There's clearly roughly two separate groups, that often clash with each other - dnd fans and dos fans. My opinioin is simple - why a dnd franchise game should have dos mechanics? but let's leave it for other threads(or not).
I acknowledge the fact that Larian won't be choosing between the two, they want this game to sell as much as it can. So, my suggestion is to balance things out with difficulty levels/game modes. Not just "story mode/medium/hard", but rather "dos-like/more dnd-like". These levels may include:
DND-like:
1. No HP bars, but something like "slightly injured-injured-badly injured"
2. Food is very scarce, long rests are restricted in some areas, short rests costs food
3. Spells don't create surfaces(chromatic orb homebrew that thunder orb deals 3d8 and others 2d8 is bad)
4. Using potion is an action(+potions tweaked closer to dnd - e.g. potion of speed should only grant ability to do extra attack or extra common action. Potion of speed in BG 3 lets you cast two spells)
5. Shoving is an action
6. Hide is an action
7. No throwing potions, only administering them
8. Jump is part of the movement, so you couldn't jump more than your movement speed
9*. Reactions are popups for full control
10*. Attunement and identifying mechanics
(* this is debatable)
DOS-like:
Pretty much opposite of the latter
1. HP bars is on
2. Long rest whenever you want
3. Spells with surfaces
4. Potions are bonus actions(two fireballs with speed potion in the same turn yay)
5. Shove/hide/ jump are bonus actions
6.* Reactions are auto triggers
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I didn't mention difficulty of the fights, because it's a default setting, it'll be there anyway
Let's discuss, i could have forgotten something
Last edited by mercurial_ann; 26/07/22 06:36 PM.