Hi, So i´ve read about this new Illithid Power System(or IPS :P) and i was wondering what do you think the consequences of getting those abilities will be.
Probably bad...or at least difficult and costly to get out of. This is D&D after all so where this could lead is difficult to predict. We'll most likely have to do something about it later or face a bad ending type consequence but there might also be unexpected ways out like making some sort of deal with a deity or another...but those sorts of things typically come at cost in D&D...some entities might offer to help you out and in exchange they get your soul after you die which you can then then try to work around by finding means to immortality...maybe lichdom, or finding a way to become a god yourself, etc.
Yeah. I´m a bit worried that those powers overpass the negative things that they may have through the story. They seem pretty powerful, almost godlike if you get them all.
I mean....I like more power and skills. But I am really struggling with the idea that in order to do this I am going to need to allow multiple vile little creatures swimming in my brain. I am not even a big RPer, I lean more to the combat strategy and exploration side of things. And even for me this is difficult so swallow (or in this case, drill another eye hole)
I mean....I like more power and skills. But I am really struggling with the idea that in order to do this I am going to need to allow multiple vile little creatures swimming in my brain. I am not even a big RPer, I lean more to the combat strategy and exploration side of things. And even for me this is difficult so swallow (or in this case, drill another eye hole)
I think that is intentional by the developers. It's intended to communicate very clearly and in no uncertain terms that "There's a lot of power to be gained from this but this is definitely a bad idea. You should absolutely not be doing this." And that's the temptation. But I am curious to see where the game goes with it. This being such a reactive game and D&D it's probably not as simple as "this bad"...it will probably be bad but there will probably also be interesting ways out of it as well. Probably not easy or simple ways out but you know...such is D&D.
The temptation seems VERY well done compared to what we have in EA. But I really hope the consequences are huge.
I also want to be rewarded for playing "good" characters and I would HATE to feel that my characters are so much weaker during an entire playthough if it is just about happy / unhappy ending.
I also hope that I'll be able to unlock the tadpole powers of specific character (rather than the entire group automatically as it is in EA). I would love to be able to use Astarion as a laboratory rat !
I think, I stay the hell away from those powers. Who wants to have more of those brainworms in their head? Maybe it is worth doing an Astarion playthrough to test that out - he likes his brainworm and I don't care about him, so don't care, if he gets a bad ending.
"We are all stories in the end. Just make it a good one."
The temptation seems VERY well done compared to what we have in EA. But I really hope the consequences are huge.
I also want to be rewarded for playing "good" characters and I would HATE to feel that my characters are so much weaker during an entire playthough if it is just about happy / unhappy ending.
There will be a disparity in personal strength between evil and good playthroughs but this is by design. You can choose to go evil and you will end up vastly more powerful but alone vs if you play good you won't be as powerful but you'll have a lot more companions, friends, and allies. It will be a very different experience to reach the city of Baldur's Gate very powerful but alone vs being surrounded by allies. This is what Swen said when answering questions about the dark urge though I think that applies to more than strictly the dark urge. So there is an intended balance there...how much will you sacrifice for power. This is very much intended to illustrate a point. If the game handed you the power anyway regardless of choice then the choice would be meaningless...you wouldn't be inconvenienced in the slightest by just pressing the "do gud" button without a second thought every time. You can be good if you want...but there is a steep price for it just as there is a steep price for going evil as well.
I mean....I like more power and skills. But I am really struggling with the idea that in order to do this I am going to need to allow multiple vile little creatures swimming in my brain. I am not even a big RPer, I lean more to the combat strategy and exploration side of things. And even for me this is difficult so swallow (or in this case, drill another eye hole)
In my opinion the idea of putting more things in your head sounds a bit silly. I think it would seem more reasonable if instead of adopting and welcoming them to your brain, you still killed the other tadpoles but were given the option for your own tadpole to somehow absorbe their essence or something.
I'll put my imaginary clout chips on there being probably zero consequences.
Define ''consequences'', if killing your companions or ''forcing them'' to stop you it's not a consequence for you then yeah, 0 consequences.
If being literally unable to finish the game because you're evil is the only thing that constitutes consequence for you then yeah, that's not gonna happen xD
What I really want to know is how they're going to try to logically defend putting more shit in your head. I hope it's intriguing, but I have a feeling it might be hand-waved aside. We'll have to see.
What I really want to know is how they're going to try to logically defend putting more shit in your head. I hope it's intriguing, but I have a feeling it might be hand-waved aside. We'll have to see.
You're probably just absorbing the tadpole's life essence or something, there's no way you're going to stick 15 tadpoles in your brain, it makes no sense thematically, logically or physically xD
What I really want to know is how they're going to try to logically defend putting more shit in your head. I hope it's intriguing, but I have a feeling it might be hand-waved aside. We'll have to see.
You're probably just absorbing the tadpole's life essence or something, there's no way you're going to tick 15 tadpoles in your brain, it makes no sense thematically, logically or physically xD
but are we ever going to sit down and have a chat and say "so, we're actively encouraging this tadpole in our head right? and that's okay because...?" and hopefully there's a logical reason other than "nothing to lose" or "eh, it's cool".
What I really want to know is how they're going to try to logically defend putting more shit in your head. I hope it's intriguing, but I have a feeling it might be hand-waved aside. We'll have to see.
You're probably just absorbing the tadpole's life essence or something, there's no way you're going to stick 15 tadpoles in your brain, it makes no sense thematically, logically or physically xD
but are we ever going to sit down and have a chat and say "so, we're actively encouraging this tadpole in our head right? and that's okay because...?" and hopefully there's a logical reason other than "nothing to lose" or "eh, it's cool".
I think we will, Astarion mentions ''controlling'' the tadpole's powers very early in the game. My guess is we'll get some conversation with the other origins discussing the good/bad of going that route when we first think about enhancing our tadpole via other tadpoles.
I would be very surprised if none of that happens tbh.
We're not actually turning into a mindflayer despite the tadpole, so what exactly is the problem with multiple tadpoles? It's not like we can suddenly turn into multiple mindflayers.
(Yes, I'm definitely going to try a playthrough where I take the 'pole power route. Probably with a fiend warlock, to fit the theme of ideas that trade short term rewards for questionable long term consequences)
but are we ever going to sit down and have a chat and say "so, we're actively encouraging this tadpole in our head right? and that's okay because...?" and hopefully there's a logical reason other than "nothing to lose" or "eh, it's cool".
The logic there would be the mysterious guardian figure that encourages us to embrace the tadpole's power with the promise she'll protect us. Which I mean...what could possibly go wrong, amirite? Hahahaha. But seriously...if nothing else it's got to lead somewhere interesting...possibly very very bad but interesting nonetheless.
We're not actually turning into a mindflayer despite the tadpole, so what exactly is the problem with multiple tadpoles? It's not like we can suddenly turn into multiple mindflayers.
(Yes, I'm definitely going to try a playthrough where I take the 'pole power route. Probably with a fiend warlock, to fit the theme of ideas that trade short term rewards for questionable long term consequences)
Obviously you're not going to outright die or turn into a mindflayer (maybe you do temporarily), but you're probably going to end up confronting some of your companions with lethal outcomes or getting mind controlled by the tadpole on some decisions, preventing you from reaching certain outcomes on the main story, meeting certain characters or the option to befriend them, etc.
We're not actually turning into a mindflayer despite the tadpole, so what exactly is the problem with multiple tadpoles? It's not like we can suddenly turn into multiple mindflayers.
(Yes, I'm definitely going to try a playthrough where I take the 'pole power route. Probably with a fiend warlock, to fit the theme of ideas that trade short term rewards for questionable long term consequences)
Obviously you're not going to outright die or turn into a mindflayer (maybe you do temporarily), but you're probably going to end up confronting some of your companions with lethal outcomes or getting mind controlled by the tadpole on some decisions, preventing you from reaching certain outcomes on the main story, meeting certain characters or the option to befriend them, etc.
That is a potential risk, yes. But there should be enough tadpoles around to not really need to harvest those of the companions I'm keeping, and I don't think Larian would take away agency too much even though it might have made sense.
The commentary they've made is that they wanted to offer players some form of progression once we reach the point where regular experience levels slow down a bit, and if that's the idea of the tadpole powers then it doesn't seem likely that anything but total rejection leads to total disaster.
Honestly, the fact they're meant to provide late stage progression is what gets my hackles up. I doubt I'll be making many characters who will be power hungry enough to go in for this route, especially if it involves physically adding more tadpoles to your brain. I'm fine with not being as powerful for rejecting evil power, but if the game is just going to be less mechanically interesting, that's what I resent.
You're probably just absorbing the tadpole's life essence or something, there's no way you're going to stick 15 tadpoles in your brain, it makes no sense thematically, logically or physically xD
Didn't we see an animation of a tadpole literally burrowing into your brain during the last showcase thing? I'm not 100% sure anymore and I'm trying to avoid spoilers at this point, but I think we saw that.
Personally I'm going to play as an unhinged goo warlock and embrace the cutesite.
That is a potential risk, yes. But there should be enough tadpoles around to not really need to harvest those of the companions I'm keeping, and I don't think Larian would take away agency too much even though it might have made sense.
I wouldn't really assume that, if I recall correctly, Swen emphasized a lot that you might end up all alone if you focus entirely on increasing your power. That could mean that your companions leave because they disapprove of your actions, or that in order to achieve that power you'll need to sacrifice them, maybe you need all the tadpoles available for the final unlocks of the illithid skills tree.
That is a potential risk, yes. But there should be enough tadpoles around to not really need to harvest those of the companions I'm keeping, and I don't think Larian would take away agency too much even though it might have made sense.
I wouldn't really assume that, if I recall correctly, Swen emphasized a lot that you might end up all alone if you focus entirely on increasing your power. That could mean that your companions leave because they disapprove of your actions, or that in order to achieve that power you'll need to sacrifice them, maybe you need all the tadpoles available for the final unlocks of the illithid skills tree.
Yeah, but that's if you focus "entirely" on power. There's a lot of wiggle room between "not at all, eek, get this worm out of my brain" and "our name is Legion, for we are... Many!", I would hope.
But you are probably correct that some of the companions won't really like the idea of forming a worm collective. I guess we'll see how that goes. Could be hilarious, could be a total disaster.
I think, I stay the hell away from those powers. Who wants to have more of those brainworms in their head? Maybe it is worth doing an Astarion playthrough to test that out - he likes his brainworm and I don't care about him, so don't care, if he gets a bad ending.
I will do a roleplay where my Dark Urge is so terrified of her violent Urges that she will put Tadpoles into her brain in an attempt to escape this. From that perspective it can work.
I'd like to unironically congratulate Larian for making the "fuck around" path inserting ever more tadpoles into your brain. It's so incredibly stupid, it's brilliant. I want to see Astarion stammer: "uhhh... you know, I am a fan of this, but don't you think that's enough?" while the Tav/Durge Mega hive mind cackles in the background.
I want to see the unease in camp, when your companions suspect they may be harvested during a dry spell. I want the ability to actually do so.
Obviously you're not going to outright die or turn into a mindflayer.
Are you quite sure? It wouldn't surprise me in the slightest that if you've begged, borrowed and stolen, exhausted all options, You turn into a mindflayer. That's the plot.
The temptation seems VERY well done compared to what we have in EA. But I really hope the consequences are huge.
I also want to be rewarded for playing "good" characters and I would HATE to feel that my characters are so much weaker during an entire playthough if it is just about happy / unhappy ending.
I also hope that I'll be able to unlock the tadpole powers of specific character (rather than the entire group automatically as it is in EA). I would love to be able to use Astarion as a laboratory rat !
But but you will gain the most awesome power of them all! The power of friendship and love!
Obviously you're not going to outright die or turn into a mindflayer.
Are you quite sure? It wouldn't surprise me in the slightest that if you've begged, borrowed and stolen, exhausted all options, You turn into a mindflayer. That's the plot.
One of the YOutubers, eitehr Fextra or WOlfHeart, said, that the more tadpoles you insert the more dead your brain tissue will look, so I'm pretty sure, putting tadpoles into your brain, is exactly, what they mean.
"We are all stories in the end. Just make it a good one."
Obviously you're not going to outright die or turn into a mindflayer.
Are you quite sure? It wouldn't surprise me in the slightest that if you've begged, borrowed and stolen, exhausted all options, You turn into a mindflayer. That's the plot.
Ceremorphosis wouldn't actually work with multiple tadpoles in one host...most likely scenario is it would fail and in the process the host and tadpoles would die. If we go with the interpretation that we only use other tadpoles so ours can siphon power off them without actual insertion then we probably would be more susceptible to the tadpole's influence but it was inserted in stasis...clearly not intended to complete ceremorphosis until a signal is sent by whoever controls the stasis. The plan very much appears to be for a mass transformation at an intended time. Personally I wonder if by being allowed all this extra time and our tadpole having a lot more time in the host along with the opportunity to siphon power off other tadpoles might create a unique enough cisrcumstance that our character might transform not just into another mind flayer or into an ulitharid, but into the Adversary.
The temptation seems VERY well done compared to what we have in EA. But I really hope the consequences are huge.
I also want to be rewarded for playing "good" characters and I would HATE to feel that my characters are so much weaker during an entire playthough if it is just about happy / unhappy ending.
I also hope that I'll be able to unlock the tadpole powers of specific character (rather than the entire group automatically as it is in EA). I would love to be able to use Astarion as a laboratory rat !
Well, I think there should be some pretty serious consequences, but I’ve never been a huge fan of when games give you equivalent rewards for being the selfless hero.
Like when a character has an item you want and your options are: to screw them over to get the item, help them in exchange for the item, or help them out of the goodness of your heart and they give it to you to in gratitude anyway.
Maybe being a power hungry A hole should actually give you access to more power and trying to do the right thing a bit less of a no brainer?
I think the main Tadpole, the one that you start the game with, eats the other tadpoles. It's part of Illithid biology where the tadpoles eat each other if left to their own devices. So instead of multiple Tadpoles, you just have one very hungry one who eats the others, and since it has more nutrients is able to more easily infest the rest of your brain. This is how I think it is operating. Too many Tadpoles might just plain old kill you, the Tadpole needs the host body alive to complete the ceromorphosis, it will defend its host from other foreign parasites so it has room to grow.
I would love it if the game kept track of how many times you've used the tadpole, how many tadpoles you've consumed from others, etc. And at the end of the game during the Final Fight you'd get a ST that is more difficult based on this tracker, possibly being impossible. If you fail, you turn into a mind flayer, lose all your sense of self, and join the Mind-Flayer Collective. Game End screen.
That'd be such a ballsy move from Larian. "You took the shortcut to gaining power, giving up parts of yourself and letting a stronger power gain control over you bit by bit. You took a risk and lost. Them's the breaks."
I would love it if the game kept track of how many times you've used the tadpole, how many tadpoles you've consumed from others, etc. And at the end of the game during the Final Fight you'd get a ST that is more difficult based on this tracker, possibly being impossible. If you fail, you turn into a mind flayer, lose all your sense of self, and join the Mind-Flayer Collective. Game End screen.
That'd be such a ballsy move from Larian. "You took the shortcut to gaining power, giving up parts of yourself and letting a stronger power gain control over you bit by bit. You took a risk and lost. Them's the breaks."
I think the game does track how many times you use the tadpole as well, not just how many you other tadpoles you used to strengthen yours. The early access thing where if you keep using the tadpole for wisdom checks you become marked as a "True Soul" instead is still in the final version of the game and that tracker is different from you gaining more tadpole powers.
The temptation seems VERY well done compared to what we have in EA. But I really hope the consequences are huge.
I also want to be rewarded for playing "good" characters and I would HATE to feel that my characters are so much weaker during an entire playthough if it is just about happy / unhappy ending.
