0.2 The D20
The D20 is another thing we talked a lot on the forum.
Missing to much is not fun for many players.
There are lots of solution to increase our % to hit in D&D, but there’s also often a D20 that could be very unfair.
We have to find a good compromise between the balance of D&D and the D20… and what many don’t want to experience in a video game: missing very often.
Community suggestions :
- An option that could add a +”x” bonus to every D20, in every situation whatever the check could be something that keep D&D’s balance safe while at the same time would increase our % to hit.
This could be a good way to customize our experience. From a +0 for a more authentic D&D experience to a +5 to increase our overall % to hit by +25% in any situations if needed.
- An option to reduce the ennemy's AC. (EDIT 15/11/20)
- An "auto advantages" after 3 miss. (EDIT 15/11/20)
- Something like "+5% to hit" each time a character miss. (EDIT 15/11/20)
With this mechanics and what is suggested below, we could have many possibilities to increase our control on the game.
This should be totally optional and not a part of the “normal” game mode.
Completely against all these suggestions, expecially auto-increse to hit chance after miss (seriously?). Missing is not fun but is part of any D&D game ever released, expecially on early game. Hell, of any percentage-based rpg ever existed. That's why sources of advantage are an important gameplay component: to turn the odds in your favour. What's the point then of flanking, blinding your enemies, bless your party, using the help action. Eventually with all attacks hitting devs will inflate monster HP to prevent monsters from being ganked to death, because attacks can and will carry powerful riders on top of them, like smites or stuns to disable an opponent (and why not, increase spell chances because is not fun to lose a spell slot o special feature because the monster saved). Before we know we are going to spend more time grinding huge health bars with the same amount of resources
Im up for a general decrease to monster AC or flat increase to hit chance in an Easy or Story difficult level, but Normal mode should stay as D&D Core is. Dont fix somethin aint yet broken
I didn't write it but of course, all these suggestions are meant to be a part of difficulty levels or options.
Solasta recently announced that they're going to add an option to enable a "cheated RNG" (+x% to hit each time you miss), but of course D&D is still the basic balance.
I mean... Why not ? I'm fine with missing (a lot), but I can understand that some aren't.
Advantages are a huge problem in the game at the moment which drastically reduce the replay and the tactical value of the game.
As I wrote they should probably stick to D&D about advantages and why not, give players choices to increase our %to hit through something else (i.e +2 attack roll if you're higher or if you "backstab").
D&D have another defensive system called "cover" that increase AC.
BG3 could have another offensive system through high ground/backstab/... I'm fine with it, but it should be balanced. Advantages for highground/backstab is not.