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Joined: Jun 2020
stranger
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Hello,

I will be brief because that is just a simple suggestion. Can we have a toggle option to hide the hit % when aiming our attacks and spells? Maybe just give us the AR of the enemies, or a perception roll to see their AR.

One of the fun aspects of DnD combat is not knowing if you are going to hit the enemy, and trying to maximize your "hidden" odds when positioning or choosing your action. The suspense of having to roll your dice and look at your DMs face to see if you hit or if you are going to get f**ked is one of the most trilling aspects of the game.

If the DM would tell me the odds of hitting each and every enemy I faced, I think the combat would lose it's charm. If I know I have 100% hit rate on an enemy and 70% on another, I will always choose the certain hit instead of the 30% chance of missing. Can I have that on Baldur's Gate 3?

I know is not everyone's cup of tea, but it is mine.. Can we have this as an option when creating the campaign?

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Shouldn't even be optional. The player shouldn't magically know any of the above. You should see what rolls hit and what rolls miss and have to infer their armor class as normal. They might have been in the demo for development purposes (and since the code existed from DOS2)?

This leads to the player making decisions based on knowledge of equipment. For example in BG you infer the guy in plate mail has lower AC than the guy in leather armor.

Also when enemies attack the player you should see the roll. "Oh shit he hit me on a 6, this guy is a beast".

Last edited by pacman7654; 22/06/20 08:41 PM.
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Originally Posted by pacman7654
Shouldn't even be optional. The player shouldn't magically know any of the above. You should see what rolls hit and what rolls miss and have to infer their armor class as normal. They might have been in the demo for development purposes (and since the code existed from DOS2)?

This leads to the player making decisions based on knowledge of equipment. For example in BG you infer the guy in plate mail has lower AC than the guy in leather armor.

Also when enemies attack the player you should see the roll. "Oh shit he hit me on a 6, this guy is a beast".


I dunno...and option seems reasonable to provide if it isn't overly difficult or time consuming for the devs to implement. I mean I agree otherwise with your sentiments, but an option seems harmless for those that would like it.

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Agree. I love this option and i would take it further to also hide enemy hit points for the same reason.

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It's cheating, which is indeed harmless in a single player game, but I fear it will lead to bad design decisions if such things are considered options instead of cheats.

I'd rather they don't consider it to be an option that might be enabled so they think to make creatures' appearances give clues about their stats.

Last edited by pacman7654; 22/06/20 09:07 PM.
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Originally Posted by Squilliam
Hello,

I will be brief because that is just a simple suggestion. Can we have a toggle option to hide the hit % when aiming our attacks and spells? Maybe just give us the AR of the enemies, or a perception roll to see their AR.

One of the fun aspects of DnD combat is not knowing if you are going to hit the enemy, and trying to maximize your "hidden" odds when positioning or choosing your action. The suspense of having to roll your dice and look at your DMs face to see if you hit or if you are going to get f**ked is one of the most trilling aspects of the game.

If the DM would tell me the odds of hitting each and every enemy I faced, I think the combat would lose it's charm. If I know I have 100% hit rate on an enemy and 70% on another, I will always choose the certain hit instead of the 30% chance of missing. Can I have that on Baldur's Gate 3?

I know is not everyone's cup of tea, but it is mine.. Can we have this as an option when creating the campaign?


I agree 100%.
Also, I would love to see my actual d20 roll. Not just hit/miss.

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Originally Posted by pacman7654
It's cheating, which is indeed harmless in a single player game, but I fear it will lead to bad design decisions if such things are considered options instead of cheats.

I'd rather they don't consider it to be an option that might be enabled so they think to make creatures' appearances give clues about their stats.


I really agree with doing it this way.
I really love the idea especially for those that want to live a more immersive experience.

You don't see it, but you can ENABLE it.
I think it's important to have such an option for those that want an easier battle understanding and that don't want to "die and retry".

Last edited by Maximuuus; 22/06/20 09:20 PM.

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Originally Posted by Maximuuus
Originally Posted by pacman7654
It's cheating, which is indeed harmless in a single player game, but I fear it will lead to bad design decisions if such things are considered options instead of cheats.

I'd rather they don't consider it to be an option that might be enabled so they think to make creatures' appearances give clues about their stats.


I really agree with doing it this way.
I really love the idea especially for those that want to live a more immersive experience.

