Originally Posted by eLeF
Originally Posted by CMF
I enjoy the game for what it is. The 5e rules they are incorporating have adapted the Divinity Combat to be more rigid and specialized, yet still being dynamic enough to not need a Tank, Healer, DPS generic trinity.

Bug and balance fixes to the 5e rules they did apply should be made, such as offhand getting proficiency for anyone regardless of what class passives and skills have been selected, or silence and devil's sight being fixed to work appropriately.

5e with Larian touch is exactly what we have. Larian's touch is surface effect combat, as evident in DOS1 and 2, which were the corner stone to a lot of the combat. Now that they did that you all want to tell Larian what their touch and flare should be, so you will never be happy unless it is exactly how you DM your own TT games. Yet it has been confessed there are often house rules and leeway made by each DM, so this is Larian's adaptation of the rules to fit their module.

More balance I would agree with would be issue with the action vs bonus action on shove or how jump/disengage works may warrant splitting the skills. Food is acceptable, but I see how long/short rest is trivialized in the game. Question is, does a game without random encounters need short/long rest? Will more restrictions be a boon to the gamers, or is that just adding a layer of complication that is negative in quality of life.

If anything short/long rest can be addressed in difficulty modes that restrict how often that can happen. I don't believe 5e purism would be healthy for the game, but I understand the loyalty many of you have to the rules, since D&D is run like a bible for some otherwise creativity gets out of hand and your game sessions turn into clown fiestas.

This is not a dynamic environment and it is carefully scripted. Balance should always be considered, but Larian has the control of this gaming session and your creativity is limited, so the PHB is not required to call the BS flag on the people next to you doing something out of hand.

5e with Larian touch would be nice, problem is that currently it is more like the other way around. It would also be nice if Larian could step out of their comfort zone and let DOS go for a while because if these are their house rules they are a bit too liberal.

The problem with confirmation bias is that you can find it everywhere you look. A lot of people came in wanting x, but expecting y, and what do you know, they found y. It's hilarious, and popcorn worthy to watch them circle the wagons on someone that disagrees, especially if it happens to be someone that never played y. So far I've been told that I can't cite story reasons for things that happen in the game, despite the game explaining to us that something is up. Talk to Volo in the Grove about the goblins if you want a precise example of what I'm talking about. Then there's "barrelmancy". Ok, it's funny to read, but this is something that people act like it never happened in games before Divinity. I'd imagine they'd be shocked to learn that it not only has, but predates Larian by years. Then there's the "rule lawyers" that don't understand the rules, but just know that Larian got it wrong.

Some things they do have wrong: Being able to change armor in combat springs to mind. Other things seem a whole lot more like "but I don't like that someone else can, or will do this, so it needs to be removed". Things like save scumming? They'll sing the praises of BG 1 and 2 all day long, but "conveniently" forget that that's where people that do save scum a lot learned it, or, at least, that's the original origin of the Save Scummer's Guild of Planet Earth motto, Trademark pending. "Save early, save often, save before and save after". Why did BioWare want people making all these saves? So that if things went sideways, they could reload, w/out losing a few hours of gametime in the process. This, like the "camp abuse" thing are things that are well within their control to eliminate, all they have to do is not do it, but that's not enough, it has to affect everyone, or they haven't lawyered their rules appropriately. They're not unique here, you can find them anywhere save mechanics are included in games.

I was multiple 10s of hours into gameplay before I figured out you could "Short Rest". I had been using food to heal up. Even after discovering it, I still tend to save it for an emergency. I've seen "but ground effects aren't DnD"? I linked to a video from Outside Xtra for that one. Maybe you've heard of Merilwyn's Meatgrinder? Two ground effect spells in one encounter, in an actual PnP game, the absolute horror. Someone was going on about dropping rocks on someone. Admittedly, I'm far from an expert in every encounter in the game, but I found one place where I could do that, well, two, but it was way more effective at the door to the temple than it was against the ogres... It didn't seem to do much to them at all, except make 'em mad, anyway.

Then there's the house rules argument. The problem, of course, is that WotC has to approve everything that gets into the game, and they are quite heavy handed when it comes to that, in case nobody's noticed all the PC changes they've been making to games, including things like Magic the Gathering. It's a talking point, I guess, but it ignores the fact that if it's in game, it's been approved.