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There's a lot of talk about whether shove is too strong or just fine. Whether resting needs to be addressed. Whether it should be turn-based or real-time-with-pause.

Perhaps put these in as gameplay options for people to select. Sliders for short rests per long rest, frequency of terrain effects like exploding barrels, shove distances, shove bonus action or action. Spectacular animations for Jump/Dash/Shove on/off, etc.

This is extra development, so probably lower priority than actually finishing the game, but consider it for a post-full-launch free update or something like that.

Personally, I like shove and turn-based as they stand and on resting I would see maybe adjusting short rests to 2 per long rest. But I would not care if other people want those turned off for their playthroughs as long they are not insisting that nobody be allowed to use the options as they now stand.

These are all preferences rather than problems and the best solution is to try to make each side have access to what they want, especially if the options are individual so you can customize.

Last edited by Thrythlind; 15/10/20 05:04 PM.
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Having "enable" features and "sliders" after it's finished would be nice for some things; but definitely like you said, should be low priority for now. It is all being balanced as they see feedback. People (myself included) posting about things they would like to see altered, is mostly in response to certain mechanics being vastly changed from core rules. While some things need to be changed since there is no DM or just because pen and paper doesn't translate well to pc, most of it should remain as true as possible to the core rulebook. Then add sliders or options later for people who want to "house rule."

I love the fact that Larian adds their own flare to the game. I like creating surfaces, and want that to stay, as it adds another level at tactical gameplay. I do however think they need to tone that down a little bit.

Long rests, as it is currently implemented, serves no purpose. They had may as well save us the 30 seconds it takes to "go to camp" and make It work like short rest and remove the short rest option (God I hope they don't do that).

Turn based is how d&d is played, and RTwP would invalidate the core 5e action system, so I hope that doesn't change and don't expect it to


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To add to possible gameplay options (again this is really low priority and is mostly "this would be nice")

High starting attribute points (30 pt, maybe)
Free starting feat.

These are relatively common house rules.

This could be considered a difficulty setting, or if you can increase enemy stats as well, it just becomes flavor for people wanting a higher scale sort of engagement.

For reference, my brother's char gen rules for his game was to give everyone a free feat and then had people roll 5d6 (keep 3) rolled seven times (keep 6) and then bumped players up to the level rolled by the person who rolled the highest. And he has had no problem keeping the danger of the campaign high, it seems like we're fairly constantly low on HP and resources and any sort of rest comes with a huge risk because he WILL advance the story while we rest. He just feels feats are more interesting than stats and personally dislikes it when the PCs have lowish stats because he wants them to be highly exceptional.

To quote another GM of mine with a similar philosophy "the stronger you are, the more interesting the things I can throw at you"

Though, sadly, I'm aware that a CRPG can't be as flexible to player power levels as a tabletop game. Oh well.

Last edited by Thrythlind; 15/10/20 06:47 PM.

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