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stranger
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OP
stranger
Joined: Oct 2020
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I see a heck of a lot of people posting requests for LESS D&D mechanics in a game that is literally part of the D&D franchise. Personally I think this title needs to follow the 5e ruleset even more strictly. From what I've played, the title doesn't seem to stick well to the traditions of Larian or D&D. It sits in the middle somewhere, not satisfying the hunger for either one. I get that some people might prefer BG3 as a more traditional video game, but that's quite a snub to the franchise it takes place in. As a fan of both DOS and D&D I would very much like to see this game stick to what it calls itself: D&D. This is not DOS3 or some other original that Larian is creating, its an established IP with established rules and mechanics; so use them. Not doing so would be as nonsensical as releasing DOS3 as an over the shoulder action-rpg. I get that not everyone wants to play in the D&D ruleset, that's fine; there are plenty of other games without D&D branding to play.
There may be people making that argument that it's impossible to achieve the true feel of D&D in a video game because there's no dungeon master. To them I ask, have you ever read an official adventure module? There's enough info jam packed in those things that the game practically runs itself. Combine that with a half decent program to manage player decisions and you've basically got an AI DM to run the whole adventure. Sure player's will come up things you never would have imagined or implemented into the game in a million years, but I think you'll find them quite forgiving when it comes to that. Far less so, when it comes to the core heart and soul of the game not being true to its branding.
TL;DR,
Please adhere more strictly to the core rules and mechanics that make D&D what it is. This isn't DOS3.
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journeyman
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journeyman
Joined: Oct 2020
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Agreed. I wouldn't want to make this game resemble DOS even more. It's already too close in my eyes. I think a significantly different game (mechanically and atmosphere wise) will only do Larian good - as it will increase the potential customer base. We can always have DOS3 for those who love that one.
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enthusiast
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enthusiast
Joined: Oct 2020
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Agreed. I wouldn't want to make this game resemble DOS even more. It's already too close in my eyes. I think a significantly different game (mechanically and atmosphere wise) will only do Larian good - as it will increase the potential customer base. We can always have DOS3 for those who love that one. To be fair, much of this Divinity feeling is still in the presentation... and a bit in the writing. Some of it (UI, animations, voicework) might still be alleviated in the coming months. If Larian can be convinced there are problems, that it.
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addict
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addict
Joined: Jul 2017
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What Warbaby said. There is way too much Divinity in this to begin with. This game should have started with 5e ruleset THEN had some divinity layered on top, right now its Divinity first with some 5e layers which is fucking up the balance and the rules of this game. Like all the free surface damage everywhere, UI's, the writing for custom characters bc resource went into the Origin system (that i personally hate).
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apprentice
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apprentice
Joined: Oct 2020
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Agreed. I wouldn't want to make this game resemble DOS even more. It's already too close in my eyes. I think a significantly different game (mechanically and atmosphere wise) will only do Larian good - as it will increase the potential customer base. We can always have DOS3 for those who love that one. To be fair, much of this Divinity feeling is still in the presentation... and a bit in the writing. Some of it (UI, animations, voicework) might still be alleviated in the coming months. If Larian can be convinced there are problems, that it. I think that the game feels to much as divinity, too. Your point is good. With some changes to the UI and things like the shop, looting, you could do much to change the feeling to be more BG like.
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journeyman
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journeyman
Joined: Oct 2020
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A good start would be to leave spells and abilities as they're designed in the 5E rules instead of adding surfaces and interactions that turn every fight into a series of explosions and environmental effects as early as level one. I've never had a level one encounter in D&D where I was more worried about a barrel than I was about a goblin. That's just not what D&D feels like.
When the Infinity Engine games changed a spell or mechanic, it was typically because of an engine limitation, not because it would serve some subjective purpose or to leverage old design/engine work. If you want to make an original RPG, please do so, and please call it something else.
BG3 is a ton of fun as a game, but when you start adding environmental effects to the already hotly debated at-will spells casters get and give disadvantage/advantage on all attacks to .1 meters of vertical disparity, it stops being D&D. And for those of you out there who don't really get what people are on about, you should understand that Baldur's Gate isn't just another quality cRPG like Mass Effect or Dragon Age. It was beloved in large part because it was so tightly analogous to playing the tabletop game at home without friends. Those of us who played this series growing up and have fond memories of it typically do because it was so much alike to the paper & pen system, something to fool around with between campaigns. To throw that out and still call it Baldur's Gate is really silly.
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stranger
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stranger
Joined: Oct 2020
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Agree. Personally when I saw this game coming out my first thought was "I cant wait for a good game that follows the D&D 5e ruleset!" My next thought was that Larian would be an amazing studio to bring that concept to life.
I really believe that much of the fanbase has a similar sentiment where they would like a game that faithfully follows the 5e ruleset.
