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Originally Posted by Stabbey
Originally Posted by Emrikol
My point was that most games don't even give you the option of anything but death when you hit zero HP, so you're already ahead in D&D.


Are you referring only to pen and paper, or are you including videogames in that statement? Because dying in pen and paper is a lot more punishing than hitting "load last save".

I was only referring to video games


Originally Posted by Stabbey
Originally Posted by Emrikol
Ideally, AI should use tactics a human would. Creatures don't go unconscious, but if they did, you know we likely wouldn't leave them there to finish them off after the fight, lest they get revived.


We would if there were still other, more immediate threats. Now, if we knew that they would be revived back to full health, then we'd finish them off. But healing brings someone back wounded, and easy to knock back down.

We might, which goes to my earlier point about varied AI. Also, just as we could know "that they would be revived back to full health" so might the AI, and they should act accordingly.

Originally Posted by Stabbey

The issue is the AI priority seems out of whack. It's still apparently using D:OS 2's AI 2.0 , which was programmed to ignore high AC targets and go for squishy characters. However, D:OS 2 and BG 3 have very different action economies. D:OS 2 was classless and let any character use healing spells and scrolls, and healing spells were both more powerful than they are in BG 3, and limited only by cooldowns. In addition, there was resource and time-free full healing for all living characters out of combat using bedrolls. Different gameplay styles should have different AI styles.

Yeah, I agree, which is why it does need to be balanced. I just don't see leaving unconscious characters alone as the best way to do that.

Originally Posted by Orbax
You set up encounters specifically to be attrition battles. Its not the first battle thats hard, its the 3rd, and then you dont have time to rest before you fight the boss. Thats why they are at the end of the dungeon, you have a hard time sleeping without getting jumped and losing almost as many resources as you just got and now you have to fight something powerful that is going to go full force until they die, cursing you with their last breath.

Unfortunately, unless resting gets heavily revamped, it won't be like that.

Again, I see what you are saying. I think that requiring us to manage downed party members is better than having the AI ignore them. Just make sure we have the tools to do so.

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Originally Posted by Emrikol

Again, I see what you are saying. I think that requiring us to manage downed party members is better than having the AI ignore them. Just make sure we have the tools to do so.


It is somethin I mentioned in the "Resting is broken" threads. Almost every encounter is lethal as opposed to difficult. Resting is broken because it needs to be to deal with the encounter system.

D&D encounters are phases with branches:

- A party coming up to an orc cave would have a large open space and see 2 orcs on guard, one which seems to be sleeping. There is an alarm drum next to one.
There are a lot of ways to handle that situation.
- Loud noise to draw them away.
- Cast sleep on the other one as the HP of the second doesnt count as he is already afflicted by the condition (or is he just drunk)
- An arrow shot to the drum (better hit!)
- Charm / Dominate
- A silence spell
- Disguise
- Sneak and kill
- etc...

On alert, they hit the drum. More are coming...Engage, leave, lure them all out into the trap youve set up - you wanted them to chase!

But if the orc cave was simply 12 orcs sitting outside around a campfire, thats a lot harder. I think they have a fundamental issue with encounters having put a wobble into the wheel of all the other mechanics, for sure.


What is the problem you are solving? Does your proposed change solve the problem? Is your change feasible? What else will be affected by your change? Will your change impact revenue? Does your change align with the goals and strategies of the organizations (Larian, WotC)?
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Originally Posted by Orbax
They go after unconscious people wayyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy too hard. If I did that as a DM my players would burn me at the stake.


Seconded. Watching every goblin archer in the camp try to shoot my dropped wizard with disadvantage and missing shot after shot while my two fighters drop their friends like flies is... weird.

Last edited by Corren; 13/10/20 03:31 PM.
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Originally Posted by Corren
Originally Posted by Orbax
They go after unconscious people wayyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy too hard. If I did that as a DM my players would burn me at the stake.


Seconded. Watching every goblin archer in the camp try to shoot my dropped wizard with disadvantage and missing shot after shot while my two fighters drop their friends like flies is... weird.


The way I got through the goblin camp was to use his brain slug ability to reflect projectiles - arrows, bottles...reflects them all. Its a nod to the fact they know it happens but it puts an uncomfortable onus on the illithid powers when you might not want to, but man that is SO HARD without it.


What is the problem you are solving? Does your proposed change solve the problem? Is your change feasible? What else will be affected by your change? Will your change impact revenue? Does your change align with the goals and strategies of the organizations (Larian, WotC)?
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Originally Posted by NutGobbler1
Enemies focus wizard -> wizard gets down -> use one action to pick up wizard -> at least 1 enemy makes sure to down that wizard again and if they dont kill the wizard after that than you repeat the circle...


