Originally Posted by RagnarokCzD
"barellmancy"
> Totally matter of taste, there is nothing forcing you to use it, if you dont want ... i tryed and EA can be played without even single barell blown.

Even if you don't, having them on the battlefield limits your options because if you stand near them, the enemies will use them against you.


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"high ground"
> It might seem like it isnt matter of taste, since there is no way to avoid this mechanic ... but since you sugested in your own example switching advantage for +1, or +2 bonus ... it starts to feel like matter of taste, since you obviously dont have problem with mechanic itself. O_o

Advantage and Disadvantage are mechanically different than a flat bonus. For example, the Rogue cannot get Sneak Attack on a creature if it has disadvantage on the attack. The Rogue always gets Sneak Attack on a creature if it has advantage and does not have disadvantage.

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"backstab"
> I have only 325h played ... but honestly i dont remember even single NPC running around my character to get backstab advantage. O_o So i would say this is the same as with barells ... but maybe i just forget something. :-/

The Barbarian class has a class feature - Reckless attack, where they can take Advantage on their attack in exchange for enemies getting advantage on all attacks on them until the start of their next turn. Being able to move behind an enemy at will for free advantage completely breaks that balance.


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"six members party"
> I dont even know what to say here, since the only arguments i even heared about this topic was "it would be better" or "i would like it more" ... wich are, again, pure matter of taste. :-/

The smaller the party, the less flexibility there is in what classes you can take.
- You need a front-line melee fighter of some kind
- An arcane caster of some kind
- A healer or support of some kind
- Someone to disarm traps and open locks is very good.

That's four roles, and yes, some can be doubled-up on, but the way the mechanics work for bonuses from ability scores and proficiencies make it difficult to do so effectively. Multi-classing has its own drawbacks.

It makes it more difficult to try out interesting party combinations because you don't have the room for gimmicky roles.


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Like i understand how hightened AC, and HP makes game unballanced (you were the one who explained to me, BTW) ... yet the game is still playable for me and most encounters i met so far was manageable ... so it dont bother me much to be honest. :-/

The issue is that increasing the monster HP and lowering the monster AC makes attacks which use rolls to hit better than attacks which require an enemy to make a saving throw. The enemy ability scores haven't been touched. For instance, Sacred Flame feels worse because relative to attacks-which-need-a-roll, it is harder for the spell to land because the enemy saving throw is base on its untouched-from-tabletop ability score, and it does the same damage as it does in the tabletop, but that also feels worse because the enemy HP is higher than in table top.


I don't really have the energy to go on through the rest.

Originally Posted by Alodar
Is there something in the game that forces you to do this? If you don't think it makes sense then don't do it.

"Just don't do X" is not a valid excuse for poor game balance. Healing spells cost spell slots and most take a full action to use (except Healing Word), but heal less than the bonus action pig head. Larian is combining Divinity mechanics from their action point/cooldown system with D&D mechanics with their 1 Action, 1 Bonus action, Spell Slot system. The two systems have different design goals and can't be welded together like this.



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That's not D&D 5E rules. The DM awarding advantage where they think it is appropriate is.

A DM rewarding advantage without any thought or consideration to balance or mechanics is a piss-poor DM. Said DM has fucked up the Rogue's core combat mechanic and fucked up one of the Barbarian's combat mechanics. That's not appropriate.




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Originally Posted by RagnarokCzD
Obviously ...
Every game mechanics system is ballanced around itself. O_o

That is just like claiming that tabletop RPG is ballanced around 5e (or the curently played edition ofcourse) rules ... completely true, yet completely useless claim. O_o

One of the problems with BG 3's balance is that it is trying to use two different game-mechanics systems at the same time.

D&D 5e is a system built around attrition. The players have limited resources, so they have to move through the day picking and choosing how to spend them. Each turn in battle you have one these resources: Action, Bonus Action, Reaction.
Divinity: Original Sin 2 is a system built around being at full power for every encounter. Spells recharge on a cooldown, action points give multiple options per turn.

BG 3 has spell slots for limited casting, but you can recharge them to full out of combat without cost. This devalues the Warlock class, and it devalues healing spells.


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But even you must realize that "dont use what you dont like" indeed solve many problems. :-/
Its not his fault that you mentioned eating pig heads during fight. laugh

No by literal definition it does not solve many problems. It's simply ignoring problems.

Last edited by Stabbey; 11/06/21 03:18 PM. Reason: more