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Great compilation by u/Phantomsplit of rules in BG3 so far as is known up to this point.

Link to Rule changes from D&D 5e to Baldur's Gate 3

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Impressive !

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Notable changes
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  • Heavy Armor doesn't have a Str requirement. Yet another indication that Larian doesn't really understand Heavy Armor in 5e or the purpose of restrictions. This, combined with the lack of multiclassing restrictions, will further enable the "Wizard in Heavy Armor" build.
  • Verbal, Somatic, and Material components are ignored. Presumable casters can cast everything while their hands are full then?? Both this and the above imply that other restrictions like "monks can't use martial arts while wielding a shield" will be ignored.
  • The Frightened condition prevents you from moving. Assuming this is all it does, it is a good change from earlier EA versions that made you flee while frightened, losing your actions.
  • Dodge is not present, but Monk's Patient Defense (you can dodge as a bonus action) is???
  • Becoming prone during your turn automatically ends your turn. Still terrible. This is legacy code from DOS2 that Larian never changed for D&D.

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Originally Posted by mrfuji3
[*] The Frightened condition prevents you from moving. Assuming this is all it does, it is a good change from earlier EA versions that made you flee while frightened, losing your actions.

flashbacks to BG 1 fear *shudder*

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Hm, didn't realise the STR requirement for heavy armor had been dropped to (!) There are so many things I never checked/tried because I assume they will follow the rules, only to be surprised/shocked when someone points outs omething new to me

I hope the monk still needs to be unarmored to get martial arts + speed etc - that would be a travesty

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Tool and language proficiencies are not used. This includes Thieves Tool. Thieves tools checks use the character's sleight of hand modifier, and require a set of thieves tools which are consumed on use.
This is no longer true ...
It was changed in patch 3 or 4 i think, now it only consumes them on failed atempt.

//Edit:
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You can have one ranged weapon set equipped and one melee weapon set equipped, and are able to freely switch between them as a free action an unlimited number of times per turn. This includes starting with a sword and shield equipped, switching to a crossbow for free, shooting at enemies, and switching back to sword and shield for the AC bonus before you end your turn.
This is also not true, you have AC bonus from shield the whole time ... so if AC bonus is all you want, you dont need to switch back ...
The only reason to switch back is for AOO.

It was unofficialy reported via emails from Larian to someone here on forum in the past that this thing will be changed on launch and AC from shield will be only calculated when shield is held in hand.
But it was not in build that people played in last even in Belgium ... so, who knows? laugh

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If you as an action throw a healing potion it will break and heal all targets in a small radius.
As far as i know, if you hit someone with that potion, they also get damage from being hit by an object ...
Not sure if that is still the case tho, since its several patches when i throwed potion last time.

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Hide is currently a bonus action for all player characters. Recent footage seems to indicate that this will switch back to an action unless a feature (e.g. rogue's cunning action) gives you the option to hide as a bonus action.
This is true ... and it may be just my language barier ...
But readint it as it is, i would expect for Rogue to have option to hide as both Action or Bonus Action (put aside why would anyone do that) ... wich as far as i know, is not the case, since Rogue can only use Bonus Action to hide.

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Prone: Your character cannot do anything while prone. Starting the turn while prone will cause you automatically stand up. Becoming prone during your turn automatically ends your turn.
Its also worth mentioning that when you knock your oponent prone, they quite often stands right up as if nothing happened.

*i stop reading at Paladin ... its a long one.*

Last edited by RagnarokCzD; 15/07/23 04:20 PM.

I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown
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Originally Posted by RagnarokCzD
now it only consumes them on failed atempt.

That is a GREAT Thing imo, it feels awful if they are consumed on use. Also it's stupid, when I use lock picks in real life, they don't just fall apart after a single lock is picked lol

Last edited by Boblawblah; 15/07/23 04:11 PM.
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Ok, so i stared reading again, even tho not too carefully for a while, so maybe i missed something ...

Anyway its worth mentioning:
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Distant spell increases spells with a 5 ft range to 10 ft. All other ranged spells have their range increased by only 50%.
Distant Spell incerases range of all spells ... maybe im wrong here, but i was told by two game masters i know, that is shouldnt work on spells with range "self" ... as for example, Misty Step!


Also ...
Im not sure about either of this ...
But again as far as i (and people i asked) know, neither Fog Cloud or Darkness should work as a spaces of complete invincibility ... they only should cause disadvantage to attack in, out, or within ...
Unless attacker have Devil's Sight invocation ofc, and even that only apply on Darkness.

While in game, they both work as undestroyable barier trough wich no spell, or projectile can get ... im not really sure, since it was long time ago i tryed this ... but i believe i was unable to even attack person who standed BEHIND Darkness or Fog Cloud!