There will be a disparity in personal strength between evil and good playthroughs but this is by design. You can choose to go evil and you will end up vastly more powerful but alone vs if you play good you won't be as powerful but you'll have a lot more companions, friends, and allies. It will be a very different experience to reach the city of Baldur's Gate very powerful but alone vs being surrounded by allies. This is what Swen said when answering questions about the dark urge though I think that applies to more than strictly the dark urge. So there is an intended balance there...how much will you sacrifice for power. This is very much intended to illustrate a point. If the game handed you the power anyway regardless of choice then the choice would be meaningless...you wouldn't be inconvenienced in the slightest by just pressing the "do gud" button without a second thought every time. You can be good if you want...but there is a steep price for it just as there is a steep price for going evil as well.
My concern is not so much that my character will have less personal power if I choose to have a good play-through but that the game appears to be rewarding an evil play-through by providing a much richer experience to those players who go evil than to those who play a good character. For example, if taking the evil path gives you access to a cool game system that you can't use when playing the good path, I think the good path should give you access to a different cool game system even if it doesn't increase your personal power in the same way.
Companions alone aren't it, because it is possible to play an evil character with companions and even allies.
The last thing I want to see is a game where playing evil gives you 150 hours of content but playing good gives you 120 hours of content... Unfortunately, the kind of information that's been released lately has certainly seemed to be making that argument.
The temptation seems VERY well done compared to what we have in EA. But I really hope the consequences are huge.
I also want to be rewarded for playing "good" characters and I would HATE to feel that my characters are so much weaker during an entire playthough if it is just about happy / unhappy ending.
There will be a disparity in personal strength between evil and good playthroughs but this is by design. You can choose to go evil and you will end up vastly more powerful but alone vs if you play good you won't be as powerful but you'll have a lot more companions, friends, and allies. It will be a very different experience to reach the city of Baldur's Gate very powerful but alone vs being surrounded by allies. This is what Swen said when answering questions about the dark urge though I think that applies to more than strictly the dark urge. So there is an intended balance there...how much will you sacrifice for power. This is very much intended to illustrate a point. If the game handed you the power anyway regardless of choice then the choice would be meaningless...you wouldn't be inconvenienced in the slightest by just pressing the "do gud" button without a second thought every time. You can be good if you want...but there is a steep price for it just as there is a steep price for going evil as well.
My concern is not so much that my character will have less personal power if I choose to have a good play-through but that the game appears to be rewarding an evil play-through by providing a much richer experience to those players who go evil than to those who play a good character. For example, if taking the evil path gives you access to a cool game system that you can't use when playing the good path, I think the good path should give you access to a different cool game system even if it doesn't increase your personal power in the same way.
Companions alone aren't it, because it is possible to play an evil character with companions and even allies.
The last thing I want to see is a game where playing evil gives you 150 hours of content but playing good gives you 120 hours of content... Unfortunately, the kind of information that's been released lately has certainly seemed to be making that argument.
We don't know enough unfortunately, but Larian spoke of trying to tempt players to a more evil playstyle, and creating a unique system would indeed be tempting, as unfair as it seems.
We don't know enough unfortunately, but Larian spoke of trying to tempt players to a more evil playstyle, and creating a unique system would indeed be tempting, as unfair as it seems.
Shouldn’t evil be tempting though?
Isn’t the point of being good to resist such temptations?
We don't know enough unfortunately, but Larian spoke of trying to tempt players to a more evil playstyle, and creating a unique system would indeed be tempting, as unfair as it seems.
Shouldn’t evil be tempting though?
Isn’t the point of being good to resist such temptations?
Very fair and true (though I can't help but remember Arueshalae musing on the temptations of goodness in Wrath of the Righteous) but I think there's a space between evil being tempting and the evil path being the actually more engaging and interesting way to play. As Boblawblah said, we just don't know enough right now.
One of the YOutubers, eitehr Fextra or WOlfHeart, said, that the more tadpoles you insert the more dead your brain tissue will look, so I'm pretty sure, putting tadpoles into your brain, is exactly, what they mean.
I will certainly hope so. It would cheapen the plot so much if there are no repercussions. Questing for power must always come at a cost.
And frankly, I love this idea. "I'm a holy paladin on my righteous Quest! As a servant of Torm I swear that no evil shall....Oh. Wow. Well. Double Crit chance does smell tasty...Maybe just this one."
I think the assumption that the pro 'pole course will be a superior experience to the anti 'pole choices is coming from putting too much weight on Swen's comments about incentivizing those choices. He didn't say there was more or less content or attention to the anti-pole path, just that the pro-pole parth existed.
I love this quote if his from something I saw in the last couple of weeks: "there's no good-path and no evil-path, just choices"
I think a lot of unlikely conclusions and predictions are coming from this assumption.
I mean, the fact that the tadpole has a whole progression system attatched to it is another bit of evidence that the anti-tadpole path is gonna have less content. And to be honest, I remain quite skeptical of Swen's big claims about how morally complex this game will be. Talk about no good path or evil path, but when one resolution to a quest is slaughtering innocent regufees and the other is slaughtering the cult that wants to kill those refugees, there's definitely a good and evil path.
I mean, the fact that the tadpole has a whole progression system attatched to it is another bit of evidence that the anti-tadpole path is gonna have less content.
We don't know that. Possibly, you get locked into a number of endings at some point. Using the tadpole could exclude content as well. Both the endgame and various quests. Even endings to companions' storylines, if they leave early enough because of your actions.
I mean, the fact that the tadpole has a whole progression system attatched to it is another bit of evidence that the anti-tadpole path is gonna have less content. And to be honest, I remain quite skeptical of Swen's big claims about how morally complex this game will be. Talk about no good path or evil path, but when one resolution to a quest is slaughtering innocent regufees and the other is slaughtering the cult that wants to kill those refugees, there's definitely a good and evil path.
You can also kill Zevlor and the tieflings by Khaga's orders or kill Khaga and the druids for Zevlor wich is more of a grey area. That being said I agree I don't expect many shades of gray.
Originally Posted by Silver/
Originally Posted by Gray Ghost
I mean, the fact that the tadpole has a whole progression system attatched to it is another bit of evidence that the anti-tadpole path is gonna have less content.
We don't know that. Possibly, you get locked into a number of endings at some point. Using the tadpole could exclude content as well. Both the endgame and various quests. Even endings to companions' storylines, if they leave early enough because of your actions.
I agree, most people seem to think that ''evil'' path just has more of everything while I think going that path is going to take away a lot of content from you and it's going to prevent you from meeting or interacting with a lot of characters and prevent you from traversing cecrtain scenarios/situations.
I mean, the fact that the tadpole has a whole progression system attatched to it is another bit of evidence that the anti-tadpole path is gonna have less content. And to be honest, I remain quite skeptical of Swen's big claims about how morally complex this game will be. Talk about no good path or evil path, but when one resolution to a quest is slaughtering innocent regufees and the other is slaughtering the cult that wants to kill those refugees, there's definitely a good and evil path.
Yeah, I can't speak to the rest of the game from personal experience, yet, but it's absolutely clear that for Act 1 the good and evil "choices" actually form two mutually exclusive paths and saying anything else about it is sheer sophistry.
If evil is more interesting and engaging, why play good?
Because good is more satisfying? Isn't that like good being more interesting and engaging?
I can't shake the feeling that this all sounds like an argument to eat the cake while still having the cake.
so are you arguing that a good playthrough is intrinsically satisfying, and an evil playthrough is not, and needs extra mechanics to make it satisfying?
Yeah, I can't speak to the rest of the game from personal experience, yet, but it's absolutely clear that for Act 1 the good and evil "choices" actually form two mutually exclusive paths and saying anything else about it is sheer sophistry.
Why do I have the persistent feeling that playing as the Dark Urge will lead to some accident that will land me on Minthara's side... After all, I almost provoked a fight in the tiefling camp even in the EA.
I know my character won't trust the Ilithid powers. Question is... if the dark urges (which he might try to resist... on occasions) will push him more towards the tadpoles or whether the Dark Urge power is unrelated to them.
Possible act 1 paths: Support Grove Support tieflings Support druids Support gobbos
Can you not just proceed to the Underdark and Grimforge without choosing any of those?
You definitely can, which on a side note implies that nothing that happens in those locations matters THAT much to the overall narrative.
If you break the tadpoles hold on Nere doesn’t he Tell you to tell Minthara? Could that indicate a path you can recruit Minthara without slaughtering the grove?
Remember the human (This is a forum for a video game):
You definitely can, which on a side note implies that nothing that happens in those locations matters THAT much to the overall narrative.
You'd be missing out on a bunch of experience and loot, as well a number of companion interactions, so your relationships with companions would be very neutral.
The only reason you'd want to is that you're dead set on remaining neutral in others' conflicts, or you're speed-running
You definitely can, which on a side note implies that nothing that happens in those locations matters THAT much to the overall narrative.
You'd be missing out on a bunch of experience and loot, as well a number of companion interactions, so your relationships with companions would be very neutral.
The only reason you'd want to is that you're dead set on remaining neutral in others' conflicts, or you're speed-running
for sure, gameplay wise it doesn't make much sense, but I always like to try to 'break' the game and do things the devs didn't expect. I'm curious to see just how big the main story is if you know exactly what is required and what isn't. This is all off-topic though, sorry OP!
If evil is more interesting and engaging, why play good?
Because good is more satisfying? Isn't that like good being more interesting and engaging?
I can't shake the feeling that this all sounds like an argument to eat the cake while still having the cake.
so are you arguing that a good playthrough is intrinsically satisfying, and an evil playthrough is not, and needs extra mechanics to make it satisfying?
I'm not making an argument. Rather, trying to understand the argument being made.
Which to me sounds like:
"I'm upset because they are making the evil path more entertaining than the good path."
"Why does that upset you?"
"Because I want to play the good path."
"Why do you want to play the good path?"
"Because I find it more entertaining."
"I see. You're upset that they're making the evil path more entertaining because you find the good path more entertaining."
--that's what I mean about eating cake and still having cake.
In other words where is the sacrifice for making the good decision? The argument I'm hearing is that there shouldn't be a sacrifice.
Just like, where is the sacrifice in eating cake? Nowhere, because the cake is still there even after being eaten. No sacrifice.
*
Bobby plays evil.
Sally plays good.
They both look exactly the same at the end of the game. Same stats, items, power, everything. Except Bobby fell for temptation every time and always chose to take power over anything else. It's a wasteland out there in Bobby's game. He made tons of sacrifices for all the power he got.
Sally didn't give in. She didn't fall for temptation.
And for all those decisions? Same result.
What the heck was the point of Bobby taking the temptation? What did he get out of it?
All it is is wanting the best of both worlds. Far as I can figure.
If evil is more interesting and engaging, why play good?
Because good is more satisfying? Isn't that like good being more interesting and engaging?
I can't shake the feeling that this all sounds like an argument to eat the cake while still having the cake.
so are you arguing that a good playthrough is intrinsically satisfying, and an evil playthrough is not, and needs extra mechanics to make it satisfying?
I'm not making an argument. Rather, trying to understand the argument being made.
Which to me sounds like:
"I'm upset because they are making the evil path more entertaining than the good path."
"Why does that upset you?"
"Because I want to play the good path."
"Why do you want to play the good path?"
"Because I find it more entertaining."
"I see. You're upset that they're making the evil path more entertaining because you find the good path more entertaining."
--that's what I mean about eating cake and still having cake.
In other words where is the sacrifice for making the good decision? The argument I'm hearing is that there shouldn't be a sacrifice.
Just like, where is the sacrifice in eating cake? Nowhere, because the cake is still there even after being eaten. No sacrifice.
*
Bobby plays evil.
Sally plays good.
They both look exactly the same at the end of the game. Same stats, items, power, everything. Except Bobby fell for temptation every time and always chose to take power over anything else. It's a wasteland out there in Bobby's game. He made tons of sacrifices for all the power he got.
Sally didn't give in. She didn't fall for temptation.
And for all those decisions? Same result.
What the heck was the point of Bobby taking the temptation? What did he get out of it?
All it is is wanting the best of both worlds. Far as I can figure.
Well, you started with a strawman with "I'm upset because they are making the evil path more entertaining than the good path." so we're off to a bad start.
The argument people are making is closer to "An evil playthrough has entirely additional mechanics/systems that the good playthrough doesn't."
So how does the conversation continue if that is the first statement?
I don't know about the rest of the game and I haven't played Grymforge but I haven't felt like I was being rewarded more on ''evil'' playthroughs. That being said one of the ''allures'' of walking the evil path on ANY game is getting more rewards from quests, stronger gear or getting more benefit from situations in general (on some games the way to balance the good path is getting more exp when you're altruistic and don't ask for rewards etc).
This is not a new concept, you get exclusive stuff when you go evil but the same is true for the opposite alignment, that's where part of the replayability comes from.
Who thinks if you take every possible Illithid power you're only going to get rewarded and if you don't use any you're just going to get less content? I think the chances of that happening are very close to 0.
What I think is some people for whatever reason are only able to play good characters and good playthroughs and they're complaining because the ''evil'' path looks interesting and they won't be able to play it, meaning they're going to miss a ton of BG3 content. But thats a ''you'' issue, it's like going to an all you can eat buffet but the only thing you can eat is white bread with butter and you complain that there's too much of the other food and not enough bread.
Originally Posted by Boblawblah
The argument people are making is closer to "An evil playthrough has entirely additional mechanics/systems that the good playthrough doesn't."
Let's start making that singular, not plural ''1 additional mechanic'', lets add that is actually not an exclusive mechanic, you can interact with said mechanic and still be good (Wyll has made a pact with a devil and everybody thinks he is a ''good'' character, while most people would agree making a pact with a devil is not something good). Interacting with that mechanic extensively might end up killing people you don't want dead, giving you permanent debuffs, killing you at the end of the game, making the tadpole mind control you to do things you don't want and/or preventing you to fully control some dialogue options...nobody knows.
What we do know for a fact (since the devs have said so) is that going that route will add benefits but it will also punish you. Will that punishment offset the benefits? Nobody knows and on top of that, it is ''mostly'' a subjective thing, some people might think the punishment is far greater while other people might think the opposite.
Well, you started with a strawman with "I'm upset because they are making the evil path more entertaining than the good path." so we're off to a bad start.
The argument people are making is closer to "An evil playthrough has entirely additional mechanics/systems that the good playthrough doesn't."
So how does the conversation continue if that is the first statement?
That extra "mechanic" is the one that offers power for sacrifice. It's not just a purely "evil" mechanic because it's the mechanic you must resist to call yourself good. But really what you are saying is precisely what JandK pointed out...you want access to the power upgrades of the evil path without sacrifice and consequence. You call it a mechanic while he called it a cake in his analogy...for the purposes of the game it is the same thing. You want access to the power upgrades that come from embracing a darker path without the sacrifice it requires so that you can have a meaningless good path where there is no consequence for giving in to temptation.
I would argue creating two paths with different mechanics and advantages adds considerable replayability. It's too much work to put into most games, but it's not a bad thing inherently.
Well, you started with a strawman with "I'm upset because they are making the evil path more entertaining than the good path." so we're off to a bad start.
The argument people are making is closer to "An evil playthrough has entirely additional mechanics/systems that the good playthrough doesn't."
So how does the conversation continue if that is the first statement?
That extra "mechanic" is the one that offers power for sacrifice. It's not just a purely "evil" mechanic because it's the mechanic you must resist to call yourself good. But really what you are saying is precisely what JandK pointed out...you want access to the power upgrades of the evil path without sacrifice and consequence. You call it a mechanic while he called it a cake in his analogy...for the purposes of the game it is the same thing. You want access to the power upgrades that come from embracing a darker path without the sacrifice it requires so that you can have a meaningless good path where there is no consequence for giving in to temptation.
No, I simply want both good and evil playthroughs to have the SAME mechanics, or at the very least, equal weighted mechanics/systems. If one system is purely designed to tempt players into a specific playstyle, but there is no alternate mechanic that balances it out, that goes against the idea of choice.
right now the 'evil' path has entirely unique powers and an entirely unique custom origin. The 'downsides', if we can really call them that, simply won't be THAT extreme, because the evil playstyle still has to be playable. So unless choosing a single tadpole upgrade, or whatever they're called locks the player into a specific evil ending (which would be atrocious writing on larian's part), from what we know, evil can simply be more powerful with little to no repercussions.
