Originally Posted by Tuco
Originally Posted by Count Turnipsome
Quivers and Ammunition for me is a must for a Baldur's gate game. Don't care if its busy work...thats why I like and play RPGs.
I'm all for getting quivers, for all that matters. It's counting ammo that is whatever.
As I said you wouldn't hear me complain if they added it, but I'm not exactly longing for it either.

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Durability mechanic on the other hand is what made me stop playing Zelda BotW.
People keep mentioning BOTW, but that's a rather extreme case where weapons are treated as consumables.
That said, I can't think of many other games where a durability system wasn't either a gratuitous annoyance or a completely vestigial system that hardly played a meaningful role.
Maybe Battle Brothers where it was a significant part of your resource management, but that's about it.


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Loot progression and balance is Larian style. I hated it in DOS1, despised it in DOS2 and am not liking it in DOSuuuuh BG3. wink
No, it isn't?
As someone who always listed the itemization as his LEAST favorite/most disliked aspect of DOS 1 and 2, I have no idea how you can not recognize that BG3 works in an entirely different way.
Most items are unique, they are hand-placed in the game world and their scaling system is pure D&D, without that layer of massive stat bloat that defined the itemization in DOS.

Yes you are completely right, it is WAY better than the previous DOS games. I still feel that so many magical items are quite meeeh (not very interesting) and way too common. They also lack a strong <LORE> binding to the world.
It can be done with short (or long!) interesting descriptions ala BG1/BG2:

Edventar's Gift, Ring of Free action(BG1):
"This ring was given to the reef scavenger and hunter known only as Edventar by a group of aquatic elves long his friends. His help in routing the "Pirate Queen" Yenandra of Dambrath was instrumental in their survival, though Yenandra continues to be feared anywhere the water meets land. "

Kiel's Morning Star(BG1):
"This is the morning star of Kiel the Legion Killer, firstborn son of Durlag Trollkiller and Clan-prince of his father's ill-fated tower. He was wielding it in his final hour as he rushed to warn his father of the doppelgangers' infiltration of their Clan-home. It is said that the intensity of his rage in these final moments permanently imprinted itself upon the weapon. All who wield it are overcome with this battle anger whenever an enemy is sighted."

The Root of the Problem(club)(BG2) :
This enchanted club is said to have existed since the time of the fall of Netheril and the birth of the great Anauroch Desert. While the toll on civilization was great, the true victims of this age were nature's creatures, condemned to stand and watch as their homes decayed and died. As habitats receded, those that remained were invaded by displaced hordes of creatures, the more impatient of which marched on unspoiled land taking whatever they wished. This particular weapon is said to have come from a dryad's tree, a final gift to nature's cause from a woodland spirit that could not hold back the invaders of her land. Hers was a bittersweet pain, as her wood might not have suffered so if it had not been so strong and lush. Less respecting scholars have since bestowed the item's ironic name, though the humor is not appreciated among nature's more devout followers.

The Vampire's Revenge (Sword)(BG2)
It would seem that the very speculation of this weapon's existence has conspired to pull it from the realm of fantasy and into the everyday- though, as with all things that come from dreams, it is not as it truly seems. The blade is indeed vampiric, as the name would suggest, though not in the manner the finder might have hoped. It is rumored that the blade, instead of performing as one might think a vampiric blade would, was actually constructed by vampires as a trap for those that could eventually oppose them. These incredibly clever fiends have apparently fashioned numerous versions of these unfortunate blades over time, and they are the bane of all right-thinking adventurers. Each swing actually inflicts damage upon the wielder, as his life energies are drained in order to heal his intended victim. Were this not enough, the weapon is cursed so as to prevent it's removal, and the user is smitten with a wasting of the mind, that he might not even think of trying to rid herself of it. This may be among the few magical treasures that are simply not worth the trouble of seeking, and one might better spend ones time having a lovely beverage, rather than gallivanting about the wilderness with a pack full of rubbish chasing phantoms.


BG3 magic items descriptions...basically just tells you how the item looks like for most, and repeated for many items, no matter how rare:
Rings for example.

A radiant and remarkably preserved ring, forged from arandur metal.

This ring is forged from a smooth, alien metal, capped with eyes of emerald that watch the world unblinking.

Though carefully stowed away in a bedside chest, this ring is covered in dust and cobwebs.

The stone in this metal ring glows a faint, deathly ochre
etc...

Zero lore= Boring and forgetable itemization. For me at least this is a huge part in playing a Baldur's Gate game. I read the descriptions before even checking out the stats smile

Last edited by Count Turnipsome; 25/02/23 10:37 PM.

It just reminded me of the bowl of goat's milk that old Winthrop used to put outside his door every evening for the dust demons. He said the dust demons could never resist goat's milk, and that they would always drink themselves into a stupor and then be too tired to enter his room..