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enthusiast
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enthusiast
Joined: Oct 2020
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A good start would be to leave spells and abilities as they're designed in the 5E rules instead of adding surfaces and interactions that turn every fight into a series of explosions and environmental effects as early as level one. I've never had a level one encounter in D&D where I was more worried about a barrel than I was about a goblin. That's just not what D&D feels like.
When the Infinity Engine games changed a spell or mechanic, it was typically because of an engine limitation, not because it would serve some subjective purpose or to leverage old design/engine work. If you want to make an original RPG, please do so, and please call it something else.
BG3 is a ton of fun as a game, but when you start adding environmental effects to the already hotly debated at-will spells casters get and give disadvantage/advantage on all attacks to .1 meters of vertical disparity, it stops being D&D. And for those of you out there who don't really get what people are on about, you should understand that Baldur's Gate isn't just another quality cRPG like Mass Effect or Dragon Age. It was beloved in large part because it was so tightly analogous to playing the tabletop game at home without friends. Those of us who played this series growing up and have fond memories of it typically do because it was so much alike to the paper & pen system, something to fool around with between campaigns. To throw that out and still call it Baldur's Gate is really silly. Besides the fact that the infinity engine games, for many many many people, where the actual gateway into D&D in the first place... BG1+2 (and to a lesser degree IWD1-2) was, for a looong time, the best, most faithful recreation of the Forgotten Realms in game form out there. Same what Torment was for Planescape. Sporting impressive writing, memorable characters (that even got reintegrated into D&D lore over multiple versions to this day) and follow-up novels, comics, etc. To the tabletop community, BG was not only a "based on" game series, it was/is an integral part of their hobby. Compared to this... and I really don't want to come of as elitest here or anything... the Divinity series was an nice, but ultimately insignificant piece of good fun in a vast sea of forgettable fantasy RPGs.
Last edited by WarBaby2; 11/10/20 11:02 PM.
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apprentice
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apprentice
Joined: Oct 2017
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Well I am quite a fan of divinity original sin series, I agree with some environmental interaction with spell, but now it seems much. Fire spells leave fire surface on stone floor? Ray of frost tripped enemies like hell? If there's wooden floor with more powerful spell like fireball (not cantrip), it could leave fire on surface, any of good DM would make it happen. Ice storm on water surface possibly make frozen surface that tripped melees. Now playing melee just jump every time with bonus action to avoid surface effect just like frog. (and there's bug you can move more than movement point with jump) it's just suck being melee now.
Free disengage of enemies just ignore the positioning of Martials is a bit much too, what's the point of opportunity attack? Goblins disengage every time, if he/she doesn't have healing potion, or spell.
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apprentice
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apprentice
Joined: Oct 2020
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After reading in this forum I'm becoming a WarBaby2 fan
For me, personally... it frankly starts with the intro/main menu. The logo is right, the music and background aren't. Neither does the music riff on the classic Raldur's Gate theme (which BG2 did), the moving, 3d background: 100% Divinity OS.
After the game starts, we are frontloaded into a high octane, Planescape'esque action scene. Too much! Beginning a new D&D adventure should have a level appropriate feel. Yea, sure, the whole plane-chase aboard a Nautiloid, hunted by Githyanki raiders on red dragons is ultra cool, but, why not at least flash back to a "a few days earlier" prologue right after, where you can familiarize yourself with your character and the actual world for Toril for 2 or 3 levels, before you are pushed into crazy, Illithid mind bug, eternal Blood War, crazy territory? Remember BG1? You started of going through a more or less lazy day in Candle Keep... with assassins hounding you... before sh*t hit the fan.
Next, it's the whole look an feel of the UI. No right click interaction with character portraits, the inability to select your characters properly, that still very ropy chaining system. Inventory management is also very unintuitive. Equipping weapons and gear is... interesting. Spells scrolls are far too abundant and can be used by every character. 1000 interactive objects in the world, all are full of trash or outright empty. All of that worked so much better even 20 years ago in BG1.
Which leads me into: The rules: Yea, no. The basics are there. We have dice rolls, (very basic) character sheets, a few races, classes, spells and special abilities... but as soon as that's translated into actual gameplay, it's pure bouncy, wacky fun. Everything burns, explodes, falls over, jumps,... just like in Divinity! There is some nice stuff, like that multi faceted dialogues, branching here and there according to who speeks - if they can restrain the writing to stuff that characters in Faerun would actually say. But % chances to hit? Visible perception rolls? Hiding in more or less, plain sight? Bonus actions for everyone? Jeezas!