That said, time will tell, this is all just speculation.
That extra "mechanic" is the one that offers power for sacrifice. But really what you are saying is precisely what JandK pointed out...you want access to the power upgrades of the evil path without sacrifice and consequence.
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Originally Posted by Boblawblah
No, I simply want both good and evil playthroughs to have the SAME mechanics, or at the very least, equal weighted mechanics/systems. If one system is purely designed to tempt players into a specific playstyle, but there is no alternate mechanic that balances it out, that goes against the idea of choice.
Exactly my point...you want equal power for zero sacrifice. But no...the extra power of the evil path is balanced for a solo playstyle where you end up alone or with fewer companions at best. You can't have that AND still have full party and other allies who come help you in the big battle. THAT is the entire point of the temptation and sacrifice...the extra party members and additional allies ARE your "mechanic". But that's not what you want. You want easy choices, you want a complete lack of temptation. You want to never have to feel like pressing the "do gud" button over and over might actually cost you something.
We already have a debuff on the game that makes you unable to crit (consecuences of your dialogue options), what makes you think that you won't get penalized (heavily) from abusing the tadpole? (probably measured on different thresholds, like you said, not going to lock you into an evil ending for having 1 tadpole trait)
We're obviously speculating but we cannot know either way (there's probably a sweet spot where you can minmax the tadpole power and not get too penalized, that much I can assume)
That extra "mechanic" is the one that offers power for sacrifice. But really what you are saying is precisely what JandK pointed out...you want access to the power upgrades of the evil path without sacrifice and consequence.
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Originally Posted by Boblawblah
No, I simply want both good and evil playthroughs to have the SAME mechanics, or at the very least, equal weighted mechanics/systems. If one system is purely designed to tempt players into a specific playstyle, but there is no alternate mechanic that balances it out, that goes against the idea of choice.
Exactly my point...you want equal power for zero sacrifice. But no...the extra power of the evil path is balanced for a solo playstyle where you end up alone or with fewer companions at best. You can't have that AND still have full party and other allies who come help you in the big battle. THAT is the entire point of the temptation and sacrifice...the extra party members and additional allies ARE your "mechanic". But that's not what you want. You want easy choices, you want a complete lack of temptation. You want to never have to feel like pressing the "do gud" button over and over might actually cost you something.
Okay, it's clear you're not reading what I'm writing, and have already decided what I'm saying, so let's drop it here. Cheers.
We already have a debuff on the game that makes you unable to crit (consecuences of your dialogue options), what makes you think that you won't get penalized (heavily) from abusing the tadpole? (probably measured on different thresholds, like you said, not going to lock you into an evil ending for having 1 tadpole trait)
We're obviously speculating but we cannot know either way (there's probably a sweet spot where you can minmax the tadpole power and not get too penalized, that much I can assume)
I think the price for abusing the tadpole powers will come in two forms: 1) at some point you will lose companions...either you're forced to kill them or they leave, and 2) you will be locked out of some story paths that would lead to more allies, companions, that sort of stuff.
I don't believe you will necessarily be locked into a bad ending with no way out but you'll probably be locked in a evil aligned ending...though who knows. Maybe some late redemption story arc...though that would most likely not bring back lost party members and allies.
We already have a debuff on the game that makes you unable to crit (consecuences of your dialogue options), what makes you think that you won't get penalized (heavily) from abusing the tadpole? (probably measured on different thresholds, like you said, not going to lock you into an evil ending for having 1 tadpole trait)
We're obviously speculating but we cannot know either way (there's probably a sweet spot where you can minmax the tadpole power and not get too penalized, that much I can assume)
I think the price for abusing the tadpole powers will come in two forms: 1) at some point you will lose companions...either you're forced to kill them or they leave, and 2) you will be locked out of some story paths that would lead to more allies, companions, that sort of stuff.
I don't believe you will necessarily be locked into a bad ending with no way out but you'll probably be locked in a evil aligned ending...though who knows. Maybe some late redemption story arc...though that would most likely not bring back lost party members and allies.
And that's not good enough for you as punishment for taking (lets say) 10 more tadpole powers? I'm trying to understand why ''good'' path is so much worse than ''evil'' path for some people I'm not trying to be sassy or anything xD
The 'downsides', if we can really call them that, simply won't be THAT extreme....
If the downsides aren't that extreme, why not play evil?
I would suggest that the answer, boiled down, will amount to: the downsides *are* that extreme. Because it feels crappy making evil choices sometimes. It's painful to hurt innocents and not help when helping is within your power. Not to mention the in-game sacrifices.
My questions is, is larian ballsy enough to bad end players who use the tadpole?
I hope the "golden ending" at least is locked behind tadpole chastity.
Maybe you end up the slave of whatever is in the cube or the guardian instead a slave to the absolute.
I think they're ballsy enough if you're bad enough but we'll see, I do all kind of runs so I'll eventually see the murder hobo, full tadpole, full dark urge ending xD
And that's not good enough for you as punishment for taking (lets say) 10 more tadpole powers? I'm trying to understand why ''good'' path is so much worse than ''evil'' path for some people I'm not trying to be sassy or anything xD
Originally Posted by JandK
If the downsides aren't that extreme, why not play evil?
I would suggest that the answer, boiled down, will amount to: the downsides *are* that extreme. Because it feels crappy making evil choices sometimes. It's painful to hurt innocents and not help when helping is within your power. Not to mention the in-game sacrifices.
Frankly, people who think the price for the evil powers isn't "THAT extreme" should try playing D&D in a party of one where the DM doesn't go out of his way to accommodate a solo player. It's absolutely brutal, borderline impossible. Those powers from the tadpole might seem insanely powerful but the reality is you absolutely need that kind of power just to be able to survive a solo playstyle later in the game.
lol, heck, I hope they let us turn into mind flayers and keep playing
Spoilers just in case:
A lot of stuff has been datamined for years, like the Slayer and some stuff about Mindflayer transformation if I'm not mistaken so I wouldn't be surprised if we could at the very least temporarily turn ourselves into mindflayers but who knows
lol, heck, I hope they let us turn into mind flayers and keep playing
Spoilers just in case:
A lot of stuff has been datamined for years, like the Slayer and some stuff about Mindflayer transformation if I'm not mistaken so I wouldn't be surprised if we could at the very least temporarily turn ourselves into mindflayers but who knows
The 'downsides', if we can really call them that, simply won't be THAT extreme....
If the downsides aren't that extreme, why not play evil?
I would suggest that the answer, boiled down, will amount to: the downsides *are* that extreme. Because it feels crappy making evil choices sometimes. It's painful to hurt innocents and not help when helping is within your power. Not to mention the in-game sacrifices.
Sir, I am a scientist. What I do, I do for science.
Originally Posted by JandK
lol, heck, I hope they let us turn into mind flayers and keep playing
Yeah but you are dead if that happens. The DM would take your character at that point and you would re-roll a new one. The Tadpole becomes the Mindflayer. You become some blobs of spare flesh here and there.
Is it still the case that the more you use the tadpole the easier it is for the Cult to control you at Moonrise? Was that datamined? It’s been years since I heard that.
Remember the human (This is a forum for a video game):
Is it still the case that the more you use the tadpole the easier it is for the Cult to control you at Moonrise? Was that datamined? It’s been years since I heard that.
I didn't even know that was the case since I've never played beyond the original EA content (AKA no Grymforge) but that adds to the narrative that the tadpole abusing path is going to punish you harshly.
lol, heck, I hope they let us turn into mind flayers and keep playing
Spoilers just in case:
A lot of stuff has been datamined for years, like the Slayer and some stuff about Mindflayer transformation if I'm not mistaken so I wouldn't be surprised if we could at the very least temporarily turn ourselves into mindflayers but who knows
Datamined stuff might be just red herrings or stuff they just tested out without intending for it to apply to the player or stuff they changed their minds about during development and so on. But I will say...if the player does go through that...there's probably no way back from that one. You'd probably need something like divine intervention. Unless they intend to go through with something along the lines of allowing the player to become the Adversary.
That extra "mechanic" is the one that offers power for sacrifice. But really what you are saying is precisely what JandK pointed out...you want access to the power upgrades of the evil path without sacrifice and consequence.
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Originally Posted by Boblawblah
No, I simply want both good and evil playthroughs to have the SAME mechanics, or at the very least, equal weighted mechanics/systems. If one system is purely designed to tempt players into a specific playstyle, but there is no alternate mechanic that balances it out, that goes against the idea of choice.
Exactly my point...you want equal power for zero sacrifice. But no...the extra power of the evil path is balanced for a solo playstyle where you end up alone or with fewer companions at best. You can't have that AND still have full party and other allies who come help you in the big battle. THAT is the entire point of the temptation and sacrifice...the extra party members and additional allies ARE your "mechanic". But that's not what you want. You want easy choices, you want a complete lack of temptation. You want to never have to feel like pressing the "do gud" button over and over might actually cost you something.
The thing I don't want the "Do Gud" button to cost me is invested play time engaging the game. I want to separate out the Dark Urge for the moment because if that path does indeed end up costing you all or the vast majority of your companions that's definitely a valid trade-off for taking the good path. Especially if the presence of companions opens up late game content that you can't have if you don't keep them in your party or on your side. Instead I'm wanting to look at the non-Dark Urge evil path.
Unfortunately, there's a lot we don't know and the biggest thing we do know right now on this subject has to do with a character who has been completely rewritten so it may or may not apply to the final game. We already know that Minthara and Halsin are mutually exclusive companions, you have to be able to kill one in order to recruit the other. Getting Minthara requires what's normally considered the evil path, and getting Halsin the good path. Obviously, this is the kind of thing I'm fine with. Good gets Halsin content, evil gets Minthara content--neither option is penalized. What is interesting is that in the EA build, taking the evil path also costs you Wyll. While I think it's extremely odd that the willing torturer is the only character who completely refuses to go along with the goblin side, that's a good example of what I think you're talking about.
If choosing evil locks you out of content that you would otherwise have access to by virtue of having Wyll in the group I'm fine with that as an alternative to greater personal power. If, however, there's a good choice further down the game path that locks you out of Astarion's content and they are the only two characters you can lose due to making good vs evil choices then I wouldn't be fine with it because that would mean paying a greater price in engaging content for playing good characters than evil ones.
All of this does of course hinge on the idea that keeping more companions provides more of a benefit than just getting more camp dialogues where you listen to Gale's condescending stories of how great he is and how you should revel in his smugness, basking in the light of his pomposity. What I would really like would be if "redeeming" Shadowheart (as an example) gave her access to certain abilities or even knowledge that was only possible if you took the "good" path. They don't even have to be more powerful than her normal abilities, just different.
I simply want the game to give me an equally rich experience playing good as it does playing evil. If that's the case, I'm fine with it and gaining more benefits from companions is a perfectly valid mechanism to do that. I just haven't seen anything except the Wyll desertion (which may not be in the final game as we don't know anything about the rewrite) to indicate that they have actually carried through with that. If they have, I will have no complaints on that level. Unfortunately, the way evil has been hyped up lately I'm not sure if they have actually done that.
The thing I don't want the "Do Gud" button to cost me is invested play time engaging the game. I want to separate out the Dark Urge for the moment because if that path does indeed end up costing you all or the vast majority of your companions that's definitely a valid trade-off for taking the good path. Especially if the presence of companions opens up late game content that you can't have if you don't keep them in your party or on your side. Instead I'm wanting to look at the non-Dark Urge evil path.
This is a bad take. If you are worried about having more story or the evil paths having more story then you are completely out of touch. The evil playthroughs will have a lot less story because either your companions leave you or you end up killing them and so on and that costs you the ability to experience their stories...there's six companions with origin stories...that's a lot you miss out out on there. Plus any reward/s you might get for helping them out with their troubles.
The thing I don't want the "Do Gud" button to cost me is invested play time engaging the game. I want to separate out the Dark Urge for the moment because if that path does indeed end up costing you all or the vast majority of your companions that's definitely a valid trade-off for taking the good path. Especially if the presence of companions opens up late game content that you can't have if you don't keep them in your party or on your side. Instead I'm wanting to look at the non-Dark Urge evil path.
This is a bad take. If you are worried about having more story or the evil paths having more story then you are completely out of touch. The evil playthroughs will have a lot less story because either your companions leave you or you end up killing them and so on and that costs you the ability to experience their stories...there's six companions with origin stories...that's a lot you miss out out on there. Plus any reward/s you might get for helping them out with their troubles.
Pretty much this ^
And almost any rpg in existence rewards/improves the players and the companions after doing their ''companion quests''.
Honestly while people is worried about ''good'' path having less content than ''evil'' I think it's going to be quite the opposite (it usually is). And if the game is good and replayable I play every class and every alignment so I don't have any horse in this race.
Getting Minthara requires what's normally considered the evil path, and getting Halsin the good path. Obviously, this is the kind of thing I'm fine with. Good gets Halsin content, evil gets Minthara content--neither option is penalized.
The good path also gets Jaheira in addition to Halsin. And probably Minsc, as well. There's a strong chance that the evil path will end up at odds with those two.
Originally Posted by Blackheifer
Originally Posted by JandK
lol, heck, I hope they let us turn into mind flayers and keep playing
Yeah but you are dead if that happens. The DM would take your character at that point and you would re-roll a new one. The Tadpole becomes the Mindflayer. You become some blobs of spare flesh here and there.
A character so cool the DM had to steal it to play it personally.
Wait, so - using the tadpole we have will grant powers, and on top of that, grabbing other tadpoles will grant additional powers? Or has the first mechanic been removed? How is this all tied to the dreams now?
Wait, so - using the tadpole we have will grant powers, and on top of that, grabbing other tadpoles will grant additional powers? Or has the first mechanic been removed? How is this all tied to the dreams now?
I think using the tadpole in dialogue doesn't so much grant powers but it grants you the ability to get past some speech checks for free but this is mainly a means to drive you down a specific story path. You don't really gain powers or become more powerful by using it in conversations.
Wait, so - using the tadpole we have will grant powers, and on top of that, grabbing other tadpoles will grant additional powers? Or has the first mechanic been removed? How is this all tied to the dreams now?
As I understand it with the knowledge we have the first mechanic is removed in favor of the new one and the dreams have been reworked into ''the guardian'' (correct me if I'm, wrong)
... huh... I'd be a little upset to lose the dreams, there were so many interesting character moments involved, but none of my characters are about to stick more tadpoles in their heads... meanwhile I'd expect Astarion to be scooping up those unused tadpoles left and right.
... huh... I'd be a little upset to lose the dreams, there were so many interesting character moments involved, but none of my characters are about to stick more tadpoles in their heads... meanwhile I'd expect Astarion to be scooping up all those unused tadpoles.
No,no. The ''dreams'' are there afaik they're just different now.
Originally Posted by Zerubbabel
We’re still on the same page that the tadpole powers are probably a trap though, right??
We’re still on the same page that the tadpole powers are probably a trap though, right??
Well yes, of course. The only real question is how many traps are being laid for us by how many people (better pick up disable device as a class skill!).
Yeah. I´m a bit worried that those powers overpass the negative things that they may have through the story. They seem pretty powerful, almost godlike if you get them all.
I see this as Larian's way of implementing "lone wolf" mode into the game as you can take tadpoles from companions to increase your own abilities. As to what downsides they produce, I guess we'll just have to wait and see...
I mean....I like more power and skills. But I am really struggling with the idea that in order to do this I am going to need to allow multiple vile little creatures swimming in my brain. I am not even a big RPer, I lean more to the combat strategy and exploration side of things. And even for me this is difficult so swallow (or in this case, drill another eye hole)
In my opinion the idea of putting more things in your head sounds a bit silly. I think it would seem more reasonable if instead of adopting and welcoming them to your brain, you still killed the other tadpoles but were given the option for your own tadpole to somehow absorbe their essence or something.
I agree 100%. The multi-tadpole in the first instance of poor writing I've encountered as it just isn't consistent with what we are trying to achieve from literally the first second of the game. The system itself is cool and interesting to me but thematically it just doesn't make sense.
