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veteran
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OP
veteran
Joined: Feb 2021
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So, I've been kinda saying it on other posts, but I'm laying it out here in a brand new one. In the Great British Bakeoff (love that show), the judges sometimes make the bakers create Illusion Cakes. The concept of the Illusion Cake is to make something look like something else, but it's really a cake. So, in one episode, someone made their cakes look like hamburgers, french fries (chips in England, I believe), ice cream, etc. The cake tastes amazing, but at the end of the day, it was cake, not hamburgers and such. That is how I feel about Baldur's Gate 3 right now, and I know I'm not alone. Baldur's Gate LOOKS like a D&D 5e Game set in the world of Forgotten Realms, but it doesn't taste or smell like a D&D 5e game set in the world of Forgotten Realms. It is a beautiful game and as fun as heck. I've never played a game THIS much. I almost never replay a game more than once. I didn't even replay Baldur's Gate 1 and 2 more than once. I could barely get through them once. It's too much work for me. I don't have endless hours to throw at any game, so for me to play 500+ hours, I must really really love this game. I also really love cake, but if I see something that looks like a hamburger, and I bite into it and it tastes like cake, that's gonna mess with me. It might be fun at first, but at the end of the day I want cakes to look and taste like cakes and hamburgers to look and taste like hamburgers. (I'm getting hungry now.)  My point is that Baldur's Gate 3 is messing with me. It's like it WANTS to be a D&D 5e Baldur's Gate sequel game, but there are just so many elements that aren't D&D 5e Baldur's Gate. Again, I'm not alone in this because there are many who say it is more like DOS 1 and 2 than Baldur's Gate 1 and 2. Why is it so much like DOS and not BG1 and 2? Because it strays so much from D&D, and there are too many elements from the first two games that are missing. What could they do to make hamburgers taste and smell like hamburgers? Cook with hamburger meat and not cake. What I mean is, they need to do things that tie players into the originals from a feeling perspective. How do they do this? 1. Proper D&D 5e stats for monsters and enemies. This is absolutely essential to the feel. You can make them injured so they have less health. You can do all sorts of things to make them easier or harder to kill, but you need to at least give them their proper abilities, resistances, vulnerabilities, etc. Example: What makes a phase spider a phase spider is Ethereal Jaunt. They should be phasing into the Ethereal Plane, moving up on their enemies in ways their enemies can't see, and then phasing into the Material Plane and ninja assassinating the characters. Then, as a Bonus Action, they bounce back into the Ethereal Plane. So, every time a phase spider Ethereal Jaunts into the Material Plane to attack, they use their Bonus action and can't Ethereal Jaunt back. So you get an entire round before it can Ethereal Jaunt again to peg it before it escapes into the Ethereal Plane and does it all over again. They don't teleport like they all know an extreme form of Misty Step and bounce around game maps willy nilly acting like they can go anywhere and do anything no matter where you hide or how far you go to get away from them. Part of the whole fun of facing phase spiders is you have to try to guess and predict where they're going. You have to try to lure some away into traps and get them to try to attack your tanks while your squishies keep away and peg them as soon as they appear. It's all about strategy, but you can't do those strategies if they aren't even acting like phase spiders. Imps don't have resistance, intellect devourers don't do Devour Intellect, their most signature move, Sword Spiders don't Pounce on their prey, I still haven't seen a Minotaur do their signature Charge attack, but they sure like to Hulk Smash Leap everywhere, Wood Woads, Mud Mephits... Over and over again, most monsters don't do the things that they're supposed to, and they're nerfed in order to make the game work for a party of 4 at the levels Larian is limiting us to. 2. Proper base 5e rules. The more homebrew, the more you negate certain base elements of 5e that make different abilities and classes unique and fun. Rogue fast hands is virtually meaningless if everyone can drink a potion as a Bonus action. Cunning Action is pointless if everyone can hide as a Bonus. These are just 2 examples. 3. Party size of 6. Yes, there's a whole separate Mega-Thread for this, but in this particular thread, the point is that Party size of 6 is a Signature Baldur's Gate 1 and 2 Party Size. Party Size 4 is DOS. Why do people feel like this is more of a DOS game? One of the reasons is that it is Party Size 4. If you want Baldur's Gate 3 to smell and taste like Baldur's Gate 1 and 2, you need to at least allow for a Party Size of 6. Why? Because one of the most awesome things about BG1 and 2 was that you met a TON of potential party members that you could have in your party. By the Hells! 6 was too limiting for me in those games. I was frustrated to no end because I wanted Minsc and Jaheira and Imoen and Aerie and Viconia and Mazzy and the thief guy who always said, "I can dance on the head of a pin" (can't remember his name for the life of me right now) and the monk guy and the paladin and just about every freaking character all in my party and I was limited to only 6. That's only 5 other characters because I had my custom made MC. That sucked. 4 is even more viciously limiting. I want to have ALL the origin characters in the party, and frankly, if they allow me to have Minthara and Karlach and Halsin and Zevlor and Elegis and Kagha and Rath and Nettie and whoever else they're going to allow us to have, 4 is going to feel SUPER UBER MONSTROUSLY LIMITING! And as I've said in the Mega-thread, a party size of 6 would allow Larian to use proper D&D 5e stats without having to add or subtract any monsters from any encounters. The entire game would be perfectly balanced for a 6 party member size game with proper D&D 5e stats. So there wouldn't need to be nerfing of monster stats and stripping them of their signature moves or nothing. So combining both would only make for a truly authentic D&D 5e Baldur's Gate experience. 4. Random Encounters. Yes, a lot of people don't like Random Encounters. However, after playing Solasta again, I realized what I like about Random Encounters. Flavor. Variety. Immersion. I know, when you're on your way to fight the goblins at the goblin camp, the last thing you want to do is face some random encounter fighting a pack of wolves or a bear or whatever who pop up on you out of nowhere. However, what we have right now is a world that is DEVOID of life. The forest has no wild animals. Nothing is really and truly living or breathing. In BG1 and 2, you had animals hopping around, even if they didn't fight you, random fights that would spring up on you, and the world wasn't just waiting for you to spring the next cutscene. It was more living and breathing. Besides this, what most don't realize about Random Encounters is that they provide variety in the monsters you fight. There isn't much variety right now in BG3. When I roam in a forest, I might get attacked by a pack of wolves during one playthrough. The next time, I might run into giant spiders roaming the streets of Bogrot. The next time, I might encounter a group of kobolds when I'm roaming one of the dungeons or caves. One time, I might encounter a group of evil gnomes or bandits on the road or SOMETHING besides the same old encounters every time I replay the game. Yes, Random Encounters can be annoying, but when you don't have them, you also don't have variety in encounters. And again, the point is that Random Encounters was another element of the originals that is missing, and the more elements that are missing, the less it feels like the originals. 5. Day/Night. Yes, I'm repeating a lot of items that I've mentioned in the past, but aren't we all really just repeating everything that's been said for the last year? I won't go much into this, but Day/Night REALLY gave the originals the ambiance that is missing in BG3. The dark streets of Athkatla at night with vampires prowling about, the dark forest where you and the werewolf lady are fighting shadow wolves and other wildlife, the graveyard at night, even fighting the trolls in the dark or gnolls or spiders or all the plethora of other monsters that make D&D what D&D is (because having a variety of monsters is one of the absolute staples of D&D and what makes it fun), all of it is lost in the blaring, blazing light of day. I want to have zombies grab my characters' legs as I'm moving through the bog at night. Then they spring up out of the water as the horror music starts to play, and you can only see their eyeballs popping out of their heads in the pale moonlight. I want that gnoll scene at the toll house to be SO much scarier, which it could be at night, with the gruesome bodies all around . I want phase spiders and ettercaps roaming Bogrot at night pouncing at us from spidery webbed buildings with eerie, spooky music playing or off of rooftops. I want caves in the Underdark and where they should be without beaming rays of sunlight pouring down. Day/Night could be done so easily. Forget realtime clocks and so forth. Just implement a single button that switches it from Day to Night. Then, you want night to day, you Long Rest. Boom. Done. Yes, I'm aware intense coding is involved, but it would make this game a thousand times more fun. This has gone on long enough, so I won't go into any of the other items I'm thinking of. The point is, Larian... Please, please please just hear me and think about this. If you get nothing else from this post, please at least get this. If you want this game to truly smell and taste like BG1 and 2 at all, and D&D at all, and not just look kinda like a D&D 5e Baldur's Gate sequel, but you want it to actually BE a Baldur's Gate sequel, then please consider implementing more of these things from the first games that would make it FEEL more like a D&D 5e Baldur's Gate sequel.
Last edited by GM4Him; 08/11/21 04:51 AM.
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old hand
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old hand
Joined: Oct 2017
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If you want this game to truly smell and taste like BG1 and 2 at all, and D&D at all [...] That's the thing, isn't it? It's arguable that it's of higher priority to Larian to make something truly their own, rather than make something that "smells and tastes like BG1 & 2". It's clear to me it was never their intention to make something like that in the first place. Plenty of people don't care much for the original games, and even dislike them, as clearly expressed by some on these very forums. Hell, some have even said that this BG3 atm is precisely how a BG game should be. So what incentive would Larian have to make a game more "similar" to the originals? Why exactly should they change their design direction now? From where I see it, it's more a problem of "not wanting to do it", rather than "not knowing how to do it". From a business standpoint, it really is more beneficial to them to try to cater to as many different groups of audience as possible, rather than aiming specifically for the BG fans. This game is their big step that truly takes them as a studio to an entirely new level. I don't see why they would want to turn around and try to please the BG fans now. That aside, it's not just D&D rules and creature stats. There's the writing and overall atmosphere, for which Larian also has their own things.
"We make our choices and take what comes and the rest is void."
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If you want this game to truly smell and taste like BG1 and 2 at all, and D&D at all [...] That's the thing, isn't it? It's arguable that it's of higher priority to Larian to make something truly their own, rather than make something that "smells and tastes like BG1 & 2". It's clear to me it was never their intention to make something like that in the first place. Plenty of people don't care much for the original games, and even dislike them, as clearly expressed by some on these very forums. Hell, some have even said that this BG3 atm is precisely how a BG game should be. So what incentive would Larian have to make a game more "similar" to the originals? Why exactly should they change their design direction now? From where I see it, it's more a problem of "not wanting to do it", rather than "not knowing how to do it". From a business standpoint, it really is more beneficial to them to try to cater to as many different groups of audience as possible, rather than aiming specifically for the BG fans. This game is their big step that truly takes them as a studio to an entirely new level. I don't see why they would want to turn around and try to please the BG fans now. That aside, it's not just D&D rules and creature stats. There's the writing and overall atmosphere, for which Larian also has their own things. There is actually an article where Swen states that BG3 is a game that will be based on D&D 5e. They are not trying to make a strict DnD game because they want to make a game that is for everyone and they want to stick to their roots (DOS?). He also said they may not use al the rules of DnD because some of them may not translate well into a video game. He also said he is focusing on making first and foremost a video game not a tabletop.
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veteran
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OP
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Joined: Feb 2021
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Yeah yeah. So it'll look like hamburger, but taste like cake. So, the end result is that you either need to like cake that looks like hamburger and get used to it, or just go away.
Last edited by GM4Him; 08/11/21 08:33 AM.
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Joined: Oct 2020
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Yeah yeah. So it'll look like hamburger, but taste like cake. So, the end result is that you either need to like cake that looks like hamburger and get used to it, or just go away. Well, if you want a strictly hamburger and don’t want to taste anything else. Then you have no choice then to stick with the hamburger that exists since the chef has made it clear they are making something based on a hamburger but not necessarily a hamburger.
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veteran
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Joined: Mar 2020
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It’s foolish to hope that now Larian will pivot toward making “a Baldur’s Gate” game. It’s fine. BG1&2 exist still. In a couple of years wide public with catch up with Larian’s shortcomings, just as they finally seem to catch up with Bethesda. And maybe if BG3 is successful we will get somewhere down the line New Vegas equivalent for BG, by someone who understands and wants to make that game.
As it’s own thing, BG3 shows a bit of promise, as long as Larian stops unnecessarily messing thing up. When I heard rumours that Larian will be making BG3, I immediately understood that it will be D:OS2 with DND - and that sounded alright. D:OS2 had good presentation and good engine, but poor systems. While I don’t love DnD, it is a more mature, and more sophisticated ruleset. Alas, so far BG3 is still worse then D:OS2. Larian home brew additions don’t even have the little depth that D:OS1&2 had, while overriding and undermining core DND ruleset. It’s frustrating to say the least.
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veteran
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get used to it, or just go away. Isnt it like this with litteraly every game? 
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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journeyman
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journeyman
Joined: Oct 2020
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The thing is neither bg1 or bg2 werea faithful adaptation of the d&d rules either. More faithful adaptation of the current rules will not make it closer to the original games. That is a completely separate thing.
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veteran
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Joined: Oct 2020
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I like that there are some adaptations to the 5e rules, such as being able to drink a healing potion as a bonus action.
I also like that there are no random encounters. Having lots of trash mobs slows down the pacing for me.
Last edited by Icelyn; 08/11/21 12:02 PM.
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OP
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Joined: Feb 2021
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The thing is neither bg1 or bg2 werea faithful adaptation of the d&d rules either. More faithful adaptation of the current rules will not make it closer to the original games. That is a completely separate thing. The point I was trying to make with more faithful stats, etc. Is that monsters do not act like they should and don't even use their signature abilities. Besides this, the more you veer away from the Core stats and mechanics, the less like D&D it feels. Take Neverwinter Online. I've played a lot of that too. Fun game. Totally not a D&D game. Nothing like D&D except setting and kinda sorta story. But it is so video gamey, it can hardly be classified as even in the same category as Neverwinter Nights 1 and 2. It's labeled a Neverwinter game, but it doesn't feel at all like the original. I'd say it feels more like Final Fantasy 14 online or Skyrim online. That's what I'm saying with BG3. The more they deviate from D&D 5e core rules and especially the stats, the less it feels like a genuine D&D Baldur's Gate game.
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old hand
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old hand
Joined: Oct 2020
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Optimistically Apocalyptic
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Joined: Oct 2020
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I guess people expect every game in a franchise to be exactly the same.
It doesn't work like that anymore.
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...it really is more beneficial to them to try to cater to as many different groups of audience as possible, rather than aiming specifically for the BG fans. This game is their big step that truly takes them as a studio to an entirely new level. I don't see why they would want to turn around and try to please the BG fans now.
That aside, it's not just D&D rules and creature stats. There's the writing and overall atmosphere, for which Larian also has their own things. I personally wouldn't call half heartily pressing DnD's class system and action economy into DoS design concept as taking a big step. On the contrary, that show me they are a one trick pony. Taking a big step would have been trying to make a game that doesn't immediately gets me thinking of DoS 1/2. Sure, the engine and art style they're using is a part of it but that's understandable and that is not all to blame. When I played a year ago, it hit me directly; oh, environmental tactics and surfaces, typical Larian, they even changed the cantrips to make them similar to the 1st lvl spells you get in DoS 2. And they really want those burning patches to hurt not adding saves to them. Then, after feedback, they tuned that down and I felt; ok, now we're getting somewhere. There are still major issues like for example that they blatantly dislike the class system wanting to give class specific features to everyone because "in DoS the player can be whatever he wants", but they at least took a step in the right direction. And then, a month ago, they did it again, changed a spell to create surfaces though it shouldn't. Chromatic orb did have a similar effect in 4e but BG3 is (supposed to be) 5e. They have the knowledge and experience to make environmental tactics and surfaces, when created by the players, visually stunning. But it isn't needed to be forced upon us. Instead of having a barrels of oil standing in the middle of a room, seeing a small bottle of oil or an oil lamp standing next to an enemy is enough. The opponent can think; "ha, you missed!" then...*seeing the wizard starting to conjure flames in his hand*..."oh shit". We don't need a spell creating an electrified puddle of water included with its damage, we already have "Create Water" if we want a conducting element to make our lightning based spell hit several opponents. There is no reason for it. Like you said, they do have other ways to give a lasting, personal imprint on the game. The writing (I love Larians tendency for comical relief, especially their snarky animals) and the art style. Not following the source material when it comes to stats and rules isn't "not aiming for the BG fans". It's disrespecting DnD fans. In a DnD game. Also, it's never more beneficial trying to cater the larger mass. Instead of getting a sharp product that is really liked by one group, you get a bland product that is, accepted at most, by many. Which is also clearly expressed on the forums.
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apprentice
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Joined: Jun 2021
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It’s foolish to hope that now Larian will pivot toward making “a Baldur’s Gate” game. It’s fine. BG1&2 exist still. In a couple of years wide public with catch up with Larian’s shortcomings, just as they finally seem to catch up with Bethesda. And maybe if BG3 is successful we will get somewhere down the line New Vegas equivalent for BG, by someone who understands and wants to make that game.
As it’s own thing, BG3 shows a bit of promise, as long as Larian stops unnecessarily messing thing up. When I heard rumours that Larian will be making BG3, I immediately understood that it will be D:OS2 with DND - and that sounded alright. D:OS2 had good presentation and good engine, but poor systems. While I don’t love DnD, it is a more mature, and more sophisticated ruleset. Alas, so far BG3 is still worse then D:OS2. Larian home brew additions don’t even have the little depth that D:OS1&2 had, while overriding and undermining core DND ruleset. It’s frustrating to say the least. This. I feel as if Larian has too many irons in the fire. Get the basics right (5e), then work on improving and adapting for a videogame. I find it really weird that they keep feeding us more areas, but a lot of the basics are unclear (reactions, classes, character customisation, etc.). I don't want to have the story spoiled, I want to know if I will enjoy the game's mechanics. Also, the chain is horrible and should be scrapped ASAP. It's by far the worst part of BG3.
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veteran
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veteran
Joined: Mar 2020
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I find it really weird that they keep feeding us more areas, but a lot of the basics are unclear (reactions, classes, character customisation, etc.). Those are not mutually exclusive - people who work on writing, level design etc. Aren't necessarily same people who work on combat design and adaptation do the ruleset. People were craving for new content and Larian decided to deliver it with patch6, which otherwise would be fairly unremarkable (visual upgreats are great, but now quite meat&potatoe). I am with you, that I am more interested in seeing progress in systems, then experiencing more of unfinished story content. During older panel from Hell Sven said they are working on better reaction system, so I hope that will happen in the future - maybe it requires new UI, maybe will be packaged with new classes.
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apprentice
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apprentice
Joined: Jun 2021
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it's a fair point concerning the areas and such. As you, I'm simpy more interested in what the system designers have to offer... that's what will keep my interest in the game.
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enthusiast
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enthusiast
Joined: Oct 2020
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My main problem with this "based on 5e" is that it tells me that they used 5e and added their own stuff. While this is ok, you need to stay true to the main way the rules work.
If you change something in a ruleset you may come out with a lot of rubbish and stuff stops working like it was intended too, breaking the ruleset. Shoving/jumping mechanics is a nice example. The way it was implemeted totally destroys the way combat is intended in D&D.
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enthusiast
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Joined: Oct 2020
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I agree with 1,2,4 and 5 and have made posts many times especially day/night which is a game breaker for me to know they couldn't be arsed. Party size is dependent on campaign size even in D&D tabletop and I think the game map is cluttered enough at the minute with 4 party members, but of course this is my opinion.
My main issue is the addition of homebrew CORE game mechanics. BG is a D&D franchise and as such reflect that. I know Larian wanted to cut and paste DOS3, tweek a few numbers and hope nobody noticed but BG1&2 fans are where the money is as they are still alive and kicking. Tenny bops don't play games that involve effort, they push X and win, send a tweet then move on to the next exciting adventure.
I have no issue Larian adding their own flavor but the CORE game must mirror the mechanics already in black and white. I don't see how Larian can build a city like Baldurs gate or Waterdeep without a night cycle? They can't as most stuff happens at night. Random encounters when travelling between areas is a dice roll and a random map tile....too much to ask for? For those who want to play the story there are always easy mode and Larian are good at tweeking difficulty as DOS2 did it great.
The addition of "something" that competes with core game mechanics always has a cascade effect in D&D. Advantage and healing for example. Advantage is something gained though tactical positioning (or spell aka resource) of more than one character where instant healing is something class/spell specific. Monsters have their own playstyle mixing the fights up, 50 goblins is a slog but a lich, vampire lord etc. is a totally different fight, RUN AWAY!!! Time stop......boom dead.
D&D mechanics have nearly 50 years of ironing and tweeking I doubt a game adaptation is going to reinvent the wheel here. I will give it to Larian they are listening to the feedback but like I said earier no day/night is a game breaker for me personally and wouldn't of purchased EA if I knew. The game is good, could be better.
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addict
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Joined: Apr 2020
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Regarding the OP, would love points 4 and 5.
The first thing that impressed me in BG2, back in 2000, was the level of immersion and how it felt alive even with outdated graphics. I think it was the core of the experience.
BG3 feels plastic and constricted and that comes from Larian not understanding what made the originals so special.
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veteran
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veteran
Joined: Oct 2020
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This game was never suppose to be litteral transcript of tabletop rules, as Swen told us multiple times in countless occasions ... Some people still presumed it will be. :-/ I feel for them, but that will be probably all. :-/ I hope someone will create proper DnD mod fo you tho. 
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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Joined: Oct 2020
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This game was never suppose to be litteral transcript of tabletop rules, as Swen told us multiple times in countless occasions ... Some people still presumed it will be. :-/ I feel for them, but that will be probably all. :-/ I hope someone will create proper DnD mod fo you tho.  Exactly, I don't know how much clearer Swen has to make himself. He actually said that BG3 is meant to be "first and foremost" a video game in an interview from last year. In a recent interview with Eurogamer, a month ago, Swen even said that they can't do everything in tabletop DnD or they will never finish the game because that would require more people to be hired. In the gaming industry, you have a deadline and things need to be done before then. He also said that they have been given the freedom (most likely from WOTC) as with previous BG games to do what they want with this game.
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old hand
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old hand
Joined: Oct 2020
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I have an entirely different perspective. I don't care what rule set it is, or how closely tied to it the game stays. I didn't buy BG because it was DnD. I didn't buy BG 2 because it was DnD either. Upon thinking about it, I initially didn't buy BG anyway. At the time I was playing DOOM and Mortal Kombat. My girlfriend brought BG home one day, and after playing it a bit, I barely looked back at either. Although I did, I must admit, play a lot of MK up to the third installment.
But I played BG games, and IWD games because I liked the stories. DnD had nothing to do with my enjoyment of the titles, at least beyond superficially. Then came Neverwinter Nights. I played that game for 5 years, but it had next to nothing to do with DnD, other than it happened to be the setting, loosely. I say "loosely" because I didn't play the campaigns for 5 years, I played the online modules that people were producing. I played on RP servers, I played on high magic worlds, and in the last year or so of that 5 years, I spent time making my own low magic world, created to tell a story that I wanted to tell in the toolset. While I'm not looking for the NWN experience here, I'm not sure we'll get a toolset, considering the MP aspect, that would be great, I am looking to be engaged by whatever the story is going to be, once it's fully fleshed out.
When I read "not BG", I'm not "like yeah". Instead I see "not the Warden" in Dragon Age, and "Mass Effect is Shepard's story". Bhaalspawn is, after all, the only thing that ties BG to BG 2 in so far as story is concerned. It's a rather important bit there, but that story has been written. I didn't see BG 3 and think that they were going to just remaster the previous two games, or try to retcon the old stories out for a new one. There's a lot more to the FR than just that one storyline. So, I'm waiting to see what they do. This was a pre-alpha test of basic stuff, not a finished product. I didn't get my dice out, and get new books, to go sit at someone's house to start a 5e campaign. I saw BG 3, and nostalgia kicked in for games that meant a lot to me when they were new, and got some hype going. I've been in on the ground floor of modules, especially in NWN, where I wrote story lines, drew up some maps, and even wrote some scripts for existing modules, before going on to create my own. So I didn't come in expecting a polished experience. I still don't expect to have the entirety of the story laid out in the Prologue and Act 1 so that I can say "not a BG game". Even with all of that assumed, I'm not sure I could do that w/out also going "not the Bhaalspawn"...
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veteran
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Joined: Aug 2014
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I haven't read a single post from anyone about wanting an exact tabletop ruleset conversion for BG3. Why are people thinking in such extremes? The vast majority of D&D players are open to homebrew if it plays by the spirit of the rules. If only we could discuss the homebrew rationally without dismissing each other outright with extreme opinions like "Larian should do whatever they want" or "don't change anything". And again, I've not read the latter from anyone.
The problem that many are voicing is Larian not understanding the spirit of the rules. They are simply going too far with their homebrew additions. Surfaces are a good concept for a video game but the implementation is over the top. Same with dipping, high ground and backstab before change. Shoving. Good concepts with poor over the top implementation that promote repetitive tactics. Then there is the type of homebrew that gives out Rogues' Cunning Action to everyone for free that just fails to understand the spirit of the class based system (and multiclassing) on a fundamental level, and is completely unnecessary to enjoy the game.
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Exactly, I don't know how much clearer Swen has to make himself. Maybe it's because their initial advertising campaign, and their original comments, on which the game was first advertised and sold, was the statement that they were making baldur's gate 3, which they would be making in the fifth edition ruleset, which they would be translating into the game, and I quote, "As faithfully as possible". So, many folks who bought into the game on that premise are rightfully annoyed at how completely disingenuous that statement has shown to be. Funnily enough, it's really hard to find the earliest articles and interviews, where these statements and others of a similar nature were first made, nowadays, and their tune has dramatically changed as well. Many folks are annoyed because they used a premise and an advertisement which they never even intended to honour to draw people in and generate sales.... and are in fact on record elsewhere as admitting that what they really want to do is use the branding, legacy and high-profile nature of D&D and the BG series to pimp Their style of games to a new audience... when that's not what was originally advertised, and not what brought many of the folks here to the game in the first place. We all know this is a video game, and that the rule-set can benefit from many and various changes and adaptations when transitioning to a video game format - both for pacing and for general quality of life... no-one is denying that at all. In many of my own focus threads, I take special care to point out and note rule deviations and adaptations that are actually very good calls and nice improvements or concessions to video game format where adaptation improves the experience. Those aren't the things that people are making threads about, for the most part.
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Exactly, I don't know how much clearer Swen has to make himself. All you need to do is ask ... i was hoping i get to use this quote ... but i didnt expect opourtunity to come so soon.  We want to have that Dungeons & Dragons feeling, not slavishly following every single one rule, but really getting the feeling of playing this tabletop experience but everything is being done for me, this dungeon master is doing everything automatically, I'm just having a good time. BG3 is based on the fifth edition [of D&D]. We started by setting out the ruleset very meticulously, and then seeing what worked and what didn’t work – because it is a videogame, and D&D was made to play as a tabletop game. So for the things that didn’t work, we came up with solutions. So what you can expect in BG3 is us giving you more tools to fool around with based on fifth edition rules and on some of the things that make the fifth edition so cool and accessible. Baldur’s Gate was the definitive D&D game of it’s generation, and that’s what we’re trying to create, but we’re also trying to make a good video game first and foremost, rather than a strict D&D adaptation.
