So I just watched the gameplay reveal and I'm so far loving what I'm seeing. I very much enjoy the Original Sin style gameplay and anything with D&D on it gets twice as good automatically!
I did have some worries, though, and some of them might simply be that they weren't implemented yet or were bugged. It was pre-alpha after all!
First thing I noticed is the player character being voiced and dialogue options being in the past-tense. Normally I prefer voiced player dialogue and it makes sense that a pre-created character would have it's own voice, but for a D&D setting it just feels kind of... off. The past-tense dialogue options seem incredibly awkward. Especially with stars on them. I guess they're kind of going for a Dragon Age 2 feel where it's all being told as a story that happened in the past, so maybe it'll make sense once you play the game but right now it was a huge turn-off for me.
In combat I noticed that everyone on one side gets to move at the same time instead of each character having individual initiative. That just seems really wrong. It removes a lot of the tactical gameplay where you aim for specific enemies because they will go first and you can't build for some of you characters to have a high initiative. I hope this is something that is subject to change.
EDIT: Someone on the forums mentioned how it would make it feel more dynamic in a multiplayer and I can definitely see that. If everyone can move at the same time it makes it more realistic and organic. For singleplayer, though, I'd prefer individual initiative.
I also noticed that Shadowheart kept getting missed while she was unconscious. It feels weird that a guy would miss an unmoving body three times in a row. It should be an automatic hit.
Being able to throw objects to damage your opponents is really cool, but having it as a bonus action seems kind of overpowered. It's practically a ranged attack at that point.
While it's convenient that we can see % I hope there will be a mode that let's you see dice instead to give it that D&D feel. Having a window that shows the math doesn't really do that for me.
He also talked about having to rebalance as they currently take the numbers straight from the book. I hope they keep that as an option and also that they won't go all crazy with numbers at high levels. D&D Online does that and it ends up being hundreds or thousands of damage per hit.
Jumping is really cool, but the animation is very over the top. Hopefully it's a placeholder.
Then there's the perception stuff. It seemed like it automatically goes off when you get near something? Passive perception is cool, but I don't think it should tell you when it fails as that lets you know that there actually is something there.
Same thing with the skeletons and stealth. The character wouldn't know (unless he's learned or has a high int) that skeletons have darkvision, so maybe he shouldn't see their extended vision cone. This would also make for an awesome gameplay element - that you have to learn about the monsters you might face in order to see more about them in combat. There could be books, scholars etc. to teach you.
Those are my initial impressions for the gameplay reveal. I mostly loved it and I really look forward to playing the game!
All in all I just pray they really turn the D&D up a notch! Make it feel more like you're a player in a tabletop game where you don't know anything, where you can get really creative and have a ton of options for how to make your characters.
EDIT: Oh and also, Sven mentioned that there will be more races than what they're showing now, but he said no such thing regarding classes. I really hope we at least get the 12 base classes.
Another good point I've seen someone make it that you shouldn't be able to see other characters HP nor should you be able to see places where you haven't been yet. I think there should be a completely dark fog of war on places you haven't visited yet. Possibly with an option to peep through keyholes or listen for footsteps/chatter in order to gauge what's behind a door.
Also in the mini-dungeon I feel like a huge barrel exploding would warn the other bandits (just like the shortcut would) and a big globe of darkness should probably warn the guy that something is up. Make him look around instead of just pretend like nothing has happened.
Last edited by Madja; 28/02/20 07:04 PM.