I think it would have been better served as one tadpole depicted in the centre of the brain; but every tadpole that dies in its vicinity turns to mist, worms up your nose and empowers your tadpole making it glow; and you can then pick a skill from the tree - which leads to an animation of a new tentacle worming from the tadpole to the skill node on the brain tree to unlock it.
The temptation seems VERY well done compared to what we have in EA. But I really hope the consequences are huge.
I also want to be rewarded for playing "good" characters and I would HATE to feel that my characters are so much weaker during an entire playthough if it is just about happy / unhappy ending.
There will be a disparity in personal strength between evil and good playthroughs but this is by design. You can choose to go evil and you will end up vastly more powerful but alone vs if you play good you won't be as powerful but you'll have a lot more companions, friends, and allies. It will be a very different experience to reach the city of Baldur's Gate very powerful but alone vs being surrounded by allies. This is what Swen said when answering questions about the dark urge though I think that applies to more than strictly the dark urge. So there is an intended balance there...how much will you sacrifice for power. This is very much intended to illustrate a point. If the game handed you the power anyway regardless of choice then the choice would be meaningless...you wouldn't be inconvenienced in the slightest by just pressing the "do gud" button without a second thought every time. You can be good if you want...but there is a steep price for it just as there is a steep price for going evil as well.
The last thing I want to see is a game where playing evil gives you 150 hours of content but playing good gives you 120 hours of content... Unfortunately, the kind of information that's been released lately has certainly seemed to be making that argument.
IMO the "correct" way to look at this is that you get a game with 270 hours of content, but your mileage may vary...
If a mechanic's purpose is to act as a temptation and resisting that temptation gets you an equal yet opposite mechanic as a reward it kind of undermines the function of the mechanic in the first place.
That isn't to say there can't be a sort of narrative balance between using it and not using it. Not using it just needs to reward the player in less tangible, measurable ways.
The easiest example is that to maximize your tadpole powers you need to need to harvest True Souls. This will lead you to kill your companions and probably bring you at odds with the Absolute anyway, as you'd want to harvest their True Souls too. You'll burn bridges on both sides of the conflict and likely end up alone against the world.
Or maybe you go halfsies and join the Absolute to harvest the tadpoles of the good companions to strengthen yourself and your evil-aligned companions. But now you're surrounded by power-hungry monsters who are proven willing to turn on their allies. You're also in the organization with the most access and knowledge of the tadpoles, but you're also at odds with all of Baldur's Gate with only the might of one insane cult to fight your war.
Or you resist the tadpole and maintain strong connections to your allies. Maybe you get betrayed by a few of the most evil companions, but you have total trust in the ones who've stuck around and have formed a powerful alliance with various NPC factions that are all uniting to protect Baldur's Gate from The Absolute. You might have less personal power by the end of the story than the first two options but narratively you're much stronger, with loyal allies and armies of good at your back.
my dream date now comes to be "in the flesh" and says shub dozens of bugs up your nose like a good boy... that bitch has a hard sell to make me even consider talking to her from now on
Luke Skywalker: I don't, I don't believe it. Yoda: That is why you failed.
If a mechanic's purpose is to act as a temptation and resisting that temptation gets you an equal yet opposite mechanic as a reward it kind of undermines the function of the mechanic in the first place.
That isn't to say there can't be a sort of narrative balance between using it and not using it. Not using it just needs to reward the player in less tangible, measurable ways.
The easiest example is that to maximize your tadpole powers you need to need to harvest True Souls. This will lead you to kill your companions and probably bring you at odds with the Absolute anyway, as you'd want to harvest their True Souls too. You'll burn bridges on both sides of the conflict and likely end up alone against the world.
Or maybe you go halfsies and join the Absolute to harvest the tadpoles of the good companions to strengthen yourself and your evil-aligned companions. But now you're surrounded by power-hungry monsters who are proven willing to turn on their allies. You're also in the organization with the most access and knowledge of the tadpoles, but you're also at odds with all of Baldur's Gate with only the might of one insane cult to fight your war.
Or you resist the tadpole and maintain strong connections to your allies. Maybe you get betrayed by a few of the most evil companions, but you have total trust in the ones who've stuck around and have formed a powerful alliance with various NPC factions that are all uniting to protect Baldur's Gate from The Absolute. You might have less personal power by the end of the story than the first two options but narratively you're much stronger, with loyal allies and armies of good at your back.
But there could still be content for good characters too. Not rewards per se, but maybe something you can't find on evil paths. Maybe a new quest, some kinds of unique interactions, some another mechanic. Because so far it looks like the only benefit of going good will be the ending while getting to it will be far more barren compared to the evil one. Your journey will be worse and for many this is what matters the most. The journey and it will be barren and boring compared to the other given that Larians barely showed any content for good side and went back on their promise that people would get good Origins later as they first released Neutral and Evil ones to test waters apparently, but now the only good Origin is Karlach and Dark Urge is ultra evil path you can try to be good on.
And good companions you get outside of origins don't look much better, 2 of them are cameos from older games and 1 was not even planned to be a companion and is one due to fan demand. There is severe lack of content for good playthroughs from what it looks like from everything we see and it's not like you will completely lose your companions since Larian confirmed you can change them to be more evil so there is pretty much very little to lose on the journey on evil path while good one doesn't get almost anything exclusive to itself. And again, by content I don't mean more powers, rewards, I mean content as a whole that is unique to playing a good character. That's as if in WOTR you could become a Demon, Lich or Swarm, but there was no Angel, Aeon or Azata path.
I'm fully in favour of differences between good and bad paths, even in favor of evil paths getting better stuff in some ways. It's the framing I take issue with.
I think the best way to put my issues with the new tadpole powers is this; based on what Swen apparently said, the devs identified what they felt was an issue in the design, little to do between level ups late in the game. They then created a solution to this perceived problem. But that solution only applied if players play a certain way. I think that principle is what bothers me. I feel like it's framed not as purely a story or thematic consideration. When it's put like that it makes me feel like... to use an analogy, it feels to me like Larian noticed a crack in the foundation of an apartment building. And they patched it up but only in a way that certain people who agreed to only abide by certain rules could benefit from. Sure you can still live in the building, but if you don't behave the way they want, then you apartment could crumble.
So it doesn't feel like they're doing this to make the evil path more tempting, they're doing it because they consider the tadpole path to be the valid and proper one, and deviating from that is the "other" path, the anomalous one that's there for people to do if they really want to but is weird and niche and doesn't deserve the same attention.
I'm fully in favour of differences between good and bad paths, even in favor of evil paths getting better stuff in some ways. It's the framing I take issue with.
I think the best way to put my issues with the new tadpole powers is this; based on what Swen apparently said, the devs identified what they felt was an issue in the design, little to do between level ups late in the game. They then created a solution to this perceived problem. But that solution only applied if players play a certain way. I think that principle is what bothers me. I feel like it's framed not as purely a story or thematic consideration. When it's put like that it makes me feel like... to use an analogy, it feels to me like Larian noticed a crack in the foundation of an apartment building. And they patched it up but only in a way that certain people who agreed to only abide by certain rules could benefit from. Sure you can still live in the building, but if you don't behave the way they want, then you apartment could crumble.
So it doesn't feel like they're doing this to make the evil path more tempting, they're doing it because they consider the tadpole path to be the valid and proper one, and deviating from that is the "other" path, the anomalous one that's there for people to do if they really want to but is weird and niche and doesn't deserve the same attention.
That is the issue too. It's concerning how they do not seem to care about people that want to play good. Their whole thing about temptation is pretty much about how much better you will have a time playing on more evil side while on good side you will not be having fun. That is not doing temptation well I think. That is making your game worse for many people and it's honestly dumb. Doesn't help that an evil path so far looks like a puppy kicking side for no reason too so there is not even room for some more interesting role play as an evil side.
This looks like a much more interesting implementation then previous (getting a fixed ability based on your class). Keen to roleplay this ingame and deal with the consequences.
If a mechanic's purpose is to act as a temptation and resisting that temptation gets you an equal yet opposite mechanic as a reward it kind of undermines the function of the mechanic in the first place.
That isn't to say there can't be a sort of narrative balance between using it and not using it. Not using it just needs to reward the player in less tangible, measurable ways.
The easiest example is that to maximize your tadpole powers you need to need to harvest True Souls. This will lead you to kill your companions and probably bring you at odds with the Absolute anyway, as you'd want to harvest their True Souls too. You'll burn bridges on both sides of the conflict and likely end up alone against the world.
Or maybe you go halfsies and join the Absolute to harvest the tadpoles of the good companions to strengthen yourself and your evil-aligned companions. But now you're surrounded by power-hungry monsters who are proven willing to turn on their allies. You're also in the organization with the most access and knowledge of the tadpoles, but you're also at odds with all of Baldur's Gate with only the might of one insane cult to fight your war.
Or you resist the tadpole and maintain strong connections to your allies. Maybe you get betrayed by a few of the most evil companions, but you have total trust in the ones who've stuck around and have formed a powerful alliance with various NPC factions that are all uniting to protect Baldur's Gate from The Absolute. You might have less personal power by the end of the story than the first two options but narratively you're much stronger, with loyal allies and armies of good at your back.
But there could still be content for good characters too. Not rewards per se, but maybe something you can't find on evil paths. Maybe a new quest, some kinds of unique interactions, some another mechanic. Because so far it looks like the only benefit of going good will be the ending while getting to it will be far more barren compared to the evil one. Your journey will be worse and for many this is what matters the most. The journey and it will be barren and boring compared to the other given that Larians barely showed any content for good side and went back on their promise that people would get good Origins later as they first released Neutral and Evil ones to test waters apparently, but now the only good Origin is Karlach and Dark Urge is ultra evil path you can try to be good on.
And good companions you get outside of origins don't look much better, 2 of them are cameos from older games and 1 was not even planned to be a companion and is one due to fan demand. There is severe lack of content for good playthroughs from what it looks like from everything we see and it's not like you will completely lose your companions since Larian confirmed you can change them to be more evil so there is pretty much very little to lose on the journey on evil path while good one doesn't get almost anything exclusive to itself. And again, by content I don't mean more powers, rewards, I mean content as a whole that is unique to playing a good character. That's as if in WOTR you could become a Demon, Lich or Swarm, but there was no Angel, Aeon or Azata path.
There is literally no proof for that. You're creating worst case scenarios out of thin air. I'd also like to see you not lose companions without extreme levels of savescumming -- what you're saying is empirically untrue for early access. You will not be getting Halsin, Jaheira and Minsc in that playthrough. Probably not even Gale and Wyll. Maybe not even SH and Lae'Zel since they are vehemently anti-Tadpole, evil or not.
If a mechanic's purpose is to act as a temptation and resisting that temptation gets you an equal yet opposite mechanic as a reward it kind of undermines the function of the mechanic in the first place.
That isn't to say there can't be a sort of narrative balance between using it and not using it. Not using it just needs to reward the player in less tangible, measurable ways.
The easiest example is that to maximize your tadpole powers you need to need to harvest True Souls. This will lead you to kill your companions and probably bring you at odds with the Absolute anyway, as you'd want to harvest their True Souls too. You'll burn bridges on both sides of the conflict and likely end up alone against the world.
Or maybe you go halfsies and join the Absolute to harvest the tadpoles of the good companions to strengthen yourself and your evil-aligned companions. But now you're surrounded by power-hungry monsters who are proven willing to turn on their allies. You're also in the organization with the most access and knowledge of the tadpoles, but you're also at odds with all of Baldur's Gate with only the might of one insane cult to fight your war.
Or you resist the tadpole and maintain strong connections to your allies. Maybe you get betrayed by a few of the most evil companions, but you have total trust in the ones who've stuck around and have formed a powerful alliance with various NPC factions that are all uniting to protect Baldur's Gate from The Absolute. You might have less personal power by the end of the story than the first two options but narratively you're much stronger, with loyal allies and armies of good at your back.
But there could still be content for good characters too. Not rewards per se, but maybe something you can't find on evil paths. Maybe a new quest, some kinds of unique interactions, some another mechanic. Because so far it looks like the only benefit of going good will be the ending while getting to it will be far more barren compared to the evil one. Your journey will be worse and for many this is what matters the most. The journey and it will be barren and boring compared to the other given that Larians barely showed any content for good side and went back on their promise that people would get good Origins later as they first released Neutral and Evil ones to test waters apparently, but now the only good Origin is Karlach and Dark Urge is ultra evil path you can try to be good on.
And good companions you get outside of origins don't look much better, 2 of them are cameos from older games and 1 was not even planned to be a companion and is one due to fan demand. There is severe lack of content for good playthroughs from what it looks like from everything we see and it's not like you will completely lose your companions since Larian confirmed you can change them to be more evil so there is pretty much very little to lose on the journey on evil path while good one doesn't get almost anything exclusive to itself. And again, by content I don't mean more powers, rewards, I mean content as a whole that is unique to playing a good character. That's as if in WOTR you could become a Demon, Lich or Swarm, but there was no Angel, Aeon or Azata path.
There is literally no proof for that. You're creating worst case scenarios out of thin air.
And yet I see people all take this scenario and try to spin it into something good. Not hoping that there will be something for good playthroughs, but just saying that this way of doing it is good when it really isn't.
You have, once again, no proof. You're positioning a mere guess and opinion of "nothing lost" as fact. You're literally losing every good ending to companion quests, multiple faction quests and even whole companions altogether and trying to tell me that's "nothing lost". Gee.
Please everyone, remember that different tastes and preferences are likely going to lead to different value judgements, and that is fine.
If we find that other people are continuing to disagree with us after we’ve explained our position then there’s a decent chance that there’s some subjective element, or at least difference in starting assumptions, that’s leading to that and that we’re going to need to agree and disagree.
Insisting on the objectivity of our own opinions isn’t likely to be helpful, though of course we’re all entitled to privately go on believing that we are right and others are wrong
"You may call it 'nonsense' if you like, but I've heard nonsense, compared with which that would be as sensible as a dictionary!"
You have, once again, no proof. You're positioning a mere guess and opinion of "nothing lost" as fact. You're literally losing every good ending to companion quests, multiple faction quests and even whole companions altogether and trying to tell me that's "nothing lost". Gee.
So with this, I think losing out on companions is a genuine loss. But arguably you're "losing out" one he bad endings of companions and losing the evil fiction quests, so those things are actually roughly equal presumably.
You have, once again, no proof. You're positioning a mere guess and opinion of "nothing lost" as fact. You're literally losing every good ending to companion quests, multiple faction quests and even whole companions altogether and trying to tell me that's "nothing lost". Gee.
So with this, I think losing out on companions is a genuine loss. But arguably you're "losing out" one he bad endings of companions and losing the evil fiction quests, so those things are actually roughly equal presumably.
Yeah, I'm not saying goodbye to Halsin and Karlach. Being stuck with SH and Astarion (Lae'Zel will leave if you use the tadpole that much), *maybe* Gale for a while and an evil Wyll? I think I will not (though, you do get Minthara to Not Die)
I did not read everything above, but here are my 2 cents:
If the evil path gives you a new skill tree with godlike powers but a bad ending (for example losing most companions or turning into a mindflayer) while the good path will give you the good ending it may be interesting. It would be bad if you can get all those powers and still get the good ending with some coins or a skill check. (looking at oathbreaker "You did something really bad but if you give me some coins you can be a devotion paladin again").
In the beginning all mayor quests are about getting rid of the tadpole. I see absolutely no reason to put aditional ones in my brain. In my first EA playthrough I avoided using the tadpole at all and I was asking myself "What is the dream person everyone is talking about?"
My best idea is this: When the full game comes out I will never use the tadpole or use another evil source of power. I see tons of new stuff all the time because I play the full game the first time. If I miss something this way I do not know what I have not experianced so I do not miss the stuff I have missed. (language can be confusing ;-) If I play the game again I can use this power whenever I want and so I see much new stuff I have not seen before.
One good thing in EA (and hopefully the full game too) was that there was no point in the game where you were required to use the tadpole if you want to progress at all.