...and lastly: The world, the story and the characters. Wow, what a mess. I mean, sure, some of it has to be put down to game's status as EA, but also - sadly - to writing. First and foremost: The whole Ilithid tadpole gimmick is shaky from minute one, because... how to put that: Aside the fact that it highly convoluted and probably could be solved in a few, quick and easy ways by a competent group and DM, if it came along in a proper campaign, it completely roots the story in something outside of the world you are supposed to play in. Ilithids are creatures of the planes and Underdark, not Fearun proper. You are a first level adventurer. You shouldn't deal with stuff like that until level 10 plus. Heck, your companions (aside maybe La'zel) and you shouldn't even know about stuff like that without extensive research into obscure lore. It's like if in BG1, you not only immediately got the info that you are a Baal spawn, but also got a party of other god choosen and spawns together, jumped through portal to the plane of fire, and dealt with a conflict between a group of thieflings and Azers... that's D&D "campaign whiplash". So, right after you took that gut punch, and met a possy of the most convoluted adventuring buddies ever, you are reproached by a f-ing demi-fiend/cambion/whatever who immediately offers you an infernal deal! No adventuring down the Sword Coast for a few days/months, solving problems for local hamlets, making a name for yourself, learning to know your companions... instead you have tee with motherf-ing Volo, 5 hours in... and no, that's not the same as meeting Elmister on you way to the Friendly Arm.That one was a nice nod, the other is a lore sledgehammer to the face. See where I'm going with that?
Bottom line: You know who does stories like we got in BG3 right now? Larian, in their Divinity games...
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enthusiast
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enthusiast
Joined: Oct 2020
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]After reading in this forum I'm becoming a WarBaby2 fan Damn... now I wish I had made this rant it's own thread.
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stranger
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stranger
Joined: Oct 2020
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I've only played the game a handful of hours, but I agree—too much DOS mechanics. I do really love the DOS games, but I've also played and loved every single game connected with the D&D franchise. This needs to stay more true to D&D and *not* be a hybrid between DOS and D&D.
I'm not saying this means Larian shouldn't be creative, but come on, guys -- D&D games, and moreover DMs themselves, never have implemented the crazy surfaces and 'splosions of everything like a DOS game...unless it was an immature homebrew campaign based on DOS ;-) And the surfaces of stuff is just one glaringly noticeable DOS carryover...but it illustrates the point I think.
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journeyman
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journeyman
Joined: Oct 2020
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As for now, if I'd want to exagerate things just a tad bit, I'd say I feel closer to playing a D&D videogame when using roll20 macros than when launching BG3.
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stranger
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stranger
Joined: Oct 2020
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What Warbaby said. There is way too much Divinity in this to begin with. This game should have started with 5e ruleset THEN had some divinity layered on top, right now its Divinity first with some 5e layers which is fucking up the balance and the rules of this game. Like all the free surface damage everywhere, UI's, the writing for custom characters bc resource went into the Origin system (that i personally hate). +1 This is so true.
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member
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member
Joined: Oct 2020
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I sure wish this forum had a +1 button, but since it doesn't, here's a +1 post.
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veteran
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veteran
Joined: Jul 2014
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Fun fact: with all its occasional flaws or minor tweaking needed, BG3 actually sticks closer to the 5Th edition than BG 1 and 2 ever did to the second.
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enthusiast
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enthusiast
Joined: Oct 2020
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Fun fact: with all its occasional flaws or minor tweaking needed, BG3 actually sticks closer to the 5Th edition than BG 1 and 2 ever did to the second. No, it doesn't. BG1-2 did mostly just drop stuff that couldn't be translated to the video game format, BG3 invents stuff not even in the 5e rules just to make it more exciting and dynamic... we all know the list by now: Characters are able to do stuff they can't do in the rules, enemies are able to do stuff they can't in the rules, spells and items have effects they don't have in the rules, etc. etc. etc. That's not tweaking out of necessity, that's tampering by rule-of-cool.
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stranger
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stranger
Joined: Oct 2020
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Amen. I have 850 hours logged between DOS 1 and 2, and I have played a bit of 5e. I agree, most of the suggestions/outrages are either DOS players not liking 5e rules (spell slots especially, resting, skill checks/saving throws, etc.) OR they are 5e players who don’t like regular RPG style mechanics, aka searching through individual containers, inventory management, etc.
Can’t win I guess lol
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enthusiast
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enthusiast
Joined: Oct 2020
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I personally like the environmental damage that the game adds to DnD. Granted, I have only played 5e, so can't speak for other editions, but in my opinion 5e lacks theses mechanics so that combat involves less bookkeeping.
For example a lot of fire based spells set objects on fire, unless they are worn or carried. Creatures just take the damage up front. Why - because if somebody cast fireball into a group of enemies and the DM would have to keep track of burning effects (like the oil item for example) then the game would grind to a halt.
In BG3 there is no issue - the bookkeeping is done by the game for you.
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old hand
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old hand
Joined: Oct 2020
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