Originally Posted by Ellderon
The difference with KCD is that you are one person. in BG3, you control a party.
Would that make things more of a chore or less? More immersive or less?

Technically, all of that activity can be contained within the camping/resting option. How can you make it interesting or immersive?

In KDC, you sneak in the forest and hunt a rabbit, cook it and eat it.
Could that work in BG3? Would you even need to?

Add to it that money is not lacking in D&D and you can stock up on rations easily...
Dunno


As you said, in KDC you're alone.
In BG1&2, in PoE, in P:K, you also control a party and they are way less arcady and way more immersive games than DoS 1&2.

Immersion is a feelings that is not exclusive to a camera view (TPS, FPS, isometric) a combat system (RT, RTwP, TB,...), or a "genre" (RPG, Survival, Action...)
Nearly every kind of game can be immersive but it's of course an addition, a hole of well designed elements that served the purpose of the game and its immersion.

This topics talk about one but it's still not a hole and other elements have to be designed in consequences for this one not to be boring.
I totally agree all mecanics we're talking here would be boring if players have to walk for 10 minutes every hours.

This is not what happened in the game I gave as exemples, and this is obviously not what I imagine.

Originally Posted by Xvim


Having entire inventories of characters filled with arrows because they couldn't hold any more weight, but had slots while those with who could hold weight lacked slots didn't feel immersive to me. I didn't think the ammunition would run out, but the adjustment of who was holding it (the casters who had no strength) vs the people using it was just tiresome after a while. The management here was already altered as arrows were weightless in BG1/2 even though in 2e they weighted 1lb/10 arrows (it has since been changed to 1lb/20 arrows). I would guess that if you add arrow management, you are doing so by adding their weight.

This would be mitigated by removal of the slot limitations of the first games as well as the change in carry capacity between editions. In 5e, your maximum capacity is 15x Strength, so a 20 strength character can only carry 300lbs (and only move at full speed with 100lbs if you are using scaling encumbrance categories).

I wouldn't be sad to see it gone because it can be tedious to manage small things (like the weight of your money at 1lb / 50 coins), but I don't think it's detrimental if it doesn't require micromanaging inventory slots as it previously did.


I totally agree it was sometimes boring but absolutely not because of the weight.
It was because of the place it tooks in the inventory (that inconvenient was also reduced when stack had increased).
Add an "ammo belt" for ranged units in BG1&2 and there's no more inventory management problem.

Last edited by Maximuuus; 24/03/20 11:07 AM.

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