Hey all!
I completely understand that any adapted TTRPG to video game has to take some liberties, but I think exposing the combat rolls in BG3 would really solidify this game as a DnD game. I understand in past titles and previous games it was important to "hide the math" in a combat log in order to streamline the experience, but this was mainly due to the straight up complexity required in previous DnD editions. However with DnD 5e and the simplified rule set, combined with the huge number of people who play now, I think this is less needed than it used to be.
For example, if I'm playing a ranged character and go to attack in BG3, I'm given a percentage to hit based on my bonuses vs their AC. This immediately game-ifys something that should be as inherent in role-playing as talking to a character. Same thing happens if I try and cast a cantrip against a creature who has to make a save. Exposing the math this way... feels bad. Part of the joy in DnD, that I think could be translated in BG3, is the unknown of fighting the huge array of monsters for the first time. What are they weak against? What do they have resistances too? It really makes you think more as a role-player and less as a video game expert.
"This Ogre is huge, it's probably strong, so using something with a Strength save is probably bad."
Coming to that conclusion after encountering an Ogre can be really empowering. If you just show "10% chance to hit", you've robbed all the agency from the player about understanding WHY that is. With the math exposed this way, I can just cycle through my options and asses my percent to hit or their percent to save and I'm not encouraged to really understand,, experiment, explore or role-play in a meaningful way during combat. I'm encouraged to get as close to 100% in every action. Boo!
Some ideas on what I'd love to see.
- An option to disable seeing percentage, I want to ROLL
- Can we have an option to display the d20 rolls in combat above their head, similar to damage numbers? Same with the monsters? It feels great to know a monster rolled a 15 and your AC is a 16 because you just put a shield on. It feels better than just "miss". This could happen for saves too!
- Advantage and Disadvantage should work this way as well. Don't just buff my percentage because I gained high ground, SHOW MY TWO D20's ROLL! That is much more empowering to a player than "+40% change to hit". It's also immediately easier to understand for new players. "Oh, I roll twice and take the higher, neat!" The math, breaks immersion.
I want to role-play in this game as much as possible! The conversations in dialogue feel great and enable you to fail. Can we take that approach in combat too? No one playing DnD thinks "I have a 60% change to hit this ogre", because that's boring. You can still expose monster stats (such as AC, etc), but it's more reactive or comes with experience. I understand at the end of the day that this is a video game, not a TTRPG, but I think combat is worth revisiting as a possible role-playing pillar and less a math exercise.
Thanks!