Originally Posted by wasted
Hi everyone,

I've played both divinity games and loved them both. But for BG3 I have a different opinion on how certain things should be.

maybe its just me, but please give your honest opinion on the following things


1) Disengage shoud NOT be a bonus action, it should be a standard action (you cant attack that round, except for bonus action attacks)

2) Jump should provoke attacks of opportunity from everyone in range, and along the jump path

3) Use the tumble rule for athletics (check vs countercheck), so that it can be used to move in combat without attacks of opportunity but can also fail, depening on the enemies

4) Rebalance jump distance & use the "take 10" rule for out of combat, and in combat do a check (jump distance is waaaay too far at the moment)

5) Bonus action of help other to get someone downed +1 hp is totally unbalanced. Remove it completly

6) Have a heal check instead of 5), also make it a standard action, and also make administer potion to a downed player an option (standard action) for everyone

7) Make the AI combat system be in combat and attack the party if a nearby ally of them was attacked and killed (strange to see them doing nothing)

8) Make everyone within a certain range of friends or foes be in combat, if the friends / foes are in combat. Especially rogues who sneak, its lame for them to be allowed to move around freely, let them stay sneaking around unseen but be in turn based combat

9) Remove many of the spell effects and effects / barrels that leave a ground surface. Plainly it is utterly imbalanced. Ray of Frost for instance, shoud just deal cold damage on a hit, not create a patch of ice that they then have a chance to slip on (yay for sneak attack? but too imbalanced) The patch of ice is even created when you MISS with the Ray of Frost. All the mechanics were really fun in divinity 1&2, earth + fire = boom; water + ice = freeze and you know the drill. However all the explosions and all the surfaces (ice fire and so on) leave me utterly perplexed in BG3, they should be used sparingly to great effect in selected encounters, or traps. Not in almost every fight, its strange. If you want to have barrels present in a given fight, make them rare, and also non pick-up-able.

10) Make it impossible to long rest in dungeons. There should also be more balance to it, unlimited long rest have always been a problem in game iterations of d&d. But at least make it so that you can only rest safely in town / the inn. Make a surprise attack that interrupts the rest possible and then you cant rest in that area again till you have rested in town or something like that. The surprise attack enemies give no XP or loot (to not let you farm them ect)

11) Skill DC progession should be seen / felt. It is kinda lame for the DC to be lowered by your skill points in a given skill. Technically its all the same. But it just FEELS better to later on succeed in a skill check with a DC of 35, or 38. You loose the feeling of character progession. The DC's right now will always be around the same number 10 + - 3. Again I know technically it is absolutly the same. It just rubs me the wrong way.

12) Rogue sneak attack: I dont know if they tested it for themselfs and decided that +1d6 every 2 levels is too much. Right now it feels kinda lame. (The rouge gets better damage through sneak attack, but has only 1 attack (standard action), even later on. Which is what it is balanced around. I guess the same didnt quite work out for BG3? Was it too powerful later on? I am left perplexed ^^ Dont really have the nessecary information to make a valid suggestion on how to change it, but I feel that it should be changed.


13) If you solve a situation / quest without combat, but could have solved it with combat, PLEASE let that give us the same ammount of XP. and afterwards set the involved NPC's to not grant XP on a kill if the social interaction granted XP. Because its just plain silly. Do you want us to kill everyone and everything? Because that is what is (mostly) going to happen. It feels way off.



Just to elaborate: I dont expect a 100% true to the ruleset BG3. but there are too many combat imabalances right now, that just lets you cheese everything. From combat positioning, to jumping around 60feet with impunity, strange spell effects that should just not be there, resource free action free healing from everyone for every downed ally. It just all feels too imbalanced.

Also you could make in a difficulty setting, that you set up at the start of the game and cant change (only rest in the city), diffrent jump rules ect, for thoose that want it and find it fun, and for those of us who like the challange of good combat mechanics in this very combat heavy game.

What do you guys think?


1.) Agreed, disengage should not be a bonus action.

2.) Disagree. As it stands, sometimes jump is the only way to maneuver in tight spaces due to the engine, the player shouldn't be punished for design decisions for which they were not responnsible.

3.) No opinion

4.) Disagree, Jump seems to be proportional to strength. Also, many of the terrain features require the distances for their own reasons. Have you finished all the content released?

6.) Help is their approximation of stabilizing. I haven't had anyone downed in a combat yet, but I am just a few hours into the Underdark a lot could change. Having said that, I believe it is better to have such options than not.

6.) Hard diisagreement. Losing two turns in a lot of these encounters would be a difficult thing to come back from, if at all possible, especially when enemies start getting triple digit health and multiple actions while you are still low double digits and possess only single actions.

7.) Disagree, Stealth mechanics in this game are a little less than optimal. In DnD luring an NPC into a stealth kill ambush is not only possible, but frequently employed by any reasonably tactical party. This is the best replication possible without introducing cumbersome mechanics.

8.) Disagree. Again, ambuscades are difficult to emulate given the engine, this is a very agreeable approximation.

9.)Fire shouldn't burn forever, ice should melt, acid should absorb into soil or eventually be neutralized by stone, there should be reasonable expiration of some terrain modifications but immediately after combat seems a little silly.

10.) You can rest somewhere outside of camp? I haven't done any resting yet, my companions made it quite clear sleep was for the weak. I thought it would be interesting to wait to make camp until they were begging for it

11.) Disagree. The more competent one is, the less of a challenge some things become. What they have done makes sense.

12.) Disagree. My rogue is still my primary damage dealer even gimped, and worse, what will work for the player will apply for the NPCs. There are enough scripted encounters where enemies have the advantage of numbers, terrain, health and damage. The last thing they need is increased sneak attack damage to ensure one shot kills to kick things off.

13.) Agreed. I am of the opinion that any RPG that truly cares about player choice and freedom should make non-violent runs a real, if difficult, option.



Last edited by DistantStranger; 09/10/20 08:01 PM.