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#784342 31/07/21 10:12 AM
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Active Roll System & Inspiration Points:
1. Active Roll System: This system allows you to see the difficulty class (DC) for ability checks. Displaying what modifiers are added and available to an ability check is a great addition. However, most of the DC are easy (see below) and ability checks rarely failed. I never failed an ability check after using inspiration points, which has made them trivial. As an example, my urchin wizard has a +8 modifier with dexterity & sleight of hand and a 1d4 from guidance. I often disarmed traps and opened chests without the need of a d20 roll.

2. Inspiration points are rewarded for each party members unique background. Inspiration points for the folk hero background are far too numerous. For example: The soldier, sage, noble, and urchin backgrounds gave me 3-4 inspiration points each. The Folk Hero background awarded me 11 points. While the number of inspiration points you can hold has a cap of 4, this gave me an opportunity to re-roll 20 times in act l.

(Player’s Handbook Pg. 171)
Task Difficulty - DC (Normal Distribution)
Very easy - 5 (2%)
Easy - 10 (14%)
Medium - 15 (34%)
Hard - 20 (34%)
Very hard - 25 (14%)
Nearly impossible - 30 (2%)

3. Recommendations:

a. There are far too many easy DC ability check rolls. Consider using a normal distribution for chests & traps ability checks. Adjust these percentages for dialogue ability check DC.

b. There are a handful of 0 DC ability checks, remove them or increase them to 5.

c. Certain backgrounds (folk hero) give too many inspiration points. Consider giving background inspiration points a cap of 3-4 per act. This will allow you to unlock the achievement without rewarding an inspiration point. Using a normal distribution for DC may resolve the issue of being rewarded too many inspiration points. If ability checks are added to gathering and crafting then perhaps there is no need to cap the amount of inspiration points you can earn.

d. Allow an inspiration point to be used to gain advantage on an ability check (unlimited), attack roll (once per long rest), or saving throw (once per long rest). For example, a near death character can activate inspiration during their turn to gain advantage on a saving throw if attacked or be activated to gain advantage for an attack roll. Using inspiration to re-roll an ability check has made it nearly impossible to fail rolls. Remove the re-roll mechanic from inspiration points and make it a selectable modifier for advantage on ability checks.

Bugs
1. Ability Checks: Certain failed ability checks did not add modifiers after the d20 roll.

2. Climbing: Characters climb a ladder or vine, only to fall back down. This seems to happen mainly on large ladders. Also, the vine right before the beholder in the Underdark sends your character plummeting to their deaths, this was present at EA release.

3. Crashes: The game has encountered an unrecoverable Vulkan error and will shut down. This error may be triggered by reasons that are not related to Baldur's Gate 3.
Please try the following before restarting:
- Disable any screen recording software you may be running.
- Make sure all your Windows updates have been installed.
- Make sure you have the latest graphics drivers installed.
- Disable SLI/CrossFireX

Most of these crashes occurred in the Underdark and appear to be fixed with the latest hotfix.

4. Item Stacking: There are issues stacking like items.

5. Multi Player: After the tutorial we experienced several display/UI blackouts to the point where our party called it quits. The screen goes black and you can only move the cursor.

6. Quests & Combat:
a. Bulette (Underdark): The Bulette burrowed a second time. It emerged for a third combat encounter while I was fighting the Hook Horror’s but remained burrowed, keeping me permanently in combat.

b. Petrified Drow (Underdark): If you use Basilisk Oil and are a Drow, there should be a dialogue (even if it will always lead to combat)

c. The Hag:
Auntie Ethel’s Hair does not add an attribute point upon use. Also, if you pass the ability checks from dialogue, you are defaulted the strength attribute without an option to choose. Selecting your reward of dexterity, constitution, intelligence, wisdom, or charisma often rewards you with strength. After playing around with this for an hour, I found a way to receive both the strength and dexterity reward.

d. Thulla (Underdark):
Casting lesser restoration or healing with herbalist’s gloves should have no effect on the poison. If you do this, she offers you no dialogue options and says, “A little more reset & I’ll be ready to get out of here”. Curing her should only be done with the Duergar Antidote.

e. Zarys (Zhentarim Hideout):
If you persuade Rugan to give you the chest, any dialogue option ends up with you in combat with Zarys (why does she tell you to kill Olly and then immediately attack before you do so?)

Camp & Inventory Management
1. Camp Library: There are a stack & a row of books located in the camp. Ideally there is an option to send all (new non-duplicate) lore books to the camp library which are organized for you alphabetically.

2. Camp Supplies: There needs to be a send all camp supplies option to the campfire, not traveler’s chest. The game does not recognize camp supplies in your traveler’s chest. Also, it does not automatically split camp supplies that go over the requirement. I have nearly 2000 camp supplies at the end of Act l. I don’t think there’s an issue of camp supply item density but item values need to be adjusted (Apples, Potatoes, Spicey Pork Sausages, Wine etc.). Also, consider adding supply requirements as your camp grows with NPCs or as you level.

3. Crafting Items: It appears that a crafting system will be implemented. These items need to have their camp supply labels removed.

