Originally Posted by Sludge Khalid
Very well done compilation, Maximuuus. Just to support the part where you discuss the advantage system (which for me is the most cancerous rule of the game regarding balance) let me share my list of the special conditions that they’ve nerfed & spells that can cause that.


I'll add them in 3.3 as a quote if that's fine to you, so it's a part of "the list" that summrize how you can play with % to hit in the game.



Originally Posted by Rhobar121
1. What's wrong with accessing other companions' inventory? The only thing that changes is that you don't have to waste time dividing items between
characters and also to constantly transfer items from character to character because your main character no longer has a capacity.
This is a typical quality of life change that literally doesn't spoil the game.


Keep in mind that we're talking about combats.
If you don't have potions left in your inventory, that make sense not being able to pick in the pocket of someone that's not close to you.I mean, if we're talking about the reality of the Forgotten Realms.
That's not how things work in the FR. It could be okay to pick in other's inventory if you're close to them, but it's not how things works at the moment.
On the other hand many players don't like such inventory management.
This should probably be an easy things to toggle ON or OFF.

Originally Posted by Rhobar121
2. Weapon range. Well, it's because of the limitations of the fight. But if you increase the range of longbows,
wouldn't that mean you should increase the range of the spells as well? Or maybe lower the range of shortbows?
There is not the slightest reason to range attacks even stronger.


I'm not sure you have to increase any range.
You could just decrease some a few. The range of weapons type is something you can easily change.
The game doesn't have to use D&D's range as written. You can keep original balance using the same "proportions".

Originally Posted by Rhobar121
3. How are the various miss animations going to make a difference? No matter how good the animations are, you end up missing 5 times in a row.
It's not that it's boring to miss,
but rather that when you repeatedly fail to hit an enemy or die worse for it, it becomes frustrating quickly.
In this case, AC reduction is 100% justified and the fact that some opponents have a little more HP does not have that much impact.
Besides, someone recently put in the calculations that increasing HP and lowering AC does not have a great impact on the speed of the fight
and the only thing that improves the player's better experience by allowing him to hit more often.


I think combats feel more dynamic in Solasta because there are more "cutscenes" but you're right... better animations or cutscene won't solve the source problem : missing too much.
Hopefully, there's a ton of tweaks in this thread to increase and control our % to hit.

AC reduction and HP bloat is another huge part of the D&D's balance issue.
I'll probably think about adding a "0.3 HP bloat / AC Reduction" because the question is really important.

This suggestion should allow Larian to balance creatures a little more towards D&D, without having to create tons of new "monster's superpower" to counter the god mod everyone can easily enable at the moment.
Many issues related to the original balance of D&D are major issues for level 5+ characters.

They're probably way too far from D&D at the moment to keep the whole balanced.

Originally Posted by Rhobar121
4. What's the point of hiding creature stats?
It's not like we come across the same creatures over and over again (except maybe goblins).
We will probably meet many creatures once or twice for the entire game.
Even enemies of the same type may have different resistances (such as minitaurs), wouldn't if you hide their resistances it wouldn't make all of them the same?
Let me not even mention hiding% because this idea is just too stupid.

I'll answer the rest later.

Also, if something is in the D&D rules, it doesn't mean it's a good idea to implement it in-game.


You're right.
This was a suggestion I read that I found interessting in a few games.

But it would definitely be useless (or a fun breaker) in the game.
I'll delete this one.

And you're right about what's in D&D is not always a good idea. If your comment is related to the cover mechanic, I agree with you.
It's fun in tactical game because it's another part of the tactic, but Baldur's Gate 3 is not a military game in which anyone would be able to flank ennemies with it's archers and spellcaster.
It would also need a lot of job to redesign the map and every encounter.
That's not necessary.

Last edited by Maximuuus; 14/11/20 05:00 PM.

French Speaking Youtube Channel with a lot of BG3 videos : https://www.youtube.com/c/maximuuus