To put it in D&D terms, we’re your dungeon master and this is our campaign that we’re running, so there will be our own flavour and house rules. We’re bringing you one particular visualisation of this world, but that doesn't mean that there cannot be others. I think the messaging have been pretty consistent.
Last edited by RagnarokCzD; 09/11/21 02:10 PM.
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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Thank you. I've said before, and I'll say it again. I'm not opposed to homebrew but: The more homebrew, the more you negate certain base elements of 5e that make different abilities and classes unique and fun. Rogue fast hands is virtually meaningless if everyone can drink a potion as a Bonus action. Cunning Action is pointless if everyone can hide as a Bonus. These are just 2 examples. The more you deviate from the D&D 5e rules and stats and world of Faerun, the less the game feels like D&D and Baldur's Gate. I actually like that they have some homebrew goblins, for example. That's fun. Not every goblin has to be a grunt or boss. I'm fine with almost every goblin in the game. What I don't like is the monsters that have virtually no characteristics that make them unique and therefore fun. So don't tell me something is an intellect devourer and then not give them the ability to devour intellect. If it is an intellect devourer, give it intellect devourer stats. If you're going to make it a newborn intellect devourer which then explains why it doesn't have the proper full-blown stats, then call it an Ustilagor, which is an infant or newborn intellect devourer. Also, give it the appearance of an Ustilagor with stubby legs and so forth. https://forgottenrealms.fandom.com/wiki/UstilagorBut I think most are not understanding about what I'm trying to say is that I don't have a problem with some Homebrew monsters and stats and so forth as long as there is a solid foundation of monsters with normal stats and abilities. The problem I have is that virtually no monsters have their proper stats and abilities and there are so many Homebrew rules that negate very basic special abilities four different classes. So essentially, by creating so much Homebrew they are destroying very basic elements of what makes different races and classes what they should be based on established world-building that is been in existence for over 20 years. Rogues are probably the biggest victims a Homebrew. So many of their special abilities are being made obsolete because every class can do but only they should be able to do. No. That's not true. Everyone can use Revivify scrolls and other cleric scrolls, everyone can use every wizard scroll, everyone can use every druid scroll, etc. Therefore, no class is unique and special because everybody can do everything. So does it feel like D & D? No. Why? Because what makes things unique is being stripped from each class, each monster, each item so that nothing is special. Here's something that I think is an acceptable homebrew. You have partial cover, therefore you get a + 2 to your armor class. Another Homebrew that I think makes sense is the flanking advantage Homebrew. Don't misunderstand. I'm not referring to backstab. I'm referring to if you have more than one person in melee with an enemy, you should get advantage on your dice roll to hit. Why? Because if you have two people trying to attack you at once from two different angles oh, it is incredibly hard to defend against both. That to me is a Homebrew that makes sense especially because it works well with the Rogue sneak attack. But when you start to make special abilities and characteristics no and void with your Homebrew, you begin to destroy the entire rule system. Anyway, I'm just trying to clear up the misunderstanding because it always seems like everyone who is opposed to what I have to say seems to take the extreme position like I'm against absolutely all deviations from the rules of DnD 5e
Last edited by GM4Him; 09/11/21 02:17 PM.
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Rag, you obviously didn't read the first two paragraphs of niara's response did you.
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Exactly, I don't know how much clearer Swen has to make himself. All you need to do is ask ... i was hoping i get to use this quote ... but i didnt expect opourtunity to come so soon.  We want to have that Dungeons & Dragons feeling, not slavishly following every single one rule, but really getting the feeling of playing this tabletop experience but everything is being done for me, this dungeon master is doing everything automatically, I'm just having a good time. BG3 is based on the fifth edition [of D&D]. We started by setting out the ruleset very meticulously, and then seeing what worked and what didn’t work – because it is a videogame, and D&D was made to play as a tabletop game. So for the things that didn’t work, we came up with solutions. So what you can expect in BG3 is us giving you more tools to fool around with based on fifth edition rules and on some of the things that make the fifth edition so cool and accessible. Baldur’s Gate was the definitive D&D game of it’s generation, and that’s what we’re trying to create, but we’re also trying to make a good video game first and foremost, rather than a strict D&D adaptation.
To put it in D&D terms, we’re your dungeon master and this is our campaign that we’re running, so there will be our own flavour and house rules. We’re bringing you one particular visualisation of this world, but that doesn't mean that there cannot be others. I think the messaging have been pretty consistent. You're welcome! 
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Maybe it's because their initial advertising campaign, and their original comments, on which the game was first advertised and sold, was the statement that they were making baldur's gate 3, which they would be making in the fifth edition ruleset, which they would be translating into the game, and I quote, "As faithfully as possible".
So, many folks who bought into the game on that premise are rightfully annoyed at how completely disingenuous that statement has shown to be. Funnily enough, it's really hard to find the earliest articles and interviews, where these statements and others of a similar nature were first made, nowadays, and their tune has dramatically changed as well. Many folks are annoyed because they used a premise and an advertisement which they never even intended to honour to draw people in and generate sales.... and are in fact on record elsewhere as admitting that what they really want to do is use the branding, legacy and high-profile nature of D&D and the BG series to pimp Their style of games to a new audience... when that's not what was originally advertised, and not what brought many of the folks here to the game in the first place.
We all know this is a video game, and that the rule-set can benefit from many and various changes and adaptations when transitioning to a video game format - both for pacing and for general quality of life... no-one is denying that at all. In many of my own focus threads, I take special care to point out and note rule deviations and adaptations that are actually very good calls and nice improvements or concessions to video game format where adaptation improves the experience. Those aren't the things that people are making threads about, for the most part. In regards to rules of DnD this is what Swen Said last month to Gameindustry.biz 'You don't want a game to be complicated, you want it to be very natural and very intuitive and so there's a lot of work being done on the background that we haven't shipped yet, where we're trying to say: what is the best and easiest way for a player discovering this rule so that they intuitively take it into account? This early access is clearly obviously a very important platform for us." "I think when you'll see what we will release compared to where we started, you'll have this feeling of: holy shit, this is very, very accessible, I don't have to think about it, it just makes sense. And that's exactly the experience you have if you play D&D in real life. If you have a good DM, they're not going to bombard you with 300 pages of rules that you need to learn, they're just going to be: hey, you enter a dungeon and there's a door. What do you do?" "We want to have that Dungeons & Dragons feeling, not slavishly following every single one rule, but really getting the feeling of playing this tabletop experience but everything is being done for me, this dungeon master is doing everything automatically, I'm just having a good time. It's really about us removing the barriers to entry and shoving it in front of people's noses really so that they just give it a go, and then usually it clicks. Because if you go to the reviews of BG3, of DOS 2, one of the things you really often read is: 'I never thought I was going to enjoy this, but here I am, a hundred hours later!'" Interview with Swen Vincke
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Thank you.
I've said before, and I'll say it again. I'm not opposed to homebrew but:.... I agree with every word. I hear alot of exteme arguments suggesting people are being D&D "purists" for want of a better word. Sven said...... Yes he said many things euphemeistically and directly but here is the thing, it is a far cry from adding flavor when you change the the core rules to a point where it simply doesn't resemble D&D anymore especially for certain classes. Adding homebrew is good, hp boost for garbage mobs is good, acid arrows that create 5 meter diameter pools of acid around the target not so much. Tweek stat numbers and personalities all you like but core mechanics NEED to remain constant or the entire class balance system falls apart. I keep saying this, the CORE needs to be implented FIRST then add and remove homebrew stuff. I mean throwing a healing potion at your ally heals them? Come on man! I can undertand throwing basilisk oil at a petrified person but throwing a bottle of healing juice into the mouth of your mate is ridiculous. Little things like this don't add to the game it makes it stupid. Arrows do a bit of extra element damage you dont fire a bathtub of acid on the end on an arrow. A barrel of booze will weigh hundreds of Kgs so rolling it down steps is realisitc where putting one (or 3) in your backpack is bonkers. The little things make a big difference.
Last edited by Soul-Scar; 09/11/21 03:10 PM.
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Rag, you obviously didn't read the first two paragraphs of niara's response did you. Oh yes i did ... But it all seemed to me like: "i believe i have seen it somewhere really long time ago and i cant find it anymore" ... While Composer gives us specific quotes even with link to source ... It just dont seems to hard to decide wich one to believe. :-/
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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The truth is somewhere in the middle, like what Niara wrote which many kind of skims across or share seats in the boat I'm in. "As faithfully as possible" - Most people just read 'faithful' and expect a near 100% adaption or in the upper ceiling toward 100%. Some few take it as far as any deviation is a war crime and make false claims (such as the source of that quote of mine where someone insisted as such). Then there's me, and I'd assume the notion that Niara refers to, that would prefer a more faithful adaption in terms of less changes to simple things like shove/hide being a bonus action instead of an action which has a ripple-effect into other aspects such as Rogue losing a lot of its class niche. That's where I often butt in to disagree with some people, not because of what they say, but how they say it. I think most people want the same thing in the end of the day.
It was never said to be a 100% faithful adaption, just somewhere between as faithful as possible to based on but with creative liberty for fitting a video game. I have my own criticisms of Swen's wording sometimes and warned how it'd be received multiple times in the long distant past (and my ego admittedly feels boosted of predicting it so accurately). But it's also our responsibility as gamers to apply some good faith and attention to detail in the information we read as well, and interpret its meaning rather than literal face value.
Most feedback that I've seen and forwarded tend to fall into the category of "I understand it's unreasonable to have a 100% adaption into a video game, but this criticism X and complaint Y are things I think deviates away from PHB more than is necessary" kind of format. And that's perfectly fine and good. At least that's how I choose to view most threads, focusing on the meaning underneath rather than the angry words or emotions that often distorts the underlined intent. My only hope / interest is to make sure those doesn't turn into keyboard-warrior fistfights. Because again, we all just want a fun game in the end of the day I think.
Last edited by The Composer; 09/11/21 03:10 PM.
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All those Swen Vincke quotes prove that Larian are doing much more than changing what needs to be changed for a video game. They have a different vision of D&D, or a very narrow vision on "what works" in a video game i.e. surfaces, pushing and jumping and puzzles to the extreme where they override the actual ruleset being used.
Rogue abilities are a VERY good example of something that has nothing to do with the platform. They just gave the Rogue abilities to everyone because someone over there likes to do Rogue stuff on all characters without multiclassing a few levels into Rogue. Or some misguided notion that every character needs to be able to do a Bonus Action every turn. They don't. The system wasn't designed that way and stubbornly fighting it isn't going to work. Turn based combat does not get better if you have more actions per turn, especially if they are repetitive or overpowered like Stealth (or Shove). Sharing the Rogue class abilities has nothing to do with being a video game but everything to do with class identity and balance.
Solasta on the other hand proves that 5e RAW combat is very enjoyable and tactical in a video game. It does not need superhero jumps for everyone, or exaggerated shoving, or a million surfaces everywhere or goblins firing knockback arrows. These are things that Larian have ADDED because they seem to have an uncontrollable obsession about that stuff. Those additions actually make the game LESS tactical because you're always better off doing the Larian things than doing the D&D things. Solasta feels more like D&D, and it also feels like a better combat system overall after the sneak, shove and bomb fest that is BG3.
Larian aren't augmenting D&D for a video game platform. They're assimilating it into their own narrow mindset that is very different from the D&D CRPG's we have known and played in the past. And BG3 is a worse game for it.
If they choose to tone the homebrew down a notch, it could be great. Augment D&D, not replace it.
Last edited by 1varangian; 09/11/21 03:12 PM.
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I love how I beat you to it with an exact example, 1varangian :'D Rest my case! ♥
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All those Swen Vincke quotes prove that Larian are doing much more than changing what needs to be changed for a video game. They have a different vision of D&D, or a very narrow vision on "what works" in a video game i.e. surfaces, pushing and jumping and puzzles to the extreme where they override the actual ruleset being used.
Rogue abilities are a VERY good example of something that has nothing to do with the platform. They just gave the Rogue abilities to everyone because someone over there likes to do Rogue stuff on all characters without multiclassing a few levels into Rogue. Or some misguided notion that every character needs to be able to do a Bonus Action every turn. They don't. The system wasn't designed that way and stubbornly fighting it isn't going to work. Turn based combat does not get better if you have more actions per turn, especially if they are repetitive or overpowered like Stealth (or Shove). Sharing the Rogue class abilities has nothing to do with being a video game but everything to do with class identity and balance.
Solasta on the other hand proves that 5e RAW combat is very enjoyable and tactical in a video game. It does not need superhero jumps for everyone, or exaggerated shoving, or a million surfaces everywhere or goblins firing knockback arrows. These are things that Larian have ADDED because they seem to have an uncontrollable obsession about that stuff. Those additions actually make the game LESS tactical because you're always better off doing the Larian things than doing the D&D things. Solasta feels more like D&D, and it also feels like a better combat system overall after the sneak, shove and bomb fest that is BG3.
Larian aren't augmenting D&D for a video game platform. They're assimilating it into their own narrow mindset that is very different from the D&D CRPG's we have known and played in the past. And BG3 is a worse game for it.
If they choose to tone the homebrew down a notch, it could be great. Augment D&D, not replace it. Whether the fight in Solasta is better is just a matter of opinion.
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Rag, you obviously didn't read the first two paragraphs of niara's response did you. Oh yes i did ... But it all seemed to me like: "i believe i have seen it somewhere really long time ago and i cant find it anymore" ... While Composer gives us specific quotes even with link to source ... It just dont seems to hard to decide wich one to believe. :-/ Ok. Fine  How about the fact that Larian keep using DnD 5e as a marketing tool? "AN EXPANSIVE, CINEMATIC RPG WITH UNPARALLELED DEPTH AND PLAYER FREEDOM Baldur’s Gate 3 is an expansive, cinematic, player-driven RPG based on 5e D&D. It features a rich character creation system where players can create an avatar based on many different D&D races, select their cantrips, skills & abilities, and enter a world where their actions truly define the story. Baldur’s Gate 3 expands on Larian’s award-winning narrative gameplay both through the advent of cinematic storytelling, and with dice-rolls for key decisions throughout the game, in and out of combat. Dialogue options often have multiple responses, and some responses may require a dice roll to succeed, defined by both luck as well as the attributes of the player character, or circumstances of the situation. No one play-through will be like another player’s, with a massively branching narrative and meaningful reactions to player actions, and happenings. It features a fluid, high-stakes turn-based combat system incorporating the rules of 5e D&D." "incorporating" not inspired by or influenced by "EVOLVED TURN-BASED COMBAT BASED ON 5E D&D Play through levels 1-4 as the tabletop rules come to life in the videogame Switch to turn-based mode at anytime to solve puzzles or sneak up on characters Manipulate light and darkness with our dynamic shadow system for non-binary style stealth action The next generation of turn-based combat featuring hundreds of D&D spells and actions Unlimited freedom to explore and experiment" Hmm, tabletop rules.... Both excerpts above is taken from Larians own homepage. https://press.baldursgate3.game/There is no doubt that Larian has and still does use DnD 5e for marketing purposes. It's no coincidence that their announcement of BG3 was together with WoTC, the creator of DnD. It was to give their game legitimacy. Not as a good rpg game, larian is already known for that, but for a good DnD game. And let's have a look on the second quote that The composer gave us "BG3 is based on the fifth edition [of D&D]. We started by setting out the ruleset very meticulously, and then seeing what worked and what didn’t work – because it is a videogame, and D&D was made to play as a tabletop game. So for the things that didn’t work, we came up with solutions." What worked and didn't work - because it is a videogame. Does that tell us that things don't work on a digital platform if Sven personally don't find it fun? Or does it tell us that some things don't translate well mechanically since in table top it can be imagined, in video game it has to be visually presented? Now. What Niara wrote isn't false, and The Composer did summarize the subject perfectly.
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How about the fact that Larian keep using DnD 5e as a marketing tool?
"AN EXPANSIVE, CINEMATIC RPG WITH UNPARALLELED DEPTH AND PLAYER FREEDOM Baldur’s Gate 3 is an expansive, cinematic, player-driven RPG based on 5e D&D. It features a rich character creation system where players can create an avatar based on many different D&D races, select their cantrips, skills & abilities, and enter a world where their actions truly define the story.
Baldur’s Gate 3 expands on Larian’s award-winning narrative gameplay both through the advent of cinematic storytelling, and with dice-rolls for key decisions throughout the game, in and out of combat. Dialogue options often have multiple responses, and some responses may require a dice roll to succeed, defined by both luck as well as the attributes of the player character, or circumstances of the situation.
No one play-through will be like another player’s, with a massively branching narrative and meaningful reactions to player actions, and happenings. It features a fluid, high-stakes turn-based combat system incorporating the rules of 5e D&D."
"incorporating" not inspired by or influenced by The game itself is BASED on DnD. The 5e that is being incorporated is for combat. There is no doubt that Larian has and still does use DnD 5e for marketing purposes. It's no coincidence that their announcement of BG3 was together with WoTC, the creator of DnD. It was to give their game legitimacy. Not as a good rpg game, larian is already known for that, but for a good DnD game.
And let's have a look on the second quote that The composer gave us
"BG3 is based on the fifth edition [of D&D]. We started by setting out the ruleset very meticulously, and then seeing what worked and what didn’t work – because it is a videogame, and D&D was made to play as a tabletop game. So for the things that didn’t work, we came up with solutions."
What worked and didn't work - because it is a videogame. Does that tell us that things don't work on a digital platform if Sven personally don't find it fun? Or does it tell us that some things don't translate well mechanically since in table top it can be imagined, in video game it has to be visually presented? Larian did say that there may be some rules that they will not incorporated into the game because it doesn't translate well into a video game, so you may not see it. Swen has always said multiple times that Larian is the DM of this game and they are making this game for everyone. They also don't want to make it complicated for players that may have never played a DnD game. They want to make the game accessible and not seem complicated.
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How about the fact that Larian keep using DnD 5e as a marketing tool? Why wouldnt they? I mean this game IS based on DnD 5e ... its not their fault that some people wished for something else. :-/ "incorporating" not inspired by or influenced by Indeed ... and also not "litteral transcription" ... what is your point? We could find dozens of synonims they didnt use.  There is no doubt that Larian has and still does use DnD 5e for marketing purposes. And since their game is based on DnD 5e its perfectly fine ... again, what is your point here? O_o It's no coincidence that their announcement of BG3 was together with WoTC, the creator of DnD. And owner of Baldur's Gate trademark.  It indeed is no coincidence, but i would say you presume too much.  Does that tell us that things don't work on a digital platform if Sven personally don't find it fun? Or does it tell us that some things don't translate well mechanically since in table top it can be imagined, in video game it has to be visually presented? Question here is: Does it matter? I mean Swen obivously leads this project ... if it would be movie, Swen would be director ... his job is to mediate(?) his vision for us ... and purpose of EA is to find out how much that vision is close to our expectations, possibly even bend it a little somewhere, so our goals get closer together ... But he still sells his vision, his product, there is his name on it. :-/ And in the end he (probably not litteraly, i presume he have people for that) will decide wich of our suggestion goes good with his vision, and wich are completely off.
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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Does that tell us that things don't work on a digital platform if Sven personally don't find it fun? Or does it tell us that some things don't translate well mechanically since in table top it can be imagined, in video game it has to be visually presented? Question here is: Does it matter? I mean Swen obivously leads this project ... if it would be movie, Swen would be director ... his job is to mediate(?) his vision for us ... and purpose of EA is to find out how much that vision is close to our expectations, possibly even bend it a little somewhere, so our goals get closer together ... But he still sells his vision, his product, there is his name on it. :-/ And in the end he (probably not litteraly, i presume he have people for that) will decide wich of our suggestion goes good with his vision, and wich are completely off. Yes it matter. Very much. It matters because we have laws against false advertising. It matters because we have 3 year long university programs with focus on media management. It matters because Larian isn't some indie studio with three people that never has spoken with a journalist before. They are an international multimillion company fully aware that everything they do, everything they say in regard to an ongoing project, is marketing. Not just what a single spokesperson say but everything. They are fully aware that using the BG trademark and keeping mentioning DnD 5e would attract fans of the franchise. Just as you use those quotes from Sven to justify homebrewing you like, I can use the rest of their marketing to justify why I don't feel it right. This thread was about GM4him requesting for them to consider sticking closer to some things he liked with the previous BG games. He didn't ask for a litteral transcript of tabletop rules . Instead this thread turned into whether or not Larian has used deceitful tactics in their marketing. I claim they have, you claim they haven't. That's where we stand on that subject. Now, maybe time to get focus back on OP's suggestions?
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Does that tell us that things don't work on a digital platform if Sven personally don't find it fun? Or does it tell us that some things don't translate well mechanically since in table top it can be imagined, in video game it has to be visually presented? Question here is: Does it matter? I mean Swen obivously leads this project ... if it would be movie, Swen would be director ... his job is to mediate(?) his vision for us ... and purpose of EA is to find out how much that vision is close to our expectations, possibly even bend it a little somewhere, so our goals get closer together ... But he still sells his vision, his product, there is his name on it. :-/ And in the end he (probably not litteraly, i presume he have people for that) will decide wich of our suggestion goes good with his vision, and wich are completely off. Yes it matter. Very much. It matters because we have laws against false advertising. It matters because we have 3 year long university programs with focus on media management. It matters because Larian isn't some indie studio with three people that never has spoken with a journalist before. They are an international multimillion company fully aware that everything they do, everything they say in regard to an ongoing project, is marketing. Not just what a single spokesperson say but everything. They are fully aware that using the BG trademark and keeping mentioning DnD 5e would attract fans of the franchise. Just as you use those quotes from Sven to justify homebrewing you like, I can use the rest of their marketing to justify why I don't feel it right. This thread was about GM4him requesting for them to consider sticking closer to some things he liked with the previous BG games. He didn't ask for a litteral transcript of tabletop rules . Instead this thread turned into whether or not Larian has used deceitful tactics in their marketing. I claim they have, you claim they haven't. That's where we stand on that subject. Now, maybe time to get focus back on OP's suggestions? Let me but in here, you are seriously misinterpreting what Larian has said or what they have marketed. They have not falsely advertised anything, so there are no legal implications. They used the term "BASED ON", that term does not mean a literal translation. "Based on" means that they are using what they know from DnD 5e as a foundation for their game. When you mentioned the word "incorporating", they were talking about the 5e rules of combat not the whole game itself. They use the BG trademark because the story revolves around Baldur's Gate. They mention DnD 5e because they have incorporated 5e rules, maybe not every single one that you would like but they have implemented some.
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It matters because we have laws against false advertising. Lead designer dont like how things looks in game ... or lead designer dont like how things works in game ... Therefore lead designer stated that things didnt translate well into this game. (your words not mine) How is that "false advertising" ? It matters because we have 3 year long university programs with focus on media management. Lead designer dont like how things looks in game ... or lead designer dont like how things works in game ... Therefore lead designer stated that things didnt translate well into this game. (your words not mine) How is that anyhow tied to meda management? It matters because Larian isn't some indie studio with three people that never has spoken with a journalist before. Why is size of studio anyhow relevant to that Swen (in your example) stated that game dont translate well, bcs he either didnt like what se see, or didnt like what he play? O_o They are fully aware that using the BG trademark and keeping mentioning DnD 5e would attract fans of the franchise. And they are fully aware that using the BG trademarks and keeping mentioning DnD 5e on wich their systems are BASED, wich is exactly what they are advertising ... is totally okey, and fact that some people will ignore half of sentence to see only "DnD 5e" and "Baldur's Gate" cannot be avoided no matter how often Swen repeats that this game is not, will not be and never was ment to be litteral transcription of tabletop rules ... bcs those people will ignore the rest anyway. I really wonder why tho. Do you believe that if there will be enough people expecting something else, Larian will scap all their curent work and recreate everything to fit your expectation? Or do you just WANT TO BE MAD at somethig and this is easy target? O_o Just as you use those quotes from Sven to justify homebrewing you like, I can use the rest of their marketing to justify why I don't feel it right. I dont understand this sentence ... But if you wish to use their marketing to anyting, you have to use it whole, not just those parts of sentences that suits you ... then you could simply make out those quotes and claim they are real, since their value would be the same.
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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Let me but in here, you are seriously misinterpreting what Larian has said or what they have marketed. They have not falsely advertised anything, so there are no legal implications. They used the term "BASED ON", that term does not mean a literal translation. "Based on" means that they are using what they know from DnD 5e as a foundation for their game. When you mentioned the word "incorporating", they were talking about the 5e rules of combat not the whole game itself. They use the BG trademark because the story revolves around Baldur's Gate. They mention DnD 5e because they have incorporated 5e rules, maybe not every single one that you would like but they have implemented some. Ofc they haven't broken any laws, they have lawyers and pr managers making sure of that. But you can still give the impression of doing something while also following the law. And that can still be considered deceitful. Larians staff is not naive, they know exactly what they can do. And neither I or GM4him has asked for a literal translation (I really can't see why that always comes up?!) We simply, based on the impression that they want to create a DnD 5e game, ask that they follow the rules more closely. That is all. Because several of their homebrew rules isn't there because its impossible to be transitioned otherwise into the game, but because Larian decided they didn't see it as fun. And we disagree with them on that. That, is our feedback. And this was your first response to OT: Well, if you want a strictly hamburger and don’t want to taste anything else. Then you have no choice then to stick with the hamburger that exists since the chef has made it clear they are making something based on a hamburger but not necessarily a hamburger. Isn't that the exact kind of response you dislike in your thread about food? And no, they do not use the BG trademark because the story revolves around Baldur's Gate. It's the other way around. They could have easily kept their whole story and named it something else. Or they could had made an entirely different story. But they didn't want to simply do what Tactical Adventures did, they coveted the BG trademark and the revenue that name would bring by itself. WoTC didn't ask Larian to do this game. Larian asked WoTC, several times, for permission to use the trademark and had to come up with a good pitch for that to happen.
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1. Close adherence to stats - in general - seems like a good idea. In earlier versions enemies had higher HP, but lower armor. I don't know if any of that was reversed, but it probably should be because it affects the balance between things which use attack rolls and things which use saving throws. HOWEVER, I don't think it would be a good idea to put in Intellect Devourers unchanged with no way for the low-level players to avoid being rendered catatonic by "Devour Intellect", so that's a warning flag to me that you may be prioritizing purism a little too much. 2. Not everyone is going to agree on what the best way to translate the 5e rules for this adaptation. For example, I don't agree at all with your assertion that potions shouldn't be a bonus action. This is because you take a lot more damage than what potions are good for. If you're hurt by an enemy, take a full action to use a potion, then get hurt by the same attack again, you're going to end up worse off than ever. That makes using a full action to take a potion useless most of the time. 3. Larian isn't likely to budge on this, but I would like a party size of at least 5 for more flexibility. 4. Random Encounters.