4. Encumbrance System: I had no issues with the new system. I found myself being more selective in what items were picked up, mainly armor & weapons. However, food became an issue until I discovered using the send to camp option. Consider adding inventory management to the tutorial. Specifically, that there is a send to camp option for heavy items in your inventory. There is an issue with druids shapeshifting and becoming encumbered. The encumbrance system should default to their natural stat and not their shapeshift strength.

Companions

Please do not lock parties after Act I like DOS2. This is taken directly from Larian Discord bg3-faq:

“Is your party permanent or can you change members out throughout the adventure?
Recruited companions will be at camp when not in the adventuring party, and can be swapped in and out at camp. After the first act however you are going to have to commit, also just like in real life.”

Crafting & Gathering
There are currently items to gather throughout Act l in EA. However, these items do not appear in any supplementary guides for DnD 5e. I’d suggest taking a look at Potion Crafting and Gathering - A S... the Alchemy, Herbology and Poison Kits. This guide gives the crafting recipes and their respective DC.

Game Difficulty
When the game difficulty levels are added; it would make for an interesting playthrough if monster hp were hidden

Gameplay Options
You have two distinct fan bases for D&D and DOS2 combat preferences. I’d recommend adding a homebrew rules section in gameplay options. Give us the ability to enable or disable the following:

1. Verticality giving advantage: To me this adds realism to the game but can unbalance combat if it’s too easy to gain advantage.

2. Weapon specific actions (cleave, pin down, & topple etc.): I didn’t use any of these abilities except for cleave. I can see how this ability can be seen as unbalanced for D&D users. For example, a Battle Master would use the sweeping attack maneuver (not yet added) or an Eldritch Knight would use burning hands spell to hit multiple enemies in close quarters combat. The cleave ability detracts from a fighters inherent abilities given to them in D&D 5e. Disabling this action would grey-out the icons, not remove them.

Point & Click System
I love this feature but can only hear, “Heya! It’s me, Imoen!” so many times. It took about 5 minutes to go into audio options and change the point and click voice frequency from always to occasional. Make occasional the default option.

Resting System
A single short rest restores half of your characters hit points and completely removes hit dice. Clicking on the short rest should have a drop-down menu where you select how many hit dice you want to use before the short-rest.

For example: you have a level 5 party of a cleric (d8), fighter (d10), rogue (d8), and wizard (d6). This gives you five d6, ten 1d8 (cleric/rogue combined), and five d10 rolls to use. Conducting a long rest only restores half of your hit dice, requiring hit dice management. Switching out companions would update your hit dice options for short rest. This system would also add emphasis to the importance of spells like aid & goodberry or a bards use of song of rest as a way to augment you hit dice hp recovery after a short rest.

Spells
Remove the wizard class ability to learn every spell to the spellbook. They should only be allowed to learn wizard spells. From the Player’s Handbook, “Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it”. (Pg. 114)

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Companion Question:

I see the lure and love we bring for having several companions in the Party available all time to feed the needs of having several options to problems to solve.
But Gamewise in BG3, that its written as a Game for Characterdevelopment it could be done i guess.
BUT it will take soooooo much more time, probably years of more good textwriting for all the complicated things that will happen in BG3 in all acts.

On my part i do willingly accept Larians decision of Locking the Party.
It makes the game fresh when you play another round of it doing something else and experience the game in another way.
And of course i dont want to wait four more years until release.

The wholce concept of the Game is a story about relationships and different decisions and not the typical "Go Quest, Adventure and Kill things Game"
For that way Larian chose the only answer is to limit the size of Party. Important for the Story unfolding after Act 1 in a specific way based on events in Act1.

All what happened in Act 1 will be decisive of whom you can meet again later and what happeneds, or generally how they react then.
Also it could mean that difference in Faction siding will have differen consequences in later Acts.

Thereby it would be too complicated to try to not Lock party and have the same quality effect, we will experience the over the course of the whole game.
That other "lure" is just really, really hard to achieve and bring into the game.
Either scrap whole concept of game and make another RNG RPG out of BG3 or givit the opportunity to be a "Pearl" which shines for years to come.


Any else good feedback you gave and so far Larian takes the best and trys to implement it. As seen so far in all patches.

Last edited by TheHero; 31/07/21 10:31 AM.
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Originally Posted by Apollyon
Camp & Inventory Management
1. Camp Library: There are a stack & a row of books located in the camp. Ideally there is an option to send all (new non-duplicate) lore books to the camp library which are organized for you alphabetically.
I would love to have a camp library! smile

Last edited by Icelyn; 31/07/21 11:50 AM.
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I agree about skillchecks being far too easy to pass with additional boosts. I would suggest rebalancing difficulty checks and make the overall harder to counteract additional sources of modifiers, rather then removing the system from individual skill checks.

Ladders being bugged was a frustration: there was one in goblin camp that I used before (long one leading to a sleeping bugbear and alternative enterance) and one near the tree and hook horrors. In general companion seemed to have more issues with ladders then I remember, and like to jump a lot for no good reason. Couple times I got a chained party companion stuck on a ladder, and had to manually bring it back (which is stupid as switching to him will make other party members go back, often risking that someone else will get lost on the way - chaining system is garbage, please make it less garbage).

Last edited by Wormerine; 31/07/21 12:35 PM.

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