This is nearly every fight for me. Takes 2 of my party members out of the fight: 1 to keep picking up, the other to keep falling down.

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Originally Posted by BlackUnicorn
Originally Posted by NutGobbler1
Enemies focus wizard -> wizard gets down -> use one action to pick up wizard -> at least 1 enemy makes sure to down that wizard again and if they dont kill the wizard after that than you repeat the circle...


This is nearly every fight for me. Takes 2 of my party members out of the fight: 1 to keep picking up, the other to keep falling down.


Ive gone abjuration school for him every time and insta-cast mage armor on him coming out of a long rest. Add blur or mirror image (using scrolls) before a fight / 1st round as needed. I always have him at 4th position in the portrait chain and I don't know if that coincided with a patch in AI, but altogether it has been significantly better. I also keep thunderwave & misty step handy. It might still happen Ive just gotten used to keeping him safe now and haven't thought about it too much anymore. Giving him healing word and 15 potions doesnt hurt either lol. My god...I have a lot of mechanisms in place for this man.


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I agree with Crewell that some enemies should focus my downed party members. Feral enemies like gnolls, and maybe extremely intelligent/sadistic boss enemies (e.g., Gut, Ragzlin, Minthara). This would add tension to ~boring (newborn gnolls) and important (Absolute leaders) battles. Maybe with a taunting voice line as they attack my downed party member. That could be fun.

But every single goblin ignoring my tank to attack my downed squishy, please no. Like, I get that I can revive people basically for free. But it's annoying to do so. Having to worry about normal death saving throws and accidental AoE is enough.

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Originally Posted by Orbax
They go after unconscious people wayyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy too hard. If I did that as a DM my players would burn me at the stake.


Maybe that's why gale has necrosis aura on death??? hahaha



I' featherfallled down from the phase spider pit and hat the minotaurs jump astarion hard. They knocked him down into the fire/poison plant pit before the myconid colony. They didn't set it off, but they did both JUMP down after him. I was laughing the whole time, it def made the fight easier.

Also i really didnt have too much of an issue with gale being singled out. When he was, i just dropped Fog cloud on top of him and let the melee go crazy missing.

If i were the NPC's Id kill your clothie first too. "Oh shit wizard" kill him. Use it to your advantage.

Last edited by Okidoki; 19/10/20 11:51 PM.
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Originally Posted by mrfuji3
I agree with Crewell that some enemies should focus my downed party members. Feral enemies like gnolls, and maybe extremely intelligent/sadistic boss enemies (e.g., Gut, Ragzlin, Minthara). This would add tension to ~boring (newborn gnolls) and important (Absolute leaders) battles. Maybe with a taunting voice line as they attack my downed party member. That could be fun.

But every single goblin ignoring my tank to attack my downed squishy, please no. Like, I get that I can revive people basically for free. But it's annoying to do so. Having to worry about normal death saving throws and accidental AoE is enough.


aYeah, they even have handy categorizations like "Beasts" and stats like Intelligence and CR that could make these some pretty easy tables to manage. The general rule, in my long D&D experience at least, is don't do it. I think the times and places where it happens should be memorable exceptions / "FK i hate wolves" kind of things


What is the problem you are solving? Does your proposed change solve the problem? Is your change feasible? What else will be affected by your change? Will your change impact revenue? Does your change align with the goals and strategies of the organizations (Larian, WotC)?
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Originally Posted by Orbax
Originally Posted by Corren
Originally Posted by Orbax
They go after unconscious people wayyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy too hard. If I did that as a DM my players would burn me at the stake.


Seconded. Watching every goblin archer in the camp try to shoot my dropped wizard with disadvantage and missing shot after shot while my two fighters drop their friends like flies is... weird.


The way I got through the goblin camp was to use his brain slug ability to reflect projectiles - arrows, bottles...reflects them all. Its a nod to the fact they know it happens but it puts an uncomfortable onus on the illithid powers when you might not want to, but man that is SO HARD without it.


First of all, I don't see the death problem to be that big of a deal considering how easy BG3 makes it to resurrect folks. 200g is super easy to come by.

The second issue is that perhaps attacking the goblin camp head on isn't really the smartest decision and you are being punished for that. There are numerous paths you can take to assault the goblins from high ground that would be far, far safer. The goblin camp is a classic action economy disadvantage. You need to make use of other advantages (like terrain) to win. Your character is a wizard. They presumably have a 16+ INT, they should be smart enough (from an RP perspective) to not assault a full camp of Goblins on even terms. Also you could alternatively go for the stealth approach that is recommended by like 3 different NPCs (e.g., come in over the back side, assassinate the passed out drunks, and go in through the roof, sneak in and attack from the rafters). Or you can run with a +5 in persuasion and get by that way. You don't have to use the power word authority at all.

