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#848706 10/04/23 07:49 PM
Joined: Dec 2022
Isend2 Offline OP
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https://i.ibb.co/cvsXfTd/bg3-animate-objects.jpg

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The Pawn
Gain Animate Objects. They act synchronously.

The Rook
Animate Objects can target a bottomless bag's content.

The Knight
Animated Objects gain your ability and speed modfiers.

The Bishop
Gain 1 Animated Object for each slot above 1st.

The Queen
Animated Consumables hit like their original items.

The King
Animated Consumables are restored after they hit enemies.

--

Explainer

Discover chess pieces and unlock a hidden solo class: « Chess Master »

The Pawn: Any class can play Animate Object. Fast attack using Swarm AI for Animated Objects. The first Animated Object selects an action. All other Animated Objets will mimic this action. When the target dies early, the next Animated Object is ready to select the next action. Works on Attack, Dip into Fire, Move ...etc.

The Rook: Fast cast using bags as containers. If the bag contains less or the exact number of items Animate Object can handle, they are animated in order. Ordering allows programming (ex: Potion of Sleep first) If the bag contains more items than Animate Objects can handle, items to animate are selected randomly. A wise player will prepare multiple bags. (Ex: Tiny Bludgeonning against Grym)

The Knight: Stronger and Faster Animated Objects.

The Bishop: More Animated Objects.

The Queen: Animated Consumables retain items props. They apply their damage type, bonuses, effects on hit, conditions, ...etc.
Interesting items can be:
  • Wyvern Poison (7d6 Poison).
  • Stillborn / Butterflies in the Stomach (1d6 Bleeding)
  • Ammunitions of various damage types
  • Alcohol (Disadvantage on Dexterity and Charisma)
  • Faltering Will (Disadvantage on Wisdom)
  • Insanity's Kiss (Hostile to all other creatures)
  • Grease, especially when dipping them into Fire
  • Potion of Sleep (Unconscious)

NB: Disadvantage on Dexterity synergizes with Tiny items.

The King: Use it with The Queen. Repair and refill consumables like ammunitions, food and potions, but only after they hit enemies.

Inspiration:


Last edited by Isend2; 10/04/23 08:53 PM.
Joined: Oct 2021
Z
Jhe'stil Kith'rak
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Jhe'stil Kith'rak
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Is this a... class concept? How would this work? Outside of the mechanics, that is.


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Joined: Dec 2022
Isend2 Offline OP
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Yeap, I fixed the title.

I think Animate Objects has a great potential.

The idea would be a hidden class activated by solving a quest, using an object (right click, Use) or any other mechanism.

You abandon your current class and focus on this one.

Or maybe you can multiclass ?

I don't know how we could solve the ability score, as some people would align their playstyle on different sizes of Animated Objects (Tiny = Dex, Huge = Str).

Or maybe not a class but simply items ?

Anything is possible at this point. smile

Last edited by Isend2; 10/04/23 09:03 PM.
Joined: Dec 2022
Isend2 Offline OP
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Now we can make those "cheesing encounters" a reality !

https://twitter.com/larianstudios/status/1642089543389130752


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