Originally Posted by GM4Him
Originally Posted by Lake Plisko
Originally Posted by Ranxerox
Originally Posted by GM4Him
Don't even allow the players to go down there until they meet these requirements or they're going to die.

Don't allow until they are at least at party of 4 and level 5 or 6, or party of 6 at level 4 or 5.

Pretty much the opposite of who Larian are as developers. Giving players options and freedom are core values of how they design games. I suspect that if they were acting as a DM hosting a tabletop game they would choose to make it as creative and free flowing as possible and would homebrew or fudge to make it a fun and memorable experience. You have to remember Larian are first and foremost creative entertainment artists, they're not bureaucrats obsessed with rules and procedures. So far their instincts and designs have been pretty darn successful as evidenced by sales of their various products. I think anyone expecting them to make the game more limited and restrictive will be disappointed.

Agreed...

Also, if one of the complaints is that the game isn't enough like D&D and the solution is to put a bunch of restrictions in on where people can go/what they can do... then that isn't like any D&D that I have ever played. smirk

The key to being a good game creator/encounter builder, is to give players the freedom to choose where to go and such without utterly killing them by allowing them into a nest of monsters that are way too powerful for them to handle.

So, when I say, "Don't let them go into the phase spider nest until they're ready," I mean that Larian should create obstacles that increase the party's level prior to them getting to said encounter. So, although they might work their way directly towards the phase spider matriarch, they have to jump through enough hoops and obstacles, fighting lesser monsters and such, so that by the time they actually get to the phase spider matriarch, they are at an appropriate level.

Same with the Githyanki Patrol. Lae'zel is pushing players to get there almost constantly. So, what if the player goes there at a whopping level 2? They're pretty much dead. So, what is needed is a series of enemies and/or XP rewarding puzzles or quests in the player's path that increases their level so that by the time they get to the bridge they are appropriately leveled.

Immediately, there are those who think that if Larian were to go more strict D&D 5e that it means the game would be severely limited and restricted. There is SO much freedom in D&D 5e that Larian could use to make this game work better. They're just not using it. Instead, they're homebrewing everything and claiming it's because the game is too restrictive. It's not true.

The whole point of encounter building is to provide a bunch of lesser, baby monsters and quests that build you up levels so you can fight bigger and more terrible monsters. You don't throw big and awesome monsters at your characters when they are inappropriately leveled and then nerf all the monsters to make it work.

Here's an example using the phase spider Whispering Depths situation:

You are level 2. You leave the grove. You reach Moonhaven. If you're friendly with the goblins, you don't fight them. You go down into the well. You don't go far and are suddenly attacked by a Swarm of Spiders. That's challenge rating 1/2. 100 XP. You head towards the left path. You are attacked by 2 Swarms of Spiders. Another 200 XP. (Note: A Swarm of Spiders is a single enemy, mind you. It's not tons of enemies, so the battles would be short.)

You're leaving the left path and heading down another path. A Phase Spider attacks. Dang! CR 3, but it's worth 700 XP. That's a considerable boost. Maybe you're level 3 at this point. Round another bend, 2 more phase spiders. 1400 XP. That's significant for such low levels, but now you're getting close to level 4 already. Round another bend, face another couple of swarms of spiders and an ettercap. 650 XP.

Suddenly, the spider lair isn't so devoid of life. There are spiders everywhere, and you really feel like you are cleaning out a hive of them because you are facing a bunch of baby swarms of spiders peppered together with a few bigger ones here or there. By the time you get to mama, you're level 4. Now build your mama matriarch spider encounter around a party of 4 or 6 or whatever level 4 characters, and you're set.

THAT is how you build encounters. You don't give players the ability to go anywhere and fight level 6 bosses when they're only level 3. You have to put smaller encounters and puzzles in the way to boost the XP to BUILD your characters to the appropriate level BEFORE they get to them.

That is my point.



I guess my point was their commercial success speaks for itself. I think with DOS II and BG3 they are providing players with a great experience, hence the fabulous sales. I think they know what their audience wants and are delivering. Fine tuning comes from feedback. However I think Larian will always provide the opportunity for players to get in over their heads. They're simply not going to design encounters the way you suggest, it goes against everything they say they want to do.


BTW let me be clear GM4Him I am not saying I think your way is wrong. I read most of your posts, they're full of lots of interesting ideas and its obvious you know 5e in and out. You seem like the kind of person who would take a lot of care and pride in providing your players with a great experience whether its TT DND or the digital one with apps that you described elsewhere.

I 'm just pointing out that you have a seem to have a very different vision for what BG3 should be than Larian does, I'm just commenting on why I think they are doing things the way they are based on what Swen has said in many different interviews about DOS II and BG3.

Last edited by Ranxerox; 16/11/21 09:34 PM.