Prof. Dr. Dr. Mad S. Tist
World leading expert of artificial stupidity. Because there are too many people who work on artificial intelligence already
I have a question. The story goes your tadpole is altered somehow and this is why you retain control of yourself. The true souls' tadpoles are not altered and are used to control them. If you take their tadpoles and shove them in your brain, how are you still not mind controlled?
There's been zero talk about how you actually get rid of the tadpole if you are playing a sane PC. But there are now skill trees for putting even more tadpoles in your brain to get a "more fun late game". (I really don't want any more fun by Larian in my D&D game.)
Is this gameplay ignoring and undermining narrative again?
Actually something is occurring to me. The demo sort of thing we got kind of implied that we'd be able to do this starting from act 1. But strictly speaking it only (I believe, I could be wrong) showed us collecting a tadpole from the dwarf guy, then cutting to the brain screen. So what I'm hoping is that the screen is actually something we only deal with late game, and we can just collect tadpoles throughout the prior acts. It would make sense since this is supposed to specifically address late game slow levelling. So maybe by the time we're able to do this we'd be at a stage where are character could reasonably not be prioritising getting the tadpole out. Which would male a lot more sense.
Actually something is occurring to me. The demo sort of thing we got kind of implied that we'd be able to do this starting from act 1. But strictly speaking it only (I believe, I could be wrong) showed us collecting a tadpole from the dwarf guy, then cutting to the brain screen. So what I'm hoping is that the screen is actually something we only deal with late game, and we can just collect tadpoles throughout the prior acts. It would make sense since this is supposed to specifically address late game slow levelling. So maybe by the time we're able to do this we'd be at a stage where are character could reasonably not be prioritising getting the tadpole out. Which would male a lot more sense.
Why would we go around collecting tadpoles without a reason instead of ignoring them/killing them?
My guess is the first time we encounter another tadpole we'll get some sort of cutscene where our own tadpole urge us to consume the other tadpole to increase our power or something like that.
Originally Posted by 1varangian
I have a question. The story goes your tadpole is altered somehow and this is why you retain control of yourself. The true souls' tadpoles are not altered and are used to control them. If you take their tadpoles and shove them in your brain, how are you still not mind controlled?
There's been zero talk about how you actually get rid of the tadpole if you are playing a sane PC. But there are now skill trees for putting even more tadpoles in your brain to get a "more fun late game". (I really don't want any more fun by Larian in my D&D game.)
Is this gameplay ignoring and undermining narrative again?
Since the very beginning of early access 3 years ago the whole early plot of the game is literally ''We should get rid of these parasites but what if we can control their power?''
About the control thing, we don't know what's happening to the new tadpoles, we don't know if we're consuming their power, or our tadpole is literally eating the new tadpoles we acquire or whats going on but I don't see how is this changing the narrative.
Actually something is occurring to me. The demo sort of thing we got kind of implied that we'd be able to do this starting from act 1. But strictly speaking it only (I believe, I could be wrong) showed us collecting a tadpole from the dwarf guy, then cutting to the brain screen. So what I'm hoping is that the screen is actually something we only deal with late game, and we can just collect tadpoles throughout the prior acts. It would make sense since this is supposed to specifically address late game slow levelling. So maybe by the time we're able to do this we'd be at a stage where are character could reasonably not be prioritising getting the tadpole out. Which would male a lot more sense.
Why would we go around collecting tadpoles without a reason instead of ignoring them/killing them?
My guess is the first time we encounter another tadpole we'll get some sort of cutscene where our own tadpole urge us to consume the other tadpole to increase our power or something like that.
Yea, there absolutely must be a 'good' reason why we're encouraging the tadpole. I'm just not convinced that the reason will feel logical in any sense. I'm dreading that it will be another Withers moment, where everyone just sort of accepts them for reasons, but gameplay wise it's useful.
I have my doubts with Larian's writing, but they will acknowledge it somehow.
If Larian have any backbone, turning yourself into a gross Illithid-powered killing machine will end up with the stasis magic removed when that entity no longer needs you, and your PC horribly transformed into a Mind Flayer.
Then there will be a small expansion you can't continue playing with the same character because they're dead. (maybe let you create a new level 10 PC though)
Yea, there absolutely must be a 'good' reason why were encouraging the tadpole. I'm just not convinced that the reason will feel logical in any sense. I'm dreading that it will be another Withers moment, where everyone just sort of accepts them for reasons, but gameplay wise it's useful.
I have my doubts with Larian's writing, but they will acknowledge it somehow.
The reasons really are self explanatory: 1) we have this guardian figure telling us to draw more and more on the tadpole while promising to protect us from it and 2) there is a lot of power to be gained from it. The reasons aren't difficult to see.
Another reason that the game never explicitly states could simply be that ceremorphosis would be extremely unlikely to complete with multiple tadpoles in your brain...you'd definitely still die if the stasis holding them back was removed but you probably wouldn't turn into a mind flayer. So that adds a bit more sense there...you gain more powers and if you don't find a cure at least you probably wouldn't turn into a mind flayer.
Yea, there absolutely must be a 'good' reason why were encouraging the tadpole. I'm just not convinced that the reason will feel logical in any sense. I'm dreading that it will be another Withers moment, where everyone just sort of accepts them for reasons, but gameplay wise it's useful.
I have my doubts with Larian's writing, but they will acknowledge it somehow.
The reasons really are self explanatory: 1) we have this guardian figure telling us to draw more and more on the tadpole while promising to protect us from it and 2) there is a lot of power to be gained from it. The reasons aren't difficult to see.
Another reason that the game never explicitly states could simply be that ceremorphosis would be extremely unlikely to complete with multiple tadpoles in your brain...you'd definitely still die if the stasis holding them back was removed but you probably wouldn't turn into a mind flayer. So that adds a bit more sense there...you gain more powers and if you don't find a cure at least you probably wouldn't turn into a mind flayer.
Yea no. A random mysterious figure in your head just saying "hey, it's cool bro, use the powers, I'm totally not representing the tadpole btw" isn't remotely a good reason. If that's all they have, then it's as weak as I'm dreading.
Yea no. A random mysterious figure in your head just saying "hey, it's cool bro, use the powers, I'm totally not representing the tadpole btw" isn't remotely a good reason. If that's all they have, then it's as weak as I'm dreading.
I definitely think it's probably not a great idea to listen to the guardian but there is another interesting mechanic at work...the narrator. When you use the tadpole for a wisdom check the narrator mentions how the tadpole took something you will never get back. Now I don't think this is particularly likely, but how hilarious would be if the narrator was unreliable? Your character does have a lot of different voices in his head...what if the narrator is compromised in some capacity too? Probably not but a good thought experiment. I also think it would be quite the major plot twist if the guardian turned out to not be evil.
I have a question. The story goes your tadpole is altered somehow and this is why you retain control of yourself. The true souls' tadpoles are not altered and are used to control them. If you take their tadpoles and shove them in your brain, how are you still not mind controlled?
There's been zero talk about how you actually get rid of the tadpole if you are playing a sane PC. But there are now skill trees for putting even more tadpoles in your brain to get a "more fun late game". (I really don't want any more fun by Larian in my D&D game.)
Is this gameplay ignoring and undermining narrative again?
🧐. I think we learned that it's impossible to safely remove them from sources with enough expertise. A certain independent mind flayer was able to help us, though. As does the artefact which is warding off the absolute. Unless any of that information was false, it seems a cure is impossible, but symptoms can be surpressed.
As for the other tadpoles, ours might have some virus like effect? There's magic in it, and although counterintuitive, it might either spread itself thin... or find additional hosts and replicate there.
I think it's a bit much saying ''It seems a cure is impossible'' after just trying to get rid of it with the help of a few characters under lvl 5 and a rogue mind flayer xD
I think it's a bit much saying ''It seems a cure is impossible'' after just trying to get rid of it with the help of a few characters under lvl 5 and a rogue mind flayer xD
A cure through removing it is impossible, because:
A) the brain damage B) the damage exceeding what can be healed.
This is why I said "unless any of the information is false". It shrivelling and dying in your brain is -- by real world logic -- not safe, either, which is another problem. Perhaps the "real" problem, if you will. You'd need some divine intervention to "medical achievement never mastered before" scale of macguffin to remove it outright.
Larian has made that point very clear in early access. This is the full state of the information we have. I don't doubt there'll be shenanigans in this game. It's just the path we're on right now. It's what we're meant to think as of early act 1.
I think it's a bit much saying ''It seems a cure is impossible'' after just trying to get rid of it with the help of a few characters under lvl 5 and a rogue mind flayer xD
Correct. Normally removing tadpoles in D&D isn't an issue if you get to them on time...even greater restoration(a relatively common spell among healers) can do the trick. Not in BG3 it's a bit trickier because there is the stasis holding them back and that also interferes with normal removal methods but it's still a huge leap to say it's impossible. Literally nothing is impossible in D&D. There are always some gods you can bargain with for some miracles should you need them.
I think it's a bit much saying ''It seems a cure is impossible'' after just trying to get rid of it with the help of a few characters under lvl 5 and a rogue mind flayer xD
Correct. Normally removing tadpoles in D&D isn't an issue if you get to them on time...even greater restoration(a relatively common spell among healers) can do the trick. Not in BG3 it's a bit trickier because there is the stasis holding them back and that also interferes with normal removal methods but it's still a huge leap to say it's impossible. Literally nothing is impossible in D&D. There are always some gods you can bargain with for some miracles should you need them.
Ethel couldn't do it. Omeluum found the magic too powerful. So yes, divine intervention levels of help or medical wonder required here.
I think it's a bit much saying ''It seems a cure is impossible'' after just trying to get rid of it with the help of a few characters under lvl 5 and a rogue mind flayer xD
A cure through removing it is impossible, because:
A) the brain damage B) the damage exceeding what can be healed.
This is why I said "unless any of the information is false". It shrivelling and dying in your brain is -- by real world logic -- not safe, either, which is another problem. Perhaps the "real" problem, if you will. You'd need some divine intervention to "medical achievement never mastered before" scale of macguffin to remove it outright.
You do realize that spells to resurrect people are fairly common in D&D, right? Some of them work within a minute of death, some within hours, and one or two can resurrect a person who has been disintegrated or even centuries after death without even needing the body.
I don't think we're using that on BG3. A) Are you seriously saying we cannot cure brain damage on BG3 but we can bring back people to life? B) Again, how can the brain damage exceed any other lethal damage?
The only information we have is: if you forcibly remove it you die. And that already could be pretty stupid considering you could just get someone to crush your skull into the ground, remove the tadpole and resurrect you but hey, I guess they know something I don't.
Originally Posted by Silver/
Ethel couldn't do it. Omeluum found the magic too powerful. So yes, divine intervention levels of help or medical wonder required here.
Neither of them even close to divine entities, you can actually kill them at level 5, it's not like the leap from lvl 5 to 6 makes you a God you know?xD
I think it's a bit much saying ''It seems a cure is impossible'' after just trying to get rid of it with the help of a few characters under lvl 5 and a rogue mind flayer xD
A cure through removing it is impossible, because:
A) the brain damage B) the damage exceeding what can be healed.
This is why I said "unless any of the information is false". It shrivelling and dying in your brain is -- by real world logic -- not safe, either, which is another problem. Perhaps the "real" problem, if you will. You'd need some divine intervention to "medical achievement never mastered before" scale of macguffin to remove it outright.
You do realize that spells to resurrect people are fairly common in D&D, right? Some of them work within a minute of death, some within hours, and one or two can resurrect a person who has been disintegrated or even centuries after death without even needing the body.
So you think Larian will simply let us kill ourselves -- job done?
I don't think we're using that on BG3. A) Are you seriously saying we cannot cure brain damage on BG3 but we can bring back people to life? B) Again, how can the brain damage exceed any other lethal damage?
The only information we have is: if you forcibly remove it you die. And that already could be pretty stupid considering you could just get someone to crush your skull into the ground, remove the tadpole and resurrect you but hey, I guess they know something I don't.
Originally Posted by Silver/
Ethel couldn't do it. Omeluum found the magic too powerful. So yes, divine intervention levels of help or medical wonder required here.
Neither of them even close to divine entities, you can actually kill them at level 5, it's not like the leap from lvl 5 to 6 makes you a God you know?xD
Are you listening to me at all? How many times do I have to repeat "what Larian wants us to think as of early act 1"? "This is the information available", "it may be untrue"???
If they want, from a story telling standpoint, to immediately contradict this -- fine. It's just unlikely we don't end up with excuse #3537 why normal treatments do not work. I'm less likely to believe in speculation than what is already in the game.
So you think Larian will simply let us kill ourselves -- job done?
Probably not for narrative reasons but to say there will be absolutely no way we can get rid of the tadpole is silly. There are literally no limits to magic in D&D. If there is any issue you or your party can't magic away there's always someone else who can...either a god or some other entity. Just need to find the right someone to bargain with. I wouldn't be surprised if in BG3 there are still ways to get rid of the tadpole after embracing a lot of its powers.
So you think Larian will simply let us kill ourselves -- job done?
Probably not for narrative reasons but to say there will be absolutely no way we can get rid of the tadpole is silly. There are literally no limits to magic in D&D. If there is any issue you or your party can't magic away there's always someone else who can...either a god or some other entity. Just need to find the right someone to bargain with. I wouldn't be surprised if in BG3 there are still ways to get rid of the tadpole after embracing a lot of its powers.
So, you're proving my point. They want us to feel like a natural cure is impossible. As in, a medical treatment. What we have is Raphael promising us safety through magic.
So, you're proving my point. They want us to feel like a natural cure is impossible. As in, a medical treatment. What we have is Raphael promising us safety through magic.
You'd only feel that way if you are unfamiliar with D&D to be honest. There are rarely any problems that are impossible to deal with. And we literally have the whole game to deal with this. And with the enormous number of narrative branches I really wouldn't worry about it that much...there are probably going to be five different ways to deal with this even after popping every tadpole you can get your hands on for power. Your companions might all leave you or force you to kill them, etc. but you'll probably be just fine.
So you think Larian will simply let us kill ourselves -- job done?
Nope, just saying it doesn't make sense WITHIN the lore of the game UNLESS they know something I don't (and they probably do)
Originally Posted by Silver/
by real world logic
I don't think we're using that on BG3. A) Are you seriously saying we cannot cure brain damage on BG3 but we can bring back people to life? B) Again, how can the brain damage exceed any other lethal damage?
The only information we have is: if you forcibly remove it you die. And that already could be pretty stupid considering you could just get someone to crush your skull into the ground, remove the tadpole and resurrect you but hey, I guess they know something I don't.
Originally Posted by Silver/
Are you listening to me at all? How many times do I have to repeat "what Larian wants us to think as of early act 1"? "This is the information available", "it may be untrue"???
If they want, from a story telling standpoint, to immediately contradict this -- fine. It's just unlikely we don't end up with excuse #3537 why normal treatments do not work. I'm less likely to believe in speculation than what is already in the game.
I am, but it's like going to a group of 2 years old and asking for an explanation on ''how is rain formed'' and when you don't get an answer you stablished that nobody knows and it's impossible to get that knowledge from anywhere else.
"what Larian wants us to think as of early act 1" you just said that for the first time, and with that I agree, they want the players to feel like they're running in circles without a solution in sight, pretty much as Raphael does at camp.
Originally Posted by Darth_Trethon
Probably not for narrative reasons but to say there will be absolutely no way we can get rid of the tadpole is silly. There are literally no limits to magic in D&D. If there is any issue you or your party can't magic away there's always someone else who can...either a god or some other entity. Just need to find the right someone to bargain with. I wouldn't be surprised if in BG3 there are still ways to get rid of the tadpole after embracing a lot of its powers.
Exactly, we know nobody in act 1 can help us, but that doesn't mean much considering we haven't speak with that many powerful ''people'' about it. And of course our tadpole is special and it harder to get rid off, maybe you can't even take it off even if you die but that also doesn't make sense because it's a parasite and can't live on its own, does the tadpole goes back to your brain magically when you resurrect? I don't know, that's what I want to get explained in the game.
Maybe more tadpoles cancel out each other since one must have dominance in order to transform you?