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We simply ... ask that they follow the rules more closely. That is all. Because several of their homebrew rules isn't there because its impossible to be transitioned otherwise into the game, but because Larian decided they didn't see it as fun [or balanced]. And we disagree with them on that. That, is our feedback. +1 Obviously there are 5e things that people don't find fun (e.g., the Ranger class). But even then it's still valid to analyze whether Larian's replacement mechanic is better or worse than the 5e rule. Larian is the DM and is technically allowed to make any changes they want, but if they make bad changes then we should and will call them out on that.
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No one play-through will be like another player’s, with a massively branching narrative and meaningful reactions to player actions, and happenings. It features a fluid, high-stakes turn-based combat system incorporating the rules of 5e D&D." I might dislike many changes Larian make, but you can't accuse them of false marketing. Nowhere did they claim they will adapt rules 1:1. You can disagree with them on creative basis (aka. if the changes they made are for the better, and if they were needed for BG3 to feel like a good cRPG) but they can't be accountable of what you or anyone else might have imagined in their head, especially that detailed gameplay videos were made public even before EA was on sale. Many things we continue complaining about were raised even before any of us put our hands on the title.
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Ofc they haven't broken any laws, they have lawyers and pr managers making sure of that. But you can still give the impression of doing something while also following the law. And that can still be considered deceitful. Larians staff is not naive, they know exactly what they can do. And neither I or GM4him has asked for a literal translation (I really can't see why that always comes up?!) We simply, based on the impression that they want to create a DnD 5e game, ask that they follow the rules more closely. That is all. Because several of their homebrew rules isn't there because its impossible to be transitioned otherwise into the game, but because Larian decided they didn't see it as fun. And we disagree with them on that. That, is our feedback.
And this was your first response to OT: Once again, you are seriously misunderstanding and misrepresenting what is being said in regards to what Larian has said and done. As for you or GM4Him asking for a literal translation of DnD, you kinda have with always asking for more 5e and how the game is not DnD enough. Also, Larian never said that their homebrew rules didn't translate into video game, it's the DnD 5e rules that may not translate. You seem to have a habit of misquoting, maybe you are just misunderstanding what is being said. I'm not sure if there is a language barrier and that could be a reason. Well, if you want a strictly hamburger and don’t want to taste anything else. Then you have no choice then to stick with the hamburger that exists since the chef has made it clear they are making something based on a hamburger but not necessarily a hamburger. Isn't that the exact kind of response you dislike in your thread about food? No, it's not. That's a food analogy in reference to DnD 5e and DnD homebrew. {quote=PrivateRaccoon]And no, they do not use the BG trademark because the story revolves around Baldur's Gate. It's the other way around. They could have easily kept their whole story and named it something else. Or they could had made an entirely different story. But they didn't want to simply do what Tactical Adventures did, they coveted the BG trademark and the revenue that name would bring by itself. WoTC didn't ask Larian to do this game. Larian asked WoTC, several times, for permission to use the trademark and had to come up with a good pitch for that to happen.[/quote] That literally makes no sense. The reason why they use the title "Baldur's Gate" is because the game is based on Baldur's Gate. No one said anything about WOTC asking Larian to do this but it's obvious WOTC doesn't mind. WOTC wrote a blog about this very same thing. They are allowing creators to make their own canon which is separate from theirs.
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No one play-through will be like another player’s, with a massively branching narrative and meaningful reactions to player actions, and happenings. It features a fluid, high-stakes turn-based combat system incorporating the rules of 5e D&D." I might dislike many changes Larian make, but you can't accuse them of false marketing. Nowhere did they claim they will adapt rules 1:1. You can disagree with them on creative basis (aka. if the changes they made are for the better, and if they were needed for BG3 to feel like a good cRPG) but they can't be accountable of what you or anyone else might have imagined in their head, especially that detailed gameplay videos were made public even before EA was on sale. Many things we continue complaining about were raised even before any of us put our hands on the title. +1
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OP
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The more you move away from the established rules, the less it actually is the original game.
Bottom line.
Neverwinter Online is D&D set in Faerun. Is it 5e? 100% no. It is an MMORPG, plain and simple. But then, no one cares because they in no way set an expectation that it would be even remotely like tabletop 5e. So, everyone plays it expecting a pure MMO game.
BG 1 and 2 were made as adaptations to tabletop D&D, and BG3 has also been created as an adaptation. So, immediately, it's like the illusion cakes. They said, "I'm making an adaptation of 5e rules.". So, immediately D&D fans and DMs like me especially are thinking, "I know these rules and I'm finally getting a true video game adaptation of D&D turn based 5e. Yes, they said there would be homebrew, but what DM doesn't have some homebrew. I can handle some homebrew."
But the more they deviate from the rules with homebrew after homebrew, suddenly, I as a DM begin to think, "Am I really even playing D&D anymore? It feels more like some other game here. Where is the Rogue Expertise? Why don't imps use poison stingers? Why don't intellect devourers devour intellect? Why do phase spiders have ultra overpowered Misty Step and spit poison? Why don't we use Hit Dice during short rests?" Over and over again, I'm wondering WHY they made their homebrew and therefore killed a bunch of other rules and characteristics which then required more homebrew which then killed more rules until now I'm not even sure if I'm playing even a D&D game.
It's a fun game. I love it. It's just not what I originally wanted based on what was advertised, an actual adaptation of D&D. It's more like Neverwinter online in the end. It is set in Faerun, but gameplay-wise, it is getting further and further from true D&D.
It smells like cake and tastes like cake, but it looks like hamburger. At the end of the day, it's cake, not hamburger.
Just to be clear, hamburger = D&D 5e. Cake = Whatever BG3 actually is.
I like cake, but it's NOT hamburger, even if it was packaged like hamburger.
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Something that bothers me, and I think this is on topic, is when people pressure Larian to change things that are fun.
For instance, the barrels. I've seen a lot of comments about how the barrels are overpowered and should be removed from the game and so on. I completely disagree with that.
Personally, I never use barrels. I don't need to use them to get through the encounters. But I like having them there in case I ever just want to have fun and start blowing them up. Sometimes that's fun, and it's nice to have them around as an option.
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It's like the new weapon features, things like Pommel Strike and Lacerate. I like that stuff. It makes the weapon choice a little more interesting and brings more options into the moment. Someone might argue that it weakens the two weapon fighter because someone with a great sword can now have a bonus attack, but it doesn't really bother me that much. I mean, it's limited to once per short rest, I think, whereas the two weapon fighter keeps going with the bonus attack.
At any rate, regardless, it's just fun. It's extra options. Now I consider these things when I decide which weapon I want to wield.
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That said, I do think it was an improvement to change the height from advantage to a plus two.
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Look, rage aside, they're not going to change it drastically this far into development.
I'd quit fussing over it, imo.
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The more you move away from the established rules, the less it actually is the original game.
Bottom line.
Neverwinter Online is D&D set in Faerun. Is it 5e? 100% no. It is an MMORPG, plain and simple. But then, no one cares because they in no way set an expectation that it would be even remotely like tabletop 5e. So, everyone plays it expecting a pure MMO game.
BG 1 and 2 were made as adaptations to tabletop D&D, and BG3 has also been created as an adaptation. So, immediately, it's like the illusion cakes. They said, "I'm making an adaptation of 5e rules.". So, immediately D&D fans and DMs like me especially are thinking, "I know these rules and I'm finally getting a true video game adaptation of D&D turn based 5e. Yes, they said there would be homebrew, but what DM doesn't have some homebrew. I can handle some homebrew."
But the more they deviate from the rules with homebrew after homebrew, suddenly, I as a DM begin to think, "Am I really even playing D&D anymore? It feels more like some other game here. Where is the Rogue Expertise? Why don't imps use poison stingers? Why don't intellect devourers devour intellect? Why do phase spiders have ultra overpowered Misty Step and spit poison? Why don't we use Hit Dice during short rests?" Over and over again, I'm wondering WHY they made their homebrew and therefore killed a bunch of other rules and characteristics which then required more homebrew which then killed more rules until now I'm not even sure if I'm playing even a D&D game.
It's a fun game. I love it. It's just not what I originally wanted based on what was advertised, an actual adaptation of D&D. It's more like Neverwinter online in the end. It is set in Faerun, but gameplay-wise, it is getting further and further from true D&D.
It smells like cake and tastes like cake, but it looks like hamburger. At the end of the day, it's cake, not hamburger.
Just to be clear, hamburger = D&D 5e. Cake = Whatever BG3 actually is.
I like cake, but it's NOT hamburger, even if it was packaged like hamburger. Adaptation in works of art does not mean carbon copies, many adaptations are only in part. Here is how they define adaptation in film. "An adaptation is new story, or a retelling of an old story in a new media form, that is based on an already existing work."
Last edited by Lady Avyna; 09/11/21 09:55 PM.
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Look, rage aside, they're not going to change it drastically this far into development.
I'd quit fussing over it, imo. This is the best response. +1
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Ofc they haven't broken any laws, they have lawyers and pr managers making sure of that. But you can still give the impression of doing something while also following the law. And that can still be considered deceitful. Larians staff is not naive, they know exactly what they can do. And neither I or GM4him has asked for a literal translation (I really can't see why that always comes up?!) We simply, based on the impression that they want to create a DnD 5e game, ask that they follow the rules more closely. That is all. Because several of their homebrew rules isn't there because its impossible to be transitioned otherwise into the game, but because Larian decided they didn't see it as fun. And we disagree with them on that. That, is our feedback.
And this was your first response to OT: Once again, you are seriously misunderstanding and misrepresenting what is being said in regards to what Larian has said and done. As for you or GM4Him asking for a literal translation of DnD, you kinda have with always asking for more 5e and how the game is not DnD enough. Also, Larian never said that their homebrew rules didn't translate into video game, it's the DnD 5e rules that may not translate. You seem to have a habit of misquoting, maybe you are just misunderstanding what is being said. I'm not sure if there is a language barrier and that could be a reason. Well, if you want a strictly hamburger and don’t want to taste anything else. Then you have no choice then to stick with the hamburger that exists since the chef has made it clear they are making something based on a hamburger but not necessarily a hamburger. Isn't that the exact kind of response you dislike in your thread about food? No, it's not. That's a food analogy in reference to DnD 5e and DnD homebrew. {quote=PrivateRaccoon]And no, they do not use the BG trademark because the story revolves around Baldur's Gate. It's the other way around. They could have easily kept their whole story and named it something else. Or they could had made an entirely different story. But they didn't want to simply do what Tactical Adventures did, they coveted the BG trademark and the revenue that name would bring by itself. WoTC didn't ask Larian to do this game. Larian asked WoTC, several times, for permission to use the trademark and had to come up with a good pitch for that to happen. That literally makes no sense. The reason why they use the title "Baldur's Gate" is because the game is based on Baldur's Gate. No one said anything about WOTC asking Larian to do this but it's obvious WOTC doesn't mind. WOTC wrote a blog about this very same thing. They are allowing creators to make their own canon which is separate from theirs.[/quote] That food analogy is basically saying, if you don't like what Larian has done, suck it up, because this is their intention with their game. And that can be used against your wish to revert the change with food as well. They changed it because they wanted to change it. It's exactly the same. I may be born in Sweden and therefor not having English as my native tongue but I do take pride in having a very good understanding of it, and so did my teachers, so there is no language barrier. I also did study media management, marketing, economics and organization theory so when I say that Larian went for the BG title because they know how valuable that trademark is, its not something I picked out of the blue. MILLIONS of players recognize that name. Just adding that title to your game is worth hundreds of thousands of dollars worth of free marketing! And marketing is THE number one expensive post in a games budget. Yes, WoTC do allow creators to make their own canon, but they don't allow just anyone to use their established trademarks. If they're gonna give permission to a company to use Baldur's Gate, it better be somehow connected to the city or previous chapters in that story. Whether or not that makes sense to you, well.... And asking for something more, is not dealing with absolutes. The world isn't black or white. I'm not against ALL of Larians homebrewing. But I don't have to like everything they do either. To make another food analogy: Just because I dislike bananas doesn't mean I hate fruit. So no, we don't "kinda" have. That's you misunderstanding our intent. Or should I interpret you asking for some homebrewing you like to exist, meaning that you think DnD rules should get thrown out completely? Because I don't.
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Something that bothers me, and I think this is on topic, is when people pressure Larian to change things that are fun.
For instance, the barrels. I've seen a lot of comments about how the barrels are overpowered and should be removed from the game and so on. I completely disagree with that.
Personally, I never use barrels. I don't need to use them to get through the encounters. But I like having them there in case I ever just want to have fun and start blowing them up. Sometimes that's fun, and it's nice to have them around as an option.
*
It's like the new weapon features, things like Pommel Strike and Lacerate. I like that stuff. It makes the weapon choice a little more interesting and brings more options into the moment. Someone might argue that it weakens the two weapon fighter because someone with a great sword can now have a bonus attack, but it doesn't really bother me that much. I mean, it's limited to once per short rest, I think, whereas the two weapon fighter keeps going with the bonus attack.
At any rate, regardless, it's just fun. It's extra options. Now I consider these things when I decide which weapon I want to wield.
*
That said, I do think it was an improvement to change the height from advantage to a plus two. It wasn't the barrels themselves people had problems with. Lets say a barrel of booze has the same amount of liquid as an oil drum in the real world. That is 170Kg, now put 4 in a backpack and you have half a metric tonne in your bag...... There was the problem. I do enjoy crazy barrel fun. I am going to MOD BG 3 on release like crazy for the fun explodey times for that very reason. It is why games like fallout 4 and skyrim are still fun to this day. But not main game mechanics. The weapon features do nothing to effect fighter classes as they have mechanics that makes these attacks even better. I really like they added these weapon options. The issue I have is they are once per rest? I mean why? it isn't "a resource" so this makes no sense in D&D. Why would you only be able to swing a greatsword once a certain way per rest? The point is it has to make sense for it to be homebrew D&D. Like wet characters being electrocuted in water. That makes sense so why not? This is a genuine DM choice. Homebrew still has to be belevable otherwise it is just stupid and lessens the experience. Throwing a barrel over twice the weight of Lae'zel 60ft is something an ogre couldn't do. No casting a spell in a world where magic exists isn't the same as a halfling carrying a metric tonne of barrels in his pack. Howver there are mechanics in D&D that would allow you to do this. A type 4 bag of holding can carry 1500lbs but cost 10k gp but you would still need to be strong enough to get the barrel out. Another thing is the arrows that contain "a bit" of acid covering 30sq meters on impact. How does that make sense? See the issue? It not that it isn't fun in a game not claiming to be "something like" D&D as these "little changes" are nothing like D&D. Tidal waves of goop fired from a hand crossbow breaks concentration and damages a class mechanic hard enough to maintain without it. The game is okay it has the potential to be amazing.
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Something that bothers me, and I think this is on topic, is when people pressure Larian to change things that are fun.
For instance, the barrels. I've seen a lot of comments about how the barrels are overpowered and should be removed from the game and so on. I completely disagree with that.
Personally, I never use barrels. I don't need to use them to get through the encounters. But I like having them there in case I ever just want to have fun and start blowing them up. Sometimes that's fun, and it's nice to have them around as an option.
*
It's like the new weapon features, things like Pommel Strike and Lacerate. I like that stuff. It makes the weapon choice a little more interesting and brings more options into the moment. Someone might argue that it weakens the two weapon fighter because someone with a great sword can now have a bonus attack, but it doesn't really bother me that much. I mean, it's limited to once per short rest, I think, whereas the two weapon fighter keeps going with the bonus attack.
At any rate, regardless, it's just fun. It's extra options. Now I consider these things when I decide which weapon I want to wield.
*
That said, I do think it was an improvement to change the height from advantage to a plus two. +1
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If they're gonna give permission to a company to use Baldur's Gate, it better be somehow connected to the city or previous chapters in that story. The game is called Baldur's Gate because it takes place 100 years after Baldur's Gate 2 and the characters in the game have all made it clear that they are going o the city of Baldur's Gate. Have you attention to the story? Where in the world are you getting that it doesn't involve the city of Baldur's Gate or related to the previous installments?
Last edited by Lady Avyna; 09/11/21 10:35 PM.
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Does that tell us that things don't work on a digital platform if Sven personally don't find it fun? Or does it tell us that some things don't translate well mechanically since in table top it can be imagined, in video game it has to be visually presented? Question here is: Does it matter? I mean Swen obivously leads this project ... if it would be movie, Swen would be director ... his job is to mediate(?) his vision for us ... and purpose of EA is to find out how much that vision is close to our expectations, possibly even bend it a little somewhere, so our goals get closer together ... But he still sells his vision, his product, there is his name on it. :-/ And in the end he (probably not litteraly, i presume he have people for that) will decide wich of our suggestion goes good with his vision, and wich are completely off. Yes it matter. Very much. It matters because we have laws against false advertising. It matters because we have 3 year long university programs with focus on media management. It matters because Larian isn't some indie studio with three people that never has spoken with a journalist before. They are an international multimillion company fully aware that everything they do, everything they say in regard to an ongoing project, is marketing. Not just what a single spokesperson say but everything. They are fully aware that using the BG trademark and keeping mentioning DnD 5e would attract fans of the franchise. Just as you use those quotes from Sven to justify homebrewing you like, I can use the rest of their marketing to justify why I don't feel it right. This thread was about GM4him requesting for them to consider sticking closer to some things he liked with the previous BG games. He didn't ask for a litteral transcript of tabletop rules . Instead this thread turned into whether or not Larian has used deceitful tactics in their marketing. I claim they have, you claim they haven't. That's where we stand on that subject. Now, maybe time to get focus back on OP's suggestions? ...and any lawyer playing through the game would tell you that you'd get in trouble for filing a frivolous lawsuit. Courts, much like everyone else, hate to have their time wasted. The problem is, courts can levy fines against the people that waste their time.
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If they're gonna give permission to a company to use Baldur's Gate, it better be somehow connected to the city or previous chapters in that story. The game is called Baldur's Gate because it takes place 100 years after Baldur's Gate 2 and the characters in the game have all made it clear that they are going o the city of Baldur's Gate. Have you attention to the story? Where in the world are you getting that it doesn't involve the city of Baldur's Gate or related to the previous installments? I didn't. Now who has a problem with the language? The discussion, between us two, was never whether or not the game should be called Baldur's Gate. It was why Larian wanted to use the title Baldur's gate 3 in the first place. But since you seem to have missed that point I made earlier it explains why we keep bickering about this like two senile old grandpa's. Please. You don't strike me as a naïve or dull person. You must understand the concept of trademarks and why they are valuable. Right? Is the idea that Larian strived to be able to gain advantage by using a well renowned trademark, a concept so foreign, that you disregard the subject every time?
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old hand
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If they're gonna give permission to a company to use Baldur's Gate, it better be somehow connected to the city or previous chapters in that story. The game is called Baldur's Gate because it takes place 100 years after Baldur's Gate 2 and the characters in the game have all made it clear that they are going o the city of Baldur's Gate. Have you attention to the story? Where in the world are you getting that it doesn't involve the city of Baldur's Gate or related to the previous installments? I didn't. Now who has a problem with the language? The discussion, between us two, was never whether or not the game should be called Baldur's Gate. It was why Larian wanted to use the title Baldur's gate 3 in the first place. But since you seem to have missed that point I made earlier it explains why we keep bickering about this like two senile old grandpa's. Please. You don't strike me as a naïve or dull person. You must understand the concept of trademarks and why they are valuable. Right? Is the idea that Larian strived to be able to gain advantage by using a well renowned trademark, a concept so foreign, that you disregard the subject every time? Baldur's Gate 2 was set in Athkatla. The only relation it had to BG 1 was tied to the characters from the first game, and that the main character was a Bhaalspawn. You could completely skip BG 1 to play BG 2, and I'd be willing to bet that more than a few people did just that. If WotC, or Hasbro thought Larian was walking all over their trademarks/IP, you can bet we'd know about it already. So what have you heard from either of them to indicate that they're abusing that trademark, or is this something that you're coming up with to justify your own perceptions of the game? Careful with this, because false copyright claims can land you in legal hot water just as fast as frivolous lawsuits about false advertising.
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If they're gonna give permission to a company to use Baldur's Gate, it better be somehow connected to the city or previous chapters in that story. The game is called Baldur's Gate because it takes place 100 years after Baldur's Gate 2 and the characters in the game have all made it clear that they are going o the city of Baldur's Gate. Have you attention to the story? Where in the world are you getting that it doesn't involve the city of Baldur's Gate or related to the previous installments? I didn't. Now who has a problem with the language? The discussion, between us two, was never whether or not the game should be called Baldur's Gate. It was why Larian wanted to use the title Baldur's gate 3 in the first place. But since you seem to have missed that point I made earlier it explains why we keep bickering about this like two senile old grandpa's. Please. You don't strike me as a naïve or dull person. You must understand the concept of trademarks and why they are valuable. Right? Is the idea that Larian strived to be able to gain advantage by using a well renowned trademark, a concept so foreign, that you disregard the subject every time? Are you even reading what you are writing? You literally said "If they're gonna give permission to a company to use Baldur's Gate, it better be somehow connected to the city or previous chapters in that story." You're making it sound like it has nothing to do with Baldur's Gate. That's where I'm pointing to you that it does. I don't understand what you are trying to get at and you are making a lot of assumptions and false accusations.
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apprentice
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The amount of bad-faith takes here is pretty astounding. There is no doubt that Larian advertised the game as a Baldur's Gate game, based on the 5e ruleset.
Asking that the game's mechanics be as close to 5e, in EA, is not unreasonable. Larian adding its homebrew to the game is also reasonable, to the extent that it does not break the core ruleset the game is based on.
Currently, Larian's homebrew is "breaking" the action economy, it is creating too much overlap between the classes and is removing a lot of the tactical choices (by providing significantly better (read OP) options).
In short, the game balance is all over the place. A somewhat straightforward approach would be to align the game with 5e, and then apply homebrew were necessary/fun. What's so hard to understand in that?
Last edited by dukeisaac; 09/11/21 11:22 PM.
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If they're gonna give permission to a company to use Baldur's Gate, it better be somehow connected to the city or previous chapters in that story. The game is called Baldur's Gate because it takes place 100 years after Baldur's Gate 2 and the characters in the game have all made it clear that they are going o the city of Baldur's Gate. Have you attention to the story? Where in the world are you getting that it doesn't involve the city of Baldur's Gate or related to the previous installments? I didn't. Now who has a problem with the language? The discussion, between us two, was never whether or not the game should be called Baldur's Gate. It was why Larian wanted to use the title Baldur's gate 3 in the first place. But since you seem to have missed that point I made earlier it explains why we keep bickering about this like two senile old grandpa's. Please. You don't strike me as a naïve or dull person. You must understand the concept of trademarks and why they are valuable. Right? Is the idea that Larian strived to be able to gain advantage by using a well renowned trademark, a concept so foreign, that you disregard the subject every time? Baldur's Gate 2 was set in Athkatla. The only relation it had to BG 1 was tied to the characters from the first game, and that the main character was a Bhaalspawn. You could completely skip BG 1 to play BG 2, and I'd be willing to bet that more than a few people did just that. If WotC, or Hasbro thought Larian was walking all over their trademarks/IP, you can bet we'd know about it already. So what have you heard from either of them to indicate that they're abusing that trademark, or is this something that you're coming up with to justify your own perceptions of the game? Careful with this, because false copyright claims can land you in legal hot water just as fast as frivolous lawsuits about false advertising. The discussion that started between me and Lady Avyna came with me claiming that larian wanted to use the BG trademark to attract potential players. Lady Avyna disregards that and claims the reason they chose to use Baldur's gate as the title for their game is because they wanted to make a game that somehow connects to previous games, even if it's only the city Baldur's Gate itself, henceforth the number 3 in the title. But those two reasons aren't mutually exclusive(sorry if that's the wrong phrasing). Ofc they need to have the game somehow connected to previous games, however frivolous, still the "3" in the title. I never claimed they wrongfully used the trademark, atleast that was not my intention. I claimed them using that trademark would attract fans of the series and set expectations, expectations they would be aware of, and according to my opinion purposefully didn't fulfill. I also admitted that they haven't broken any advertising law but that their marketing tactics still felt deceitful. There is nothing there that I have to be careful with.
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The amount of bad-faith takes here is pretty astounding. There is no doubt that Larian advertised the game as a Baldur's Gate game, based on the 5e ruleset.
Asking that the game's mechanics be as close to 5e, in EA, is not unreasonable. Larian adding its homebrew to the game is also reasonable, to the extent that it does not break the core ruleset the game is based on.
Currently, Larian's homebrew is "breaking" the action economy, it is creating too much overlap between the classes and is removing a lot of the tactical choices (by providing significantly better (read OP) options).
In short, the game balance is all over the place. A somewhat straightforward approach would be to align the game with 5e, and then apply homebrew were necessary/fun. What's so hard to understand in that? Well said. As many others have expressed, I wish this forum had a "like/upvote" feature. I'll add: obviously Larian chose to use the Baldur's Gate name and D&D 5e system at least partly for the name-recognition to boost sales. They are a company; they need to make money in order to exist and create new games. This is not a bad thing, but it is a thing and denying it does nobody any favors.
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I keep getting a lot of responses about how we're so far in development so basically just shut up. I thought the entire point of the suggestion forum is to offer our suggestions of what we think would make the game better. You can tell me that you don't like my suggestions oh, and you can tell me why, and that makes perfect sense to me. But what doesn't make sense to me is when people are out here telling me to stop complaining - which I think is a gross misunderstanding because I'm not complaining, I'm attempting to make suggestions that I think would make the game better - because we're so far into development.
This entire thread is about me suggesting that the game would be better and would feel more like DND 5e and Baldur's Gate if they were more true to the proper stats for monsters with their special abilities that are signature special abilities that make the race what they are, and stop home brewing everything so much that the game no longer feels like we're playing The dungeons & dragons game.
It is about the feel of the game. The Baldur's Gate feel is missing. Why? You may not agree, but I think that the reason is that they are disregarding very basic core elements.
Rogues don't seem like Rogues, mages don't seem like mages, and clerics don't seem like clerics.
Imps don't seem like imps, intellect devourers don't seem like intellect devourers, phase spiders don't seem like phase spiders.
There's no night travel and ambiance. I can't even tell you how much that effects the overall tone and mood of the game. From my earliest D & D memories, dark and spooky forests, graveyards, streets, and mountain pathways with scary ambience music, that was the stuff that sparked the imagination and sent chills down the spines of the players. That's what made things exciting fin fun.
I feel like what we have in this game, it is fun and nice, but we are missing so much more.
Reasonable limitations make a game challenging and rewarding. If a games rules are too loose, it removes the challenge and there is nothing fun to overcome. The more you deviate from the established rules the more you have to deviate from the established rules to fix the rules you deviated from. They have created so much more work for themselves by deviating so much from the established core rules.
Again, I'm not opposed to Homebrew. But Homebrew should be limited to minor rules, not completely overhauling the core rule system.
