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Originally Posted by timebean
Perhaps alot of work to try…but I wonder if anyone has done that?

Someone (don't remember the name) claimed he was playing "100% RAW" and that the game was so fun and not so hard... But he was drinking potion each turns, use backstab all the time and highground bonuses...

It's not possible to play it RAW except maybe with the DnD rebalance mod.

Last edited by Maximuuus; 01/07/21 06:34 AM.

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It's just amazing to me how Larian's stubbornness on these "homebrew" rules has completely wrecked my excitement for this game (and, as a result, the group of static players I had lined up for it.)

We really thought playing this game was going to be a no-brainer and we simply can not say that now.

As is, I'm just going to recommend more PnP/VTT game play instead. This thing simply does not seem capable of scratching the D&D itch in its current implementation.

Last edited by Full Bleed; 01/07/21 06:33 AM.
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Originally Posted by Niara
The next major encounter was supposed to be the fight outside the ruins, but, well...

https://imgur.com/OiRoXqL
For some reason, this particular moment struck me as something familiar, but I couldn't figure out what it was, at first. Now I understand: "The Incredible Machine". What we see is a spiritual successor to "The Incredible Machine", disguised as an RPG.

Makes sense.

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Originally Posted by RutgerF
Originally Posted by Niara
The next major encounter was supposed to be the fight outside the ruins, but, well...

https://imgur.com/OiRoXqL
For some reason, this particular moment struck me as something familiar, but I couldn't figure out what it was, at first. Now I understand: "The Incredible Machine". What we see is a spiritual successor to "The Incredible Machine", disguised as an RPG.

Makes sense.

Oh god, you are RIGHT. I can visualize it.

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Originally Posted by RutgerF
For some reason, this particular moment struck me as something familiar, but I couldn't figure out what it was, at first. Now I understand: "The Incredible Machine". What we see is a spiritual successor to "The Incredible Machine", disguised as an RPG.

Makes sense.
Wow I was wondering what is this Incredible Machine movie before googling the name. I played that game SO much when I was a kid even though I never got very far. On the bright side, if BG3 eventually turns out to be a very elaborate re-rendering of The Incredible Machine, in which you replace machines with people, I should be able to have some fun with it.


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I am hoping the Mod will be up to the task of bringing an as-close-to-RAW-as-possible experience once the game has it's final release, as Larian will not provide that, I am afraid.

And that's ok. I would prefer if Larian themselves would build the BG3 more like a DnD game, but if not, than I still have the hope for this Mod and other games to play (WotR 😁😁)

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Originally Posted by timebean
That was epic! Still laughing.

Hmmm…the scientist part of my brain wonders tho…I keep seeing folks talk about “choosing” how to play…and I wonder how legit that argument really is.

A truly fair approach, to test how broken the mechanics are, would be to now play thru the same sequence by NOT using any of the homebrew and playing it as close to DnD 5e as you possibly can. I don’t know how possible that is..,but I would love to know if (on the flip-side) whether or not the mere presence of these mechanics destroy the dnd part.

Perhaps alot of work to try…but I wonder if anyone has done that?

This is a bigger problem for multiplayer than it is for single player. I try to have the "talk" with people before we start - no barrelmancy, no throwing NPC's - and if you coach it in the right terms "it's not clever, we have all seen it" then it usually sticks.

Otherwise I see a barrel in inventory I will take it and smash it.

But I am tired of having to do that.


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Originally Posted by Blackheifer
Originally Posted by timebean
That was epic! Still laughing.

Hmmm…the scientist part of my brain wonders tho…I keep seeing folks talk about “choosing” how to play…and I wonder how legit that argument really is.

A truly fair approach, to test how broken the mechanics are, would be to now play thru the same sequence by NOT using any of the homebrew and playing it as close to DnD 5e as you possibly can. I don’t know how possible that is..,but I would love to know if (on the flip-side) whether or not the mere presence of these mechanics destroy the dnd part.

Perhaps alot of work to try…but I wonder if anyone has done that?

This is a bigger problem for multiplayer than it is for single player. I try to have the "talk" with people before we start - no barrelmancy, no throwing NPC's - and if you coach it in the right terms "it's not clever, we have all seen it" then it usually sticks.

Otherwise I see a barrel in inventory I will take it and smash it.

But I am tired of having to do that.

I had the same discussion during my playthrough. We agreed no barrels shall be used during a fight unless: 1)There is a lot of them in one place and we want to see the explosion. 2) The barrels are transported to the camp according to barrel transport safety protocols in order to blow up the druid groove just before finishing act I.


Alt+ left click in the inventory on an item while the camp stash is opened transfers the item there. Make it a reality.
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Originally Posted by Niara
...

From this point, he decides to throw something a bit heavier, and aims a set of ring mail down at the far off raider – that armour has a long, long way to travel, and he crits it. It's a mess. Edit to add: If I were shooting a bow at this enemy, from here, I'd be at disadvantage from the range. Not so with throwing things by hand, it seems.