Tadpoles do eat each other...it is how they survive for the first decade or their lives or so. Only the strongest get to be inserted into someone's brain. So it's not really out of the question that when you insert more only one survives.
So, you're proving my point. They want us to feel like a natural cure is impossible. As in, a medical treatment. What we have is Raphael promising us safety through magic.
You'd only feel that way if you are unfamiliar with D&D to be honest. There are rarely any problems that are impossible to deal with. And we literally have the whole game to deal with this. And with the enormous number of narrative branches I really wouldn't worry about it that much...there are probably going to be five different ways to deal with this even after popping every tadpole you can get your hands on for power. Your companions might all leave you or force you to kill them, etc. but you'll probably be just fine.
That would be incredibly weak storytelling. I'm not discounting it, but that's an F from me if the build up stays in the final game.
Discount all the distractions in early act one. All paths lead to "we can't get it out the normal way". You're meant to have Raphael knocking no matter what you do. Using the tadpole introduces the plot point: you're a symbiote. You're melding together more and more.
But now, my maxed tadpole powered character can just... get an out? After all that, and likely much more? The central dilemma of your varying act 1 choices (as Tav) was fake? I don't know what to say. There's nothing to say. It's just so horribly bad, they should have left "kill yourself to cure yourself" in the game.
The problem is that the tadpoles are largely just vehicles for the divine shadowmagic controlling them
Not sure if this is shadowmagic specifically as that is a whole other can of worms. Is that known for certain from early access or something? We know the dead three are working together and seem to have some kind of alliance with the illithids but for Shar to bundled into this alliance would be something else. We know Shadowheart is on a mission for Shar to take the artifact to Baldur's Gate but to suggest Shar is directly involved with the dead three and the illithids is something else.
Alright: give me the reigning expert on tadpole removal. A higher one, that is not divine or a devil. Give me the person to make Omeluum look like a "two year old". If you can, I will believe you. If you can't, you'll know now why we disagree about what the set up /is/.
The problem is that the tadpoles are largely just vehicles for the divine shadowmagic controlling them
Not sure if this is shadowmagic specifically as that is a whole other can of worms. Is that known for certain from early access or something? We know the dead three are working together and seem to have some kind of alliance with the illithids but for Shar to bundled into this alliance would be something else. We know Shadowheart is on a mission for Shar to take the artifact to Baldur's Gate but to suggest Shar is directly involved with the dead three and the illithids is something else.
We know this for sure from Ethel. (Not that Shar gave consent to its use per se, though. There's mixed messages, but her magic is in your brain. That's why Ethel can't remove the tadpole if you haven't checked that path. I'm just not sure if you're more focused on her plotting here than the magic).
So you think Larian will simply let us kill ourselves -- job done?
Probably not for narrative reasons but to say there will be absolutely no way we can get rid of the tadpole is silly. There are literally no limits to magic in D&D. If there is any issue you or your party can't magic away there's always someone else who can...either a god or some other entity. Just need to find the right someone to bargain with. I wouldn't be surprised if in BG3 there are still ways to get rid of the tadpole after embracing a lot of its powers.
Well, there is sometimes more powerful magic that prevents your magic from being effective... And it certainly looks like that is the case.
By the Hells, I suspect that even Raphael might not have been able to extract it.
The problem is that the tadpoles are largely just vehicles for the divine shadowmagic controlling them
Not sure if this is shadowmagic specifically as that is a whole other can of worms. Is that known for certain from early access or something? We know the dead three are working together and seem to have some kind of alliance with the illithids but for Shar to bundled into this alliance would be something else. We know Shadowheart is on a mission for Shar to take the artifact to Baldur's Gate but to suggest Shar is directly involved with the dead three and the illithids is something else.
Yeah its known the tadpoles are wrapped in divine shadowmagic since the earliest days of EA.
Its why Halsin can't just fix us as soon as we free him
Alright: give me the reigning expert on tadpole removal. A higher one, that is not divine or a devil. Give me the person to make Omeluum look like a "two year old". If you can, I will believe you. If you can't, you'll know now why we disagree about what the set up /is/.
This is a pretty funny take to be honest. Pretty much any god can get rid of that tadpole, stasis or not...we know at least four deities are in some way involved with Baldur's Gate...the dead three and Shar but there will almost certainly be some good aligned deities having a word or two along the way...I wouldn't be surprised if a few other deities go out of their way to approach your party for their own interests...whether to stop the dead three or to try to manipulate you into aiding them. Also ALL mind flayers have genius level intellect...each and every one. Omeluum's intellect isn't special among his kind...ulitharids are smarter.
The problem is that the tadpoles are largely just vehicles for the divine shadowmagic controlling them
Not sure if this is shadowmagic specifically as that is a whole other can of worms. Is that known for certain from early access or something? We know the dead three are working together and seem to have some kind of alliance with the illithids but for Shar to bundled into this alliance would be something else. We know Shadowheart is on a mission for Shar to take the artifact to Baldur's Gate but to suggest Shar is directly involved with the dead three and the illithids is something else.
Yeah its known the tadpoles are wrapped in divine shadowmagic since the earliest days of EA.
Its why Halsin can't just fix us as soon as we free him
And that's also why there's speculation that the being in your dreams is Shar. Even the guardian now, in the flesh, seems a big fan of her.
Alright: give me the reigning expert on tadpole removal. A higher one, that is not divine or a devil. Give me the person to make Omeluum look like a "two year old". If you can, I will believe you. If you can't, you'll know now why we disagree about what the set up /is/.
This is a pretty funny take to be honest. Pretty much any god can get rid of that tadpole, stasis or not...we know at least four deities are in some way involved with Baldur's Gate...the dead three and Shar but there will almost certainly be some good aligned deities having a word or two along the way...I wouldn't be surprised if a few other deities go out of their way to approach your party for their own interests...whether to stop the dead three or to try to manipulate you into aiding them. Also ALL mind flayers have genius level intellect...each and every one. Omeluum's intellect isn't special among his kind...ulitharids are smarter.
Reread the first two sentences. Alternatively, I will see this as yet more macguffin speculation on top of Adgaroth's.
Reread the first two sentences. Alternatively, I will see this as yet more macguffin speculation.
Everything is speculation but mcguffins are not rare in D&D...not in the least. You can find mcguffins laying around everywhere in D&D, really it's no big deal. It would downright insane to have a D&D adventure without at LEAST a handful of mcguffins. Hell, our party gets one from the start in the form of Shadowheart's artifact.
Reread the first two sentences. Alternatively, I will see this as yet more macguffin speculation.
Everything is speculation but mcguffins are not rare in D&D...not in the least. You can find mcguffins laying around everywhere in D&D, really it's no big deal. It would downright insane to have a D&D adventure without at LEAST a handful of mcguffins. Hell, our party gets one from the start in the form of Shadowheart's artifact.
If the macguffin completely destroys the central conflict of act 1 (and maybe even more!), I'm sorry, but I'm not going to straight up believe Larian's writing is that shit. There will be a cost. Maybe a reward for faithfully serving someone in particular. But a handout? For every fully symbiosed character? Nah. There's no way in hell I'll believe you that you'll end up "just fine" down that path. You'd have to be the Dark Urge and about to ascend, fuck a puny tadpole and its shadowmagic.
The dream persona offered vague explanations and promises. That is very different from what the guardian seems to be. From what I've seen, the guardian appears to be much more direct and straightforward, getting to the point.
Which leaves me thinking either:
1. it got rewritten/tweaked after devs read how the players were interpreting the character, or 2. It was intentionally vague in early access to hide truths about the plot and keep some mystery for release.
To me, this is a big enough change that it warrants playing and learning more about before any real insight is possible.
*
Regarding divine intervention, sure. But that means the god has to choose to intervene. And the DM is the one who decides whether or not the deity in question intervenes. And Larian is the DM. Little bit of a circular thing going on here.
*
Speculation that the guardian is Shar? Is there a good argument for that somewhere? I haven't seen anyone put forward that theory.
I'm open to possibilities, but I'm not sure I'm on board with that one without learning much more.
Alright: give me the reigning expert on tadpole removal. A higher one, that is not divine or a devil. Give me the person to make Omeluum look like a "two year old". If you can, I will believe you. If you can't, you'll know now why we disagree about what the set up /is/.
A ''netherese magic infused tadpole'' is something new, there's no ''research field'' around it, Omeluum is probably the one that knows the most about it and all he knows is that it's different from a normal tadpole and it's protected somehow. All I said is ''Saying impossible is a bit of a stretch'' and Ethel and Omeluum are not ''extremely powerfull'' beings and I don't know how any of those statements are wrong.
Originally Posted by Silver/
I will see this as yet more macguffin speculation on top of Adgaroth's.
Saying it's seems impossible to get rid of the tadpole is us much speculation as anything else. And again what am I speculating? that more powerful beings might be capable to help us where Omeluum, Ethel and Halsin failed? I don't know how am I so wrong xD
EDIT: Sry about the messed up quotes, last time I extensively used a forum was 20 years ago xD EDIT2: Ok I fixed it.
The dream persona offered vague explanations and promises. That is very different from what the guardian seems to be. From what I've seen, the guardian appears to be much more direct and straightforward, getting to the point.
Which leaves me thinking either:
1. it got rewritten/tweaked after devs read how the players were interpreting the character, or 2. It was intentionally vague in early access to hide truths about the plot and keep some mystery for release.
To me, this is a big enough change that it warrants playing and learning more about before any real insight is possible.
*
Regarding divine intervention, sure. But that means the god has to choose to intervene. And the DM is the one who decides whether or not the deity in question intervenes. And Larian is the DM. Little bit of a circular thing going on here.
*
Speculation that the guardian is Shar? Is there a good argument for that somewhere? I haven't seen anyone put forward that theory.
I'm open to possibilities, but I'm not sure I'm on board with that one without learning much more.
There's, in my opinion, no good particular theory. I've just seen various people go in that direction. It seems like a low hanging fruit since she's just... Involved
Why would we go around collecting tadpoles without a reason instead of ignoring them/killing them?
My guess is the first time we encounter another tadpole we'll get some sort of cutscene where our own tadpole urge us to consume the other tadpole to increase our power or something like that.
BTW I just saw that on the build people played on PFH the tadpole powers have an icon near the minimap, you click it put the bug on the trait and close the menu, that's it. No conversation, no nothing but the player already had a few perks unlocked at the time.
If the macguffin completely destroys the central conflict of act 1 (and maybe even more!), I'm sorry, but I'm not going to straight up believe Larian's writing is that shit. There will be a cost. Maybe a reward for faithfully serving someone in particular. But a handout? For every fully symbiosed character? Nah. There's no way in hell I'll believe you that you'll end up "just fine" down that path. You'd have to be the Dark Urge and about to ascend, fuck a puny tadpole and its shadowmagic.
You're dwelling way too much on act 1. Choices will have consequences...like locking you our of alliances and costing you party members. But it is very very unlikely to lock you into a bad ending...it might lock you down an evil path but even that is unlikely as Act 1 is less than a quarter of the game so around a fifth or so. But in case you haven't been paying attention, Larian isn't going all in on punishing bad endings where you better be nice or you die or go sit in a corner with the dunce cap on. This game has a full spectrum of endings including where you can get a satisfying evil ending. Not to mention that evil gods like the dead three and Shar aren't just the best of buds just hanging out for fun...no, each of them wants to come out on top at the end of it all...preferably with the power of the other three. If nothing else you'll almost certainly be able to play them against each other, potentially even getting one of them to remove the tadpole.
Alright: give me the reigning expert on tadpole removal. A higher one, that is not divine or a devil. Give me the person to make Omeluum look like a "two year old". If you can, I will believe you. If you can't, you'll know now why we disagree about what the set up /is/.
A ''netherese magic infused tadpole'' is something new, there's no ''research field'' around it, Omeluum is probably the one that knows the most about it and all he knows is that it's different from a normal tadpole and it's protected somehow. All I said is ''Saying impossible is a bit of a stretch'' and Ethel and Omeluum are not ''extremely powerfull'' beings and I don't know how any of those statements are wrong.
Originally Posted by Silver/
I will see this as yet more macguffin speculation on top of Adgaroth's.
Saying it's seems impossible to get rid of the tadpole is us much speculation as anything else. And again what am I speculating? that more powerful beings might be capable to help us where Omeluum, Ethel and Halsin failed? I don't know how am I so wrong xD
EDIT: Sry about the messed up quotes, last time I extensively used a forum was 20 years ago xD EDIT2: Ok I fixed it.
It's not wrong, but it's as correct as anything else. The game wants us to believe something particular, but how good the resolution will be? How much it fits into D&D lore? All up to Larian. For some reason, the current plot is "no base, earthly means of safe removal", "Raphael desperately wants your soul", "furthering symbiosis Is Very Bad".
Why keep telling us it's bad? That "something has been lost", even, at times? Would they set up a story that way to go: "aha, just kidding"? Call me tinfoil hat wearing, but I think there will be a consequence down the road. A hard one, for extreme tadpole use specifically. "Once you become a full symbiote, any, otherwise alright magical removal will harm you" type of deal.
If the macguffin completely destroys the central conflict of act 1 (and maybe even more!), I'm sorry, but I'm not going to straight up believe Larian's writing is that shit. There will be a cost. Maybe a reward for faithfully serving someone in particular. But a handout? For every fully symbiosed character? Nah. There's no way in hell I'll believe you that you'll end up "just fine" down that path. You'd have to be the Dark Urge and about to ascend, fuck a puny tadpole and its shadowmagic.
You're dwelling way too much on act 1. Choices will have consequences...like locking you our of alliances and costing you party members. But it is very very unlikely to lock you into a bad ending...it might lock you down an evil path but even that is unlikely as Act 1 is less than a quarter of the game so around a fifth or so. But in case you haven't been paying attention, Larian isn't going all in on punishing bad endings where you better be nice or you die or go sit in a corner with the dunce cap on. This game has a full spectrum of endings including where you can get a satisfying evil ending. Not to mention that evil gods like the dead three and Shar aren't just the best of buds just hanging out for fun...no, each of them wants to come out on top at the end of it all...preferably with the power of the other three. If nothing else you'll almost certainly be able to play them against each other, potentially even getting one of them to remove the tadpole.
You know, in my view, Tav is the least important part of the story. What determines *the* ending is your faction choices, major decisions during/before the ending, etc. That also means... your origin character can end up fucked despite the ending not being bad.
The aberration? The dark urge. It's the cumulation of "what's normally smart doesn't apply to you". It's the path for people who don't want to suffer from destroying relationships and burning bridges. Tav doesn't have these privileges. The gameplay will be more varied for it. It pleases people who want to be the edge lord supreme, but also people who want serious storytelling and consequences.
You know, in my view, Tav is the least important part of the story. What determines *the* ending is your faction choices, major decisions during/before the ending, etc. That also means... your origin character can end up fucked despite the ending not being bad.
The aberration? The dark urge. It's the cumulation of "what's normally smart doesn't apply to you". It's the path for people who don't want to suffer from destroying relationships and burning bridges. Tav doesn't have these privileges. The gameplay will be more varied for it. It pleases people who want to be the edge lord supreme, but also people who want serious storytelling and consequences.
Do you know how the dead three became gods? Or more specifically do you know what they were before they became gods? The dead three were just an adventuring party the same as our party...the potential resolution is literally right there under your nose...baked right in the very foundation of the story. They wanted to fight Jergal for his powers but Jergal got bored of his duties and offered them his position. But since neither of the three wanted to share power and neither could defeat the others the duties were split among the three. Now the dead three are working together, if we defeat them there is a very good chance our party could choose to replace them...new gods of tyranny, murder, and death...but more importantly they would be gods. That's a very straight forward potential resolution to getting rid of tadpole after taking a ton of powers from it. Another resolution...ally with one of them or Shar. Each of them wants to come out on top after this conflict...you can almost certainly broker an alliance with one of them. Your entire focus on the point that "but act one said it was impossible" is misguided.
