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#463936 24/04/13 05:53 PM
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I asked about this in the KS comments section, but it drowned in the traffic.

Have there been considerations about utilizing unspent AP's to work towards evasive capabilities (AC, dodge, evasion... etc) during enmies' turn?

Much like how in Fallout and Fallout 2, it could be considered a tactical decision (small, yes, but nonetheless) to not use those two or three remaining points at the end of the turn as the unspent AP's were count towards the characters armorclass (further decreasing enemies to-hit chances).

It's a small thing, but as we are playing with weighed probabilities, one more percent in evasive features could mean the difference between life and death.

Also, a more trivial question: Can the player HP and mana bars be changed (toggled through options menu perhaps) to numbers? I'd, at least, find that much more clear presentation than a colorbar.


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Cross-posting from the Traits and Talents thread, I've got an idea on this as well:

What about a Recuperation Talent that helps you if you end your turn with unused action points? If you have 1 or 2 action points left, the talent automatically converts them into a LITTLE bit of healing. Not as much as drinking a potion, just something useful if you end up with spare action points after ending your turn.


EDIT: I don't know how the health scaling in the game will work, or what level you'd have to be to take this talent, or if your HP goes up naturally as you level, so this is just a rough spitballing estimate. Right now in the media build you have 74 HP at level 2.

This only works if you end the turn with 1 or 2 AP. Maybe the amount healed increases per level:

Level 1 = 5 HP each (max 10)
Level 2 = 6 HP each (max 12)
Level 5 = 9 HP each (max 18)
Level 10 = 14 HP each (max 28)
Level 15 = 19 HP each (max 38)
Level 20 = 24 HP each (max 48)

At level 2, 12 HP is 16% of your total. It's probably just enough to keep you going for a while longer. 48 HP probably isn't that much anymore at level 20, but it probably helps.

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That doesn't sound like a bad mechanic. It'd likely be a pretty powerful tool, if done right (and overpowered if done wrong).

However, there's a slight nitpicky(!) problem in that AP's converting to health doesn't really have a locigal reason behind it (why do they do so and how?), it can feel a bit odd ingame. Whereas surplus actions converting to simulating in-round posture of the character explains the possible increase in evasive maneuvering. It's a small thing, but I think there's a point to it when looking from a certain angle.

Last edited by undecaf; 24/04/13 06:35 PM.

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I agree with undecaf, it would expand the tactical options during battle. If not automatically maybe there can be a defence action that costs a few ap, a bit less than an attack or spell would, say 1 or 2.

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If you really need it, the "logical reason" is that they spend those action points to do minor first aid on themselves, bandage themselves up. If not a talent, it could be a Personality Trait -

Battlefield Medic - "You've spent so much time fighting that you are experienced at using anything on hand to patch up small wounds, but all the time in battle has made you unable to fully rest in peacetime." (Convert up to 2 unused AP for in-battle healing, but resting in a bed only heals you up to a maximum of 80% of your max HP.)

I only include that downside because I was under the impression that Personality Traits have a mix of bonuses and downsides.

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Originally Posted by undecaf
"It's easier to tolerate idiots, if you do not consider them stupid people, but exceptionally gifted monkeys."


very OT : but this put such a smile on my face wink



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I wonder if there will be opportunity of attack. Specifically if you are engaged with someone and try to run pass them; do you have a greater chance to inflict damage.

Where this comes from is the ability to create a front line (warrior attempt to keep warrior way from range/spell caster unit). If you enage a warrior do you have any method to prevent or delay or hinder their movement towards the weaker range/spell caster ?

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Originally Posted by Stabbey
If you really need it, the "logical reason" is that they spend those action points to do minor first aid on themselves, bandage themselves up. If not a talent, it could be a Personality Trait -

Battlefield Medic - "You've spent so much time fighting that you are experienced at using anything on hand to patch up small wounds, but all the time in battle has made you unable to fully rest in peacetime." (Convert up to 2 unused AP for in-battle healing, but resting in a bed only heals you up to a maximum of 80% of your max HP.)

I only include that downside because I was under the impression that Personality Traits have a mix of bonuses and downsides.


I kinda read your suggestion wrong. I was myself suggesting (and asking if it is already in in some form - still asking if Sven or someone else happens to read this) for a feature that is constant and nonupgradeable, and somehow related your suggestion to that line of thinking aswell (even though you did say, you copypasted it from "talents" thread).

Yeah, yours could make a nice "trait/talent" for higher level characters. I know there are a bunch of people who would likely consider it a "health regen - run few steps away from enemies, heal for the remaining AP, rinse and repeat until full, win" but I think that sort of thing could be mitigated somehow (use only every X turns, for example)


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Originally Posted by meme
I wonder if there will be opportunity of attack. Specifically if you are engaged with someone and try to run pass them; do you have a greater chance to inflict damage.


Attacks of opportunity are in as far as I can tell.

Originally Posted by dwelfusius
Originally Posted by undecaf
"It's easier to tolerate idiots, if you do not consider them stupid people, but exceptionally gifted monkeys."


very OT : but this put such a smile on my face wink


wave

Last edited by undecaf; 25/04/13 12:41 PM.

"It's easier to tolerate idiots, if you do not consider them stupid people, but exceptionally gifted monkeys."

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