...

The patrol has been defeated: this took two combat rounds, plus a mostly non-event third round and some clean up actions. It was brutal and effective, and a safer, more reliable clear than I think I've ever done, which is quite upsetting, really. Most of what killed the enemy team was guaranteed damage that I couldn't fail to deal, using actions that themselves couldn't fail. The things left to chance failed often here, and I still more or less breezed through this encounter. Four characters, level 3, no class abilities, no spells, no skills, no armour, no weapons... just Larian's homebrew, and it was game-breakingly brutal. This is a problem.

...

It's not fun, it's not particularly funny after the first time, and it's not cool; it destroys any concept of game immersion, it breaks from the tone of the story in an aberrant way, creating a jarring juxtaposition of different conflicting elements of the game, and even within itself, it drowns out all of the other game systems that exist, rendering all player choices meaningless and obsolete in the face of the general universal abilities that overbear them. Resource-costing class spells, abilities and features are obliterated and pointless when a resource-free universal option is available to everyone that is faster, stronger, safer and more effective than any of them. In fights, there's no real need for tactics or careful decision making – the general strategy remains constant and works with brutal efficacy, almost regardless of the situation.

So, while this isn't one of my 'focused feedback' threads, and is simply a demonstrative examination... if anyone has any ideas how to explain to Larian that this is genuinely bad for the game in a way that they might actually take on board, I'm all ears.

This thread is great. This is why so many of us are voicing our concerns.

The fun in D&D is that you get to be a cool wizard, a dashing rogue, a brawny barbarian, or a charming sorcerer.

Baldur's Gate 3 any character can toss one enemy into another with precision. Making anything unique about a class a suboptimal choice.

Caster classes have to deal with disadvantage from low ground, but a throw? No sir!!!! You can throw to your heart's content.
Why bother with a cool spell that an enemy could make a saving throw on? When you can just throw the enemy away!!!

This really is the icing on the cake.

The game is all about "use our homebrew or die". There is no thrill to being a wizard, no thrill to being a rogue, cleric doesn't play it would in tabletop at all.

I respect Larian's choice to have a class free system in Divinity: Original Sin 2. But in D&D experiencing what that class can do is the fun.
Implementing mechanics that break down the need for a class, takes all the fun out of D&D.

_______________________________

I've been open to homebrew, but it should be something that rewards the player for playing out the class. Not ignoring everything about it.

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Mm, something like this could work in Divinity where there are no classes and the game is balanced around doing things like this. But BG it doesn't work at all at this intensity. Things needed to be toned back considerably with the homebrew.

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Well, here's hoping the next patch will change a ton of this.

Good job on putting all this together, that's some dedication I hope will be rewarded!

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So, with the new patch, this experiment is currently at an end; the new patch does denote several changes that seems like they'll limit the immersion-breaking and gane-breaking silliness of at lest part of this effect.

So folks know: Ka and her crew retreated from the Gith Patrol point, and meandered past some burning inn or other (silly material-plain mud-dweller problems, not our concern). We went to visit the underdark, by way of the Zhent caves - Gale added three more sturdy-looking cauldrons to his collection in the Zhent hideout! Score for the handsome man in his underwear!

I gathered screenshots of the Minotaur fight - It was handled in much the same way, throwing heavy armour at them from on high, and then shoving them to their deaths with sneaking characters that hung back after they jumped up to the high ledge where we engaged them from. It was pretty cheap and silly; the fall damage from the shoves was brutal, but simply pelting them with heavy armour was effective enough on its own.

I moved on and encountered the Bullette, as it charged us on the downward slope. Here is where our little experiment ends - it was almost patch day, and I knew I wasn't likely to be able to kill it in just the two turns that I had before it retreated to its next surprise point. One thing that put the icing on that finality was that, knowing we were not going to be able to kill it, several characters moved away to the sides in stealth when it forced turn-based on us. They then were free to sneak around once initiative started. Ka found a perfect angle to shove the Bullette off the nearby cliff and into a chasm of death... but even though it was a blue line, and said 100%, the Bullette does not appear to have any kind of flinch or shove animation, and indeed appeared to be conveniently immune to being shoved. Ah well... at least that makes sense, even if it seems to break its own internal rules to do so... I took the two turns I had and managed to about half kill it before it got away... I likely wouldn't have been able to kill it until the encounter where it won't run away any more, sorry to say...

The patch and the panel show arrived, and so that's where the save game ends - didn't end up making it to Ethel in time, but I don't imagine she'd have lasted beyond getting shoved off the cliff ^.^

Given that the new patch promises changes, I may use this thread to make comments about how different it is after this, and update things that way, though depending on how different, it's unlikely I'll find the time to start a fresh file for Ka or team no-class.

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Originally Posted by RutgerF
[ Now I understand: "The Incredible Machine". What we see is a spiritual successor to "The Incredible Machine", disguised as an RPG.
xD

IUnderstoodThatReference.gif

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