I like your suggestions! Some thoughts though:

Originally Posted by Maximuuus
1) Baldur's Gate video game

- Add +1, +2, +3 arrows and bolt rather than only surfaces ammunitions (missing less often)
- Add a day/night cycle and meteo effect.
- Do something about portrait. Add custom portraits, a portrait creator or let us choose a background (and an emotion) for the 3D portrait.
- Let us fast travel through the worldmap rather than through those runes
- Improve the user interface so it looks a bit more P&P
- Improve the fonts of everything so it looks a bit more P&P
- Add quickslots items for every characters to use in combats. Other items can always be "thrown".
- Don't allow us to pick in other character's inventory during combats.
- Add a quiver with limited slots to our characters. The ammunitions in the quiver can be used in combats. Others are in the Inventory.
- Allow us to custom our weapons slots (no more "melee slot and ranged slot", just "weapons slots")
- The camp should be on the map.
- Add random encounters when fast travelling and/or resting + an options to enable, disable them.
- Add new ennemies on the map after a few days. Like 2 wolves in the wood at day 3, looter on the blighted village at day 7, a new beast at the swap after day 10... You get the idea. Make this world alive.
- Add non origin companions rather than mercenaries (with the approval/disapproval mechanic. Interresting companions doesn't always need to be playable).
- Add smaller maps on the worldmap to explore, in exemple for specific (stronghold?) quests (a castle to clean, a dungeon to explore,...)

Agree with pretty much everything! Just one thing, regarding "Add non origin companions rather than mercenaries (with the approval/disapproval mechanic. Interresting companions doesn't always need to be playable)." - while I vote all my yes to non-origin companions, I STRONGLY disagree on having them INSTEAD of mercenary-systems for 2 reasons:
1) It does not seem likely that Larian will introduce a companion for each class/subclass - so having the option to create our own companion through a mercenary system feels very valid.
2) The mercenary system is VERY useful for multiplayer sessions so that new players for the session do not have to pick up someone else's PC nor a origin character (there is a lot of good points regarding this HERE and on some other places here on the forums!


Originally Posted by Maximuuus
2) Dungeons and Dragons video game

- Rebalance the homebrew (also see point 3)
-- Disengage is an action
-- Jump only cost movement, is not couple with disengage and trigger AOO with advantage
-- Highground soes not give advantage (see point 3)
-- Backstab does not give advantage (see point 3)
-- Eating during combat is not possible. Drinking potions is.
-- Dipping is not possible if you don't have a specific component (1 component/weapon, maybe a crafted component...)
-- Changing your equipment during combat is not possible (swapping between weapons slots)
-- The distance you push creatures when you shove depends your strenght. The %to shove depends your strenght way more than now (or if it stay like now, shove become an action)
-- You have to drink potions to benefits from their effects (walking on a healing liquid should not heal a character)
-- Surfaces items that miss their target does not create surface. It should fix the concentration mechanic.
- Allow us to use a potion on a close ally (not sure if "administer a potion" mean something in EN).
- The help action allow us to feint and distract a target. Allies attacking the target have an advantage.
- Implement the ready action
- Implement the shove to prone action
- Implement the dodge action
- Implement grappling
- Implement ritual spells
- Implement proper reactions
- Implement throwing weapons
- Rework the resting system so it become an interresting gameplay mechanic. Short rests and long rest allow specific actions in DnD (level up, hit dices, arcane recovery, spell preparation and so on...)
- Rework the resting system so it doesn't break the action economy and the class uniqueness. Resting should have consequences.
- Remove the "shockwave" effect when someone jump. Characters in DnD become heroes, not super-heroes.

Agree on everything. Few things to add to the list:
+ Fix conversations only happening during long rest so that we don't miss out on dialogues for not resting every minute. Perhaps companions that have something to say could approach us during short rests?
+ Stop allowing long rest while in the very middle of enemy territory - or at least make it seem more believable than the entire party just porting in and out.
+ Please balance Beast Master companions properly. >.<''
+ Unless there is some reasoning that I've completely missed, I still do not see why Larian choose to re-vamp the monster stats (aka, enemies) instead of staying true to MM. :x If the 3 intellect devourers in the start is a problem, then just remove one of them (and perhaps roll with 3 of them on higher difficulties)? :]
+ Please, please, please, please - do not just use flat stat bloat for higher difficulties at release. q _ q


Originally Posted by Maximuuus
3) New Larian IP / video game

- Give us a +2 flat bonus for highground rather than advantage.
- Increase our damage and attack roll by +1 when we're backstabing.
- Increase our range with ranged weapons when we're higher
- Party size of 5
- No more chain. The classic system works better. It's a fact.
- Improve the character creation so it looks a bit more unique
- The detection cone is improved and sound should matter. If it's too complicadted to make sound matter, every ennemies should have a detection cone in it's back (obviously way shorter than in front of its eyes). A detection area with different DC could be awesome (easier to hide in their back).
- Rebalance the encounter so missing is less a problem than it can be in DnD (AC reduction or ability score decreased).
- Implement more damage reduction for our ennemies so we have to use varied weapons and spells.
- Give us an explanation about the tadpole. It's finally not an emergency so please make it clear soon and impossible to miss (or create consequences for resting too much).
- Reduce the amount of blood that spread when someone is killed.
- Allow 1 free action / turn (environment interraction, ...)

Agree on most parts - BUT!

"Rebalance the encounter so missing is less a problem than it can be in DnD" - While I very much understand how annoying the XCOM-effect can be in games, especially since failing is simply not fun when playing CRPGs imo (although Larian said they'd try to make that one of their biggest selling points). I mean, during a DnD session the dice can provide hilarious results when playing with friends and/or a imaginative DM - but in games there is hardly ever any fun coming out of failing. Yet, I am almost certain that messing with the mob stats will affect the class balance poorly so I would advocate for more options regarded loaded dice for those who want it. And *MAKE SURE THAT THIS IS SELECTED BEFORE LAUNCHING THE GAME* so that people know that the option is there! (and leave the options open to be adjusted mid-game as well)

Last edited by Dez; 30/06/21 12:52 AM.

Hoot hoot, stranger! Fairly new to CRPGs, but I tried my best to provide some feedback regardless! <3 Read it here: My Open Letter to Larian