Originally Posted by Blackheifer
This feels very subjective in regards to a distinction. Can you provide me with some examples of BG3 Home Brew that makes all the characters feel the same? I think disengage BA is the only one I can think of. What other examples of Homebrew do you mean?

Off the top of my head, here are some of the many ways in which Larian homebrew devalues class features:
-Ubiquitous food and healing potions devalue classes that can heal.
-Anyone can cast any spell from a scroll; this devalues all spellcasters.
-Wizards can scribe any spell from a scroll; this devalues all non-wizard spellcasters.
-Advantage is readily accessible by anyone who moves to high ground or takes a couple of steps around an enemy; this devalues numerous spells and class features that impose advantage/disadvantage.
-The wide variety of magic arrows/throwables devalues characters who train to create effects that these consumables allow anyone to replicate (mostly evocation spells, but there's more).
-The same low range on all ranged weapons devalues characters that specialize in ranged attacks. A longbow requires more training than a shortbow (i.e. less classes have proficiency) and should be able to shoot much farther accurately (80/320 feet for the shortbow vs 150/600 feet for the longbow). Instead, they both have a range of 60 feet; the longbow just has a tiny damage boost. This problem carries over to spells with longer range as well.
-Reducing enemy AC and boosting their HP devalues spells with saving throws and particularly spells, like sleep, that care about an enemy's HP.
-Disengage as a bonus action for everyone devalues rogues and monks, for whom this is a significant feature of their low-level kit. It also devalues any character that cares about positioning in battle; enemies can just hop past your front line to get at your ranged characters with no repercussions.
-The ability to shove a cartoonishly long distance, potentially for significant damage, creates a tool that anyone can use and that overshadows most class features. It devalues every class.
-The lack of ability to shove prone removes a useful tool, both for battlefield positioning and for imposing advantage/disadvantage.
-Lack of a robust reaction system devalues any class that has more options for reactions than just "hit the first thing that moves away from me each round".

In general, Larian's drive to give everyone more bonus actions devalues classes with features that give them versatility with their bonus actions. D&D is not designed to give everyone a bonus action every round or even every fight. The ability to use bonus actions for lots of things is part of what makes rogues and monks shine. It makes sorcerers' quicken spell, bards' bardic inspiration, and paladins' various smites really valuable. These things become a lot less interesting when everyone gets a very useful shove/jump every turn.

I'm sure I'm missing a bunch of examples, but this should be plenty. If it was just one or two things, you could argue that they'd just overlooked something. But this is very clearly Larian's M.O.; their homebrew is systematically devaluing the things that are special about individual classes, which makes all characters feel samey.

Originally Posted by Blackheifer
What balancing techniques do you feel would fix the overpowered Solasta characters?
I'm a designer, not a developer - it's someone else's job to tweak things until they are balanced. I care about the broad strokes. I want the gameplay to feel engaging and immersive; to do that, your game needs to have good bones first. Solasta has good bones - you might not like some of the quirks and the details of how they balanced things, but the mechanics are solid and the UI is solid. At any moment, it's very easy to know what your options are and what it means to choose one of those options.

BG3, on the other hand, is terrible on both mechanics and UI. Until you have a solid foundation to build on, talking about balance is meaningless.

Last edited by grysqrl; 13/06/21 08:01 PM.