I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown
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Wait.. could prepared casters still change their memorized spells at-will outside combat in the "release version"?

If they want Wizards to play like that, why even keep memorization in then? It's just a pointless chore to unmemorize a combat spell when you need a non-combat spell like Knock or Detect Thoughts, and then switch back after casting. And memorizing/unmemorizing Mage Armor every time after cast. They're effectively only limiting spells for combat.

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" I speculate that the mountain dwarf's +2 Str may be the only exception to this, since it is technically a subrace feature and separate from the base race features," Curious, Im sure he mean

'shield Dwarf' that makes me happy. Still reading.


DRAGON FIRE-AND DOOM Dragons? Splendid things, lad-so long as ye look upon them only in tapestries, or in the masks worn at revels, or from about three realms off...
Astragarl Hornwood, Mage of Elembar - Year of the Tusk
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Originally Posted by Boblawblah
when I use lock picks in real life, they don't just fall apart after a single lock is picked lol
???

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Originally Posted by 1varangian
Wait.. could prepared casters still change their memorized spells at-will outside combat in the "release version"?

If they want Wizards to play like that, why even keep memorization in then? It's just a pointless chore to unmemorize a combat spell when you need a non-combat spell like Knock or Detect Thoughts, and then switch back after casting. And memorizing/unmemorizing Mage Armor every time after cast. They're effectively only limiting spells for combat.

Don't give them ideas... the last thing we need is more deviation from the rules.


Does anyone know if something like the STR requirement for heavy armor can be modded?

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Originally Posted by Icelyn
Originally Posted by Boblawblah
when I use lock picks in real life, they don't just fall apart after a single lock is picked lol
???

[Linked Image from media.tenor.com]

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It's such a pain clicking to prepare spells that I generally do it once after rest. Yes, there are exceptions for find familiar, mage armour and featherfall. But even then, I often just keep those spells prepared even when unnecessary.

Scrolls of these are extra valued. Once I get 2-3 I simply don't memorize and just cast from scrolls.

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Originally Posted by Boblawblah
Originally Posted by Icelyn
Originally Posted by Boblawblah
when I use lock picks in real life, they don't just fall apart after a single lock is picked lol
???

[Linked Image from media.tenor.com]
Found the lock picking lawyers forum account.


Remember the human (This is a forum for a video game):
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Originally Posted by Kendaric
Originally Posted by 1varangian
Wait.. could prepared casters still change their memorized spells at-will outside combat in the "release version"?

If they want Wizards to play like that, why even keep memorization in then? It's just a pointless chore to unmemorize a combat spell when you need a non-combat spell like Knock or Detect Thoughts, and then switch back after casting. And memorizing/unmemorizing Mage Armor every time after cast. They're effectively only limiting spells for combat.

Don't give them ideas... the last thing we need is more deviation from the rules.


Does anyone know if something like the STR requirement for heavy armor can be modded?

I would imagine this would be an easy mod, as would limiting movement distance while wearing it.

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Hmm.. They took away a dwarf benefit of wearing heavy armour. And, possible the shield dwarf strength point.

But, iirc, everyone has the same movement speed or are dwarves still slower than humans?

Forced to do point buy, and no option for rolling even though rolling 4d6 is the standard rule, and point buy is supposed to be the variant. I thoguht options were perferred. Afterall, if one hates rolling, you dont have to do it.

Dont roll for hit points but get a boring average. If I want a 9hp fighter at level 10... why not? laugh Why cant this be set up as option.

So many uneccessary changes from pnp dnd, and taking away options even if they were the 'standard'.

Resting rules are fine. No complaints there.

Magic item attunement gone. Eh. I'm not the biggest fan of the limit of 3 to start. But outright getting rid of it? Hmmm.. maybe options of 3, 5, or ulimited? This could affect challenge too. More options!

Basic computer useage for components, but I really wish more dnd games used material components for powerful spells. Not silly stuff like bat dung for fireball was previously but you know gems and what not.

Throwing healing potions.... they are potions meant to be drank... make them oils and it could work.


It is what it is. Some of my suggestions could add to options though. smile

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But, iirc, everyone has the same movement speed or are dwarves still slower than humans?

Movement speed differences were in at least in the EA (shortstacks slow, one of the elven subraces fast), but the character creator communicated it poorly

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So.. the dwarves do lose a big advantage with heavy armour.

Last edited by Volourn; 15/07/23 08:47 PM.
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I didn't see this mentioned when I searched for offhand attacks or multi attacks, but you can cast a spell and still use an offhand weapon as a bonus action. My bard dual wields hand crossbows because of this and it is lovely.


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