I also like things like exploding barrels, and special moves that make different weapons unique. To me, those are clever and they make sense. Otherwise, what's the difference between a mace and a hand axe? What's not good is it character picking up a hundred pound barrel and throwing it 50 feet, or a character jumping literally 30 feet and then still moving like another 15, while leaping up in the air like 15 ft. That's broken, and that is what makes the game not as good as it could be.
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The discussion that started between me and Lady Avyna came with me claiming that larian wanted to use the BG trademark to attract potential players. Lady Avyna disregards that and claims the reason they chose to use Baldur's gate as the title for their game is because they wanted to make a game that somehow connects to previous games, even if it's only the city Baldur's Gate itself, henceforth the number 3 in the title. But those two reasons aren't mutually exclusive(sorry if that's the wrong phrasing). Ofc they need to have the game somehow connected to previous games, however frivolous, still the "3" in the title. I never claimed they wrongfully used the trademark, atleast that was not my intention. I claimed them using that trademark would attract fans of the series and set expectations, expectations they would be aware of, and according to my opinion purposefully didn't fulfill. I also admitted that they haven't broken any advertising law but that their marketing tactics still felt deceitful. There is nothing there that I have to be careful with. Feeling they were deceitful is one thing, claiming that they are is another. Which is why some of us have told you otherwise, because you seem to be claiming that they are and even mentioned the whole legal system against them.
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Well said. As many others have expressed, I wish this forum had a "like/upvote" feature.
I'll add: obviously Larian chose to use the Baldur's Gate name and D&D 5e system at least partly for the name-recognition to boost sales. They are a company; they need to make money in order to exist and create new games. This is not a bad thing, but it is a thing and denying it does nobody any favors. Fully agree about the like/upvote feature... It would filter a lot of the BS in these threads and focus the feedback on actionable stuff Larian can use in development. To the second point, there's no doubt about it, it's just savvy business acumen. But they need to manage those expectations accordingly. Or maybe I'm just naive and Larian is more than happy that it took my money after "unconsciously" deceiving me about the product they were selling. If so, shame on me I guess
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Nope. Same here. I'm not about the legal nonsense. I don't care about that. Bottom line is, they made people think this was going to be THE D&D 5e ultimate adaptation. That is totally the expectation that they set. There are too many of us for it to be just me and you.
Especially in the beginning, there were so many more people upset that this game was more like DOS than D&D. SO many more people.
You can't disappoint your fan base like that without consequences.
There likely won't be a BG4 from Larian. I'm still afraid BG3 will never fully happen because of things like that. Hopefully, we'll still get this full game.
Last edited by GM4Him; 10/11/21 12:27 AM.
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Nope. Same here. I'm not about the legal nonsense. I don't care about that. Bottom line is, they made people think this was going to be THE D&D 5e ultimate adaptation. That is totally the expectation that they set. There are too many of us for it to be just me and you.
Especially in the beginning, there were so many more people upset that this game was more like DOS than D&D. SO many more people. I think the issue some of us are having is where did Larian specifically say that they are making a true DnD 5e game and not a game based on DnD 5e? I believe that is where the confusing lies because I don't remember Larian saying anything that states they are making a 100% copy of DnD 5e. Larian keep emphasing that the game is "based on" even before the release of EA.
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They said, in their initial interviews, before EA even came out, that they were excited to be making Baldur's Gate 3, that they would be making it using the fifth edition of the dungeons and dragons ruleset, which they were going to be implementing as faithfully as possible. Those were the original advertising comments made. Those comments were weakened and backtracked very hard after EA launched. This is not a shared hallucination - this happened. No, I can't provide quoted interviews - they've disappeared.
It may well be that those initial comments were made indelicately, and were not, exactly, intended to deceive... but they were nevertheless not indicative of their actual intention and so people who came to the game excited and invested in it, based on those comments, got very upset when it became clear that those initial comments were not actually reflective of what they were doing at all.
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In any case, there's a strong argument to say that the game is less and less based on 5e anyway... With each additional homebrew, their chipping away at the core ruleset.
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The discussion that started between me and Lady Avyna came with me claiming that larian wanted to use the BG trademark to attract potential players. Lady Avyna disregards that and claims the reason they chose to use Baldur's gate as the title for their game is because they wanted to make a game that somehow connects to previous games, even if it's only the city Baldur's Gate itself, henceforth the number 3 in the title. But those two reasons aren't mutually exclusive(sorry if that's the wrong phrasing). Ofc they need to have the game somehow connected to previous games, however frivolous, still the "3" in the title. I never claimed they wrongfully used the trademark, atleast that was not my intention. I claimed them using that trademark would attract fans of the series and set expectations, expectations they would be aware of, and according to my opinion purposefully didn't fulfill. I also admitted that they haven't broken any advertising law but that their marketing tactics still felt deceitful. There is nothing there that I have to be careful with. Feeling they were deceitful is one thing, claiming that they are is another. Which is why some of us have told you otherwise, because you seem to be claiming that they are and even mentioned the whole legal system against them. Well, the legal thing was specifically in regard to Rag's question whether it mattered if a certain quote could be interpreted in different ways. And it is important. We were taught to always be as transparent and as specific as possible when dealing with journalists as to hinder any misconception on the readers part. Sure, being vague can have its uses when deflecting those misconceptions but it's always better if they don't arise from the very start. As you've seen, saying "based upon" is not very definitive on your intentions. But, going through my responses in this thread, I can admit, although it pains me, that I might...just barely....been a tiny little bit...zealous and derailing in my answers. For that...I apologize. Pfww, that was hard.
Last edited by PrivateRaccoon; 10/11/21 12:56 AM.
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They said, in their initial interviews, before EA even came out, that they were excited to be making Baldur's Gate 3, that they would be making it using the fifth edition of the dungeons and dragons ruleset, which they were going to be implementing as faithfully as possible. Those were the original advertising comments made. Those comments were weakened and backtracked very hard after EA launched. This is not a shared hallucination - this happened. No, I can't provide quoted interviews - they've disappeared.
It may well be that those initial comments were made indelicately, and were not, exactly, intended to deceive... but they were nevertheless not indicative of their actual intention and so people who came to the game excited and invested in it, based on those comments, got very upset when it became clear that those initial comments were not actually reflective of what they were doing at all. Baldur's Gate 3 is based on the fifth edition D&D ruleset, which Wizards of the Coast designed to make the game more accessible to new people. Vincke said that made his team's job a little easier than what a still-young BioWare faced in the '90s. Based on; The interview also goes on to mention trial and error in interpreting TT into video game translation. Baldur's Gate 3 will utilize Dungeons and Dragons' 5th Edition Rules. Utilize means to make use of, not necessarily fully and solely only use without interpretation. Vincke also confirms that Baldur's Gate 3 will emphasize environmental interaction of some sort, though it's unclear what form it will ultimately take. When I ask Vincke if Baldur's Gate 2 will have interactions similar to that of Divinity: Original Sin 2, where you could set up massive combos by, say, arcing lightning across water, he says, "And more." In reference to earlier statements on the forums. Homebrew / extra system designs were talked about long before EA release. Q: On the subject of gameplay, is it going to be influenced by Original Sin or are you trying to make something that's closer to the original Baldur's Gate games?
A: We are moving forward, so we don't want to go look backward. We want to innovate within the RPG genre and we have a bunch of ideas. We took the D&D fifth edition ruleset, we ported it to video game format, and we saw the things that didn't work. So we started working on that. And then we also added systems that would replace the game master because there's no human sitting inside of your computer. And that allows you to do things that you would otherwise not be able to do. And so that is pretty much the approach that we've taken. All the core values that were important to us in Original Sin, like the fact that the game reacts to what you did and that the story would change in a logical way are still in, except that we are doing more. Boldened text implies creative liberties / changes to the ruleset deemed necessary for a video game format. Hence, not 100%. (Though this isn't meant to disqualify criticisms / requests of turning current design to be closer than it currently is, I too want this. I'm just putting cards on the table here.) Edit/Appendix: Whether or not having tried it in video game format, or comparisons with Solasta is beyond the point, I think most of the critiques among us, me included believes there's a lot of current changes steering away from PHB that would be better if changed back to RAW. Point is what was said, namely clear indication of some homebrew and creative liberty in interpretation of the ruleset. Expectations beyond this is solely on the player individually. FL: What rule set will you be using?
Vincke: Based on the 5th Edition because we ported all the rules to the computer game and looked at what worked and what didn’t work. There are somethings that don’t work for video games. But there is also the aspect if you’re playing tabletop, the game master and imaginations is a large part of it. There are things that are just not described in the rule set that you could do and we obviously have to make it work inside of the video game, that is something that we have to add on top of it. Similarly, based on. Now here's the real kicker. It's not vanished. Here's every single interview available on google specifically published before 2020. Dig in!
Last edited by The Composer; 10/11/21 01:09 AM.
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FL: What rule set will you be using?
Vincke: Based on the 5th Edition because we ported all the rules to the computer game and looked at what worked and what didn’t work. There are somethings that don’t work for video games. But there is also the aspect if you’re playing tabletop, the game master and imaginations is a large part of it. There are things that are just not described in the rule set that you could do and we obviously have to make it work inside of the video game, that is something that we have to add on top of it. The highlighted is obviously a lie though. Baldur's Gate 3 does not have a proper reaction system, and comments by Swen/Larian have heavily implied that they are still working on the reaction system to make it work better with 5e. But how can they simultaneously have had "ported [5e's reaction system] to the computer game" and yet, 1 year after EA release, 2-4 years past initial development, still have a reaction system with less functionality than tabletop that they're trying to make work more like 5e? Shouldn't they just able able to use that original build? There are numerous other aspects of BG3 that don't make any sense if Larian truly "ported all the rules to the computer game" first. Height and Backstab Advantage, countless spells, shove checks not working properly (atheletics vs athletics/acrobatics skill check), jump+disengage bonus action, bonus action hide, darkvision, the short rest system, Prone implementing unconscious (and losing concentration), casting 2 leveled spells in a turn, surfaces, mage hand being a summon, the list goes on. And many of these are universal things, not niche "one subclass's ability" things that it'd be reasonable for Larian to implement only in later builds. Sure, it's possible that - Larian implemented all of these exactly matching 5e (modulo bugs and misunderstanding the rules) - Larian then changed these things to their homebrew versions - For a good number of them, Larian then changed BACK to closer to RAW But it's overwhelmingly more likely that Larian did not start with a build that was just 5e rules. They started with a D&D-DOS hybrid which was much more DOS than it is currently, and only after releasing the game to the public they were told by many players about all the shortcomings of their homebrew changes and began implementing these things closer to per 5e rules. Edit: To clarify, it's perfectly fine that Larian literally did not implement every single D&D rule first; "all rules" obviously is an exaggeration. At the very least they wouldn't have all classes implemented in this first build, which again is fine. The problem is the sheer number of important rules that were clearly changed from 5e RAW on initial EA release, rules which realistically wouldn't have been implemented that way had Larian truly tried 5e RAW first.
Last edited by mrfuji3; 10/11/21 01:32 AM.
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Oh I have my doubts as well. Could be that rules and systems are differentiated, or that it's implemented on a theoretical design level - Who knows. Not to get into depths of my speculations, it's rather besides the point. The point is what's said about promising an 'as faithful as possible' interpretation, which similar words have been said on context, but everyone's using that out of context here.
Last edited by The Composer; 10/11/21 01:33 AM.
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Thanks for those Composer. These are some of the comments that I would point to as well, specifically as being misleading. A company can wiggle and wheedle and say "Yes well, saying 'utilise' is not the same as saying we're actually using that system", but that's not how it reads, or comes off. It comes off as saying: "Hey, what rule system are you suing for your game?" "We're using D&D 5e!". And that is not the reality... it may not have intended to mislead, but misleading it is. I will speak from the perspective of players, and payers, who read that, felt it said something very clear and quite specific, and then were upset when that turned out not to bee the case, and felt strongly misled. This doesn't feel like it's based on D&D 5e at all - or at least it does not seem to be so - It feels like it's based on something more personal to Larian, with 5e being worked into it and mapped over it. It feels like it would have been more honest to say "We're excited to see how our Divnity style gameplay and mechanics can make use of a 5e framework". Here is where I have to step away from pure analytics: We took the D&D fifth edition ruleset, we ported it to video game format, and we saw the things that didn't work. I've seen this quote plenty. I simply do not believe it. I cannot accept it as an honest statement of truth. It looks, smells, tastes and feels in every way, and with all evidence present, as a dishonesty. There is no feasible, believable way that they started with a faithful implementation, and then rolled through design process from that, to what we have now - something that in it's earliest patches was almost a majority built out of D:OS2. At very best... at very best, what I can see in this statement that I could actually believe, is that they set out the rules for 5e On Paper, looked at them, and then said "Well, we can't do that and that with our engine, and the probably wouldn't be fun, I don't think, I want to do more than that... Let's do it our way, start with what we've got, and try to see how much of this 5e we can work in as we go." And all without much actual contact with playing 5e or D&D in general. I'm sorry that I'm so cynical about that... I just cannot buy it.
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Same, but it too is besides the point. I'm purely talking about player expectation of "faithful translation" being a hyperbolic self-imposed expectation that we as gamers often do (I fear I might be in that dangerous pool for Halo Infinite, biting nails in anticipation to not be disappointed) and using faint memories of statements where the context or details are long forgotten. I've provided the details and sources now, so you can make up your mind more clearly in a grounded way, so that our criticism can be genuine, instead of emotional or based on a fading memory. Edit: I've even forwarded some criticism of my own that was brought up to Swen at some point, where I quote myself from private conversations: [...] ...criticism for Swen is that I think he should stop referring to acts in any measure in how he did with Dos2, because it just confuses players. Saying it has three acts (just like Dos2 had in his words) makes people think act 1 is 1/3 of the game, which in the definition of how he uses those terms, doesn't equate in reality at all. Call it acts, but not in the whole "beginning, middle and an end" thing because players view each section of the game as an act, not how it's narratively segmented Context here is Larian internally refers to acts as three-fold. DOS2 had three acts according to Swen: Fort Joy > Reaper's Coast + Nameless Isle > Arx. The rest of us would say Act 1 is Fort Joy, Act 2 is Reaper's Coast, Act 3 is Nameless Isle, Act 4 is ARX. That has seemed to be a trend for BG3 too which I believe is not speaking the language of the audience. So a lot of people think of EA as one third of the full game, because Act 1 out of 3 acts in the language they know from earlier games. So there's all sorts of criticisms I'd make too, and I don't disagree with you. I'm just trying to ensure that we're speaking the same language here, and not relying on inaccurate claims based on memory.
Last edited by The Composer; 10/11/21 01:40 AM.
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At very best... at very best, what I can see in this statement that I could actually believe, is that they set out the rules for 5e On Paper, looked at them, and then said "Well, we can't do that and that with our engine, and the probably wouldn't be fun, I don't think, I want to do more than that... Let's do it our way, start with what we've got, and try to see how much of this 5e we can work in as we go." And all without much actual contact with playing 5e or D&D in general. . This is closer to what I'd imagine too. Which isn't necessarly bad IMO. But now it's up to us to voice that feedback (and I've forwarded soooo much...) and hope that Larian comes to their senses and give it a practical shot. One of my top current examples being certain bonus actions that should be actions as per PHB, because the ripple effect is undermining the class fantasy and value of eg. Rogue. But it helps to focus on that, rather than misquoting and rallying up anger about something that is a fading memory at best. I know you, and that you're not angry. But one post leads to another, and halfway through the next page it'd be spiraling the wrong way otherwise by someone else that has less control of temper.
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You are right, and I should have kept an eye on myself better - constructive conversation is what matters.
Though... I'm not sure what the odds are, at this point, of them taking a step back, giving the whole engine an overhaul to actually work in a way that's deigned for 5e, and going from there. It seems a slim hope given how far throug the process we are now.
But... wee do know that a major update to magic, spellcasting and its associated systems is something that is happening, so, maybe the best thing to do is remain vocal about wanting a game system that feels like it was legitimately made to play 5e or something 5e-like, and hope that the architectural changes continue.
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Same, but it too is besides the point. I'm purely talking about player expectation of "faithful translation" being a hyperbolic self-imposed expectation that we as gamers often do (I fear I might be in that dangerous pool for Halo Infinite, biting nails in anticipation to not be disappointed) and using faint memories of statements where the context or details are long forgotten. I've provided the details and sources now, so you can make up your mind more clearly in a grounded way, so that our criticism can be genuine, instead of emotional or based on a fading memory. [...] So there's all sorts of criticisms I'd make too, and I don't disagree with you. I'm just trying to ensure that we're speaking the same language here, and not relying on inaccurate claims based on memory. I don't think you can disentangle Larian's promise that they "ported it to video game format" first from the general expectations of BG3 set by Larian. It's part of their Full Statement™ on how well BG3 will match 5e RAW, and taken together it heavily implies that BG3 will be as close to 5e RAW as possible. That the vast majority of changed rules will be those that are un-fun or simply don't work in a video game. So I suppose it's breaking the spirit of their words rather than the letter (except actually the letter of the specific "ported 5e rules video game first" sentence). Yes, they literally said that there would be modifications. But they also implied that they'd only modify 5e rules when necessary, which doesn't seem to be the case imo. Can I sue Larian for false advertising? Absolutely not. Am I disappointed at many of the (imo needless) changes away from 5e they've made, which doesn't quite match the impression I had prior to EA release? Yes. But of course, as you say, the best way to advocate for any changes is to argue for why BG3 would be better if Mechanic X was changed.p.s. I agree that the "Act" language is confusing, especially given that Larian map design naturally leads to considering a single theme-park location as one "Act."
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You are right, and I should have kept an eye on myself better - constructive conversation is what matters.
Though... I'm not sure what the odds are, at this point, of them taking a step back, giving the whole engine an overhaul to actually work in a way that's deigned for 5e, and going from there. It seems a slim hope given how far throug the process we are now.
But... wee do know that a major update to magic, spellcasting and its associated systems is something that is happening, so, maybe the best thing to do is remain vocal about wanting a game system that feels like it was legitimately made to play 5e or something 5e-like, and hope that the architectural changes continue. Edit: Added quote for convenience due to new page.I feel that the odds are good for certain things like making shove/hide an action, most likely at best chance of happening along-side with reactions system implementation. I'd like to think that they're only bonus actions temporarily until missing systems are in place. At least that's my belief/hope that keeps me sane. Stuff like Wizard being able to learn anything from scrolls is an easy fix too. That's just a matter of convincing the designers. Simple changes like those are very hopeful from a "easily doable from a technical PoV". I say that with confidence because I've worked with older versions of the engine for many years, and spend most of my time tinkering in the game files, than playing the game. I just cba doing anything with it until we actually have modding tools and compilers available. I stick with Dos2 until then. However I used to view day/night cycle as a full hard impossibility due to the lighting system being similar to Dos2. I've made a day/night/weather system in Dos2, and I'm happy with the results for how I implement them, but it's limited to outdoor areas and certain circumstances due to limitations. However after lighting changes in patch 6, I'm more hopeful from a technical PoV, but still not convinced due to expense > pay (not economic, but manpower and time investment). Lots would really want it for atmosphere and a sense of immersion, time passing etc, so the convincing to be done there IMO is more at why it matters for the experience and adventure at this point. Edit 2: I don't disagree with you, Mrfuji. There are many times where I daydream of being Larian's PR person; I have many ideas on how I'd do it both from a social media perspective, and community interaction. There are many things I'd have done / said differently.
Last edited by The Composer; 10/11/21 02:14 AM.
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Edit 2: I don't disagree with you, Mrfuji. There are many times where I daydream of being Larian's PR person; I have many ideas on how I'd do it both from a social media perspective, and community interaction. There are many things I'd have done / said differently. Well. it wouldn't be the first time in these forums that I request that Larian hires you and the other mods to be just that 
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People make mistakes. I get that. They may have started out with the full intent of being 100% TT by the book and decided, "Ah crap! Budget, timing, the amount of work necessary, let's just DOS it for now and give them more D&D 5e later as time goes on."
Who knows?
I'm not out here trying to point fingers about what they promised, though I clearly remember my first time reading about the game. I remember the comments about true 5e adaptation.
BUT, I will say that what is hard to remember is whether Larian actually said it or someone else did. I will admit, with all the hype, it may have been a different source.
Regardless, the point still remains, BG3 is D&D-ISH right now. It can still be tweaked to be more D&D-ISH. I'm not expecting a full adaptation, but the more they make it 5e, the more honed and refined the game will get and the more Baldur's Gate it will feel.
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In regards to "they have always said that they will adapt the rules to a version that works as a PC game": I think we all are fine with that. We know that there is no actual human DM, who can do stuff on the fly. We know some rules/abilities will not really work. So no one was really suprised that the GooLock did not have it's telepathy feature at the start of EA (and still does not have anything, sadly). This is a feature that is pretty useless in a computer game. But chaning up spells like chromatic orb? That is just changing stuff for the sake of changing it.
And in regards to things like reactions, bonus action economy and things like wizards learning all the spells: I will say it again and again. We NEED a roadmap. It is pointless to argue over these things while larian is just silent on all these issues.
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But apart from all that, there is more to it than just the rules. Day/Night, animals roaming about; non-harmful ones like deer and rabbits.
Like in Neverwinter Nights. You walk around the forest and there's a stag, maybe a bear, etc. Right now, the Grove is where you encounter most animals. They don't have to be talkative. Just have them scamper off and squeak at you or something. BG1 and 2 didn't have talking animals. They just roamed the landscape.
It's about the little things. They all add up.
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#4 is a thing that i hope they have already been working on as it would be good for depth and immersion. And if not its not too hard to add in if they have the time.
Everything else in the list if they haven’t already been working on its prob too late in development cycle now speaking from game software development experience.
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I agree with those, who want a bit more faithful adaption of the 5e rules and the D&D world. It's not about having the rules a hundred percent implimented, but have it feel more like 5e and less than a total homebrew.
"We are all stories in the end. Just make it a good one."
Doctor Who
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I think it's within the scope still to make the game enough like D&D.
Mostly it has to do with stuff like...
- make Long Rest more restricted so it's actually a meaningful choice instead of a free ability and spell reset button
- nerf Jump height to 5e standards and add climbing as the main way to reach elevation
This is VERY important from a tactical point of view. Climbing should halve your movement and Athletics and Acrobatics need to matter. Terrain should be much more than just giving you a +2/-2 to attack.
- revert Shove and Hide to Actions, give Rogues their unique abilities back
- nerf Shove distance to 5e standards so combat doesn't turn into a ridiculous shove fest
- fix Wizards leaning other classes spells and every class using scrolls (and before anyone says it's more fun this way... that's what multiclassing is for and we don't have it yet)
- add saving throws to homebrew stuff like surfaces and bombs and whatnot, no inescapable damage
Last edited by 1varangian; 10/11/21 10:36 AM.
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So, immediately D&D fans and DMs like me especially are thinking... ... instead of reading all oficial info properly and that is their misstake.
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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BG3 will be as close to 5e RAW as possible. This could actualy be source of our disagreement ... "As close as possible" ... do you even understand how loose frase that is? One person could implement strictly every rule, as we say here litteral transcription of rules 1:1 ... and still feel that he didnt do good job in his effort to make it "as close as possible" since he didnt manage to imeplement something that would allow Illusion Wizard to create ilusion of anything he would like ... Wich is possible in tabletop, but certainly not in videogame.  Other person cound implement only turn based combat, copy races and classes and that is it, and make everything else just they way he see fit, no matter what original rules say ... and yet feels like he did the good job, since in his eyes the game is "as close as possible", bcs making it more like 5e dont fit his idea of fun. I mean ... its all about perspective ... "as close as possible" can mean both "as close as videogame system limitation would allow us" and "as close as we dare, while we still like the outcome" ... and neither of that is breaking any promises, its only matter of our own expectation. :-/
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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I think one of the things that need to be said is that Larian wants this game to also be accessible to people that have never played Dungeons and Dragons table top (which is why they may be using a lot of DOS mechanics). If you bombard a new player with rules and rules and more rules, you can wind up alienating them by making them feel like this is more for hardcore DnD 5e players. We all know that every company always wants new customers as many as possible. Which is why they will make changes in order to attract new customers/players even if the ones that have been there from the beginning may not like it. They should understand that in order for a product to remain popular the company needs to attract new people. In regards to wanting Baldur's Gate 3 to be RAW DnD game, you risk limiting access to players that have not played a DnD game but may be interested in this world setting. In order to draw someone into something, you have to gradually introduce them you don't want to bombard them.
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You are comparing the numbers of a table top game to a video game. Those are two different fan bases with different numbers in different platforms. You say that the majority have not asked for 5e RAW which I agree, especially if you look at Reddit but there seems so be some here in these forums that do. I also agree that some may want more 5e type rules but there are those that want exact 5e rules at least in how I have seen it. If I'm wrong in that assumption then I'm wrong but as of right now that's how it seems.
Last edited by Raze; 14/03/22 11:19 AM. Reason: deleted forum account
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Okay, I think you misunderstood my initial comment that you responded to. I wasn't referring to DOS players coming into DnD. I was referring to the general audience that may not have played a tabletop game. The reason why I mentioned DOS is because Larian is using those mechanics as its what made them popular. In terms of people coming into DnD, that has to do with the general audience and not DOS fans.
Last edited by Raze; 14/03/22 11:20 AM. Reason: deleted forum account
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I think Larian implementing DOS mechanics is to attract the DOS players. Larian changing some of the 5e rules or reinterpreting them by maybe making them more easy in some way may be to attract the general audience that have not played the tabletop DnD game.
Last edited by Raze; 14/03/22 11:20 AM. Reason: deleted forum account
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The 5e rules are not complicated. What we have now is 10,000 times more complicated.
Like Short Rest. Hit Dice is not complicated. You get unlimited Short Rest, but you have a number of dice to heal with based on level.
Instead, they homebrew it and limit you to 2 Short Rests. How many HP do you recover per Short Rest per character? I don't even know with their current system. 500+ hours and I have no clue. I just know I get some HP back, and usually a lot.
And only 2 Short Rests then force me to long rest more frequently, with a tadpole eating my brain.
And 1 year later, we're still trying to make the resting system make sense.
No. 5e is the least complicated D&D system ever made. It could translate so well to computer.
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I do apologize if I misunderstand you but these two statements do seem to contradict each other: I think one of the things that need to be said is that Larian wants this game to also be accessible to people that have never played Dungeons and Dragons table top (which is why they may be using a lot of DOS mechanics). I think Larian implementing DOS mechanics is to attract the DOS players. In the first post you seem to think that DoS mechanics might be helpful for players that haven't played table top dnd. But when <Redacted> pointed out that DoS, atleast according to him, is an even more complex system than DnD, you think Larian use DoS mechanics to attract people used to that system, not to attract people that never played TT. So...you don't agree with <Redacted> as to DoS being more complex, or you think the general audience is more used to DoS than DnD?
