Originally Posted by kanisatha

But isn't this itself a concern? Should we have to count on modding to "fix" so many different things in a game?
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This seems to be directly contradictory to Larian's stated goal of providing player choice and player freedom to the max.
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They even already had team initiative built into the game, and yet they chose to go down the path of providing only one option and closing out other options. And I don't want to hear some lame excuse about cost.
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Even P:Km, on its very tiny budget, was able to provide a ton of gameplay and difficulty option toggles and sliders. So I feel it is Larian's game design philosophy to not provide gameplay options, and that is bad game design philosophy as far as I'm concerned.

I don’t think there is a need to fix anything yet. Larian is adapting DND5 into their game and they are making some changes. Whenever those changes are for the good or bad remains to be seen and concerns expressed by players familiar with the system are valuable, I am sure of that (though, I would be shocked that this particular issue wasn’t discussed by Larian internally already). Larian’s job is to adapt the system so it plays well in their game and if it takes changes to do so, then so be it. Their job is not to accommodate every single idea every player will have - be it those wanting a pure translation, or people wanting a timed reaction time, people wanting RTwP system etc. If they feel feedback is valid they will most likely adjust. They did change initiative - how much impact the feedback had vs. Internal testing, I don’t know. But it is a significant change. Time and individual turns are quite different designs - supporting both might be irresponsible. During game’s development many things will be tried and discarded. Maybe this implementation of reactions will be discarded as well, maybe not. Time will tell.

You will have to provide a citation for “player choice”. I don’t remember Larian ever talking about implementing multiple rule sets. I suspect you take their quote regarding quest and system design and apply it to something else entirely.

Quoting Pathfinder won’t work well with me, as you should know by now. More doesn’t mean better (which curiously applies to so many aspects of Kingmaker!). When quality isn’t of concern, it’s easier to increase variety.

Last edited by Wormerine; 18/08/20 04:50 PM.