Originally Posted by GM4Him
- food heals
- bedrolls allow you to sleep (Side note: What the heck! Even DOS 2 let you camp on the game map with bedrolls, and they didn't let you rest with enemies nearby! I'm just saying.)
- lots of dramatic actions and special abilities. The spore elf fortifying herself reminds me of druids wild shaping.
- surfaces are vital to combat - like you can't win without them
- barrelmancy
- camera won't let me freaking look up. When zoomed in, I can't see where I'm going
- advantage of high ground is critical to combat
- backstab
- lots of items (but they all seem to have purpose, giving me hope yet for BG3s endless supply of absolute junk
- campfires you find in various places that you can light just for fun but they really do nothing
- surfaces... Did I mention this already?
- chain system - which I might add is WAY worse in DOS 2. Ugh! I can't get them to ever separate
- individual stealth - the giant bushes crack me up. It's like a Looney Toons cartoon.
- stealth cones
- no day/night
- companions who treat you like inferior trash. Not even trash. Inferior trash. And you don't have options to make witty comebacks.
- party of 4 and "Sorry. You're full up" comments when you try to add another
- have to constantly ask party members to leave and then ask others to join - so no quick switch companions
- Not anymore.
- They don't do anything in BG3, no?
- D:OS combat has been built around you having a classless mass of abilties from the beginning. Here the biggest remainder of that are probably only the universally useable scrolls (which I really hope they'd reconsider) and throwables (which aren't too powerful and are used mostly for tactical purposes, except for bombs).
- They aren't really all that impressive in BG3. They don't damage-scale and the truly dangerous ones are part of the actual effect of the actual spell that creates them (web, entangle). I highly doubt you'd be able to surface-swap lava onto enemies in BG3, and if they are an existing part of the engine, why take them out?
- Agreed on that one, albeit it's far less prevalent with the weight limitations (and I am hopeful for a setting that makes picking them up impossible).
- It's isometric, duh. A far-off viewpoint for anything except looking at things up close is kind of a given.
- Not anymore. +2 to attack rolls is 10% extra to-hit chance. And even before it was *just* advantage it provided instead of D:OS2's ridiculous damage bonuses which made Huntsman the more or less mandatory skill to pick with anyone that used ranged attacks or magic.
- Again, not anymore. Only 5e's very dumbed-down flanking for sneak attack remained. Which is one of the reasons why I find 5e inferior to 3.5e, with how its combat is basically barebones-simple apart from the reactions (lifted from MtG's instant spells mechanic, in a way). Not only do rogues get sneak attack basically without much effort, undead and such are no longer immune to it. Stupid.
- Lots of them will probably be used for crafting (like the plants). Otherwise, I have no clue why people have the squirrel instinct in RPGs and strip every building of every piece of junk that's in there. Some level designer worked hard on that.
- Crafting, again? Maybe cooked food will make an appearance. Plus, in D:OS they were a source of warmth and helped counter freezing, rather than "did nothing".
- Yep. See above.
- I don't get why people hate the chain system. Considering the complexity of the terrain and the focus on the bunch of individual abilties that each character has (plus the multiplayer aspect), it's perfectly serviceable as a party control scheme. Never had trouble with it, myself, apart from the occassional jank when trying to unchain people.
- Well, no more bushes. They were there because the Divinity setting was never taking itself seriously from all the way back in 2002.
- They make sense for modelling visibility. And now, with the lighting system, you can even stay hidden even if you do get caught in one. Stealth is kind of overpowered though, I think characters should have a hearing radius as well and make perception checks of that nature.
- If they don't affect anything except visuals, they are kinda pointless. Day/night was one of the missed stretch goals for D:OS1's Kickstarter campaign, and they didn't do it because they didn't want to half-ass it and instead desired to have NPCs with different day/night routines if they were gonna go down that route.
- Lohse, Beast, and Ifan are all cool with you. Fane and Prince are arseholes for their own reasons, and Sebille is a recently de-slaved assassin on a revenge mission, and she does mellow down as you proceed with her storyline.
- A party of 6 would slow the bigger fights to a crawl and reduce the potential number of meaningful party configurations.
- Again, why switch them? For completionism? The whole point of the "pick a party and go with it till the end" is to increase replayability. You make a different character and pick companions that suit them better. Dunno about others, but in both BG1 and BG2 my party always remained mostly static once I'd found everyone I wanted to have with me, with the only decision in that regard being whom I'd leave behind to take Imoen with me. I don't think being able to see and do everything in one run is a good thing for an RPG. The Bethesda philosophy is detrimental to the idea of role-playing and experiencing the game from a different angle. It's supposed to be a story to engage with, a good choose-your-own-adventure book that can be read in a few different ways rather than cheated through with a bookmark to see everything in one sitting.

Boy, that was a mouthful.

Last edited by Brainer; 07/07/22 09:48 AM.