Last edited by Raze; 14/03/22 11:21 AM. Reason: deleted forum account
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Baldur's Gate 2 was set in Athkatla. The only relation it had to BG 1 was tied to the characters from the first game, and that the main character was a Bhaalspawn. You could completely skip BG 1 to play BG 2, and I'd be willing to bet that more than a few people did just that. If WotC, or Hasbro thought Larian was walking all over their trademarks/IP, you can bet we'd know about it already. So what have you heard from either of them to indicate that they're abusing that trademark, or is this something that you're coming up with to justify your own perceptions of the game? Careful with this, because false copyright claims can land you in legal hot water just as fast as frivolous lawsuits about false advertising. The discussion that started between me and Lady Avyna came with me claiming that larian wanted to use the BG trademark to attract potential players. Lady Avyna disregards that and claims the reason they chose to use Baldur's gate as the title for their game is because they wanted to make a game that somehow connects to previous games, even if it's only the city Baldur's Gate itself, henceforth the number 3 in the title. But those two reasons aren't mutually exclusive(sorry if that's the wrong phrasing). Ofc they need to have the game somehow connected to previous games, however frivolous, still the "3" in the title. I never claimed they wrongfully used the trademark, atleast that was not my intention. I claimed them using that trademark would attract fans of the series and set expectations, expectations they would be aware of, and according to my opinion purposefully didn't fulfill. I also admitted that they haven't broken any advertising law but that their marketing tactics still felt deceitful. There is nothing there that I have to be careful with. It certainly got my attention. But this is where I'm disconnected from the "make it more 5e" crowd, the version of DnD makes no difference to me. The first act states quite clearly that we are headed to Baldur's Gate from where we landed, and so, I'm not overly fussed about that. There's enough speculation floating around the internet about potential characters from the series showing up that I'm curious. First, and foremost, however, I want this game to be every bit as good as it's predecessors were. Yes, I very much want to love this game. In EA, I have no idea of what's to come later, and frankly, I like it that way. I intentionally limit what I do in game now, in order to prevent burn out before full release, including ignoring it for months. I don't care, for example, that some updates require me to delete my previous saves, and I don't need a way to prevent an update from installing. I want to see systems, I'm not fussed about story. I haven't done a lot this update because my processor is on the fritz. I got a new one, but my MB doesn't support it, so I'm waiting for a new MB to come in, likely today, I hope... The problem with expectations is that they're all over the place. There are some players that truly do expect a 1 to 1 conversion into 5e, and to whom no homebrew is acceptable. There are others that profess a lot of knowledge about DnD, 5e in particular, but don't know how some of the monsters actually work. Someone, for example, pointing to Phase Spiders "teleporting". So even when they're presented with things that are actually in the rules, they're screaming "but homebrew". It doesn't do a lot for their arguments.
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You are comparing the numbers of a table top game to a video game. Those are two different fan bases with different numbers in different platforms. You say that the majority have not asked for 5e RAW which I agree, especially if you look at Reddit but there seems so be some here in these forums that do. I also agree that some may want more 5e type rules but there are those that want exact 5e rules at least in how I have seen it. If I'm wrong in that assumption then I'm wrong but as of right now that's how it seems. You're wrong. This is a strawman you have built in your head.
Last edited by Raze; 14/03/22 11:22 AM. Reason: deleted forum account
Optimistically Apocalyptic
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However I used to view day/night cycle as a full hard impossibility due to the lighting system being similar to Dos2. I've made a day/night/weather system in Dos2, and I'm happy with the results for how I implement them, but it's limited to outdoor areas and certain circumstances due to limitations. However after lighting changes in patch 6, I'm more hopeful from a technical PoV, but still not convinced due to expense > pay (not economic, but manpower and time investment). Lots would really want it for atmosphere and a sense of immersion, time passing etc, so the convincing to be done there IMO is more at why it matters for the experience and adventure at this point. Heartbeats
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The problem with expectations is that they're all over the place. Which is also why I pointed out to Rag why a single quote from Sven being able to be interpreted in different ways was important and why it mattered. Sven isn't stupid. he is purposefully vague when he speaks with journalists. A lot of spokesmen are. But that's not the best way to do it as it can, obviously, lead to misconceptions and expectations. And that somehow led to you claiming that I accused them of abusing the trademark. Which I never did, not even once. I several times claimed they wanted the trademark for the name recognition. How is that accusing them for abusing the trademark? Recognizing Larian Studios as a company with the goal to make money, and not just a bunch people really wanting to make the best game they can, is not calumny. Implying that someone is about to commit to calumny, is.
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You are comparing the numbers of a table top game to a video game. Those are two different fan bases with different numbers in different platforms. You say that the majority have not asked for 5e RAW which I agree, especially if you look at Reddit but there seems so be some here in these forums that do. I also agree that some may want more 5e type rules but there are those that want exact 5e rules at least in how I have seen it. If I'm wrong in that assumption then I'm wrong but as of right now that's how it seems. You're wrong. This is a strawman you have built in your head. Then do care to explain if you know so much.
Last edited by Raze; 14/03/22 11:23 AM. Reason: deleted forum account
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The highlighted is obviously a lie though. Baldur's Gate 3 does not have a proper reaction system, and comments by Swen/Larian have heavily implied that they are still working on the reaction system to make it work better with 5e. But how can they simultaneously have had "ported [5e's reaction system] to the computer game" and yet, 1 year after EA release, 2-4 years past initial development, still have a reaction system with less functionality than tabletop that they're trying to make work more like 5e? Shouldn't they just able able to use that original build? Not necessarily no. There is something called " prototyping" - trying things out in a quick, cheap and easy to impliment way to see what works and what doesn't. Of course, Larian didn't create fully produced, fully working faithful 5e translation which they then started to change - that would be a massive waste of resources. But it doesn't mean they didn't do some prototyping. Maybe in their own engine, maybe in one of the free, easy to mod ones (like Unity). It's possible they didn't implement everything into one build, but rather created different experiements when considering different mechanics.
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The mathematics AKA the mechanics of a tabletop game are DIRECTLY transferrable from paper to code. I know cus I can do it. There is literally no dice roll system that cannot be translated from a pen and paper system to code, it is very very easy to do in fact. The computer was literally invented to do this.
The caveats that are problematic are additional homebrew mechanics that change ^^^^^^^^^ these linear (cause and effect) calculations. They have cascade effects though the linear probability system that is 5e in a nut shell. Adding another dice roll for an AoE that isn't supposed to be there can change 5 other dice rolls trying to calculate the effect of "something else". This in turn makes a "misses" "hits" and makes another 6 saving throws that prevent concentration or sneak etc. Even linear probability can become extremely complex given enough variables.
My point being the mathmatics of 5e are set in stone, there is no wiggle room. Why? Because adding extra dice rolls changes the outcome of gameplay so drastically it becomes another system. Larian actually know this and have moved it closer to 5e as such. Larian can add new spells, weapons, armors, monsters and lore for all I care as long as they all follow the tried and tested 1+1=2.
Every class in 5e Phb is balanced around these numbers. Change one thing in the formula and Clerics become pointless, wizards become demi-gods, rouges become useless. Throwing a healing potion in the mouth of your mate 50 foot away is the same a a cleric casting a spell for the same purpose. Hding as a bonus action is a rouge skill not a wizard skill. All these little (not little) things take away from the tactical, straegic, class and difficulty of the game. It makes it cheezy in fact.
The DM does not change "the laws of physics" they add flavor. This being "would firing a lightning bolt into water while other are standing in it electrocute them?" sure of course, then lets do that then. Can I throw a 200kg barrel of "stuff" 60 feet with my 18kg halfling wizard with 6 STR? Urrrm no mate. <<<< this is the job of the DM (Larian).
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What I don't get is why 5e doesn't work for video games, or rather why people think it doesn't.
I can create a map in Tabletop simulator and play with players and DM an entire campaign using full blown TT rules. With the map, the players can move their avatars and use full rules just fine.
This is what I was expecting with BG3 except instead of the DM moving monsters, the computer does.
For combat, I don't see why this isn't doable. It works. I've done it. Video game pawns and maps. So why don't those rules translate exactly?
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For combat, I don't see why this isn't doable. It works. I've done it. Video game pawns and maps. So why don't those rules translate exactly? Of course it can be done: see Solasta. Still, tabletop and digital games tend to feel different to play. You know, a bit how card mechanics always feel off (at least to me) in a computer game, even if its a fun game. I think Larian really doesn't want their playerbase to feel like they are playing an adaptation of a table-top experience - but rather a game build from ground up to be a cRPG. I think it's more of a "game feel" that Larian has issues with.
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You are comparing the numbers of a table top game to a video game. Those are two different fan bases with different numbers in different platforms. You say that the majority have not asked for 5e RAW which I agree, especially if you look at Reddit but there seems so be some here in these forums that do. I also agree that some may want more 5e type rules but there are those that want exact 5e rules at least in how I have seen it. If I'm wrong in that assumption then I'm wrong but as of right now that's how it seems. You're wrong. This is a strawman you have built in your head. Then do care to explain if you know so much. Explain what? We've been over this hundreds of times in this forum. Every time somebody says that they want the game to be more like 5e or that 5e is better in some way there's always somebody like you who disingenuously reinterprets this as "it must be 5e raw by the letter no exceptions". The whole derail in this thread about whether or not Larian said "based on 5e" or "like 5e" was caused by you and Ragnarok doing exactly that at the page 1-2 break, like so: https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=799460#Post799460This game was never suppose to be litteral transcript of tabletop rules, as Swen told us multiple times in countless occasions ... Some people still presumed it will be. :-/ I feel for them, but that will be probably all. :-/ I hope someone will create proper DnD mod fo you tho.  https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=799470#Post799470This game was never suppose to be litteral transcript of tabletop rules, as Swen told us multiple times in countless occasions ... Some people still presumed it will be. :-/ I feel for them, but that will be probably all. :-/ I hope someone will create proper DnD mod fo you tho.  Exactly, I don't know how much clearer Swen has to make himself. He actually said that BG3 is meant to be "first and foremost" a video game in an interview from last year. In a recent interview with Eurogamer, a month ago, Swen even said that they can't do everything in tabletop DnD or they will never finish the game because that would require more people to be hired. In the gaming industry, you have a deadline and things need to be done before then. He also said that they have been given the freedom (most likely from WOTC) as with previous BG games to do what they want with this game. This is pure strawmanning. You are arguing against a point that you've built in your heads, and that is not representative of what GM4 actually argued. What's worse is, I even think GM4 made this thread more or less directly after the exact same thing happened in the food topic last night: https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=799224#Post799224If I play chess, and someone changes the rules so pawns can now move in any direction, and rooks can now move diagonally, and kings can now move any number of squares, am I still playing chess?
That said, if you say to the person you are playing against, "But those are just optional rules. You don't HAVE to play it that way. I am, but you don't have to. It's up to you if you want to challenge yourself that way or not."
Do you think the other player is going to not use the new rules when the entire game is now designed around the new rules? Comparing chess to dnd is apples and oranges. Chess has a set of rules where you HAVE to play that way or else you can't play the game. In DnD the rules are there as a guide. If not a guide and you HAVE to play 5e the way it is, then homebrew rules would not exist. I am actually not opposed to homebrew rules, believe it or not. What I disapprove of is changing 5e rules to things that don't make sense from a balance and realism standpoint. For example, I don't have a big problem with them making potions a Bonus action. I'd prefer them to be an Action because once you make them a Bonus then the Rogue's Fast Hands special ability becomes almost pointless. One of the main points of them having that special trait is because Rogues do things faster than most others. Make potions Bonus for everyone and Rogues become less special. These are the kinds of homebrews that are ruining the game from a balance perspective and making things less special. Food as a healing item ruins the entire point of potions. You can eat them as Bonus, no matter how ridiculously big, and they can heal just as much or more. They should be items meant for survival, not healing, so that healing potions aren't completely negated. And I apologise if I am being overly combative here, but having to always defend oneself against this strawman as soon as one brings up how BG would benefit from being more like 5e in any way is exhausting my patience. There's has been, since BG3 went into EA and joined these forums, maybe a single guy or two who has insisted that they want 5e exactly raw in every way, and I don't think either of them are still active here any more. They are certainly not representative of the forums enough to even matter in a generalisation of it. It only "seems like that's how it is here on the forums" to you because that's how you interpret it whenever somebody brings up 5e rules as a reference at all.
Optimistically Apocalyptic
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For my part, I do not believe I have ever seen anyone, on this forum or otherwise, ever, trying to suggest that the game should be, or that they want it to be, exact 5e raw.
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Let's play chess.
I give the rook 5 HP. I give the pawn 1 HP. I give the king 50 HP. I give the bishop 3 HP.
Each does as much damage as they have HP.
Are we playing chess or a chess like game? Looks like chess. Some of the rules are even the same.
Doesn't feel like chess, though, does it.
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And I apologise if I am being overly combative here, but having to always defend oneself against this strawman as soon as one brings up how BG would benefit from being more like 5e in any way is exhausting my patience. There's has been, since BG3 went into EA and joined these forums, maybe a single guy or two who has insisted that they want 5e exactly raw in every way, and I don't think either of them are still active here any more. They are certainly not representative of the forums enough to even matter in a generalisation of it. It only "seems like that's how it is here on the forums" to you because that's how you interpret it whenever somebody brings up 5e rules as a reference at all. First all do NOT accuse me of doing something that I am not, just because I may be seeing something differently. This is one the biggest problems in these forums. Occasionally there will be people like you coming into forums to answer in a very combative way to the point that a moderator has to step in. It's impossible to come into these forums to have a cordial conversation or even a disagreement without someone insulting the other person. Please don't do that. If you disagree with something I said, that fine but don't accuse me of acting a certain way. I'm tired of people doing that in these forums because I don't do that to them.
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The homebrew stuff I like is,
1) Cleric casts create water 2) Mage casts lightning giving them a buzz 3) Rogue takes advantage with a sneak attack 4) Druid casts thunder wave to knock someone on the water
Thsi synergy adds mechanics without changing the rules.
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Let's play chess.
I give the rook 5 HP. I give the pawn 1 HP. I give the king 50 HP. I give the bishop 3 HP.
Each does as much damage as they have HP.
Are we playing chess or a chess like game? Looks like chess. Some of the rules are even the same.
Doesn't feel like chess, though, does it. I believe this is where the confusing is. I understand that there are certain things in the game that would benefit with better 5e rules. I'm all for that. What I don't understand is the language some may be using where it sounds like they may be asking for literal 5e rules. Example would be the chess analogy you just used. That's where the confusion may be. Could you explain that better?
Last edited by Lady Avyna; 10/11/21 04:58 PM.
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What I don't get is why 5e doesn't work for video games, or rather why people think it doesn't. Ok, that should be easy to explain ... How would you implement this spell? http://dnd5e.wikidot.com/spell:minor-illusionYou create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Last edited by RagnarokCzD; 10/11/21 04:59 PM.
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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And I apologise if I am being overly combative here, but having to always defend oneself against this strawman as soon as one brings up how BG would benefit from being more like 5e in any way is exhausting my patience. There's has been, since BG3 went into EA and joined these forums, maybe a single guy or two who has insisted that they want 5e exactly raw in every way, and I don't think either of them are still active here any more. They are certainly not representative of the forums enough to even matter in a generalisation of it. It only "seems like that's how it is here on the forums" to you because that's how you interpret it whenever somebody brings up 5e rules as a reference at all. First all do NOT accuse me of doing something that I am not, just because I may be seeing something differently. This is one the biggest problems in these forums. Occasionally there will be people like you coming into forums to answer in a very combative way to the point that a moderator has to step in. It's impossible to come into these forums to have a cordial conversation or even a disagreement without someone insulting the other person. Please don't do that. If you disagree with something I said, that fine but don't accuse me of acting a certain way. I'm tired of people doing that in these forums because I don't do that to them. This. As a moderator, I can with some authority confirm that this is the case, with knowledge that it's usually just natural human emotions distorting an underlying interest for improvements in a game they care about. So I don't typically read into it much, but there is a tendency for people to eventually get into extremes. And that's where I sometimes butt in, unless I see that people have resolved it already in conversation or reeled themselves in. Last thing I want to do is stifle genuine discussion and criticism (I have a bunch of criticisms and desires for change in some areas too! I'm here as a gamer, and moderator. I try my best to differentiate, but it's important to point out because lots of people see the color of a name before a person.) I refer to a previous post of mine, albeit it it took two pages rather than halfways into the next page. At very best... at very best, what I can see in this statement that I could actually believe, is that they set out the rules for 5e On Paper, looked at them, and then said "Well, we can't do that and that with our engine, and the probably wouldn't be fun, I don't think, I want to do more than that... Let's do it our way, start with what we've got, and try to see how much of this 5e we can work in as we go." And all without much actual contact with playing 5e or D&D in general. . This is closer to what I'd imagine too. Which isn't necessarly bad IMO. But now it's up to us to voice that feedback (and I've forwarded soooo much...) and hope that Larian comes to their senses and give it a practical shot. One of my top current examples being certain bonus actions that should be actions as per PHB, because the ripple effect is undermining the class fantasy and value of eg. Rogue. But it helps to focus on that, rather than misquoting and rallying up anger about something that is a fading memory at best. I know you, and that you're not angry. But one post leads to another, and halfway through the next page it'd be spiraling the wrong way otherwise by someone else that has less control of temper.
Last edited by The Composer; 10/11/21 05:02 PM.
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Minor illusion cantrip is already in the game. In D&D it simply compels anything with senses to go look at "something", once investigated they roll an INT saving throw per round until they realise it is bogus. Then, depending on the circumstances may investigate a wider area to find the caster or simply go back to whatever they were doing.
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The point is that the more you change the characteristics of the game, the less like the game it is. If a pawn no longer moves only 1 or 2 spaces ahead, or you give them HP, or whatever, you change a lot of the feel of the game. What you would once do no longer applies because the new rules have changed the entire feel of the game.
Let's take Star Wars RPG. I've played like several versions. Every time, there are new rules for the Force. Each new set of rules changes the entire way the Force is used in the game. Slight rule changes trickle to other areas.
Now, I'm not suggesting no homebrew. I'm merely saying that changes in rules should be done with discretion and should not drastically change the whole system. +2 for height advantage doesn't break the system. Making Hide a Bonus for everyone breaks Rogues and makes them less valuable.
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The point is that the more you change the characteristics of the game, the less like the game it is. If a pawn no longer moves only 1 or 2 spaces ahead, or you give them HP, or whatever, you change a lot of the feel of the game. What you would once do no longer applies because the new rules have changed the entire feel of the game.
Let's take Star Wars RPG. I've played like several versions. Every time, there are new rules for the Force. Each new set of rules changes the entire way the Force is used in the game. Slight rule changes trickle to other areas.
Now, I'm not suggesting no homebrew. I'm merely saying that changes in rules should be done with discretion and should not drastically change the whole system. +2 for height advantage doesn't break the system. Making Hide a Bonus for everyone breaks Rogues and makes them less valuable. Thank you for the clarification. I understand what you mean now.
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One of my top current examples being certain bonus actions that should be actions as per PHB, because the ripple effect is undermining the class fantasy and value of eg. Rogue. It kinda makes sence tho, that Larian is pushing on Bonus Actions so hard ... I mean i dunno about you people, but i have them unused like 75% of time, it just feels little odd to left resources unspended.  :-/ Minor illusion cantrip is already in the game. Im aware ... the question was "how would you implement it" tho, not "is this in game?" In D&D it simply compels anything with senses to go look at "something", once investigated they roll an INT saving throw per round until they realise it is bogus. Then, depending on the circumstances may investigate a wider area to find the caster or simply go back to whatever they were doing. Might be ... Until your Illusionist Wizard get to level 14, where "something" is no longer good enough, since you get: " Illusory RealityBy 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.
The object can't deal damage or otherwise directly harm anyone." You can ofcourse bypass this by seting max level for 13 ... Lazy, but effective "solution" ... question is if that will work every time. //Edit: The point is that the more you change the characteristics of the game, the less like the game it is. If a pawn no longer moves only 1 or 2 spaces ahead, or you give them HP, or whatever, you change a lot of the feel of the game. What you would once do no longer applies because the new rules have changed the entire feel of the game. Problem here is that you are comparing game wich have rules set for few hundert of years and nobody even know for sure theese days why wich figure plays the way it plays ... And game thats rules is curently in progress of creation ... Yes it have some set of rules they can inspire with, but for once even those are not set in stone, and even if they would it means little to nothing, since they are ment for different game anyway. :-/
Last edited by RagnarokCzD; 10/11/21 05:18 PM.
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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For my part, I do not believe I have ever seen anyone, on this forum or otherwise, ever, trying to suggest that the game should be, or that they want it to be, exact 5e raw. It's partial due to perspective and perception, in my opinion / understanding. Just to be absolutely clear, I actually do not view the following quotes to be demanding exact 5e RAW, and in fact the threads are overall in the same ballpark of "prefer to see changes closer towards 5e in a reasonably faithful way", but I believe it's clear how they can be perceived to demand as such. And due to the bombastic, emotional and slightly hyperbolic nature of how the message is framed, you can see how those threads begin as wholesome, reasonable and calm, and slowly degrade and turn into more hyperbolic and over-dramatic arguing as the pages move on. I think some people subconsciously still have those threads in mind, stuck as a feeling. Then future perception is influenced by that under a bias, regardless of where our individual opinions recide. Well if its not going to be 5e I might as well refund right now, because thats what they communicated what this was going to be and thats what I expected. This game isn't DND, and doesn't have to follow the ruleset and it's their choice. Larian have creative freedom, and after playing DOS2 quite a lot i think they know what they are doing and have faith. Trust the method behind the madness, but understand no matter which way they go, not everyone will be happy and if you come to the game expecting a 1:1 DND clone you've already set yourself up for disappointment. No, don't make a Baldur's gate game if you are not foloowing DnD rules. Otherwise, just make DoS 3. +1 for the topic Agree, this game is basically reskinned DOS. I won't recommend this game to anyone in its current state. There are just so many things wrong
I'm also curious, what exact thing did Wizards of the Coast even do at this point? Lore? They definitely didnt ensure that Larian stuck to the 5e ruleset. Edit: I point these out, because I believe a similar tribalistic nature is taking foothold in this thread as well. We can keep this civil and grounded, I think. I ask you to, because ultimately I dare wage that we all just want the game to feel as much D&D as it reasonably can, whilst realizing there's a compromise somewhere in the middle. The disagreements tend to boil down to semantics and nuances of how much is enough, and I don't think this "No you are the baddie, no you are strawmanning me, I'm not the one strawmanning you" shenanigans bears any positive points to continue. Stick to the merits of the criticism and feedback, than trying to upper got'cha one another. Edit 2: I refer mostly to Dexai, Lady Avyna and <Redacted> in the moderation-aspect of this post. It doesn't matter which one of you are more right than the other. In terms of OP and thread topic, you're all wrong.
Last edited by Raze; 14/03/22 11:23 AM. Reason: deleted forum account
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And I apologise if I am being overly combative here, but having to always defend oneself against this strawman as soon as one brings up how BG would benefit from being more like 5e in any way is exhausting my patience. There's has been, since BG3 went into EA and joined these forums, maybe a single guy or two who has insisted that they want 5e exactly raw in every way, and I don't think either of them are still active here any more. They are certainly not representative of the forums enough to even matter in a generalisation of it. It only "seems like that's how it is here on the forums" to you because that's how you interpret it whenever somebody brings up 5e rules as a reference at all. First all do NOT accuse me of doing something that I am not, just because I may be seeing something differently. This is one the biggest problems in these forums. Occasionally there will be people like you coming into forums to answer in a very combative way to the point that a moderator has to step in. It's impossible to come into these forums to have a cordial conversation or even a disagreement without someone insulting the other person. Please don't do that. If you disagree with something I said, that fine but don't accuse me of acting a certain way. I'm tired of people doing that in these forums because I don't do that to them. <Redacted> You say that the majority have not asked for 5e RAW which I agree, especially if you look at Reddit but there seems so be some here in these forums that do. I also agree that some may want more 5e type rules but there are those that want exact 5e rules at least in how I have seen it. If I'm wrong in that assumption then I'm wrong but as of right now that's how it seems. <Redacted> That's because I did see more than one person want RAW DnD. That could be maybe 5 people tops but that still is classified as some people. This of course isn't everyone and I get that. I also don't want to continue this discussion of pointing fingers or people coming in into a conversation between two people to stir the pot. That doesn't help anyone and it turns in an online fight. Let's just leave it at that and continue discussions with GM4HIM who is the OP.
Last edited by Raze; 14/03/22 11:25 AM. Reason: deleted forum account
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Hence why hyperboles and being over-dramatic to make a point is nearly always a bad idea in discussion. People think it exaggerates a point to make it more clear, but more often than not, it distorts and undermines the point they try to make. Big fan of calm and level-headed discussion. It also makes it harder to interpret due to pure text form, missing intonation (and often context. In my quotes in previous post, the replies seem less intense if viewed as a part of the whole thread, but read on their own, they may be perceived as pretty intense, which is what I'm trying to illustrate.) Anyway, I hope you can all rest your shoulders and get rid of the tension now. Edit: Edit 2: I refer mostly to Dexai, Lady Avyna and <Redacted> in the moderation-aspect of this post. It doesn't matter which one of you are more right than the other. In terms of OP and thread topic, you're all wrong. <Redacted> Oh nothing particular or severe. Just a combination of discussion participants kicking an anthill that I don't think is necessary to be dragged on as long as it has already. I'm just wanting to put an end to it. From all of you. Because most of what's needed to be said has been said, and it can only lead to bickering and needless arguing from here.
Last edited by Raze; 14/03/22 11:34 AM. Reason: deleted forum account
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Edit 2: I refer mostly to Dexai, Lady Avyna and <Redacted> in the moderation-aspect of this post. It doesn't matter which one of you are more right than the other. In terms of OP and thread topic, you're all wrong. In my defense, I already spoke to GM4HIM, who cleared up his view and I understand. The quotes that you posted are the ones I was referring to as asking for strict 5e rules because it seems that way. They sounds as they want no homebrew rules, it may not be their intention but that how that sounds like in their writing. Dexai accused me of being disingenuous and a strawman and I take offense to that because that is not what I'm doing, I'm sorry if people think that but I'm sincerely not doing that. The comments I have made are based on how I see things. I don't understand how that would make me a bad person to some.
Last edited by Raze; 14/03/22 11:27 AM. Reason: deleted forum account
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It's partial due to perspective and perception, in my opinion / understanding. ^^
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It is an illusion cantrip so shadow magic wont apply as it is not a 1st level spell or above. Some spells will be difficult to translate without an actual DM I agree but these spells will be esoteric in nature and probably wont be in the spell list anyway. I hope some of the fun spell variants will be included. Spells that effect the environemt in an illusionary manner like "tiny hut" will be pretty cool I think but I think that is an evocation ritual.
