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+1 to OP.

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+1


Necromancy is just recycling...
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Agree but level cap has to rise.

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Agreed. Being punished for finding other ways to solve a problem isn't great.

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Yeah, thought the same thing several times during my playthrough. Not sure how much one would get behind in xp if one went the diplomatic route as often as possible, but it simply feels wrong.

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Originally Posted by Redwyrm
Important thing about P&P RPGS, is that you by no mean meant to earn xp only in combat. If you can resolve the situation without engaging in combat (persuasion, threats, or simply by stealth) - you would still earn full 'combat' xp, from enemies you would fight otherwise.
Of course would later decide to attack foes from which you already earned xp - you will gain no additional xp.

As you understand in CRPG based on D&D it's just as important. If social chck would just clear area of enemies, by will not grant you xp (or not enough xp) - ppl would avoid any social checks, so they would be able to gain more overall xp. And that's unfortunately would be quiet sad experience.



AMEN!!! I hate having to be forced to kill everything to get stronger. It's silly. If we can't then give us alternate means to earn exp like crafting or a small area where wildlife or monsters re-spawn so we can grind if we need.

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Agreed, as a DM, it is very important to reward the players for their performance in game, whether its combat or well executed ability checks. If you only give out XP as the result of combat, you run a high risk of turning your campaign into a murder hobo setting were players will go out of their way to kill every enemy and NPC simply for the sake of more XP.

A milestone system is probably the easiest way to deal with this without having to worry about how to balance XP from successful checks vs combat. Otherwise, simply awarding some amount of XP from non-combat resolutions, even if its less XP than what you would have gotten from combat, is still preferable to getting no XP at all for resolving things in a peaceful way.

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+1

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Originally Posted by Matey
They could even have an optional Milestone XP mode where they just level you up at certain points in the story... does away with the mentality of needing to grind xp and instead just get through the game how you like.

But even without milestone, still big agree. Losing out is already a penalty for not murder-hoboing everything, dont gimp XP too. For D&D you want to reward more interesting behaviour instead of just encouraging everyone to murder hobo everything... makes for better stories. Not saying people can't just go murder hobo if they want, but it shouldn't be the 'best' way to play and reach highest level and best gear.


I was wondering about milestone xp too. The problem I came up with though with that format is the 'open play' style of the map and exploration. As a DM, in PnP I have control as to where the players go and what they encounter. So I am able to make sure there are no TPKs. In a sandbox style of free exploration we are able to go anywhere and encounter things that are too difficult for us to deal with at our current level.

So I feel that we are kinda stuck with the XP earned system.


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Larian already adressed it and said it will happen. It's not such a big deal right now, since it is extremely easy to reach level 4 in EA


Larian's Biggest Oversight, what to do about it, and My personal review of BG3 EA
"74.85% of you stood with the Tieflings, and 25.15% of you sided with Minthara. Good outweighs evil, it seems."
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Originally Posted by Abits
Larian already adressed it and said it will happen. It's not such a big deal right now, since it is extremely easy to reach level 4 in EA

Well, I wonder WHAT will happen, exactly. Because an important part of making this "fix" work is being sure that the total amount of exp obtainable is (more or less) unchanged.
If it's "Don't worry, we are giving you social exp in dialogues" and then still allowing the player to be a murderhobo and double the reward, they aren't really fixing that much.

As I said the key here (and in any other RPG, really) should be having a goal-based reward system. Give exp for kills only if the combat is the only possible interaction with the encounter.
Otherwise choose a fixed amount of exp to tie to that encounter, and once you reward it (for killing, for solving it pacifically, for fooling your opponents, whatever) any other additional interaction on top is not supposed to give any extra reward.


Last edited by Tuco; 17/10/20 11:16 AM.

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+1 makes total sense, i would only not out exp on crafting, unless it is based on the difficulty to make the item (yeah in case there is real crafting in final game lol)

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Originally Posted by Redwyrm
As example windmill situation.
You can talk out bunch of goblins from attacking you. They all run away and you... gain nothing from it (other than avoiding combat).
"Now that sucks!" first thing most gamers would think right after. Reload. And proceed differently with killing every goblin.


So my first playthrough I did talk my way out of the fight. Now in my second playthrough I decided to kill all for XP. There is actually a 3rd scenario that can occur:
and that is (i'm not sure if it's because I almost immediately delivered a blow to their leader or if it's because I did it with Lae'zel and he wet himself quickly) that he will quickly beg for mercy at the beginning of the fight. You actually have the option to kill him but even though he dies, the rest of the fight stops because the rest of the goblins scram. You lose out on a bunch of XP in that situation as well since I only killed him and 1 other from a pack of like.. I forgot like 8 or 10 strong.



Last edited by cgexile; 17/10/20 03:30 PM.
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Yes

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Originally Posted by Abits
Larian already adressed it and said it will happen. It's not such a big deal right now, since it is extremely easy to reach level 4 in EA

When did they say that? Good to know


I sometimes use thought experiments. I don't necessarily believe in every idea I post for discussion on this forum
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