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Originally Posted by BROttorney

Originally Posted by Orbax
Originally Posted by Corren
Originally Posted by Orbax
They go after unconscious people wayyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy too hard. If I did that as a DM my players would burn me at the stake.


Seconded. Watching every goblin archer in the camp try to shoot my dropped wizard with disadvantage and missing shot after shot while my two fighters drop their friends like flies is... weird.


The way I got through the goblin camp was to use his brain slug ability to reflect projectiles - arrows, bottles...reflects them all. Its a nod to the fact they know it happens but it puts an uncomfortable onus on the illithid powers when you might not want to, but man that is SO HARD without it.


First of all, I don't see the death problem to be that big of a deal considering how easy BG3 makes it to resurrect folks. 200g is super easy to come by.

The second issue is that perhaps attacking the goblin camp head on isn't really the smartest decision and you are being punished for that. There are numerous paths you can take to assault the goblins from high ground that would be far, far safer. The goblin camp is a classic action economy disadvantage. You need to make use of other advantages (like terrain) to win. Your character is a wizard. They presumably have a 16+ INT, they should be smart enough (from an RP perspective) to not assault a full camp of Goblins on even terms. Also you could alternatively go for the stealth approach that is recommended by like 3 different NPCs (e.g., come in over the back side, assassinate the passed out drunks, and go in through the roof, sneak in and attack from the rafters). Or you can run with a +5 in persuasion and get by that way. You don't have to use the power word authority at all.


Its not so much that its "death", though Gale in particular turns into a bomb and kills your dog when hes TPed to camp. its that someone being dead means you are a 3 man party and thats a huge reduction. Not gonna lie, 200 hours into the game now and can beat everything pretty easily, but its the fact that first playthroughs you kind of just follow the road. Go rescue Halsin, he is in the goblin camp. Cue fight. Or get let in by goblin girl because you think "that sounds hard". Rescue Halsin, cue fight out of it. If you save the grove, get kagha redeemed, lie to Minthara, and THEN go to Halsin, you can just walk out and never fight them and Halsin just meets you at the grove after you fight off the attack as all the commanders are with Minthara. So there are bypasses and all sorts of elevation, shadow, fog, grease, environment, sneak, so many things for sure. This is more directed at your first time player's perspective as that isnt terribly far into the number of hours you will have played by then and it has a bit of a shock associated with it going in as a relatively inexperienced player.


What is the problem you are solving? Does your proposed change solve the problem? Is your change feasible? What else will be affected by your change? Will your change impact revenue? Does your change align with the goals and strategies of the organizations (Larian, WotC)?
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Originally Posted by Orbax


Its not so much that its "death", though Gale in particular turns into a bomb and kills your dog when hes TPed to camp. its that someone being dead means you are a 3 man party and thats a huge reduction. Not gonna lie, 200 hours into the game now and can beat everything pretty easily, but its the fact that first playthroughs you kind of just follow the road. Go rescue Halsin, he is in the goblin camp. Cue fight. Or get let in by goblin girl because you think "that sounds hard". Rescue Halsin, cue fight out of it. If you save the grove, get kagha redeemed, lie to Minthara, and THEN go to Halsin, you can just walk out and never fight them and Halsin just meets you at the grove after you fight off the attack as all the commanders are with Minthara. So there are bypasses and all sorts of elevation, shadow, fog, grease, environment, sneak, so many things for sure. This is more directed at your first time player's perspective as that isnt terribly far into the number of hours you will have played by then and it has a bit of a shock associated with it going in as a relatively inexperienced player.


Yes, dropping to 3 or less characters is a huge disadvantage. That's why you need to aid downed characters fast, and get them out of danger asap. There are lots of tools to do that. I think the hardest fight in EA is Bulette (IMO). That guy has a massive AOE range and can KO characters 2+ at a time. Even so, if you can have at least one character keeping pressure on (for me, Lae'zel), and the others reviving each other, you'll win a hard fought battle, and that's very satisfying. I think a close second was the Druegar ambush, because that seriously caught me where I was in an awful position. Bulette doesn't have "good positioning" so that's why it's the "hardest."

Sure, if you know exactly what to do with the goblin camp, it's very easy. But that wasn't even really my point either. All of my suggestions did not require optimal decision making. Simply better decision making than "the worst possible choice." The game absolutely should punish you for making bad choices (e.g., marching in the front door looking for a fight surrounded by numerous goblin archers all with advantage on you). Just start your attack from on top of one of the walls and it's many times easier.

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