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I don't know, honestly. Though I've wanted a full forum overhaul and update for an eternity! But I've helped people have their account or posts deleted under certain circumstances and private requests, so if anyone wants it, all they have to do is reach out. However we typically avoid deleting messages in standard moderation circumstances. Exceptions being severe cases that can't be left standing (such as scam, spam, etc) or ban evasions. If possible and necessary, at least I personally prefer to remove a post with a replaced "[Removed by moderation.]" text in its place for a very specific reason. Way back when I wasn't moderating anything, a rising theme and topic people sometimes mentioned was a notion of that there was no moderation going on at the forums, being a wild, wild west sorta thing. So visible moderation presence for people to see became important to me, because I think it's on some level important to a lot of people. Anyway... Can certainly raise the subject, it's a good question 
Last edited by Raze; 14/03/22 11:28 AM. Reason: deleted forum account
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I'm optimistic Larian will make additional adjustments to address some of the more unpopular homebrew/compromises based on feedback. No doubt there will be Mods produced after final release that will further fine tune the experience for those looking for more 5e authenticity.
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I don't like mods, so I'm hoping they won't just trust the mod approach for things like this.
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Haven't read every reply but I wanted to say that the OP is exactly right.
My suspicions at this point is that those of who were looking for a successor to BG2 will be disappointed. Larian seems to wedded to the mechanics that made DOS2 such a success and the CEO is 'slavishly' committed to his vision of 'fun'.
Hope to be proven wrong.
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Haven't read every reply but I wanted to say that the OP is exactly right.
My suspicions at this point is that those of who were looking for a successor to BG2 will be disappointed. Larian seems to wedded to the mechanics that made DOS2 such a success and the CEO is 'slavishly' committed to his vision of 'fun'.
Hope to be proven wrong. Same here. I quit DOS and DOS2 at mid way because both games were not for me. I bought BG3 in EA because of its name and because it was marketed as being based on 5e, and to (hopefully) be able to stir the game away from DOS2. I'm not too optimistic this will be the case, in part because of the complete lack of engagement from Larian.
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After carefully reading this I'm going to defend Larian in this case, just because this game in part has similar animations to the Divinity series it bares no similarity so lets put a full stop to that.
It is absolutely impossible to make a full 5e game whilst engaging that will please everybody or turn out to be endless in it's options as how many times have you guys sat with your friends playing then come to the conclusion " Yeah, Fred you've won" otherwise it would go on forever and bore the pants off you, remember the record is 38 years and I haven't got that much time?
BG2 was not that great I completed it in a few days and the damn game glitched on me more times than my nans pacemaker has so stop pretending it was.
Conclusively I just rolled a 1 after drinking my last beer and I'm about to pass out.
We have a saying amongst PC users, Look after your PC ,and That's what I've done and I've maintained it for 20 years, this old PC has had 17 new Cards and 14 new Boards in it's time and it's still the same PC
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That is not true. Problem is, they never gave people the chance. I find more people out here who have never tried 5e, and they say, "I'm glad they didn't do 5e because I hate 5e and it would never work in a video game.
Here's my stance:
I play Tabletop with others. We use an app on Google Play Store. It guides them in character creation. Super easy to do. Full 5e. All electronic.
We play a tabletop session. I use Tabletop simulator or an app that allows me to use digital maps and pawns. We run fights. Everything is via apps. They move their pawns, the app even says how far they move in feet. They use dice rolling app to roll for hits and damage. They get hit, their app records the HP loss.
Again, all electronic via apps and all using full blown D&D 5e stats and rules with a few homebrew like advantage flanking bonus because that makes sense to me.
So, if we can run tabletop using apps for everything, why can't they implement 5e more in BG3?
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That is not true. Problem is, they never gave people the chance. I find more people out here who have never tried 5e, and they say, "I'm glad they didn't do 5e because I hate 5e and it would never work in a video game.
Here's my stance:
I play Tabletop with others. We use an app on Google Play Store. It guides them in character creation. Super easy to do. Full 5e. All electronic.
We play a tabletop session. I use Tabletop simulator or an app that allows me to use digital maps and pawns. We run fights. Everything is via apps. They move their pawns, the app even says how far they move in feet. They use dice rolling app to roll for hits and damage. They get hit, their app records the HP loss.
Again, all electronic via apps and all using full blown D&D 5e stats and rules with a few homebrew like advantage flanking bonus because that makes sense to me.
So, if we can run tabletop using apps for everything, why can't they implement 5e more in BG3? Yeah it's a good question. They clearly haven't even really tried it, cause they never wanted it.
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Again, all electronic via apps and all using full blown D&D 5e stats and rules with a few homebrew like advantage flanking bonus because that makes sense to me.
So, if we can run tabletop using apps for everything, why can't they implement 5e more in BG3? Probably because they think they know better. They think they know what is fun and what is not.
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I put this in the party size threat, but I'm including it here because it is a perfect example of how D&D combat should go with proper stats and rules and a party size of 4 Players + Shadowheart (Party Size Max of 6; though in this case it is only a party size of 5 because you only have 1 additional companion).
Here. Example of how the Intellect Devourer battle should go on the beach with proper D&D 5e rules and stats, 4 Players + Shadowheart for a party of 5. All at level 1 still.
Initiative = Shadowheart rolled 20 total, then Lynari 18, Intellect Devourer 2 (ID2) 17, Diadell 16, Vel 13, Drogyn 3, ID1 3, and ID3 3.
Shadowheart keeps her distance and rolls a 20 with her Guiding Bolt. Hit. 15 Damage off of ID1. It had 22 HP total to begin with. It now has 7 HP remaining.
Lynari is a drow wizard and casts Magic Missile at ID1. Rolls 3d4, does 6 damage. ID1 has 1 HP left.
ID2 uses Dash and runs 80 feet, moving up to Drogyn who is towards the front.
Diadell, a wood elf Rogue, moves up and attacks ID2 with her two shortswords. Sneak Attack proper rules = Advantage is not necessary if an ally is within 5 feet of the target. Since Drogyn is there, she gets to use Sneak Attack if she hits. First roll 1. Critical Miss. Second roll 14+5=19. Hit. 1d6 damage = 4, but ID2 has Resistance to Piercing and Slashing weapons. Half damage. Diadell only does 2 points off. ID2 had 25 HP. It now has 23.
Vel is a half elf Druid. He casts Entangle and effects an area that captures both ID1 and ID3 in it. Both must make Strength checks against Vel's Spell DC or be ensnared/restrained for up to 10 rounds. Each round, a successful check could free them. Vel's DC is only 12. ID1 rolls a 1. ID3 rolls a 4. They both fail and are restrained.
Drogyn is a half-orc barbarian. He attacks ID2 with his greatsword and rolls a 4+5=9. Miss. He needed a 12.
ID1 rolls to break free of the Entangle spell. Rolls a Natural 20 and succeeds. That cost an Action. It can now only move 40, but because of difficult terrain (the Entangle spell area), it cannot move fast enough to get up to the adventurers.
ID3 rolls to break free of the Entangle spell. Rolls a 10-2=8. (Strength is only 6, which is a -2 bonus). It fails and can't move.
Round 2. Shadowheart casts Guiding Bolt again on ID2. She rolls a 9+3=12. Hit. She rolls 4d6 and does 10 damage. It still has 13 HP.
Lynari casts Magic Missile again. She hurls 1 at ID1 and the other 2 at ID2. She does 1 point of damage to ID1, killing it. She does 4 to ID2. It has 9 left.
ID2 attacks Drogyn. Here is how an Intellect Devourer should behave. First, attacks with claws. Rolls a 2+4=6. Miss. Has Multiattack, so it can attack with claws and Devour Intellect in the same turn. Uses Devour Intellect on Drogyn. He must make a DC 12 Intelligence saving throw or take 2d10 psychic damage. He rolls a 9+0=9. Failure. DM rolls 2d10 and only gets 3. He's lucky. He had 15. He now has 12 HP. But that's not all. The DM also rolls 3d6. If the total equals or exceeds Drogyn's Intelligence score of 10, that score is reduced to 0. The target is stunned until it regains at least 1 point of Intelligence. DM rolls a 12. Drogyn is out of the fight. His Intelligence is now 0.
Diadell's turn. She attacks twice, once with each shortsword. She rolls a 2 and 4. Miss both times. Vel runs up and attacks ID2 with his spear. He rolls 6+3=9. Miss.
ID3 rolls a 14-2=12 and finally breaks free of the Entangle spell. It moves through difficult terrain, unable to reach the heroes.
Round 3. Shadowheart has no spell slots left. She pulls out her crossbow as a free action and fires at ID2. 11+3=14. Hit. 1d8+1 damage, she rolls a 7+1=8, but ID2 has Resistance. Half damage. She only actually deals 4 HP off. It has 5 HP remaining.
Lynari casts Firebolt. Natural 20. 2d10 damage (using extra d10 because of Critical Hit). She rolls a 9 total. ID2 dies in a fiery ball of death.
Diadell sheaths her swords and falls back 30 feet. She pulls out her bow and fires. This is all 1 Free Action. She hits with a Natural 20. 2d6 damage. 6+3=9. No Sneak Attack because no advantage. Resistance means half damage. ID3 loses 5 HP. It had 20. It now has 15.
Vel has no attack to use that won't bring the creature closer to him and the others, so he falls back.
ID3 uses Dash to move 80 feet, but is unable to get close to the remaining heroes because they moved further away.
Round 4. Shadowheart fires her crossbow again. 11+3=14. Hit. 3+1=4 divided by 2 (Resistance) = 2. It has 13 remaining.
Lynari casts Firebolt again. She only rolls a 4 to hit. Miss.
Diadell rolls for her bow and misses with a 2.
Each of them moved 30 feet further away to escape.
Vel risks his life to keep ID3 away from the others. He runs 30 feet and uses Thorn Whip. He rolls a 1. Critical Miss.
ID3 takes the bait and charges him. It attacks with claws. 4+4=8. Miss. It uses Devour Intellect. Vel rolls an 18+1=19 to resist and succeeds. He only needed a 12. He takes no damage.
Round 5. Shadowheart fires again with 11+3=14. She does 6+1=7 damage divided by 2 = 4. It has 9 remaining. She moves another 30 feet away to hopefully keep it at a distance.
Lynari casts Firebolt. 16+4=20. Hit. 8 damage. ID3 only has 1 HP remaining.
Diadell fires her bow. Natural 20. 2d6. She rolls a 6. Resistance reduces it to 3. That is enough to kill it.
Party gains 270 XP each. From the Imp fights during the Prologue, they received 600 XP during the first fight divided by 5 (including Lae'zel) = 120 XP each. After meeting Shadowheart, they had a party of 6. They faced another group of 2 Imps and a Hellsboar on the bridge. Each imp was 200 XP and Hellsboar was 100. So that was 300 XP total. Then they faced a second group of the same for another 300 XP total. Divided by 6, that was another 100 XP each. So, by the end of the Prologue, they had 120+100=220 XP. The DM then awarded them 50 XP for completing the Prologue for a total of 270 XP. They needed 300 XP to level up.
So, they were able to level up after the Intellect Devourer fight, having a total of 540 XP.
Notice how this fight was not so tough with a party of 4 + Shadowheart. They still lost a man who would now only recover during a Long Rest; thus the Long Rest would be suggested by the game at that point because you have a fallen companion who wouldn't recover until after the Long Rest from Devour Intellect. Thus, it makes sense to do a Long Rest Tutorial at that point especially if that battle didn't go as well as this one did.
First, what part of this fight here couldn't be done in a video game? Anything?
Second, THAT is how Intellect Devourers should act and how tough they really are.
Third, tell me that the game wasn't designed with a party size of 5+ based on this scenario above. The ONLY reason it works for a Party Size 4 at all (and ESPECIALLY for just 1 MC and Shadowheart) is because they not only reduced each of the ID's to like 10-12 HP, but they removed Resistance and Multiattack and took away their Devour Intellect and Body Thief abilities.
This is why I'm suggesting:
1. Option for Party Size 6. This Option allows 4 Player Multiplayer games to have their 4 Custom Characters and Shadowheart, thus giving them a better chance of surviving this fight. 2. Option for Core D&D 5e Rules Difficulty so that when you play 4 Player Multiplayer + Shadowheart, it is a challenging and rewarding experience instead of an absolute breeze that is lame and almost pointless. It also gives the Intellect Devourers their proper stats and signature attacks so that they are actual Intellect Devourers. 3. Option for Players to be able to create up to 4 Custom Characters even in Single Player Mode so that they could play with the Core D&D 5e Rules Difficulty from the beginning of the game and not be totally wiped out by fighting 3 Intellect Devourers with only 1 MC and Shadowheart.
THIS is what I'm talking about. Imagine if Vel had failed his roll. ID3 would have taken him down as well, leaving only Lynari, Diadell and Shadowheart. They would have to keep running and shooting, keeping it at a distance and slowly dwindling it down to kill it off.
I, the DM, would not have allowed it to use Body Thief. I would have had ID3 try to use Body Thief on Vel and then announced, "The creature tries to use its Body Thief ability, which allows it to consume the target's brain and teleport into the target's skull. It can then possess the body and control the body of its target. However, SOMEthing seems to be preventing it. A strange glow appears around your companion's head, shielding them from the monster's power."
Now THAT would be awesome, and THAT would make total sense from a story perspective. It would then let the player(s) know that Intellect Devourers are normally vicious, terrible, and evil creatures that can actually take over a person's body like Invasion of the Body Snatchers, and they can use that body against their own allies. Best not to underestimate them in the future. PLUS, it lends even more evidence to the player that their tadpoles are NOT normal.
THIS is the kind of thing I'm looking for in BG3 that I think would make it better.
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And it's not just combat I'm talking about.
Here's another example of what I'm trying to get across here.
Imagine this. Day/Night Cycle. You crash on the beach. It's early morning. We know this because it's night when the nautiloid crashes. So, when we wake up, it's morning. We fight Intellect Devourers. We long rest. End of Day 1. You make camp on the beach just outside the Dank Crypt entrance.
Next morning, we set out, meet Astarion, the fishermen, and Gale. We go through the entire dank crypt. We come out, and the party needs a short rest. You short rest once, the sun moves in the sky and it's afternoon. But they need to short rest again because they lost a lot of HP. The afternoon turns to evening. The sun has set. Now, the entire landscape is dark.
The party moves away from the dank crypt, and suddenly, they spot something moving in the shadows on the path ahead. Stealth mode. Astarion is sent ahead to investigate. Whatever it is has both hearing and sight cones. Astarion enters the broader hearing radius. He has Stealth Expertise. The creature's passive Perception is 12. Astarion rolls a 7. Now, in current game, he would get a 7+4 for Proficiency for Stealth skill which is a failure because he doesn't have Expertise. However, in this version of the game which is more true to D&D 5e, he has Expertise, so his skill is +6 for a total of 13. He succeeds. He creeps up close enough to see a giant badger. Player is a druid and approaches in animal form. Creatures spots the druid MC and immediately attacks. Druid MC uses Animal Friendship and succeeds. Animal calms down. Text box pops up (because we don't need voice acting for every little thing we encounter). "You frightened me. I thought you were going to try to kill me. How can I help you, Friend?"
You converse with the animal, and it tells you about the grove to the north. Then it hops off.
You continue along in the darkness. Quiet music is playing that's a bit spooky but not too much. You encounter the tieflings with Lae'zel. You get a +2 to Intimidate because you are a group of adventurers moving about in the dark and encountering them in the night. If you had encountered them by day, you'd get no Intimidate bonus. Ah, but your MC doesn't have Intimidate. So, you switch mid-conversation, to Astarion to use Deception. You chose Deception for his other Expertise. He doesn't get the +2 bonus for night because he's going to try to trick them into leaving. So, instead of your MC who has no bonuses attempting to make the roll, Astarion who has a +6 to Deception, gets to make the roll.
He succeeds and they run off, thinking a group of mind flayers is coming from the crashed ship. You free Lae'zel and she joins the party. Now you have 6 party members. Take your pick. 4 Custom Characters, Astarion, Gale, Shadowheart and Lae'zel. You can even boot your Custom Characters and only take the origin characters if you want. Your MC is the only one you have to take.
You approach the grove gate. Aradin and his team are shouting up at... nothing. There is no one anywhere atop the rocks. It looks just like sheer mountain walls because Silvanus' power is cloaking the entire grove so it cannot be seen or detected. The gate blends into the rock walls with vines so that you can't even see the faintest outline of it.
Suddenly, Kanon's head appears as if popping out of the rock walls. The illusion ripples as he does so. He shouts down at Aradin saying that he can't let anyone in. It's Zevlor's orders. Aradin shouts back that goblins are right behind. Kanon steps further out of the illusion, onto the very edge of the rocky ledge. Zevlor then appears and joins him. He and Aradin have their little exchange. Zevlor orders the gates to be opened. Goblins appear in the darkness, along with the worg. The light of some of their torches illuminates the forested area. Several archers fire. Kanon is raising the gate. The archers, however, are firing volleys at the wall where Zevlor is standing. Zevlor manages to take cover, but Kanon is hit by stray fire. You can suddenly see the gate because it was lifting. Otherwise, it still looks invisible. It descends, and the fight begins... at night.
Your party is on the hill. You can't be detected at first because of the cover of night and you aren't moving. Even if you aren't stealthing it, you are still not detected at first because of the fact that it is night and you are more than 60 feet beyond their line of sight. During the combat, you get +2 bonus to Stealth every time you try to hide. As soon as you are detected, the goblins fall back away from the main gate of the grove and focus on you. After all, they know they'll get pummeled by defenders on the wall, and their only hope is to kill you first. Suddenly, the battle becomes much harder. Same number of enemies, but they are now focusing their attention on you and not on Aradin and his crew and the defenders on the wall. However, you have a party of potentially 5-6. So, the fight isn't too overwhelming. Besides, you get a +2 for high ground up on the hill and you can have Astarion use cover of night to help him hide and do Sneak Attacks on his enemies. Whatever your strategy, the point is that even if you only took a party of 4, you'd still have Aradin and his group to help you, AND the defenders on the walls could help as well, including Wyll.
This would then also explain why Zevlor and everyone else acts like you saved the grove. If you were the ones to take the brunt of the attack upon yourselves, it makes sense that everyone would hail you as the heroes.
You enter the grove. It is night. The beauty of the grove by star and moonlight with torches lit. It's not late night. It's evening, so everyone is where they normally are. Still makes sense for nothing to have changed. You go about talking to people. You have Astarion rob a few people, gaining a +2 bonus for darkness of night AND his +6 Stealth Expertise. So, he's sneaking around and pickpocketing all over the place, but not suits of armor. Just little things like potions and gold and other small trinkets he can then sell to vendors and earn enough gold to buy armor and weapons and such.
You decide to sneak Sazza out. Ah! Cover of night will help with that. You have the choice of going through the secret tunnels OR sneaking her right out through the camp. Since you have cover of night +2 bonus for Stealth, she has a better chance of sneaking out with you especially if you have some of your characters engage different characters in the grove in conversation, causing them to turn their backs on Sazza.
Finally, you go meet Kagha and Rath and you make a Perception roll in the central chamber. All of your party does. One succeeds and points out the murals on the wall. You look at them and get the story of the grove. If Shadowheart is with you, she explains to you who Shar is and gives you a very basic background about her. Since she is your companion, and a Sharran, she WANTS you to approve of Shar and thus her, so she tells you a bit of the story and puts her own spin on it so that you'll like Shar. However, Gale refutes the tale, or maybe Wyll or Astarion or Lae'zel, or you make a Religion roll of 10 or higher and know that most people view Shar as evil and nasty and she doesn't even glow in the dark. Now, you know something about Shar.
Finally, you Long Rest. Day 2 ends. You make camp in the grove because that is the safest place you could possibly camp in the entire EA. It becomes your main camp. All other camps, even the one on the beach for Day 1 earlier, are mini-camps. A little cutscene is given at the end of Day 2 here when you first camp in the grove showing one of the druids guiding you to a quiet spot in the grove where you can make camp just at the edge of the river.
Skip ahead. You are roaming the forest at night. You are nearing Bogrot. Suddenly, you hear the screams of something in the night sky. It sounds like it's coming from the town. Slowly, you make your way in. You see goblins running west towards the goblin camp. They are fleeing from something. Is it you? You make your way into the town. AMBUSH! Phase spiders Ethereal Jaunt into the Material Plane right next to your party; 3 of them. Perception rolls are made to determine if you are surprised. You fail. They surprise attack you. During first round of combat that isn't the surprise round, they attack and phase back into the Ethereal Plane. Battle ends. They were only attacking you to soften you up and test you out. They can see you aren't goblins. They're just messing with you.
You continue through the village, exploring a few buildings and expecting spiders again at any moment. Bam! Three jump out at you again and attack. This time, Perception rolls are made and your party succeeds, or at least a few of them do. Phase spiders attack and flee again. Battle ends.
Because not every encounter in D&D has to be fought to the absolute death. That's not even realistic. Enemies will often surrender or flee if they are losing a fight. This speeds up combat and doesn't bog the game down with having to kill absolutely everything. And sometimes, enemies will do hit and fade tactics, ESPECIALLY phase spiders.
Finally, after softening you up a bit here and there, the phase spiders make their full assault. They appear again as you're in the street. They phase in and attack. Next round, they attack and phase out. Next round, they attack and phase in. You weaken them to quarter health. They flee into the Ethereal Plane and leave you alone for the remainder of your surface exploration.
You long rest, because they beat the crap out of you. You return by day. NOW the goblins are there and the ogres and everything that is currently there in the game. Whole new experience because it's by day.
Now THAT kind of stuff would REALLY take this game up a ton of notches.
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enthusiast
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In D&D it simply compels anything with senses to go look at "something", once investigated they roll an INT saving throw per round until they realise it is bogus. Then, depending on the circumstances may investigate a wider area to find the caster or simply go back to whatever they were doing. Might be ... Until your Illusionist Wizard get to level 14, where "something" is no longer good enough, since you get: " Illusory RealityBy 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.
The object can't deal damage or otherwise directly harm anyone." Easy. Have you seen how Wish was implemented in BG2? The cast initiated a dialogue, and you chose one of the options provided. The list of options was influenced by current circumstances (for example, if a party member was dead, you could get a chance to resurrect them), and the total amount, usefulness and degree of benefit / harm the choices provide depended directly on the caster's INT. Sure, it's pretty simplistic (on the surface; the actual implementation must have been fiendishly difficult), but it's probably the best Bioware could do, considering the circumstances. I'm pretty sure many "purists" would shirk at such a limited implementation, but when ToB was released, for many people this was just "Wow!". There are many ways to go with such things: - Simply skip the spell entirely;
- Make it situational, tied to particular locations, and implemented via cutscenes. For example, we might not have the spell in the game per se, but we might have a magickal item that allows us to cast it, with limited charges. Then, as your party comes to a place for which a suitable cutscene exists and they have said item in the inventory, either one of the party members can make a remark about the item's potential usefulness here, or the item itself might start "wriggling in your backpack" (the latter was used in Dark Souls, for example).
- Go the Bioware's way and implement a dialog / cutscene for every time you cast it. Development wise, this will be the most challenging one.
I'm pretty sure Larian would have their own ideas, if / when they ever come to implement something as heavily dependent on player's imagination as your example. Problem here is that you are comparing game wich have rules set for few hundert of years and nobody even know for sure theese days why wich figure plays the way it plays ... Oh, please, don't be ridiculous: https://en.wikipedia.org/wiki/History_of_chess
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Those are some great write ups for possible play by plays. I enjoyed reading them and seeing how various continuity and timing issues were addressed in the encounter design. Also how important basic abilities are tutorialized in a way that makes sense given the context with deference to pacing. I can tell from the presentation that you've thought a lot on how this campaign would feel with somewhat more TT style guided narrative. Makes me pine for the night game, and for a larger party, and some exposition that builds on the character archetypes for the current companions.
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That is not true. Problem is, they never gave people the chance. I find more people out here who have never tried 5e, and they say, "I'm glad they didn't do 5e because I hate 5e and it would never work in a video game.
Here's my stance:
I play Tabletop with others. We use an app on Google Play Store. It guides them in character creation. Super easy to do. Full 5e. All electronic.
We play a tabletop session. I use Tabletop simulator or an app that allows me to use digital maps and pawns. We run fights. Everything is via apps. They move their pawns, the app even says how far they move in feet. They use dice rolling app to roll for hits and damage. They get hit, their app records the HP loss.
Again, all electronic via apps and all using full blown D&D 5e stats and rules with a few homebrew like advantage flanking bonus because that makes sense to me.
So, if we can run tabletop using apps for everything, why can't they implement 5e more in BG3? I think it's because that is not Larian's vision. Like I mentioned before in this thread, Larian has said multiple times that BG3 is "first and foremost" a video game. That right there tells you they are not trying to implement too much 5e or tabletop mechanics. I can understand the need to for more 5e rules or mechanics but it seems Larian has been trying to create a hybrid game, a cross between regular rpg and tabletop. Another problem in BG3 is that it has a lot of similarities with DOS2. Just the opening sequence alone is almost the same but in a different setting. BG3 to an extend is not original when it comes to writing the story as they seem to have taken bits and pieces from DOS2.
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Regular RPG??? I don't understand. D&D tabletop IS the original RPG. It is the RPG EVERY RPG is based on. How can you cross regular RPG with it?
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Regular RPG??? I don't understand. D&D tabletop IS the original RPG. It is the RPG EVERY RPG is based on. How can you cross regular RPG with it? I meant in terms of video game rpgs like Dragon Age, Fallout, Skyrim. Those types of mechanics. That’s what I meant about hybrid of video game rpg and tabletop. Those have different mechanics. One example of tabletop turned video game rpg is Cyberpunk.
Last edited by Lady Avyna; 11/11/21 12:16 PM.
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I think it's because that is not Larian's vision. This should be all that needs to be said ...
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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I think it's because that is not Larian's vision. This should be all that needs to be said ... And that's their prerogative. That doesn't however, erase issues that they are creating. Still, a bad adaptation is still a bad adaptation. Larian doesn't want to make table-top simulator but a good computer game? Good, fix your game then. Bad mechanics and balance problems remain just that, no matter what were the reasons for their creation. I don't think that many of us would care about how BG3 compares to 5e (though I am sure some still would), if it worked. I think you will also find quite a bit of inconsistency as to when Larian thinks that BG3 should feel like a tabletop dice game, and when it shouldn't. If there is one thing I am not entirely conviced about is that if Larian has defined, focused vision. BG3 seems to me to be all over the place.
Last edited by Wormerine; 11/11/21 12:46 PM.