You don't see it, but you can ENABLE it.
I think it's important to have such option for those that don't want to "die and retry" but

We actually agree on something maximuuus. And you didn't even throw a tantrum or present any SJW arguments. I call this progress 8)

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Originally Posted by deathidge
Agree. I love this option and i would take it further to also hide enemy hit points for the same reason.

I second this...

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Perhaps hide the chance to hit for the first 2-3 or so hits, this represents trying to figure out the enemy AC.

Another option might be displaying the range based on the actual rolls you do. I'll try and put up an example of how that might work:

For instance, take an enemy with an AC of 15.

You don't know what the chance to hit is, so the tooltip says "To Hit: ???"

The player attacks and rolls a total of 18, so the tooltip is updated: "To Hit: Under 18" (or "To Hit: < 18"). That ends the player's turn.
Player 2 attacks and rolls a total of 13, so the tooltip is updated again: "To Hit: Over 13 and Under 18"

If the attack roll hits or missed by exactly one, then the exact AC is revealed.

Player 3 attacks and rolls a total of either 14 or 15, and the tooltip is updated "To Hit: 15"

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Originally Posted by Stabbey
Perhaps hide the chance to hit for the first 2-3 or so hits, this represents trying to figure out the enemy AC.

Another option might be displaying the range based on the actual rolls you do. I'll try and put up an example of how that might work:

For instance, take an enemy with an AC of 15.

You don't know what the chance to hit is, so the tooltip says "To Hit: ???"

The player attacks and rolls a total of 18, so the tooltip is updated: "To Hit: Under 18" (or "To Hit: < 18"). That ends the player's turn.
Player 2 attacks and rolls a total of 13, so the tooltip is updated again: "To Hit: Over 13 and Under 18"

If the attack roll hits or missed by exactly one, then the exact AC is revealed.

Player 3 attacks and rolls a total of either 14 or 15, and the tooltip is updated "To Hit: 15"

I would rather do that myself... It's part of DND... I prefer not being spoon-fed everysingle detail of the game, as it is detracts from the experience.
But that's just my opinion☺️

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Originally Posted by Sequenze
Originally Posted by Maximuuus
Originally Posted by pacman7654
It's cheating, which is indeed harmless in a single player game, but I fear it will lead to bad design decisions if such things are considered options instead of cheats.

I'd rather they don't consider it to be an option that might be enabled so they think to make creatures' appearances give clues about their stats.


I really agree with doing it this way.
I really love the idea especially for those that want to live a more immersive experience.

You don't see it, but you can ENABLE it.
I think it's important to have such option for those that don't want to "die and retry" but

We actually agree on something maximuuus. And you didn't even throw a tantrum or present any SJW arguments. I call this progress 8)


I'm nearly sure we could agree on many things if we tried to understand each other's tastes wink
(you didn't know what about "the tantrum" was)

Last edited by Maximuuus; 22/06/20 10:09 PM.

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Originally Posted by Maximuuus
Originally Posted by pacman7654
It's cheating, which is indeed harmless in a single player game, but I fear it will lead to bad design decisions if such things are considered options instead of cheats.

I'd rather they don't consider it to be an option that might be enabled so they think to make creatures' appearances give clues about their stats.


I really agree with doing it this way.
I really love the idea especially for those that want to live a more immersive experience.

You don't see it, but you can ENABLE it.
I think it's important to have such an option for those that want an easier battle understanding and that don't want to "die and retry".


Sure, maybe it could be part of lower difficulty modes. Like in BG in lower difficulty settings you got cheats like max HP on level up and guaranteed spell transcription.

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In other games like PoE or PF: K you also have options to use an "immersive mode" where you can choose if you see the hp of the enemies , the range of the spells, the enemies´actions, etc...
I´m also used to not knowing the hp of the enemies or their specs (Unless I made a knowledge roll first) and I would like that as an option, so I could calculate my chance to hit, or what´s the enemy´s lower save, hit rate, etc. myself.

Not mandatory but as an option for people that like it that way; I second that petition!

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Originally Posted by Sequenze
I would rather do that myself... It's part of DND... I prefer not being spoon-fed everysingle detail of the game, as it is detracts from the experience.
But that's just my opinion☺️


Why not also ask for when you take damage to have to manually change your hit points instead of the game doing it for you? When you pick up money, why not manually update that instead of the game doing it for you?

If the game is going to be on computers, the game should take advantage of the medium to handle the number-crunching busywork side of things.


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