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if my player asked me "Hey, can I dip my hand and weapon in to this fire to try and enchant my attacks?", I would say "sure,"

and then roll fire damage on the idiot's hand and apply a temporary negative to attack rolls with that weapon until they fixed it.

This game is fun, and improves on DOS2 in every way. Which is why it feels like DOS3.

You threw out everything that made D&D combat feel unique from other TB systems and kept only what you could graft on to your Divinity engine.

My initial impression was that I was thoroughly enjoying myself. After about 16 hours of play I am just feeling disappointed.

But let me not come in here without suggestions:

1) Remove your "free-movement" system and apply a hex grid to the environments. A hex grid would mesh well over the vertical environments you've made. It would also fit your scale of 3's in your current invisible grid.

2) Adding the grid would create a different "feel" to the world, one that makes things like Reaction Pop Ups mid combat fit, rather than break immersion. Reaction pop ups are NECESSARY for 5e.

3) if you do keep the free-movement ... consider adding WASD movement when out of combat, and fixing the camera to whichever party member is active/in the lead. I know, WASD would be a big change, but I think it would be a good one.

4) With a fixed camera, you could allow "right click" to manipulate the camera, which would give you more incentive to make your worlds more open and thus worth exploring. They are exceptionally linear right now. Corridor based maps suck.

5) 2 short rests between long rests. Minimum.

6) Remove Jump as a free disengage from all characters and only give it to rogues.

7) Remove secondary effects from cantrips and make spells more like their D&D counter parts.

8) Where is cover? There are no cover mechanics.

9) Where are melee enhancements like grapple, restrain, and knock out?

10) A lot of people really like Origin characters, and we love how much effort you've put in to them ... but ... we play D&D to make our own character to forge a story within the world you're offering. You've spent too much effort on origin characters and missed the purpose of D&D in the process.

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The whole dip thing, I think it would work better (At least for bows), if there was an ammo system maybe. Or atleast a quiver with arrows in it and they are dipping the ARROWs in fire. Right now archers just pull out arrows out of their ass. Like atleast add a quiver for cosmetics sake.

Also about the point on OrIgin vs Custom, hard to say since Origin isn'[t playable (not gonna play one anyway, its D&D, i wanna create my own), but so my character hasn't really stood out on it's own...same issue with OS2 lol... Maybe further in since i'm not too far due to bugs but it's a disappointment playing as custom right now. Again.

Last edited by UnderworldHades; 07/10/20 07:20 PM.
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Some good suggestions. Grid could be toggleable.

You cam change the camera movement to right click in options.

Excellent idea to give the disengaging jump only to rogues.

The dipping could reduce item durability for common items. Also could allow for opportunity attacks.

The grappling would be nice, but I thinl it will be too hard to add.

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I agree with what you've said - although knockouts are in the game.

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Originally Posted by tsundokugames
if my player asked me "Hey, can I dip my hand and weapon in to this fire to try and enchant my attacks?", I would say "sure,"

and then roll fire damage on the idiot's hand and apply a temporary negative to attack rolls with that weapon until they fixed it.


Haha Yes! Even a background check roll would be great for this , no need for this big dice roll popup, kinda like what BGI & II did back in the day. You make some very good points from one DM to another few things I'd like to add.

Quote

1) Remove your "free-movement" system and apply a hex grid to the environments. A hex grid would mesh well over the vertical environments you've made. It would also fit your scale of 3's in your current invisible grid.


This would be awesome, or even with a cover type system kinda like xcom. With applied penalties and what not.

Quote

6) Remove Jump as a free disengage from all characters and only give it to rogues.


Yeah but isn't jump or long jump based on strength this is also essential to fighters. Again even with a background skill check would be great. This is one thing Pathfinder Kingmaker did well on PC mobility & athletics checks etc. imho.

Quote

9) Where are melee enhancements like grapple, restrain, and knock out?

haven't gotten that far yet but I'm missing the whole feel of feats.

Quote

10) A lot of people really like Origin characters, and we love how much effort you've put in to them ... but ... we play D&D to make our own character to forge a story within the world you're offering. You've spent too much effort on origin characters and missed the purpose of D&D in the process.

Hopefully this gets better as the EA progress's

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like the free movement, but agree with the WASD suggestion.

agree with 2 rests, minimum.

also agree with 7, 9 and 10.

as for the jump/disengage thing, i think they should be decoupled from each other, but i also kinda think both should be kept as a BA to keep the pace in combat a video game needs more than a tabletop game. but then the rogue needs something else to make up for that.

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I, personally, would like to see a lot more of the game mechanics handled in the same way a dungeon master would handle them. Looting, for instance. I'd like to see one roll for "investigation" when I loot a corpse, which also loots all other corpses within the room. No self-respecting DM would roll individual loot for each of the 30 goblins that attacked the party. Well, unless they're a masochist, in which case; all the power to you.

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Originally Posted by tsundokugames

6) Remove Jump as a free disengage from all characters and only give it to rogues.

7) Remove secondary effects from cantrips and make spells more like their D&D counter parts.


it's noted by many, agree


Last edited by arion; 08/10/20 07:46 AM.
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As a DM myself, I don't think putting a grid would change anything. It's just a matter of scaling, that's all. But I agree with the jump as disengage only to rogue. As for the two short rests between long rest, I don't know. Cause with all that can happen while you are in camp, maybe they want you to camp more often than not. With it being a narrative tool, it might be difficult to tweak.

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I love the hexless free-roam

WASD would be great

2+ short rests would be better

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5) I Think 2 shortrests are ok. If you will increase the number it will be a boon to noncasterclasses.

6) Totaly agree. Disengage ist one of the coremechanics of rouges and one of the tactical thinks für squshier casters not to be trapt in melee.

7) Decission of Gamedesign. But your`re right it makes cantrips much better . if it ist common to use enviornment effects it is still ok to trigger them with a cantrip.

8)) The cover is maybe not worth the effort.

9) Grapple ist one of the higly specificly mechanics for expert grabblerbuilds. Think it`s better not implemented in the game.


Last edited by ACea; 08/10/20 10:48 AM.

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