You know, in my view, Tav is the least important part of the story. What determines *the* ending is your faction choices, major decisions during/before the ending, etc. That also means... your origin character can end up fucked despite the ending not being bad.
The aberration? The dark urge. It's the cumulation of "what's normally smart doesn't apply to you". It's the path for people who don't want to suffer from destroying relationships and burning bridges. Tav doesn't have these privileges. The gameplay will be more varied for it. It pleases people who want to be the edge lord supreme, but also people who want serious storytelling and consequences.
Do you know how the dead three became gods? Or more specifically do you know what they were before they became gods? The dead three were just an adventuring party the same as our party...the potential resolution is literally right there under your nose...baked right in the very foundation of the story. They wanted to fight Jergal for his powers but Jergal got bored of his duties and offered them his position. But since neither of the three wanted to share power and neither could defeat the others the duties were split among the three. Now the dead three are working together, if we defeat them there is a very good chance our party could choose to replace them...new gods of tyranny, murder, and death...but more importantly they would be gods. That's a very straight forward potential resolution to getting rid of tadpole after taking a ton of powers from it. Another resolution...ally with one of them or Shar. Each of them wants to come out of top after this conflict...you can almost certainly broker an alliance with one of them. Your entire focus on the point that "but act one said it was impossible" is misguided.
So what you're saying is... You're locked into an evil ending :P
So what you're saying is... You're locked into an evil ending :P
We might be but being locked into an evil ending isn't the same thing as being locked into a bad ending. To be clear I don't think you should lean too much into the tadpole powers unless you intend to go down an evil path but I don't doubt there are interesting adventures, fun resolutions, and awesome endings to be found there too.
So what you're saying is... You're locked into an evil ending :P
We might be but being locked into an evil ending isn't the same thing as being locked into a bad ending. To be clear I don't think you should lean too much into the tadpole powers unless you intend to go down an evil path but I don't doubt there are interesting adventures, fun resolutions, and awesome endings to be found there too.
With the data mined content, it seems like using the tadpole will continually pull you closer to the side of evil. Ascending to save your skin is the finale. This is fair, because it doesn't punish you for being evil.
But, it does punish you for hubris. For thinking playing with these powers will not lead you down this path. That's how it should be if Larian is serious about consequences. Of course, there should be outs. They're giving us a million warnings. Nonetheless, there needs to be this consequence at some point for your struggle to have any meaning.
But, it does punish you for hubris. For thinking playing with these powers will not lead you down this path. That's how it should be if Larian is serious about consequences. Of course, there should be outs. They're giving us a million warnings. Nonetheless, there needs to be this consequence at some point for your struggle to have any meaning.
On the topic of punishing hubris there is another far less likely resolution to the tadpole dilemma although I don't really think Larian implemented this in the final game. Because the tadpole in our head is in stasis and unable to complete ceremorophosis it does mean that it gets to be exposed to the host for a lot longer than it normally would be and if we feed it other tadpoles to give us power it creates a sort up unprecedented bond between the host and the tadpole unlike anything that would have ever been possible before. Now it's not unheard of for mind flayers to retain an aspect of the host's behavior like a nervous tick or something along those lines but this is something else...this might actually create the Adversary. I don't know if Larian have thought of this possibility and I certainly don't think they implemented it. But how good would it be if the illithids in their own hubris by agreeing to the alliance with the dead three and the plot to put tadpoles in stasis in the minds of people, thinking they could control it, instead end up creating their worst worst nightmare?
One thing I find interesting and I've seen nobody speaking about it is, to my eyes, that the mindflayers are pretty much the underdogs on this mess and something is wrong with them or with their tadpoles in general.
The moment you start the game and the mindflayer that puts the tadpole in your eye appears, there's already a dead mindflayer on the ground before the fight with the githyanki starts. It makes me wonder if they're and actual threat or they're being used and abused.
And ofc considering the new tadpole is new lore they can do whatever they want with it as long as WotC agrees and from what Sven has said they pretty much have complete freedom.
If we have to kill literal weakened gods or their avatars at level 12 I think it would make sense to chose between growing your onw personal power via tadpole and other stuff, or growing in strength via allies and the power of friendship, wich is what I think they're going from what we heard on the PFH
All that footage was already on one of the Fextralife videos but it was just on the background mostly, this is a much better breakdown but I don't see any new info since they both have the same footage to work with xD I wonder if they'll give youtubers/streamers more videos or early copies before release.
Alright: give me the reigning expert on tadpole removal. A higher one, that is not divine or a devil. Give me the person to make Omeluum look like a "two year old". If you can, I will believe you. If you can't, you'll know now why we disagree about what the set up /is/.
This is a pretty funny take to be honest. Pretty much any god can get rid of that tadpole, stasis or not...we know at least four deities are in some way involved with Baldur's Gate...the dead three and Shar but there will almost certainly be some good aligned deities having a word or two along the way...I wouldn't be surprised if a few other deities go out of their way to approach your party for their own interests...whether to stop the dead three or to try to manipulate you into aiding them. Also ALL mind flayers have genius level intellect...each and every one. Omeluum's intellect isn't special among his kind...ulitharids are smarter.
Make that 5, Jergal also seems to be involved. Withers is assumed to be a chosen or an Avatar.
Is Jergal still a God? Does he have a portfolio? I think he retained some dominion over stuff when he gave his godly power to the dead 3 but I'm not a lore expert and I don't remember. If he's just a convenient plot device to have easy access to revivify I'm going to be very disappointed.
Is Jergal still a God? Does he have a portfolio? I think he retained some dominion over stuff when he gave his godly power to the dead 3 but I'm not a lore expert and I don't remember. If he's just a convenient plot device to have easy access to revivify I'm going to be very disappointed.
I think Jergal just gave up his duties, and by gaining those duties the dead three gained the power of the office in a way...but Jergal did not lose his divinity I don't think. Strictly speaking Myrkul technically lost his position as god of the dead a long time ago as ne no longer judges the souls of the dead...there have been a few other gods of the dead since Myrkul, and he even worked for one or two of them but he hasn't lost his powers...he just doesn't go to the office to handle the paperwork anymore. Look D&D lore is messy...just think of it like becoming president or something. There's a lot of powers you gain with the office and a lot of that stuff you retain for life.
Is Jergal still a God? Does he have a portfolio? I think he retained some dominion over stuff when he gave his godly power to the dead 3 but I'm not a lore expert and I don't remember. If he's just a convenient plot device to have easy access to revivify I'm going to be very disappointed.
I think Jergal just gave up his duties, and by gaining those duties the dead three gained the power of the office in a way...but Jergal did not lose his divinity I don't think. Strictly speaking Myrkul technically lost his position as god of the dead a long time ago as ne no longer judges the souls of the dead...there have been a few other gods of the dead since Myrkul, and he even worked for one or two of them but he hasn't lost his powers...he just doesn't go to the office to handle the paperwork anymore. Look D&D lore is messy...just think of it like becoming president or something. There's a lot of powers you gain with the office and a lot of that stuff you retain for life.
I thought the powers of the God comes from their followers are their portfolio/what they rule over, so if you don't rule over anything anymore and don't have followers either I though you couldn't be a god anymore, and I know a lot of this stuff changes with time and between editions so yeah, I don't know xD
the gods are the worst part of forgotten realms, in my opinion.
none of it makes much sense. they're all these supposedly powerful beings that are about as smart as whoever happens to be writing them at the moment, which means that they're about as dumb as the average human sometimes. And their actions and powers and limitations and whatnot: it's all handwaving.
it's one of the problems you get when you have so many people involved in a creation over time. there are the occasional visionaries who bring gold to the table, and then there's everyone else, alas.
Is Jergal still a God? Does he have a portfolio? I think he retained some dominion over stuff when he gave his godly power to the dead 3 but I'm not a lore expert and I don't remember. If he's just a convenient plot device to have easy access to revivify I'm going to be very disappointed.
I think Jergal just gave up his duties, and by gaining those duties the dead three gained the power of the office in a way...but Jergal did not lose his divinity I don't think. Strictly speaking Myrkul technically lost his position as god of the dead a long time ago as ne no longer judges the souls of the dead...there have been a few other gods of the dead since Myrkul, and he even worked for one or two of them but he hasn't lost his powers...he just doesn't go to the office to handle the paperwork anymore. Look D&D lore is messy...just think of it like becoming president or something. There's a lot of powers you gain with the office and a lot of that stuff you retain for life.
I thought the powers of the God comes from their followers are their portfolio/what they rule over, so if you don't rule over anything anymore and don't have followers either I though you couldn't be a god anymore, and I know a lot of this stuff changes with time and between editions so yeah, I don't know xD
I think? But Jergal has always been a little weird.
Remember the human (This is a forum for a video game):
the gods are the worst part of forgotten realms, in my opinion.
none of it makes much sense. they're all these supposedly powerful beings that are about as smart as whoever happens to be writing them at the moment, which means that they're about as dumb as the average human sometimes. And their actions and powers and limitations and whatnot: it's all handwaving.
it's one of the problems you get when you have so many people involved in a creation over time. there are the occasional visionaries who bring gold to the table, and then there's everyone else, alas.
I think Ao also makes the Gods worse because they're not really Gods who represent their portfolios and derive power from belief; they are more like Ao's middle-managers.
Remember the human (This is a forum for a video game):
I think? But Jergal has always been a little weird.
All D&D gods are a bit weird. Mystra died three times, and is technically dead but not really as she still rules over magic. Similar to the Raven Queen who also died but not really as the Shadar-kai still work for her and she can sometimes be seen in her castle almost like a ghost haunting the place, etc. There's a lot of really vague weirdness going on with D&D deities. None of them seem to ever really die for good...either their essence reforms over time or there's some shenanigans going on all the time. It's best to think of godhood in D&D as a one way road. Once you get it you won't lose it.
I think? But Jergal has always been a little weird.
All D&D gods are a bit weird. Mystra died three times, and is technically dead but not really as she still rules over magic. Similar to the Raven Queen who also died but not really as the Shadar-kai still work for her and she can sometimes be seen in her castle almost like a ghost haunting the place, etc. There's a lot of really vague weirdness going on with D&D deities. None of them seem to ever really die for good...either their essence reforms over time or there's some shenanigans going on all the time. It's best to think of godhood in D&D as a one way road. Once you get it you won't lose it.
Except the dead three aren't gods anymore, they got demoted after they all died to quasi-deities. I'm guessing if they can build up a large enough group of worshipers they can reach full divinity again.
Except the dead three aren't gods anymore, they got demoted after they all died to quasi-deities. I'm guessing if they can build up a large enough group of worshipers they can reach full divinity again.
Lesser gods technically but really there isn't much difference to speak of. It's not like dying held them back much because here they are, back to their old shenanigans.
I liked the EA storytelling of the illithid powers growing. From what I seen so far--and hope it's wrong--is that you now, for some insane reason, decide to stick more and more tadpoles into your brain to chill. This pretty much killed any desire for me to explore the tadpole side of things. Because whomever thought it was a good idea story-wise, to put all this urgency in getting the tadpole out of our heads, even so much as throwing a bunch of people together that really have no interest in each other initially, just ruined it.
It was one thing to go, oh wow... the the tadpole isn't turning us. Oh wow, doing the psychic thing makes you stronger, and maybe the tadpole too since it's getting sated, let me explore this and see if at some point I might go, oh let me stop feeding it or get rid of it. But even after finding out that all the tadpoles are different, the expectation is still there that while you're not changing now, you might still and so you want to learn about it or get rid of it. But to make that jump to make the decision to put MORE into your head, just makes absolutely zero sense story-wise that we've learned thus far.
The only way I can see this not being stupid is if there was a story attached to why we're all of a sudden deciding it's a good idea to put more into our heads (and maybe there is, the Guardian might start talking to you about that earlier, like way earlier based on seeing the tree available super early). But even then, I will only even touch that if the story comes out and says something along the lines of "you insert this new tadpole into your head, as it burrows deeper into your brain the current occupant lashes out killing the new interloper and consumes it... you feel it grow stronger." I don't care if the idea is the more in your head, the more your brain is going dark and getting consumed. I'm not having multiples squirming about.
it's a wonder anyone in forgotten realms is still alive, what with all the crazy gods and monsters and endless bandits. Bhaalspawn battling in the streets, archwizards and epic artifacts.
The early access narrative of you using the tadpole in for speech checks and the dream lady and becoming marked as a True Soul is still in the game but that's not how you get powers from it anymore...which is a good thing imo because now you get flexibility in choice and can get powers that actually help you a lot more and might be more beneficial to your build or class.
One thing I find interesting and I've seen nobody speaking about it is, to my eyes, that the mindflayers are pretty much the underdogs on this mess and something is wrong with them or with their tadpoles in general.
The moment you start the game and the mindflayer that puts the tadpole in your eye appears, there's already a dead mindflayer on the ground before the fight with the githyanki starts. It makes me wonder if they're and actual threat or they're being used and abused.
And ofc considering the new tadpole is new lore they can do whatever they want with it as long as WotC agrees and from what Sven has said they pretty much have complete freedom.
If we have to kill literal weakened gods or their avatars at level 12 I think it would make sense to chose between growing your onw personal power via tadpole and other stuff, or growing in strength via allies and the power of friendship, wich is what I think they're going from what we heard on the PFH
It is all a speculation from my part but I would not call them underdogs. That death count could be actually due to dabbling in a very dark magic (aka a radiation-like side effect). I am left with the impression from one particular scene in the EA that they play a strong role in the whole Absolute thing and it is possible they might be pulling the strings. They are certainly being backed by another entity (which might try to double cross them) but they have definitely acquired enormous influence and power. The recovery of the nautiloid technology is one of the proofs for that.
From the Forgotten Realms wiki
Quote
By the late 15th century DR, nautiloids had become extremely rare. A few mind flayer colonies still had access to a nautiloid, but kept their existence hidden and only used their ships for evacuation of the elder brain in case of an emergency or rarely during an offensive maneuver, owing to their constant fear of being detected by gith hunting parties. At this time, the illithids had lost the secrets of constructing new nautiloids and did not dare risk losing the few they had left.
The fact they are using those as an offensive weapon is disturbing indeed.
I'm just speculating too and I also like your take because my other option was exactly that, them trying to somehow modify tadpoles with magic provided from a 3rd party xD
Makes me wonder ... Do you think this means only one member of our party will be able to unlock full potential?
I mean ... i kinda enjoyed torturing shadowheart by making her weak and subdue to tadpole dialogue options ... This will likely become not possible huh?
Last edited by RagnarokCzD; 19/07/2307:23 AM.
I still dont understand why cant we change Race for our hirelings. Lets us play Githyanki as racist as they trully are!
Makes me wonder ... Do you think this means only one member of our party will be able to unlock full potential?
I mean ... i kinda enjoyed torturing shadowheart by making her weak and subdue to tadpole dialogue options ... This will likely become not possible huh?
The tadpole dialogue options will still be there in the final game. They will just be detached from the tadpole power upgrades. But you can still do the tadpole wisdom checks and still earn the True Soul branding and so on.
So we need the 'True Soul' Brand from Gut to use any 'Absolute' tagged equipment? Curious if some of the Legendary items (I think there are 9) require the Brand. Wonder if you can pay a cleric in the City of Baldur's Gate to remove it if it becomes a problem. People assuming we are with the Cult instead of a deep cover spy might be more difficult if we have the tattoo that most of the zealots and fanatics are marked with.
I'm fully in favour of differences between good and bad paths, even in favor of evil paths getting better stuff in some ways. It's the framing I take issue with.
I think the best way to put my issues with the new tadpole powers is this; based on what Swen apparently said, the devs identified what they felt was an issue in the design, little to do between level ups late in the game. They then created a solution to this perceived problem. But that solution only applied if players play a certain way. I think that principle is what bothers me. I feel like it's framed not as purely a story or thematic consideration. When it's put like that it makes me feel like... to use an analogy, it feels to me like Larian noticed a crack in the foundation of an apartment building. And they patched it up but only in a way that certain people who agreed to only abide by certain rules could benefit from. Sure you can still live in the building, but if you don't behave the way they want, then you apartment could crumble.
