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Joined: Mar 2020
apprentice
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apprentice
Joined: Mar 2020
In my opinion some dice rolls should be removed from dialogue because its role playing game!!

For example im outside the druid village and there is the dead dwarf with a tadpole, i am playing my game my character and i decide my characters alignment, if im going to kill everyone around or be a hero and save everyone..
So why do i have to reload a bunch of times to chose the path i want???
If i want to kill the tadpole i should be able to do so without dice rolls.
The dice rolls should only be implemented when a character is trying to persuade someone or intimidate or something of that sort, however this should not interfere with players MINDSET for the current run..

P.S.
I want to be able to replay the game multiple times and reloads are a part of the game but this is no longer a 1 second reload, even with pretty powerful pc it takes some time to load a game and reloading for nonsence is frustrating.

Joined: Jul 2017
Location: USA
addict
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addict
Joined: Jul 2017
Location: USA
There are definitely too many skill checks just for the sake of them. Like a new DM going crazy.

Joined: Oct 2020
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stranger
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stranger
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Joined: Oct 2020
I think you've missed a vital point with the tadpole example you gave.

You're connected to the Illithid tadpole and it has influence over you because of that connection. Same with the mind flayer in the crashed ship. You and your character might -want- to squish the tadpole, but you're up against some powerful magical forces here. It's up to you to choose the stat bonuses and proficiencies that reflect your character choices and give you an edge when it comes to squishing that tadpole (if I remember you need constitution and something else).

Admittedly luck still plays a big role and even if you tailor your character to that scene you might fail. Larian may adjust all the different scenes and encounters based on how their difficulty reflects the narrative. The difficulty behind squishing the tadpole implies that the influence the tampered Illithid magic has over you is powerful, and a pretty big deal. In this case, your character is trying to "persuade" themselves to overcome that magical influence. You can read into every encounter in the game the same way.

I'll be the first to admit that I'll find it hard not to save scum on my first playthrough when the game comes out, particularly in high stakes encounters (looking at you Arabella). But so far in EA, accepting my dice rolls (for better or for worse) has resulted in some unexpected outcomes, which made me feel really involved and immersed. The amount of effort Larian have put into creating all these different permutations works really well with the dice system and brings it a little closer to that freeform DM style. It does remove some player agency, and if you're trying to get a very specific playthrough, then you're going to be quicksaving a lot.

Last edited by Foxwood; 12/10/20 09:00 AM.
Joined: Sep 2020
old hand
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old hand
Joined: Sep 2020
The tadpole is a bad example of what you are trying to say.

You are not getting a choice over good vs evil in that situation, but you are compelled to beat the tadpoles psionic defenses if you want to kill it, the same as any other DC or saving throw in the game.

The tadpole isn't going to just give up without a fight.

In that case the only thing I wish is that failing the checks wouldn't damage your reputation with most companions.

Last edited by DumbleDorf; 12/10/20 02:22 PM.
Joined: Oct 2020
journeyman
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journeyman
Joined: Oct 2020
Originally Posted by DumbleDorf
The tadpole is a bad example of what you are trying to say.

You are not getting a choice over good vs evil in that situation, but you are compelled to beat the tadpoles psionic defenses if you want to kill it, the same as any other DC or saving throw in the game.

The tadpole isn't going to just give up without a fight.

In that case the only thing I wish is that failing the checks wouldn't damage your reputation with most companions.


Yeah, that's my biggest problem with some of the checks. A lot of times you take a double hit from both failing in what you want to do and taking the reputation hit. And while it's easy to make up reputation with party members who generally agree with you, trying to keep the assistance of ones that don't needs all the help it can get.



Joined: Oct 2020
apprentice
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apprentice
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My problem with the tadpole example is that you have two skill checks for the same skill right in a row. I don't personally think that is a fair approach for the players (who tend to enjoy succeeding skill checks). It just seems like a veiled attempt to make them fail.

If you need multiple checks have them make sense and be diversified. For instance in that scenario, if you pass the skill check to kill the tadpole but want to add some drama - make it slither away faster than expected and require a dexterity check from ANYONE in your party to catch it or a perception/investigation check to see where it went.

Joined: Jan 2009
veteran
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veteran
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Originally Posted by Old-School-Gamer
My problem with the tadpole example is that you have two skill checks for the same skill right in a row. I don't personally think that is a fair approach for the players (who tend to enjoy succeeding skill checks). It just seems like a veiled attempt to make them fail.


Yep, that's the wrong way to do it. If you want them to fail the check, make the DC higher in the first place.

Quote
If you need multiple checks have them make sense and be diversified. For instance in that scenario, if you pass the skill check to kill the tadpole but want to add some drama - make it slither away faster than expected and require a dexterity check from ANYONE in your party to catch it or a perception/investigation check to see where it went.


And this as well.


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