Originally Posted by Worm
The problem here is we're not really mad about RNG we're mad about the results. You constantly feel like you're losing for failing rolls and you're simply getting the plot you're owed for succeeding them. There are a lot of rolls that really don't change much, there are some that dump you into combat, and then there are some that straight up fail quests or give you really bad results (Nettie and Kahga).


Okay, those are different issues than "RNG is unfun".

The issue with Nettie is that 3 DC 10 checks of the same thing, where any one failure is a complete failure is not a DC 10, but actually a DC 17, which is itself pretty high when you're only likely to have +5 total to your roll. Kahga is the same kinda thing: You have two options, one is DC 18 the other a DC 20.

The issue you're complaining about is that the high DC of checks with few check options feels like being railroaded onto the path of failure.


Originally Posted by Rhobar121
First of all, increasing the number of enemies significantly increases the waiting time for a turn. Already in some fights this is a problem, guess what will happen as we add more of them.
Even if they fix the AI, which is not so sure, the wait for the turn will still be too long.

The fights in turn-based games are always the most enjoyable when fighting a small group of strong enemies. However, large swarms of enemies are irritating because each of the enemies has their own turn.
What's even more of a problem with BG3 is that bad rng can make your enemies easily overwhelm you.

Secondly, if you increase the chances of hit, you need to strengthen your opponents or significantly increase their number (see point one).

Thirdly, if you give the player fireballs at the very beginning (let alone other classes), you automatically trivialize a large number of fights, unless you strengthen enemies or add more.



1) Part of the issue with fights feeling too long is because the enemies have higher HP, so they stay alive longer. Additionally, more enemies with fewer HP will be more susceptible to AoE attacks or HP-targeting spells like Sleep and Color Spray.

2) No, you need to DECREASE the current chance to hit, not increase it. Larian DID increase the chance to hit by lowering enemy AC, and buffed HP. This broke the balance for all spells which rely on Saving Throws, not attack rolls. (Such as Fireball.)

3) ...And the problem with this is what, exactly? Yes, if you have fireballs, you need to have fights which aren't trivialized by Fireball. I mean, "if you start the game at level 5 instead of level 2, some balancing will need to be done is a "no kidding" kind of thing.