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I don't think anyone's complaint about the barrels is that people shouldn't be able to plan carefully and set up the battlefield a little bit. If you want to do cool things, that's great!

One problem is that the barrels are currently the -only- way to do this. It would be so much cooler if, instead of generic exploding barrels that outshine the things the characters can do on their own, if we could actually utilize each class' skillset to create interesting and varied traps that are designed for the situation. Let the ranger dig pit traps and fill them with spikes or snakes or something. Let the rogue set up trip wires and attach them to that spare crossbow to fire at people as they walk through the door. Let the wizard create magic runes that summon in giant boulders to fall on the heads of whoever steps on the rune. Let the fighter weaken the base of a wall and then push it over on some enemies when they pass by. Let the trickster cleric create an illusion to draw enemies into those traps.

There are so many cool things that you could do that can make the classes shine -and- make each battle feel different because you have to customize your traps to the environment. If you can just drop a bunch of exploding barrels into any battle, it makes all characters feel the same and all battles feel the same.

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Originally Posted by pill0ws
Originally Posted by Tomoya
Originally Posted by BlueFlames
But you don't have to do it, if somebody really wants to place 40 barrels and blow up the goblin army why not. If you do not want that in your game, then don't do it. Why would it matter?


It breaks the balance of 5e regardless if someone mass loads them pre-emptively.

I am not saying the game would be better without them, but giving feedback suggesting they tone them down. Unlike DoS2 we don't have phys/mag armor to soak up the extremely high amount of damage coming out of both the explosion and the surfaces they leave in their wake, and this goes for enemies as well.

And if your suggesting that people just ignore them entirely that's all good and well but the enemies don't ignore them, so you either use them against the enemy or the enemy uses them against you.





This. You have the same kind of issue in Adventure League modules if players decide to meta the encounters. In DND you are essentially engaging in a story as one of the characters, if you know the story already you can preemptively do things to manipulate the outcome. This can be things as simple as avoiding triggering a trap that you know to be there to gearing up entirely to dunk on a module you know the content of (like bring Dragonslayer sword into a kobold adventure because they're draconian and you know theres a lot of em and its the best weapon to bring)

It is painfully obvious that the person who made the video, knew the boundaries of the invading goblin force enough to scale it up the cliff to where the drow was standing. The biggest difference here is in a DND module, you dont get to save scum, so you can't really immediately reload the game and then premptively setup for what you now know is coming because you just played through it 10 minutes ago.

As far as the power of cheesing your premptive setups with an obliterating series of barrels... I'd really like to know how long it took to set that up.



All very true and valid points, but only if you play at a table or a multiplayer game. Yes you can play BG3 with others but I think they would notice if you start collecting barrels and not sure if you can save scum in a multiplayer campaign. A single player game and a table-top with other people are two really different things. If somebody wants to save scum there single player game (or blow up goblins) they are certainly allowed to do that.

The issue is with the damage the fire does in general, also it stays for a long time. But the traps in BG1&2 where not much better to be honest. Some of them (almost) instantly killed you.

*spioler* u have been warned

Also, I did not find any barrels in the underdark. Did find poison clouds tho.

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In terms of barrel size and weight - I would treat that as an abstraction just so players notice.

Realistically a barrel would probably make a bigger explosion.

But if they were to put models the size of a health potions all over then that would make the game incredibly frustrating.

As it stands now I can see the barrels from a mile away and know what to expect.

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Originally Posted by Eugerome


As it stands now I can see the barrels from a mile away and know what to expect.

But the NPCs don't. Thats a problem. If they would simply avoid the barrels the problem would be smaller. Just have them find a route around them or set them on fire from a great distance. The explosives within could be used in crafting to build smaller mines that can be hidden on the field of expected battles


I sometimes use thought experiments. I don't necessarily believe in every idea I post for discussion on this forum
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So empty wooden barrel weight 20 pounds, full oil barrels weight 20 pounds. What is up with that.

You can stack barrels up to 4 high. I was seeing if you could climb on top of a barrel, idea was to carry 4 barrels to make yourself an instant archer perch but thankfully you can not jump on top of a barrel so that abuse is out.

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Originally Posted by ArmouredHedgehog

But the NPCs don't. Thats a problem. If they would simply avoid the barrels the problem would be smaller.


Definitely, if the NPC's had better pathing when barrels are around that would be nice

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Originally Posted by Merry Mayhem
https://www.youtube.com/watch?v=f_HTAhqKaZ8&feature=emb_logo

Yes, in EA could probably only do this once (and I expect they add more barrels in later chapters) but the explosive barrel will be used to cheese stuff.

As much as I hate this... It was pretty funny.


Necromancy is just recycling...
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