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Regular RPG??? I don't understand. D&D tabletop IS the original RPG. It is the RPG EVERY RPG is based on. How can you cross regular RPG with it? I meant in terms of video game rpgs like Dragon Age, Fallout, Skyrim. Those types of mechanics. That’s what I meant about hybrid of video game rpg and tabletop. Those have different mechanics. One example of tabletop turned video game rpg is Cyberpunk. ??? Those are first person hack/slashers with dialogue options. Totally different mechanics and I don't think they're crossing tabletop with any elements of those games. What elements from those games says, "My character can jump 30 feet forward and 20 feet up and shove enemies 300 feet off a cliff and Rogues don't get Expertise but everyone can do anything so no class is special"? None of the homebrew even closely says Dragon Age, Fallout or Skyrim. It's just changes to rules for the sake of changing the rules because they think the change is fun. I mean, seriously, what about stripping an Intellect devourer of its very signature Devour Intellect ability even remotely indicates they are crossing TT with any other VGs? Same question with stripping Rogues of their uniqueness... And clerics... And mages... It sure doesn't seem to me that they are crossing anything. What it seems like is that they are trying to cater to players who just want more casual gameplay and not a challenge. Most who defend the "Larian Vision" don't seem to me to want their Rogues to be restricted from using scrolls and spells, Clerics from casting Magic Missile scrolls, etc. They want everyone to be able to do everything so nothing is special, and they want to fight super awesome monsters that are way beyond their characters' abilities because they are somehow gods, but in truth they aren't, the enemies are just extremely nerfed so that they only SEEM super tough when they're not. In no way ever should a party of less than 5 should face 3 even wounded intellect devourers at level 1 or a demon or cambions. Level 4 or less party of 4 or less should never face a Bullette or two minotaurs or a party of 4 githyanki or the mud mephits and wood woads...the phase spiders... SO many things. Every encounter in the game is Deadly. Deadly! So they nerf them and strip them of their abilities to make them Easy or Medium Challenge Rating. Makes no sense. Why not make the encounters using different monsters that are legit Easy or Moderate? Why take Deadly monsters and extreme nerf them? And again, how is that even remotely a "video game" thing? I'll tell you what that is. That's the DM at a tabletop session throwing a dragon at level 4 players and then flubbing the rules because he realized he is gonna kill his players. So he makes the dragon wounded and strips all of its special moves so that it doesn't wipe the party in one round. And the players are all like, "Oh yeah! We just killed a dragon! Woo hoo!" You didn't kill a dragon. Fools! You killed an illusion dragon with NO real dragon characteristics. The DM just flubbed everything because he screwed up." I've been there. Done that. Never forget the Darth Vader appearance I had during a Star Wars RPG session. I expected the players to run. They didn't. They attacked VADER! So, I severely nerfed him and then had some sort of lame "Stormtroopers rush in and save him" crap because they wound up killing Vader because I nerfed him. Bad! Bad! The players were like, "Come on. You let us win, didn't you?" Yep. Sure did. Threw something too hard at you. Had to or game over and everyone's mad.
Last edited by GM4Him; 11/11/21 01:25 PM.
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Regular RPG??? I don't understand. D&D tabletop IS the original RPG. It is the RPG EVERY RPG is based on. How can you cross regular RPG with it? I meant in terms of video game rpgs like Dragon Age, Fallout, Skyrim. Those types of mechanics. That’s what I meant about hybrid of video game rpg and tabletop. Those have different mechanics. One example of tabletop turned video game rpg is Cyberpunk. ??? Those are first person hack/slashers with dialogue options. Totally different mechanics and I don't think they're crossing tabletop with any elements of those games. What elements from those games says, "My character can jump 30 feet forward and 20 feet up and shove enemies 300 feet off a cliff and Rogues don't get Expertise but everyone can do anything so no class is special"? None of the homebrew even closely says Dragon Age, Fallout or Skyrim. It's just changes to rules for the sake of changing the rules because they think the change is fun. I mean, seriously, what about stripping an Intellect devourer of its very signature Devour Intellect ability even remotely indicates they are crossing TT with any other VGs? Same question with stripping Rogues of their uniqueness... And clerics... And mages... It sure doesn't seem to me that they are crossing anything. What it seems like is that they are trying to cater to players who just want more casual gameplay and not a challenge. Most who defend the "Larian Vision" don't seem to me to want their Rogues to be restricted from using scrolls and spells, Clerics from casting Magic Missile scrolls, etc. They want everyone to be able to do everything so nothing is special, and they want to fight super awesome monsters that are way beyond their characters' abilities because they are somehow gods, but in truth they aren't, the enemies are just extremely nerfed so that they only SEEM super tough when they're not. In no way ever should a party of less than 5 should face 3 even wounded intellect devourers at level 1 or a demon or cambions. Level 4 or less party of 4 or less should never face a Bullette or two minotaurs or a party of 4 githyanki or the mud mephits and wood woads...the phase spiders... SO many things. Every encounter in the game is Deadly. Deadly! So they nerf them and strip them of their abilities to make them Easy or Medium Challenge Rating. Makes no sense. Why not make the encounters using different monsters that are legit Easy or Moderate? Why take Deadly monsters and extreme nerf them? And again, how is that even remotely a "video game" thing? I'll tell you what that is. That's the DM at a tabletop session throwing a dragon at level 4 players and then flubbing the rules because he realized he is gonna kill his players. So he makes the dragon wounded and strips all of its special moves so that it doesn't wipe the party in one round. Let me make myself clear to you and everyone else here. I do in fact, agree with what you want for BG3. After you explained earlier in the thread and your list of the things that would make the game better. I agree and that would make the game better. What I'm trying to explain in regards to what Larian has done is a mixture of rpg type storytelling like you have with Neverwinter MMO, that game doesn't utilize the mechanics of tabletop but real time fighting. That's what I mean. Plus, Larian seems to have used DOS2 as a base for BG3 with a twist of DnD tabletop mechanics. This seems to be where a lot of us are having an issue because it's either they make a tabletop video game or they make an rpg with no tabletop like Neverwinter.
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I think it's because that is not Larian's vision. This should be all that needs to be said ... And that's their prerogative. That doesn't however, erase issues that they are creating. Still, a bad adaptation is still a bad adaptation. Larian doesn't want to make table-top simulator but a good computer game? Good, fix your game then. Bad mechanics and balance problems remain just that, no matter what were the reasons for their creation. I don't think that many of us would care about how BG3 compares to 5e (though I am sure some still would), if it worked. I think you will also find quite a bit of inconsistency as to when Larian thinks that BG3 should feel like a tabletop dice game, and when it shouldn't. If there is one thing I am not entirely conviced about is that if Larian has defined, focused vision. BG3 seems to me to be all over the place. I agree it's all over the place because it seems they have used difference sources as a base for their game and just like mashed it all together.
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Again, all electronic via apps and all using full blown D&D 5e stats and rules with a few homebrew like advantage flanking bonus because that makes sense to me.
So, if we can run tabletop using apps for everything, why can't they implement 5e more in BG3? Probably because they think they know better. They think they know what is fun and what is not. And they also have said more than once that they are the GM/DM in this game. I take that as them saying, "This is our game with our vision, ect. whether you like it or not."
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Ok. I understand what you're saying, Lady A, and I realize that. I do. I also do respect them as DM, whether it seems like it or not.
But they're asking for feedback from their players, which any good DM should do.
And my feedback is: Please don't nerf enemies and please make the game more realistic by removing a lot of the unrealistic homebrew, and make the classes and monsters unique again by giving them back their proper stats, and please create better ambiance with day/night, and please remove all the rays of sunlight in places that are dark, such as the Underdark, and all the other things that we've been suggesting.
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Ok. I understand what you're saying, Lady A, and I realize that. I do. I also do respect them as DM, whether it seems like it or not.
But they're asking for feedback from their players, which any good DM should do.
And my feedback is: Please don't nerf enemies and please make the game more realistic by removing a lot of the unrealistic homebrew, and make the classes and monsters unique again by giving them back their proper stats, and please create better ambiance with day/night, and please remove all the rays of sunlight in places that are dark, such as the Underdark, and all the other things that we've been suggesting. I can agree with that.
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Lady A. I appreciate you. I know we don't always agree, but I feel at least we can have a conversation without bashing our heads into the wall.
Thank you.
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Those are some great write ups for possible play by plays. I enjoyed reading them and seeing how various continuity and timing issues were addressed in the encounter design. Also how important basic abilities are tutorialized in a way that makes sense given the context with deference to pacing. I can tell from the presentation that you've thought a lot on how this campaign would feel with somewhat more TT style guided narrative. Makes me pine for the night game, and for a larger party, and some exposition that builds on the character archetypes for the current companions. Fully agreed. Which is why I don't understand the pushback the OP is getting. The legwork is being done, a lot of good suggestions are being provided. It would be great if the discussions converged towards the specifics, rather than debating the intent.
Last edited by dukeisaac; 11/11/21 03:37 PM.
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Lady A. I appreciate you. I know we don't always agree, but I feel at least we can have a conversation without bashing our heads into the wall.
Thank you. You're welcome. I think it always helps a conversation to find a common ground.
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Here's another, shorter example of what I'm looking for.
You approach the gith Patrol. It's night. Ominous roar. "What the heck was that?"
"Dragon," says Lae'zel. "My kin are near."
Shadow of dragon created in moonlight seen on the ground. Ominous music begins.
Gith sequence happens at night (well potentially if you choose to travel by night). Dragon lights up the area with flames and lands.
You approach. If Shadowheart is with you, she suddenly refuses to go any further, and before you can say anything, she flees. You have the option of another character to add instantly to your party to replace her, or you can choose to go after her.
You replace her. Voss determines you must die but uses Detect Thought. "Ah! The weapon is in the hands of their cleric companion. Beretha. Kill them. Quedenos! To the sky. We will find their companion and retrieve the weapon.". And THAT'S why he leaves. He goes after SH who has the weapon.
If you go after SH instead, she absolutely refuses to go with you. Lae'zel, however, demands that you go. You must choose. Who will you listen to? Whoever you choose might impact your relationship and so forth.
The point: solid reasoning for why Voss leaves and also creates tensions in the party. Kinda like how Jaheira and Aerie would fight. We need better, sound reasons why Voss wouldn't just kill us himself and claim the credit for finding the weapon and we need more companion interaction that is full of flavor and tension and drama. Not to the point of being unfun, mind you, but some where it makes sense, like this scene.
Last edited by GM4Him; 11/11/21 04:11 PM.
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Here's another, shorter example of what I'm looking for.
You approach the gith Patrol. It's night. Ominous roar. "What the heck was that?"
"Dragon," says Lae'zel. "My kin are near."
Shadow of dragon created in moonlight seen on the ground. Ominous music begins.
Gith sequence happens at night (well potentially if you choose to travel by night). Dragon lights up the area with flames and lands.
You approach. If Shadowheart is with you, she suddenly refuses to go any further, and before you can say anything, she flees. You have the option of another character to add instantly to your party to replace her, or you can choose to go after her.
You replace her. Voss determines you must die but uses Detect Thought. "Ah! The weapon is in the hands of their cleric companion. Beretha. Kill them. Quedenos! To the sky. We will find their companion and retrieve the weapon.". And THAT'S why he leaves. He goes after SH who has the weapon.
If you go after SH instead, she absolutely refuses to go with you. Lae'zel, however, demands that you go. You must choose. Who will you listen to? Whoever you choose might impact your relationship and so forth.
The point: solid reasoning for why Voss leaves and also creates tensions in the party. Kinda like how Jaheira and Aerie would fight. We need better, sound reasons why Voss wouldn't just kill us himself and claim the credit for finding the weapon and we need more companion interaction that is full of flavor and tension and drama. Not to the point of being unfun, mind you, but some where it makes sense, like this scene. Ah, I see and I totally agree with you there.
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That's just an example of how characters aren't behaving like they should, but that one is outside of combat.
A Kith'rak would NEVER let a subordinate claim such a prize. His own pride would demand he kill the heroes and claim the weapon for himself. If anything, he'd have sent Beretha off to inform the others while his dragon torched us.
I also think it'd be cool to have to go hunting for SH afterwards and find her hiding someplace like Waukeen's Rest. Then you have to try to get back to the grove or something without being spotted by the randomly passing Quedenos. If you get caught, you have to try to run for it and find a place to hide or something before he catches and kills you. There are plenty of things they could do with this that would be scary exciting and lots of fun.
It's an opportunity missed in my opinion.
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I think you will also find quite a bit of inconsistency as to when Larian thinks that BG3 should feel like a tabletop dice game, and when it shouldn't. If there is one thing I am not entirely conviced about is that if Larian has defined, focused vision. BG3 seems to me to be all over the place. This. You really can see how they struggle to let go of some things that are really diametrical to the overall quality of the game. In one patch they tone down the surfaces just to change up a 5e spell to give it surfaces again. They need to come to terms that this is not and should not be DOS3. I also feel like they could not iterate and improve on their engine much more than they have and so they try to rely on things that worked before. Hence a lot of mash up from DOS2 mechanics into BG3. They should work hard to rectify those things. The potential is huge for this game, but if we have 2 opposing design philosophies in one game it will feel bad.
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And THAT is really what Lady A, I think, is referring to when she says a crossing of video game and tabletop. The truth is, BG3 is a blending of DOS2 and tabletop D&D because they took DOS2 and tried to make it D&D=ish probably for budget purposes and to see how well it was received. Then, realizing it wasn't received very well by many, they started to sort of implement more and more D&D 5e rules and such because so many fans on Steam, Reddit, this forum, and many others were screaming, "Why is this game a DOS sequel and not a BG sequel! It feels too much like DOS3 and not BG3."
So, they have been getting better in some ways, but we are still missing so many more elements, and that is my point. It feels MORE like a BG sequel, but it is still missing so many many things.
The biggest, for me, is the monsters. I'm telling you, one of the things that makes D&D what it is, it is the variety of monsters and their special abilities. A red dragon that can't breathe fire is not a D&D red dragon. It's some sort of Ice Drake from Lord of the Rings. (I'm just throwing out an example that's not in the game to make my point. If they threw a red dragon into the game and it didn't breathe fire ever, people would be like, "What the heck!")
See, part of the issue is that we have a lot of DOS fans and other video game fans who don't know much about the monsters of D&D. Therefore, they can't fully appreciate what is missing. I put the example of the Intellect Devourers in this thread because that is how they are supposed to be. In fact, I would even say that the example I put in here is so NOT even how they would act. The truth is, and the full lore of it is, they are stealth assassins. They wouldn't face you in direct combat unless they had to.
Here's what I'd REALLY like to see as a true and faithful adaptation of intellect devourers.
You meet Shadowheart. You come up the beach towards the nautiloid. Oh! There is a fisherman standing there. "Hi! Oh, am I so glad to see you. There are so many dead around here," he says. "Thank goodness you showed up when you did. Those monsters have been everywhere. Thankfully, I think we've killed most of them." A scream comes from inside the nautiloid. It's a woman's. "Oh no! Moira! She's in trouble. Quick! Please! Help me! My wife, Moira, is in trouble. One of those things must have her cornered or something." He darts into the nautiloid. You follow.
There's Moira and one other fisherman standing there. There is a mind flayer corpse at their feet. "Sorry," says Moira as you approach. "I was startled. It's nothing. It's just a dead one of those squiddies." Perception roll is made. You succeed and suddenly notice the third fisherman is sliding up behind you... with a CLUB! He sees that you spotted him and attacks.
All three attack you. You kill one. BAM! "What in the bloody Hells!" Shadowheart cries. "An Intellect Devourer! It sprang out of their head!" You kill another. Same result. You kill the third, same result.
Now, I'm not sure how you'd survive such an encounter against 3 of them at level 1 or 2 with only 1 MC and Shadowheart, because that would be more like a battle for 5 or 6 characters against 3 devourers, but THAT is how they should act and how the scene SHOULD go if done the way intellect devourers are supposed to act. The whole point of them is that they take over people's bodies. You have all these fishermen on the beach that they supposedly killed. Why would they NOT take over ANY of their bodies and try to use them to lure you and others into a trap like they're supposed to?
No. They act like brute thugs, like brain-washed Kuo-Toas. Or they could even just be human and elven and dwarven and halfling and gnomish thralls, like you find on the nautiloid. That would make more sense as a starter fight.
But, don't get me wrong, facing 3 intellect devourers is an awesome concept and I like the encounter. I just think that the execution is done poorly and doesn't fit at all with their MO. They should have taken over fishermen, they should try to lure you into a trap, and then they should try to kill you, first using the bodies of the fishermen, and then in their true forms. Sure, they could be weakened because there was a huge fight and crash, but then they should only have maybe 2 or 3 HP each, because at level 1 or 2, your characters will still have a hard time killing an intellect devourer with only 2 or 3 HP, because most of your attacks are going to be with Resistance, taking only half damage. And if they can take each character down in a single round, you're pretty much screwed if you roll poorly and they roll well, especially if they ambush you at close range, like they should.
This, again, is why a party of 6 max makes the most sense for the encounters that are presented in the game. Even if three devourers attack your party at close range, you still have a few that might escape to a distance and peg wounded devourers off until they die. A single mage might be able to kill all three with magic, making the mage more special because some enemies are more easily killed by mages as opposed to fighters and rogues. That is, again, WHY distinct classes are so vital to the game. Mages, right now, have very little meaning or purpose because there are no enemies that only mages are truly effective against.
The intellect devourer fight should be grunt fighter and rogue trying to distract the devourers while the mage pounds them even with his/her cantrip Firebolt spell. 1d10 damage each time the mage hits is much more effective because no resistance exists against the mage, while the fighter and rogue are trying their hardest to barely chip away at the beasts with piercing and slashing weapons. The mage suddenly becomes the star of that battle because the devourer isn't resistant to the mage.
Later, the cleric is special because his/her radiant damage and turn undead is super effective against the undead scribes and the undead in the Necromancer's lair. Ah! The purpose of the cleric is not just to heal, but to help destroy undead easier. The undead might overwhelm the party without a cleric, but because they had the cleric, the battle was actually not that hard at all.
Later, during the fight against a horde of goblins at the camp, the fighter and rogue are suddenly the stars. The fighter and rogue, working together in tandem, wipe the floor with the hordes because the fighter has higher attack and defense in melee and the enemy keeps trying to take the fighter down, but they can't hit or do much damage. The rogue is popping in and out of the shadows using sneak attack and pulverizing their numbers while they are focusing on trying to kill the fighter. The mage is using all his/her defense spells just to keep the enemies at bay during this fight, and is attempting to support where they can. The cleric is healing everyone as much as possible and supporting with buffs. But ultimately, it is the fighter who shines during this horde battle because each time the fighter hits, he/she is hacking a goblin's head off because they are mob fighters, and the fighter at level 4 is a brutal force to be reckoned with.
The rogue shines as well when sneaking and breaking and entering and stealing vital things from enemies and SETTING TRAPS!!! Where is the rogue setting traps thing? We can't even really find traps in the game that we can have the rogue use. The rogue should be able to sneak around the entire dang goblin lair and set traps and then the party lures Minthara and Ragzlin and such into said traps and BOOM! or SNAP! Ugh! 10-15 HP lost for Minthara or Ragzlin because the rogue set a trap that he/she walked right into.
THESE are the D&D elements that are truly missing. THESE are the things that make D&D what D&D is supposed to be. Unique classes. Unique monsters with unique special abilities and combat strategies that you, the player, must learn and must figure out how to overcome. THAT is the true fun of the game. You, the player, don't always know every monster and how they are supposed to behave and act, but you learn real quick when they utilize their special abilities and such against you in combat. It is, then, the DM's job to teach you these things through combat experience without killing you.
And here, again, we return to the max party size of 6. This is so vitally important because it is much easier for a DM to accidentally wipe out an entire party of 4 than an entire party of 6. Even in the intellect devourer ambush scenario, a party of 5 or 6 would have at least a few members who were able to escape the ambush and fall back using disengage to put some distance between them and the intellect devourers. Then they could peg the devourers from a distance and keep their distance so that the devourers can't get up close enough to kill them. If you only have 4 party members at the most, or if it was really just 1 MC and Shadowheart, the ambush scene is in no way possible. 3 Devourers would easily wipe out 1 MC and Shadowheart. Thus, the game's ability to present you, the player, with really cool encounters like this one is completely limited because it doesn't take much for 3 devourers to wipe 1 MC and Shadowheart, not if you keep them true to their characters.
So, again, I say the game needs a party of 4 to start, whether in single player or multiplayer, the base starting number of characters should be 4. Then you can add up to 2 more, or switch some of the 4 in and out with some of the other origin characters as you proceed through the game for a total max party size of 6. Why? Because then Larian could truly present players with more awesome combat scenarios like 3 intellect devourers ambushing them in the form of fishermen up close and personal, and the player would still not be totally wiped out at the very start of the game.
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old hand
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A team of four is standard in multiplayer games. There is a fairly simple reason for this, it's hard to find more players. Another thing is that a lot of arenas are completely not adapted to more characters and will end up being extremely tight. Of course, if you increase the number of characters, you must also increase the number of enemies.
As for the intellect devourer they had to be weakened, I can't imagine fighting them on level 1 if they had instant kill ability (instant kill abilities is a bad project). Intellect devourers are quite famous monsters that are associated with mind flayers, so putting them in the prologue makes perfect sense. Changing opponents to match the campaign you want to launch is not unusual or even wrong.
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Clarification: 4 players, max party of 6 (2 NPCs). That is the suggestion.
And the point is that every encounter in the game right now works with party of 5 or 6 if you use proper stats and abilities. The reason encounters are severely nerfed is because they tried building it for party of 4 or less max. Thus, they severely hinder the game and limit encounters to fit the 4 or less party max mold.
The game would benefit therefore from a party size 6 so they could actually legitimately have players face what they designed the game for them to face instead of stripping monsters of abilities and behaviors that make them what they are.
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old hand
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This discussion reminds me of the debates about what happens when great books are made into movies. Ultimately no matter how good the movie there are always debates about the screenplay (which is the adaptation of book to movie) and whether or not it has done justice to the book.
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That's nice, but that's not what this is. This is a suggestion to Larian about changing elements of the game to make it better because they asked for feedback while developing the game.
So, it's more like having a prescreening and then asking the viewers what they thought and how they should tweak the movie to make it better. I'm telling them to make it more like the book if they don't want fans to be disappointed.
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I on the other hand cant help the feelin that Ranxerox hit the nail. 
Last edited by RagnarokCzD; 12/11/21 03:00 PM.
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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I on the other hand cant help the feelin that Ranxerox hit the nail.  Well no - jump from written to visual medium is far bigger change, then from a game to a game. I suppose a more apt comparison would be a stage play to a film. And while it can be amusing to overanalyse as to why an adaptation is bad by comparing it to the original, ignoring the source material existence doesn't magically lift the adaptation.
Last edited by Wormerine; 12/11/21 09:15 PM.
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Not to detract…but there is the other side of this coin (the movie analogy) to consider. My pals will NEVER read Dune. They do not understand my frustration with how the new film butchered the source material. They have no idea what a mentat is, or who Pieter De Vries is. They never will.
The sure as shit liked that movie tho. It had spaceships and sand and monsters and hawt Chani…woohoo!
My point - I wanted a faithful adaptation. They wanted a good time. I think a faithful adaptation would be a much better time. They are oblivious to what they are missing.
I kinda feel like this is Larian’s approach with BG3. No it is not a faithful adaptation to 5E. But their audience liked DOS2 and will probably like this too.
All to say…I feel ur pain GM4him. But alas…you are likely yelling into the void…or into the mouth of a CGI sandworm.
Last edited by timebean; 13/11/21 12:45 AM.
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Lol. Probably, but I'm doing it anyway because it's still in development and there's time to give the people what they don't know their missing. 😁
Love the Dune reference, too, btw.
Last edited by GM4Him; 13/11/21 01:18 AM.
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Keep yelling dude. Maybe something will get thru! 😊
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Just fought phase spiders again. Ugh. It bugs me a lot. They are probably one of the biggest ones, them and intellect devourers.
It's insane.
Here's how the Whispering Depths should go:
You enter. You roam up to Eliette's old lab. It's dark because, you know, spiders don't need lights, so why is it lit as if someone's been there recently burning torches. You maybe light some torches and such. You read things. You start exploring more.
Bam! Phase spiders pop out of the Ethereal Plan and attack you up close and personal. Surprise Round. They attack you. Next round. If they go before you, they attack again and vanish back into the Ethereal Plane. If you get to go first, you may get a hit on them before they attack again and vanish. Battle ends.
You roam some more, now a bit more cautiously. You run into the Ettercaps. During the fight, the same two phase spiders suddenly pop out of the Ethereal Plane and attack you. Same tactic except now you have two Ettercaps to face as well. During the fight, they bounce in and out of the Ethereal Plane but this time they stay in the battle.
You kill them all. You maybe even rest. You continue. You find the heart of the lair. There's the keygem. You make your way down to it.
Bam!
Matriarch and her two phase spider minions attack. Debuff her because 125 HP is WAY too many HP, and take away her Supreme Misty Step so she doesn't teleport across the board everywhere. The three gang up on your party near the keygem and attack at melee range. Maybe Matriarch has 60-80 HP and like +7 attack bonus and multiattack and her bite does 1d extra damage because she's special.
Tactics: Just like the other Phase Spiders. They attack and phase. Phase then attack. All at melee range. Spider matriarch using arachnomancy to hatch her young is fine. That makes sense. She is an arachnomancer after all. They could even have her use some sort of spellcasting or even the teleporting thing because she's a spellcaster. Just not her minions and babies.
And please put back the skeleton fight in the Necromancer's lair. That was a good fight. Hard, but good. Now, two skeletons? That's super weak. I loved how they used to pop out of one casket, run to another and free a second. Run to another and free a third. Man! There were like maybe 6 of them by the time it was done, and it was hard, but it wasn't too hard. Made a good fight and it made a lot more sense with the journal that says if the zulkirs show up they'll have to face his guardians.
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Well no - jump from written to visual medium is far bigger change, then from a game to a game. I suppose a more apt comparison would be a stage play to a film. Its not about size of change ... Its about that as long as there are any changes, or any cuts ... *some* people (usualy called Hardcore fans) will be mad about it.  My pals will NEVER read Dune. They do not understand my frustration with how the new film butchered the source material. I can feel your pain ... This is how i felt, when i watched Warcraft movie ... Its even worse since it was also made by Blizzard, yet Blizzard didnt manage to keep Blizzard Lore intact. 
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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GM4Him, I completely relate and understand your frustration... But no point OF THIS FORUM anymore for serious RPG fans. All hardcore D&D5th, RPG, and Baldurs gate fans are LONG gone. LOL.
All that is left are PG13 Larian cow love and fluffy pen pal love worshipers. FACT.
Last edited by mr_planescapist; 13/11/21 08:34 AM.
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All that is left are PG13 Larian cow love and fluffy pen pal love worshipers. FACT. Quite the opposite, yet both simultaneously, I'd say. The majority of threads and replies are about criticism / requests for changes or improvements, and most replies tend to be critical rather than plain praise. Those that remain, are in large portions the highly critical ones, that probably love the idea of the game it could become / they hope it'll become, that care enough to at least try. The alternative is being haters, so I choose to believe underneath the criticism and bickering are people that care and mean well.
