." and not "I asked... ". I play a lot of DnD (in California) and everyone here uses present tense. Or do just precisely what BG did, i.e. omit the "I ask" part. People loved that game, and dialogue format does not get old with new technology.

4. BG was famous for multiple and large responses that main character was able to give (e.g. https://www.gamersdecide.com/sites/default/files/authors/u138905/dialogue.jpg ). I think this is really important part of the secret sauce of BG. Please do not make the responses the main character can have to be just small remarks nearly all the time. My character should be able to use full sentences, and sometimes even paragraphs. Also, as it was in BG, I think it was really important that what I see when I pick the response is exactly what the character says. (obviously, as in BG, there wouldn't be "cinematic" or voiceover of my character saying what I just read and picked, the action would move right away to response of whoever I interact with). I think this also adds more dynamism.

5. When e.g. guiding bolt damage is shown on the screen maybe instead of just showing number e.g. "13" you could show "4d6=13"? Of course I haven't playtested it, but I feel this may give me a better feeling I play tabletop game, and whether I rolled well or poorly. Maybe just allow it as an option?

6. I am afraid the bonus action allowing to perform a throw will be a chore, since I will e.g. feel compelled to always carry 10 pairs of heavy boots or something. Also when this extra action won't have a large impact on the combat, it will be not fun to use it, but when I will want to be optimal, I will feel like I have to. Even when that's not fun. A bonus hand crossbow shot (as with crossbow expert feat) does not feel as a chore since it has real impact on combat and scales with the character progression well.
I think bonus actions in current DnD 5ed are well balanced and you don't feel annoyed you have to use them or you would be handicapping yourself.

7. I feel that BG3 to too large extent becomes a combat tactics game. But I think that a very important part of BG 1 & 2 was world immersion, interactions with your party, and other characters, lore books (e.g. in Umar Hills in the inn you could find a lore book setting a stage for what later you may discover, and making it more scary), histories of some magic items.

8. A little connected with 7. Considering turn based combat, I hope it won't become a grind. In tabletop DnD nearly each fight is somehow important, and, e.g. as in Adventurer's League modules, you "solve a story" in 2-8 fights (with 6-8 being quite rare, and mostly applicable to 8 hour modules). (still there can be some exceptions, similar as Durlag's Tower was, but they should be exceptions). I really hope you will capture a good ratio between fights and story progression, so it won't feel like a grind. After all Baldur's Gate is supposed to be a role-playing game, not a combat tactics one.


1. Would be nice

2. agreed

3. Irrelevant to me. I'm fine with past tense.

4. Agree.

5. no oppinion

6. no oppinion

7. Agreed

8. I'm afraid this won't be possible. A CRPG can never tell a story as deep and engaging as a real life dungon master. He can go into little side-stories and tangents and explore and react to the characters far more naturally and flexibly than any algorithm or pre-written story ever could in a thousand years. Hence why game need to put more emphasis on fight to pad the gametime. I agree that fight often become a chore. I'd rather have a shorter game with fewer, but more tense and meaningul fights than a long game with boring padding. Alas, playtime is often used as a marketing ploy, so play time is often padded with shallow filler.



All in all, decent list.
The only thing I can think of ATM to add would be enemies fleeing/surrendering. I don't want to play as a murderhobo all the time. I don't want to have to be forced by the game to kill every mook and bandit, because they have 0 sense of self-perservation.

Joined: Feb 2020
member
Offline
member
Joined: Feb 2020
My wishlist:

Visuals (looks amazing, but):
The UI and icons are a bit too modern for my taste....
1- The UI and inventory screen always looked pretty unique for games like planescape torment and baldur s gate.
Even if the game would not change its current graphic, the UI, inventory screen and could be changed to be a bit more
"medival", or a bit more like BG2 or Planescape Torment...

2- Would be nice to see a minimal/short spell animation on each bigger spell at least, we probably not throw a finger of death the same way as magic missels.
Not just throwing abilities, does not even need to be, that "unique". ( edit; I meant spellcating animation)

3- Make jump animation less bombastic for cases when you are in stealth, if you can jump...

Music:
4 - Adding some similar songs, that can be heared in BG2 would be awesome... xD

Story:
It is probably too late to mention, as I am pretty sure it is decided but:
5- I also would like to see the dynamic between the evil party and the protagonist, like in BG2, when you met your main enemy
multiple times in dreams, visions or in asylum which led to the decisive battle...
6- Also would be nice to see somebody from BG2 or D&D lore... Minsc/Boo, Aerie, Viconia, Jan...
7- If gith I start to wonder where are the giths like Dakkon, and their blades, probably i miss some lore here.... is Githzerai our new subrace maybe?!
8- I hope there is a drow city, to explore :P
9- If we are not half gods, I might gonna miss feeling special in BG3, I hope we got our own secret special background :)
10- I wonder if we hear anything about the new bhaal... :)

Last edited by Minsc1122; 01/03/20 11:51 AM.
Joined: Feb 2020
member
Offline
member
Joined: Feb 2020
I agree with most of the points so far. Also, something no one has mentioned so far...

More ritualistic aspects to spellcasting! Incantations, gestures, focus items, all of those things are both very oldschool and very dnd, as it is simply how magic works. Except maybe for sorcerers but they can get away with it.


Last edited by vometia; 01/03/20 02:24 AM. Reason: Video link needs full URL
Joined: Feb 2020
member
Offline
member
Joined: Feb 2020
While I know that long rests will be a thing, I firmly believe that they should also include a short rest mechanic. For those that don't know, in 5e D&D many class features recharge on a short rest (1 hour). Also during a short rest players may expend hit dice to heal themselves. Warlocks for example have VERY FEW spell slots, but to make up for it, they regain ALL warlock spell slots on a short rest (while most other classes regain expended spell slots on a long rest (8 hour)).

Including only a Long Rest option (8 hour rest), will I feel take away from the 5e experience, as it would likely result in what is commonly referred to as the 5 minute adventuring day.

Alternatively, simpler albeit less desirable, you could make short rest abilities (such as a Warlock's spell slots) have a cool down or automatically recover that starts when combat ends (similar to Pillars of Eternity).

Joined: Mar 2013
S
veteran
Offline
veteran
S
Joined: Mar 2013
short rests are basically "not combat" anyway.

So when youre not in combat or chaining encounters in dungeons, youll have a "short rest"
Given that long rests appear to be very systemic, by which i mean you enter some camp miniature map and have convesations and all that, having a seperat ething for short rests would look odd.

i certainly hope however that long rests require some effort, or can have random encounters or somehting along those lines.

DnD like games get ruined hard by making resting too easy and by making you be able to do it frequently.
DnD isnt Original Sin, encounters are not meant to be always tackled with full resources (for better or worse), you are meant to waste your resources.

if you dont do this, wizards will be hillariously overpowered

Joined: Mar 2020
apprentice
Offline
apprentice
Joined: Mar 2020
you see the actual dc for the check when you mouse over the d20 on the screen im pretty sure. (comes up in mouse-over window). Saw it once during one of the snippets of gameplay.


Moderated by  Dom_Larian, Freddo, vometia 

Link Copied to Clipboard
Powered by UBB.threads™ PHP Forum Software 7.7.5