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GM4Him, I completely relate and understand your frustration... But no point OF THIS FORUM anymore for serious RPG fans. All hardcore D&D5th, RPG, and Baldurs gate fans are LONG gone. LOL.
All that is left are PG13 Larian cow love and fluffy pen pal love worshipers. FACT. I don't know, how you can say that - look at all the threads that want changes - more 5e rules, less Larianism (me included). People are constantly talking about better implimentation of the rules, change of paryt size, combat etc. And a lot of them (again, me included with more than 20 years experience) are coming from tabletop rpg and grew up with the old BG games.
Last edited by fylimar; 13/11/21 09:04 AM.
"We are all stories in the end. Just make it a good one."
Doctor Who
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Just fought phase spiders again. Ugh. It bugs me a lot. They are probably one of the biggest ones, them and intellect devourers.
It's insane.
Here's how the Whispering Depths should go:
You enter. You roam up to Eliette's old lab. It's dark because, you know, spiders don't need lights, so why is it lit as if someone's been there recently burning torches. You maybe light some torches and such. You read things. You start exploring more.
Bam! Phase spiders pop out of the Ethereal Plan and attack you up close and personal. Surprise Round. They attack you. Next round. If they go before you, they attack again and vanish back into the Ethereal Plane. If you get to go first, you may get a hit on them before they attack again and vanish. Battle ends.
You roam some more, now a bit more cautiously. You run into the Ettercaps. During the fight, the same two phase spiders suddenly pop out of the Ethereal Plane and attack you. Same tactic except now you have two Ettercaps to face as well. During the fight, they bounce in and out of the Ethereal Plane but this time they stay in the battle.
You kill them all. You maybe even rest. You continue. You find the heart of the lair. There's the keygem. You make your way down to it.
Bam!
Matriarch and her two phase spider minions attack. Debuff her because 125 HP is WAY too many HP, and take away her Supreme Misty Step so she doesn't teleport across the board everywhere. The three gang up on your party near the keygem and attack at melee range. Maybe Matriarch has 60-80 HP and like +7 attack bonus and multiattack and her bite does 1d extra damage because she's special.
Tactics: Just like the other Phase Spiders. They attack and phase. Phase then attack. All at melee range. Spider matriarch using arachnomancy to hatch her young is fine. That makes sense. She is an arachnomancer after all. They could even have her use some sort of spellcasting or even the teleporting thing because she's a spellcaster. Just not her minions and babies.
And please put back the skeleton fight in the Necromancer's lair. That was a good fight. Hard, but good. Now, two skeletons? That's super weak. I loved how they used to pop out of one casket, run to another and free a second. Run to another and free a third. Man! There were like maybe 6 of them by the time it was done, and it was hard, but it wasn't too hard. Made a good fight and it made a lot more sense with the journal that says if the zulkirs show up they'll have to face his guardians. Matriarch doesn't have too much hp. This monster does not exist in the official 5e rules, but we have a Giant Spider Matriarch which by default has 97hp (12d10 + 36hp), but if you roll hp it can have much more.
Last edited by Rhobar121; 13/11/21 09:18 AM.
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We do? I thought even giant spider matriarch is homebrewed
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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Phase Spider, Standard = 32 HP. That's a CR rating of 3.
That means, a party of 4 level 3 characters will have a moderate difficulty defeating 1.
Add another, so you have 2 phase spiders. Now add a homebrew version with 4 times the HP?
But you can only be level 4 at max right now and likely WILL only be level 3 or 4 by the time you do this encounter.
Hmmm... She might be too OP UNLESS you nerf her other stats and unless you severely nerf her minions.
When I first played this game, she was not nerfed. Neither were her minions. I was at level 4. Had to reload the game over a dozen times trying to beat her.
So, they nerfed her in other ways as well as her minions. If you unnerf her minions and such, you'll need to reduce her HP. Otherwise, sure. Don't use proper stats and leave her HP where it is.
Let's put it in another way. A young white dragon is CR 6 with 133 HP. Stat-wise, that's the closest monster I can find to the matriarch. You encounter the spider matriarch in Blighted Village which you could face at level 3.
No one should ever face a monster with 125 HP at level 3 or 4. She alone should be CR 5 or 6 meaning if you were to face her by herself with a party of 4, you shouldn't face her until you're at least level 5 or 6... And that's by herself. Throw in a couple of standard phase spiders and you should be level 6 or 7 before facing something with HP 125.
Last edited by GM4Him; 13/11/21 02:19 PM.
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I think the Matriarch is somewhat nerfed because of situational considerations, namely the fact that you can destroy the web beneath her feet, causing her to fall and take substantial damage.
This effectively makes her hit point total *seem* higher than it is for practical purposes.
Now, in fairness, some people might not like the idea of "gimmicky" fights, but I think it's basically baked into the challenge rating of the encounter by design.
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old hand
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Not to detract…but there is the other side of this coin (the movie analogy) to consider. My pals will NEVER read Dune. They do not understand my frustration with how the new film butchered the source material. They have no idea what a mentat is, or who Pieter De Vries is. They never will.
The sure as shit liked that movie tho. It had spaceships and sand and monsters and hawt Chani…woohoo!
My point - I wanted a faithful adaptation. They wanted a good time. I think a faithful adaptation would be a much better time. They are oblivious to what they are missing.
I kinda feel like this is Larian’s approach with BG3. No it is not a faithful adaptation to 5E. But their audience liked DOS2 and will probably like this too.
All to say…I feel ur pain GM4him. But alas…you are likely yelling into the void…or into the mouth of a CGI sandworm. This was pretty much the point I was making and in fact Dune was one of the very books I had in mind. Larian are creative artists in the entertainment business. They are literally putting their careers and personal fortunes on the line every time they take on a new project. Just like the creators of the various Dune projects they are going to take creative license and put their spin on things. That's something they've earned the right to do as a result of their success, and specifically the agreement they have with WoC in regards to BG3. Its clear they listen to feedback as some changes have been made but in the end they are striving for their version of a fun game based on 5e. It's only natural there is a DOS II feel to the game as #1 that is what they know best, and #2 it was a very successful product. No doubt they will continue to make changes in response to feedback but other things they will leave for the modding community to fine tune, something they supported enthusiastically with DOS II.
Last edited by Ranxerox; 13/11/21 04:09 PM.
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I think the Matriarch is somewhat nerfed because of situational considerations, namely the fact that you can destroy the web beneath her feet, causing her to fall and take substantial damage.
This effectively makes her hit point total *seem* higher than it is for practical purposes.
Now, in fairness, some people might not like the idea of "gimmicky" fights, but I think it's basically baked into the challenge rating of the encounter by design. Yeah, speaking of that gimmick, I also don't approve. Even IF a spider took fall damage, it shouldn't be substantial. It's what? 30-50 feet? She's a giant spider. Real spiders can fall huge distances relative to their size and still scramble away as if unharmed. I just have a hard time with that gimmick which wouldn't be necessary with more appropriate stats and combat tactics.
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I think the Matriarch is somewhat nerfed because of situational considerations, namely the fact that you can destroy the web beneath her feet, causing her to fall and take substantial damage.
This effectively makes her hit point total *seem* higher than it is for practical purposes.
Now, in fairness, some people might not like the idea of "gimmicky" fights, but I think it's basically baked into the challenge rating of the encounter by design. Yeah, speaking of that gimmick, I also don't approve. Even IF a spider took fall damage, it shouldn't be substantial. It's what? 30-50 feet? She's a giant spider. Real spiders can fall huge distances relative to their size and still scramble away as if unharmed. I just have a hard time with that gimmick which wouldn't be necessary with more appropriate stats and combat tactics. I just wanted to point out that the challenge rating isn't as off as it seems because that gimmick lowers the difficulty. In regards to not liking the gimmick itself, that's a fair argument. I don't disagree, not necessarily. (I'm not sure the same fall damage holds true when you change a creatures size, though. For instance, if you make an ant bigger, it doesn't keep being able to lift 5,000 times its body weight. Things like that change with scale.) Anyway. I think from Larian's point of view, they figured it would be fun to let the player break the web and drop the spider, making the fight more dynamic by allowing interactivity with the environment.
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Yeah, real spiders can fall and survive because they are tiny and weightless. Giant spiders would be squish under their own weight.
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I think the Matriarch is somewhat nerfed because of situational considerations, namely the fact that you can destroy the web beneath her feet, causing her to fall and take substantial damage.
This effectively makes her hit point total *seem* higher than it is for practical purposes.
Now, in fairness, some people might not like the idea of "gimmicky" fights, but I think it's basically baked into the challenge rating of the encounter by design. Yeah, speaking of that gimmick, I also don't approve. Even IF a spider took fall damage, it shouldn't be substantial. It's what? 30-50 feet? She's a giant spider. Real spiders can fall huge distances relative to their size and still scramble away as if unharmed. I just have a hard time with that gimmick which wouldn't be necessary with more appropriate stats and combat tactics. well. I understand what you mean. But that actually doesn't go for all spiders. The larger species, like the tarantula, are actually quite fragile, and can have its exoskeleton shatter when dropped only a few feet. And you know the old phrase, the bigger they are, the harder they fall...
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Ok. I'll buy that. Still, one fall then makes sense. Making it a main gimmick to killing her does not. She's supposed to be an intelligent Arachnomancer. I could see her get surprised that anyone would think to drop her on her head, but more than once is stupid.
Which again means 125 HP is too much IF you use proper stats and tactics for her minions.
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stranger
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I agree with all the points made by the OP. There is definitely something weird about playing BG3 set in a D&D setting but getting most of the distinctly D&D flavor wrong. This game was never suppose to be litteral transcript of tabletop rules, as Swen told us multiple times in countless occasions ... Some people still presumed it will be. :-/ I feel for them, but that will be probably all. :-/ I hope someone will create proper DnD mod fo you tho.  Then this game shouldn't have been called "Baldur's Gate 3" since that is moreso what BG 1 & 2 were with some exceptions.
Last edited by Endlessdescent; 16/11/21 02:24 AM.
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Raggy just doesn't want the game to change at all. He doesn't get that it's EA and we're supposed to suggest how to make the game better. 😏
And what do I know about DMing? I've only been doing it for like 30 years. I don't know anything about encounter building or nothing.
And I also don't know RPG video games neither. Been only playing them since the Commodore 64 days. Pshah!
Last edited by GM4Him; 16/11/21 02:59 AM.
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Suggested Encounters for BG3:
First, don't cater to such a wide spread party size. Make a decision and base encounters on that decision. If this was just a single player game, basing encounters on one player character would be fine, but since they are making this game with multiplayer in mind, to make the game well balanced, encounters from the beginning should be based on five characters. The game should allow you to create four custom characters with default character designs so that if the player only wants to create one character, they can do so and just accept default custom characters. Then, before the first encounter, you add Lae'zel to the party for a total of 5. Us should be a severely nerfed intellect devourer so that it is more of a companion newborn and not carrying the party as a full blown intellect devourer.
With this in mind, here is how the combat encounters should be. Note, the intent here is to create appropriate encounters based on level and standard party size while providing a variety of monsters to add more flavor to the game. If you, the player, don't want to play the game based on a standard party size, that should still be an option, allowing the player to choose to not have any other characters in their party if they want. In other words, if they want a challenge and want to solo the game, they should have the option to not even have a party of 4 to begin with. But again, the encounters would be based on a party size 4+ from the beginning. Also, using standard 5e stats.
First encounter = 8 Manes, AC 9, HP 9, +2 to hit
Second encounter = 1 wounded imp with 4 HP and 2 Manes. This would be an optional fight on the top deck.
Third encounter = intellect devourer with 2 HP and 3 thralls with 3 HP and 10 AC and + 2 to hit. This would also be an optional fight on the top deck.
Fourth encounter = 3 thralls same stats. Optional fight only if you press the wrong button on the machine near Shadowheart.
Fifth Encounter = intellect devourer by itself with 4 HP. Optional fight if you ticked off the collective by fighting with the previous intellect devourer or you killed Us.
First helm encounter (based on Shadowheart now being in the party as well, since it is likely that many will not just leave her. If they do, one less character shouldn't affect the balance too drastically) = 1 wounded imp with 2 HP, 1 hellshog, and 4 Manes with 3-5 HP each.
Second helm encounter (this should be like a final boss fight and should be more challenging. It should be almost like a capture the flag fight instead of a last man standing fight. In other words, your objective is to just get someone to the helm. It is NOT to kill everything. As it already is in the game, Lae'zel and the mind flayer urge you to just focus on that objective so you know killing everything is obviously not your goal. If you do, kudos, but the encounter should be built with this objective in mind. Simple AI attacks whoever is closest to the helm) = 2 imps at full health, 1 dretch with AC 11 and 9 HP because wounded, 1 hellshog and 8 Manes with 4-9 HP.
Beach Nautiloid Fight = 1 wounded intellect devourer HP 5, 8 Neogi Hatchlings AC 11 and HP 1-7. Fight assumes 4 PCs + Shadowheart. Shadowheart tips you off to stay at a distance from the intellect devourer. Again, simple AI. Attack closest.
Last edited by GM4Him; 16/11/21 02:46 PM.
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Fast forward, because most of the in-between battles would be fine: The Fishermen, Gimblebock, Marli and Barton's Mercs, etc.
Dank Crypt Encounter = 6 skeletons. 2 should be level 1 mages. 4 should be typical skeletons. I think it's totally fine to be able to disarm them first. Makes sense and if you go with that strategy, it would then make the fight easier. Either way, you should not face 4 magic using skeletons. 1 or 2 is good with 4 grunts. That's a solid encounter.
Grove Entrance First Encounter (based on story, the number of enemies should be greater because they make such a big deal about you being a hero who saved the grove from this raiding goblin band, and by this time you should have at least a party of 6) = 2 goblin bosses, 1 bugbear, 1 bugbear chief, 2 worgs, 6 goblins, 2 goblin booyahgs, 2 ogres who toss goblins up to the walls.
This fight seems huge, but it doesn't have to be. The goblins think they are going to overpower the grove and slaughter everyone, especially Aradin and his two party members. So, instead, you show up and ambush them. The AI could be built in such a way so that once you attack, one of the two goblin bosses panics and calls for a retreat. They don't know who's attacking them or how many, and they believe it's an ambush; a trap. "It's a trap!" one cries, and then he calls for a retreat. Then you can choose to either chase them while they are trying to flee, shooting them in the back, or you can let them go.
This would then explain why Zevlor is so upset that Aradin led the goblins to the grove. He knows they've gotten away, and so he's upset because he knows they'll be back. So, now they have to start packing because they'll need to risk leaving before the goblins return... unless YOU do something to save them. NOW you're a great big hero who's going to save them from certain doom because you not only chased off the raiding party but you're agreeing to do something to stop the goblins from returning in greater numbers.
Not every fight has to be a slaughter everything fest. Therefore, not every fight has to be so dramatically long when you have huge numbers. Let the enemies get routed and flee. That's more realistic anyway. Most enemies don't fight you to the death. They fight you until they perceive that they aren't going to win. Then they retreat.
As for the Sazza situation, if the goblin raiders escape, well then it's not as important that Sazza tells Minthara where the grove is. However, they could change her dialogue lines so that instead of saying, "I know where the grove is," she could say, "I know of a secret entrance into the grove, Boss-Lady. There's these tunnels that me and some o' the others snuck into before I got caught. There's statues there, and such, but it's a way in we could use. Some explosives would make short work o' them statues and we'd be able to gain easy access into the grove."
Now, rescuing Sazza and telling Minthara about the secret tunnels would make for a different avenue that the game could go, a battle in the secret tunnels as opposed to on the walls. Now, Minthara's forces that she brings could have more of a chance of success, for the tunnels would be harder for the tielfings and druids to defend than the wall, thus making Sazza's rescue valuable from an evil perspective, and quite detrimental from a good playthrough perspective.
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Then this game shouldn't have been called "Baldur's Gate 3" since that is moreso what BG 1 & 2 were with some exceptions. There is many things that BG 1 & 2 had and BG-3 dont ... And vice versa. Its not necesarily a bad sign tho. Raggy just doesn't want the game to change at all. He doesn't get that it's EA and we're supposed to suggest how to make the game better. 😏 On the contrary ... He would like you to change your attitude ... in best, go back to ignoring me, those were sweet times. -_- I believe it was Composer (not sure tho, since i cant search it) who said multiple times around here that if you dont have anything to say to topic, and just want to coment other people, you should not post at all ... think about it, if you are able to ...
I still dont understand why cant we change Race for our hirelings.  Lets us play Githyanki as racist as they trully are!
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It was me who said that, yes. think about it, if you are able to ... That's equally uncalled for. No need to comment on other people, even with passive aggressive taunts.
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I am blocking RagnarokCzD again, Ignoring him.
Maybe that'll help. Him and I just don't see eye-to-eye, and I can't take it anymore.
Sorry, RagnarokCzD, but I'm throwing in the towel. I've tried to make these chats work, but you and I seriously can't get along. Best to just not try anymore. I'll ignore you. You ignore me. Everyone's happy.
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Owlbear Cave
You have a party of 6 + Brynna and Andrick
Mama, Papa and Baby Bear fight
Imagine. You are making your way in, but the cave is much darker. It's a cave! Ever visit one? They're really really dark.
You're about halfway in. Ominous creature noises.
THEN Big Mama comes out of the darkness into your light. It starts by you seeing her eyes first, reflected in your torchlight. Then her silhouette. She is wounded from her fight with Ed, so she has 30 HP. Scene plays out like now.
If you fight her, baby comes out of the darkness. Then, unexpectedly, here comes Papa. He has 70 HP.
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I agree with all the points made by the OP. There is definitely something weird about playing BG3 set in a D&D setting but getting most of the distinctly D&D flavor wrong. This game was never suppose to be litteral transcript of tabletop rules, as Swen told us multiple times in countless occasions ... Some people still presumed it will be. :-/ I feel for them, but that will be probably all. :-/ I hope someone will create proper DnD mod fo you tho.  Then this game shouldn't have been called "Baldur's Gate 3" since that is moreso what BG 1 & 2 were with some exceptions. So you endorse those exceptions, but take exception to them here. Which begs the question, were they really all that close, or is it the rose colored glasses phenomena? I mean, there's a Red Dragon in BG 1, with a max character level of 7. Should be lunch time for the dragon every time, right? How many GMs were giving away explosive arrows to a level 1 party? I don't even remember if they were actually in TT for 2e, not that that means anything, all things considered on my end, since I can't even remember what, or if, I had dinner last night. What I do know is that the game we're playing in EA now isn't the same as the game we played when EA launched, and I expect that there will be more changes before we get close, and even more changes afterwards. This based on what happened, anecdotally, with DOS 2's EA.
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You are mistaken, there's no dragon in BG1
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You are mistaken, there's no dragon in BG1 His name is Firekraag, or something similar. Edit: My bad, this was in Baldur's Gate 2. If we're going to "trip" over the difference between wyvern and dragon, the definition of wyvern says: wyvern [ˈwīvərn] NOUN heraldry a winged two-legged dragon with a barbed tail. Source
Last edited by robertthebard; 24/11/21 03:39 PM.
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You are mistaken, there's no dragon in BG1 Have to agree with robertthebard here. Wyverns are classified as large dragons in the monster manual. Sure, they don't have the challenge rating or stats compared to an adult true dragon(6 vs 13) but technically, they are still dragons 
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If we're going to "trip" over the difference between wyvern and dragon, the definition of wyvern says: wyvern [ˈwīvərn] NOUN heraldry a winged two-legged dragon with a barbed tail. SourceYes, from what I understand Wyvern is a dragon-type enemy for lower level parties. Your point being...?
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old hand
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If we're going to "trip" over the difference between wyvern and dragon, the definition of wyvern says: wyvern [ˈwīvərn] NOUN heraldry a winged two-legged dragon with a barbed tail. SourceYes, from what I understand Wyvern is a dragon-type enemy for lower level parties. Your point being...? That's the problem with snipping posts, you remove context. Since the context has already been clarified, in the post you almost quoted here, I'll let you figure it out for yourself.
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You are mistaken, there's no dragon in BG1 His name is Firekraag, or something similar. Edit: My bad, this was in Baldur's Gate 2. If we're going to "trip" over the difference between wyvern and dragon, the definition of wyvern says: wyvern [ˈwīvərn] NOUN heraldry a winged two-legged dragon with a barbed tail. SourceThe dictionary definition is irrelevant. In any other context I would agree with you about wyverns being dragons, but not today. You know full well you weren't thinking of the wyverns when you wrote that there was a "red dragon" in BG1 and that was what I responded to when I said "no dragons". You even said you were thinking about Firkraag from BG2 yourself. Wyverns are not interchangeable to dragons in context of dnd -- where saying "dragon" assumes you are talking about "true dragons" and not any other kind of synonym-for-dragon-in-the-dictionary such as drake, lindworm, serpent or python -- and much more level appropriate to BG1s level range than a red dragon would be.
Last edited by Dexai; 24/11/21 04:25 PM.
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You are mistaken, there's no dragon in BG1 His name is Firekraag, or something similar. Edit: My bad, this was in Baldur's Gate 2. If we're going to "trip" over the difference between wyvern and dragon, the definition of wyvern says: wyvern [ˈwīvərn] NOUN heraldry a winged two-legged dragon with a barbed tail. SourceThe dictionary definition is irrelevant. In any other context I would agree with you about wyverns being dragons, but not today. You know full well you weren't thinking of the wyverns when you wrote that there was a "red dragon" in BG1 and that was what I responded to when I said "no dragons". You even said you were thinking about Firkraag from BG2 yourself. Wyverns are not interchangeable to dragons in context of dnd -- where saying "dragon" assumes you are talking about "true dragons" and not any other kind of synonym-for-dragon-in-the-dictionary such as drake, lindworm, serpent or python -- and much more level appropriate to BG1s level range than a red dragon would be. ...and, as you can see by the edit in the middle of the post, I owned up to my mistake. I just didn't delete the post because I was wrong. I have no problem acknowledging when I make a mistake.
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Bringing this one back to life with a Raise Dead spell that only a cleric can cast.
Why I want more D&D 5e rules:
What makes D&D truly D&D? What is at the heart of D&D? What was its original design, and what makes it a classic that has withstood the test of time? 5 editions later, why is it still the best RPG out there?
Party-based. It was meant to be a party-based game where the players work together as a team, co-op, to adventure together and defeat enemies. It was never meant to be played solo. How does one make the game party-based? By making unique classes. Each character has a specific role that they fulfill. Clerics are healers and status buffers. Mages are heavy damage wielders and crowd controllers, but they are weak and squishy if not protected. Fighters are the front line troops who keep enemies from the clerics and mages. They are the meat shields. Rogues are the scouts and spies and are versatile, able to deal heavy damage under certain circumstances like Sneak Attack, but they are in no way tanks or super damage wielders. They are the skilled ones who pick locks and pockets and hit and fade from the shadows. Each has a role and a purpose, and their skills and special abilities are unique so that they are special and so that they can feel rewarded for playing their part effectively and that they are needed in the party for it to succeed.
Currently, BG3 undermines this completely. Items negate the need for classes altogether. Drink a potion as a bonus action or toss it at an ally and they are healed or hasted or whatever. No need for a cleric or wizard. You've got potions and/or scrolls that everyone can use. So, you don't need a cleric to cast Revivify. You've got a fighter who can do that with a scroll. You don't need a cleric because a fighter can throw a potion and heal everyone. Likewise, you don't need a fighter because you've got weapons that provide you with special combat maneuvers. Now everyone can cleave or knock someone silly using the pommel of a dagger, or whatever. Who cares about the Battlemaster's Trip? You've got a quarterstaff with Topple.
Over and over again, the uniqueness of EVERYTHING is being stripped from it in D&D. That is why it is feeling less and less like D&D altogether. It is set in a D&D world, and it is called D&D, but it is nothing like D&D because with all the homebrew, there is a muddled mire and mess and chaos of abilities that completely strips the entire foundation of D&D from it.
Again, I love this game, I really do, but the fact remains, this is not really a D&D game. I know a lot of non-D&D fans could care less because they either don't like D&D or they've never played it and don't know what they're missing, but the bottom line is, you might as well just make the game completely like DOS and skip the D&D elements altogether because it is in no way a D&D game. EVERY class is virtually pointless. EVERYONE wins a medal and can fill the role of every other character. This is not a party game at all. This is a Lone Wolf game where a single player can do it all.
Except wizards are now the underdogs altogether because they are soft and squishy and can't take many hits. So there is really nothing good about a mage. The fighter can cast spells via scrolls, so it is better to be a fighter. Fighters can heal, wear the best armor, use the best weapons, cast spells via scrolls or just throw potions, they can heal themselves with potions and scrolls, they get extra combat maneuvers, they can pick locks just as good as rogues, etc. etc. etc. So why be anything but a fighter. GG easy playthrough. Be a fighter and use all the homebrew to cast spells and heal. You can even sneak and snipe just like a rogue too. There's literally no down side that I've found. Fighter rules BG3. Hands down.
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addict
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addict
Joined: Nov 2020
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Well said (the above post). As I keep saying, why bother making BG3 if their intention was to just gut the established ruleset and liberally flavour it with their home-brew/DOS imports?
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apprentice
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apprentice
Joined: Jun 2021
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+1 to all feedback asking for a closer alignment with the D&D 5e ruleset.
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veteran
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veteran
Joined: Aug 2014
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Unfortunately, the folks at Larian seem to think that diluting the classes into jacks-of-all-trades and allowing unlimited Long Rests is a good thing. I think they fundamentally struggle to understand what is so great about D&D's classes. DOS games have no classes even though they pretend they do in character creation, which is just extra confusing. So perhaps the class-based system hate runs deep over there. The limitations on what classes can't do is what makes them cool and unique. DOS characters feel really bland and lacking identity no matter how you build them. They're all just characters with a completely random set of skills.
The party based "teamwork" in DOS2 was also incredibly badly designed. My Wizard was chipping away at the enemy's Magic Armor while my Archer friend was chipping away at the Physical Armor of the same enemy. Anyone who makes a design like this has no clue what teamwork should be like. It was absolutely counter-productive for magic and warrior classes characters to try to work together.
I still hope they will understand this during development before it's too late. And revert class-identity nullifying stuff like the absurd potion throwing, liberal scroll-use and constant power-shoving into using D&D rules.
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apprentice
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apprentice
Joined: Nov 2021
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+1 to the call for DnD. I played dos2 for 1200 hours. Its a fun game. It's also an unbalanced mess which is easily exploited with several spell effects that are not as effective as advertised. The optimal strategy boils down to using your biggest damage cooldowns in an MMO rotation and stunlockinh the enemy. DnD is a different game and should feel different. The limited resource component forces players to he conservative with control and damage spells. Positioning and identification of an enemy's weak saving throws should be the most important elements of DnD combat.
Unlimited long rests from anywhere subvert all risk management and resource management. A lich's Grimoire full of scrolls useable by any class and an alchemists stockpile of potions which can be thrown for greater effect than spells further overrude the resource based gameplay and undermine class identity.
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