So it doesn't feel like they're doing this to make the evil path more tempting, they're doing it because they consider the tadpole path to be the valid and proper one, and deviating from that is the "other" path, the anomalous one that's there for people to do if they really want to but is weird and niche and doesn't deserve the same attention.
That is the issue too. It's concerning how they do not seem to care about people that want to play good. Their whole thing about temptation is pretty much about how much better you will have a time playing on more evil side while on good side you will not be having fun. That is not doing temptation well I think. That is making your game worse for many people and it's honestly dumb. Doesn't help that an evil path so far looks like a puppy kicking side for no reason too so there is not even room for some more interesting role play as an evil side.
We've played ~17% of the total size of the game thus far and was spoiled that the tadpole system has changed. You can't speak with absolutes and go "omg, good players are getting shafted... waaaaah." You have absolutely no idea what's in place for good players. What content they might get access to, what sets of gear and weapons that may add extra abilities that could be better. Not to mention the whole premise that tadpoles = evil is wrong. Unless you completely lose control of your character and it goes on a murder spree without your consent, there is nothing keeping you from taking the tadpole powers and using them for good. On the contrary, it's usually a more compelling story when someone is tempted to power for good and falls off the wagon, or runs into the consequence of that dire decision than being like "power, power, powers get in MY head."
Bad consequence to the players does not equate EVIL. It just means bad consequences to the player. Just like good players can have bad consequences for being good.
The dream persona offered vague explanations and promises. That is very different from what the guardian seems to be. From what I've seen, the guardian appears to be much more direct and straightforward, getting to the point.
Which leaves me thinking either:
1. it got rewritten/tweaked after devs read how the players were interpreting the character, or 2. It was intentionally vague in early access to hide truths about the plot and keep some mystery for release.
To me, this is a big enough change that it warrants playing and learning more about before any real insight is possible.
*
Regarding divine intervention, sure. But that means the god has to choose to intervene. And the DM is the one who decides whether or not the deity in question intervenes. And Larian is the DM. Little bit of a circular thing going on here.
*
Speculation that the guardian is Shar? Is there a good argument for that somewhere? I haven't seen anyone put forward that theory.
I'm open to possibilities, but I'm not sure I'm on board with that one without learning much more.
There can't be. Since Larian said they rewrote how the dream "lover" is and it is now an actual in game NPC called the Guardian. So only people who got to play the 5 hours the day before the last panel of hell got to see anything on it.
One interesting thing though, that immediately hit me, was its name. The Guardian. Sven LOVED the ultima series, and specifically thought Ultima 7 was the best early RPG (7 was the best of the series). And there is an ultimate evil in that game, with near divine level powers called the Guardian. You eventually find out exactly who the Guardian is by the end of the series, and finally take care of him. But the similarities between the two are compelling. The Guardian in ultima would often speak to the avatar in his dreams, or seemingly out of nothingness at times to address the avatar directly.
Is Jergal still a God? Does he have a portfolio? I think he retained some dominion over stuff when he gave his godly power to the dead 3 but I'm not a lore expert and I don't remember. If he's just a convenient plot device to have easy access to revivify I'm going to be very disappointed.
I think Jergal just gave up his duties, and by gaining those duties the dead three gained the power of the office in a way...but Jergal did not lose his divinity I don't think. Strictly speaking Myrkul technically lost his position as god of the dead a long time ago as ne no longer judges the souls of the dead...there have been a few other gods of the dead since Myrkul, and he even worked for one or two of them but he hasn't lost his powers...he just doesn't go to the office to handle the paperwork anymore. Look D&D lore is messy...just think of it like becoming president or something. There's a lot of powers you gain with the office and a lot of that stuff you retain for life.
I thought the powers of the God comes from their followers are their portfolio/what they rule over, so if you don't rule over anything anymore and don't have followers either I though you couldn't be a god anymore, and I know a lot of this stuff changes with time and between editions so yeah, I don't know xD
Jergal relinquished his divine authority over death to Kelemvor, but he retained a diminished role and continued to serve as a steward of the dead and an observer of fate. He became a subordinate of Kelemvor, taking on the position of a demigod, and his portfolio shifted to encompass record-keeping, bureaucracy, and the inevitability of death.
Seems like Withers could actually be Jergal himself. I think he avoids the question when you asked him about the divine influence you feel around him.
I would be very pleased if the dark side will be tempted with more power - even as a 'good' player I think that is a very smart way of doing things and I absolutely don't mind if the good guys end up weaker. My only complaint about what we have seen in the EA is Larian's approach - 'You don't play the way we want you to, well then you get nothing' - because ignoring the Tadpole powers also meant you didn't get any cinematic, story, or anything. You never met the 'desire' (making their creation as pointless as it gets). The game wasn't reactive, it ignored so far a good aligned Tav as a bothersome choice Larian had to put in there because people demand it, but at the same time they don't want to put work into.
ignoring the Tadpole powers also meant you didn't get any cinematic, story, or anything. You never met the 'desire' (making their creation as pointless as it gets).
Yeah, this was my main issue with the whole thing, which I'm pretty sure I grumbled about on these forums back in the day. You miss so many important moments with your companions and a fair-sized slice of the plot, but nothing replaces that. I couldn't care less about special powers - I'd just like an equally rich story. I'm still unsure whether they've actually addressed this issue (partially yes, partially no, it sounds like?).
ignoring the Tadpole powers also meant you didn't get any cinematic, story, or anything. You never met the 'desire' (making their creation as pointless as it gets).
Yeah, this was my main issue with the whole thing, which I'm pretty sure I grumbled about on these forums back in the day. You miss so many important moments with your companions and a fair-sized slice of the plot, but nothing replaces that. I couldn't care less about special powers - I'd just like an equally rich story. I'm still unsure whether they've actually addressed this issue (partially yes, partially no, it sounds like?).
By the time I saw the desire mentioned on this forum I had the EA completed and completely forgot that I created one at the beginning But I also missed out on a lot of dialog since I didn't rest enough... and ignoring the tadpole on my recent playthrough I once again didn't see anything from her... it feels a lot like I'm just there to experience my companions' rich background (but at the same time I don't have a good enough report with them to even see that :D) ... so yeah, as long as Tav get's at least some of the basic story even if they don't go for the tadpole's power and the slightly suspicious Guardian I'm fine with whatever the 'evil' playthrough gets when it comes to power.
Well, I guess it's ambitious to lock a lot of content behind a mechanic that only makes sense as a hammy 70's body horror fetish and/or fantasy version of 50 shades of gray. It's not like moving Daisy from your hearts desire to the status of a Guardian, does anything to alter or hide the only narrative reason given in chapter 1 to go down the brainworm farmer path is to get terminally screwed, body, mind and soul. Even if this plotline is partly intended to work as joking social commentary or whatever, it's not a good design choice from Larian to dedicate whole branching plotline behind enganging with fetish content.
I'd say the better games in the genre(Resident evil village, System shock etc.) that fetishize body horror, tend to leave it mostly up to the player whether or not they want to engage with this stuff or not, and leave enough room for the players to treat the story as just a horror story. In BG3 it's like we're sort of stuck with a GM that's trying to coerce the players to engage with his/her fetish.
The promise of being led to death is reason enough to follow.
Well, I guess it's ambitious to lock a lot of content behind a mechanic that only makes sense as a hammy 70's body horror fetish and/or fantasy version of 50 shades of gray. It's not like moving Daisy from your hearts desire to the status of a Guardian, does anything to alter or hide the only narrative reason given in chapter 1 to go down the brainworm farmer path is to get terminally screwed, body, mind and soul. Even if this plotline is partly intended to work as joking social commentary or whatever, it's not a good design choice from Larian to dedicate whole branching plotline behind enganging with fetish content.
I'd say the better games in the genre(Resident evil village, System shock etc.) that fetishize body horror, tend to leave it mostly up to the player whether or not they want to engage with this stuff or not, and leave enough room for the players to treat the story as just a horror story. In BG3 it's like we're sort of stuck with a GM that's trying to coerce the players to engage with his/her fetish.
This is just a weird take and very inaccurate. If you don't want to use the tadpoles just don't click the tiny brain symbol of the UI that is at the top right...very out of the way, barely takes any screen space at all, and so small you might miss it if you weren't actively looking for it. It's easier to miss than to notice. And if you do inserting tadpoles gives a graphic representation of your brain being eaten and/or rotting away...it's basically screaming "don't do this!". And then the guardian figure who is obviously sus and from everything she says comes across like she has a large warning sign stapled to her forehead that screams: "Do not trust a single word I say!" lol. If anything the guardian is Larian(or the DM if you will) literally warning you not to engage with the tadpole. And if that wasn't enough if you decide to trust the guardian and use the tadpole in conversation the narrator literally tells you that it took something you will never get back. All of this is the literal opposite of the "DM begging" you to engage with the content. The DM is offering you the option to do that stuff but offers about a hundred million warning signs if start following down that path and if you don't go down that path it's completely out of the way where you don't have to see it and all you're left with is a few conversations with the guardian that mostly serve a warning signs but those are few and relatively far between.
I don't think it's a weird take. The tadpoles and their powers are very pushed. At the end of EA we are level 5 and nowhere closer to getting them removed.
Narratively, embracing the parasite is a very compromised and risky way of becoming more powerful, even for evil power hungry characters if they have any sensibility. It's almost like the game expects the player to not care so much for the story and logic, or role-playing, and just have fun with the cool powers.
What I want to see at this point is either some kind of substantial reward for never using the powers and getting rid of the tadpole asap, or some significant punishment for giving in and having those powers.
I don't think it's a weird take. The tadpoles and their powers are very pushed. At the end of EA we are level 5 and nowhere closer to getting them removed.
Narratively, embracing the parasite is a very compromised and risky way of becoming more powerful, even for evil power hungry characters if they have any sensibility. It's almost like the game expects the player to not care so much for the story and logic, or role-playing, and just have fun with the cool powers.
What I want to see at this point is either some kind of substantial reward for never using the powers and getting rid of the tadpole asap, or some significant punishment for giving in and having those powers.
People like to use the Thanos meme about gammora's death costing him "everything" when he was a psychopathic killer who tortured her.
Actual temptation, actual hard decisions, are well hard. If forgoing the tadpoles didn't feel like you were limiting yourself, then not using them would be as easy of a decision as thanos killing Gammora.
I don't think it's a weird take. The tadpoles and their powers are very pushed. At the end of EA we are level 5 and nowhere closer to getting them removed.
Narratively, embracing the parasite is a very compromised and risky way of becoming more powerful, even for evil power hungry characters if they have any sensibility. It's almost like the game expects the player to not care so much for the story and logic, or role-playing, and just have fun with the cool powers.
What I want to see at this point is either some kind of substantial reward for never using the powers and getting rid of the tadpole asap, or some significant punishment for giving in and having those powers.
Astarion is now able to do things vampires normally can't do because of the tadpole
Gale is a living bomb trying to get more powerful to either become a God or grab the attention of Mystra
Karlach is being chased by Zariel agents to either being killed or get back to the eternal conflict
Wyll literally made a pact with a devil to get power, this situation is more or less the same
Shadowheart and Lae'zel are by far the most anti-tadpole since one don't have that much thirst for power (or so it seems) and the other is train since birth to hate mindflayers and anything related to them.
I agree the narrative leans more to the side of ''get rid of the tadpole'' but it's not a 100% I would say is more of a 70-30 or even 60-40, there's reasons why our companions would agree with us if we tried to control and/or improve the tadpole powers.
I don't think it's a weird take. The tadpoles and their powers are very pushed. At the end of EA we are level 5 and nowhere closer to getting them removed.
Narratively, embracing the parasite is a very compromised and risky way of becoming more powerful, even for evil power hungry characters if they have any sensibility. It's almost like the game expects the player to not care so much for the story and logic, or role-playing, and just have fun with the cool powers.
What I want to see at this point is either some kind of substantial reward for never using the powers and getting rid of the tadpole asap, or some significant punishment for giving in and having those powers.
This is another incredibly weird take as well. The game does everything possible to warn you off going down that path and your take is "oh, they just don't want me to think and have fun with the powers". No, if they didn't want you to think they wouldn't have designed the grewsome screen showing what it does to your brain, it would have been a simple skill tree with some lines and empty boxes and no extra animations...why bother explaining or very graphically illustrating something if they didn't want you to think? And when you use the tadpole in dialogue the narrator very specifically says that it took something that you will never get back. Why insert that warning if they didn't want you to think? Larian put A LOT of effort specifically into making sure you think and if you decide to ignore all of the million warning signs and do it anyway you REALLY can't blame the game or say the game forced you to do it...that is completely and absolutely one million percent your fault at that point.
I don't think it's a weird take. The tadpoles and their powers are very pushed. At the end of EA we are level 5 and nowhere closer to getting them removed.
Narratively, embracing the parasite is a very compromised and risky way of becoming more powerful, even for evil power hungry characters if they have any sensibility. It's almost like the game expects the player to not care so much for the story and logic, or role-playing, and just have fun with the cool powers.
What I want to see at this point is either some kind of substantial reward for never using the powers and getting rid of the tadpole asap, or some significant punishment for giving in and having those powers.
This is another incredibly weird take as well. The game does everything possible to warn you off going down that path and your take is "oh, they just don't want me to think and have fun with the powers". No, if they didn't want you to think they wouldn't have designed the grewsome screen showing what it does to your brain, it would have been a simple skill tree with some lines and empty boxes and no extra animations...why bother explaining or very graphically illustrating something if they didn't want you to think? And when you use the tadpole in dialogue the narrator very specifically says that it took something that you will never get back. Why insert that warning if they didn't want you to think? Larian put A LOT of effort specifically into making sure you think and if you decide to ignore all of the million warning signs and do it anyway you REALLY can't blame the game or say the game forced you to do it...that is completely and absolutely one million percent your fault at that point.
In fairness, the "you're losing something you'll never get back" is in early access. We don't know if that line is still in full release, do we? That may have changed with some of the other rewrites.
This is why it's difficult to make these kind of calls without seeing what's in full release.
In fairness, the "you're losing something you'll never get back" is in early access. We don't know if that line is still in full release, do we? That may have changed with some of the other rewrites.
This is why it's difficult to make these kind of calls without seeing what's in full release.
I am 99% sure that line is in the final game. I believe I have seen it recently in one of the videos from the full game though I don't have the link to that right now. But in the full game the illithid wisdom checks are largely identical to the way they were in early access. The guardian was changed and you no longer get powers from the illithid wisdom checks but otherwise they are still there as they were.
I don't think it's a weird take. The tadpoles and their powers are very pushed. At the end of EA we are level 5 and nowhere closer to getting them removed.
Narratively, embracing the parasite is a very compromised and risky way of becoming more powerful, even for evil power hungry characters if they have any sensibility. It's almost like the game expects the player to not care so much for the story and logic, or role-playing, and just have fun with the cool powers.
What I want to see at this point is either some kind of substantial reward for never using the powers and getting rid of the tadpole asap, or some significant punishment for giving in and having those powers.
This is another incredibly weird take as well. The game does everything possible to warn you off going down that path and your take is "oh, they just don't want me to think and have fun with the powers". No, if they didn't want you to think they wouldn't have designed the grewsome screen showing what it does to your brain, it would have been a simple skill tree with some lines and empty boxes and no extra animations...why bother explaining or very graphically illustrating something if they didn't want you to think? And when you use the tadpole in dialogue the narrator very specifically says that it took something that you will never get back. Why insert that warning if they didn't want you to think? Larian put A LOT of effort specifically into making sure you think and if you decide to ignore all of the million warning signs and do it anyway you REALLY can't blame the game or say the game forced you to do it...that is completely and absolutely one million percent your fault at that point.
That's the problem exactly ever since the EA first started. Constant warnings - but zero consequences, and you do not get a chance to remove them either. Gameplay and storytelling are pulling in different directions. It could be that they don't want to spoil the story too much in EA, or just want to give you a lot of temptation to use the tadpoles. But I don't really trust Larian to deliver at this point either. It was a huge red flag when lead systems dev stated that the tadpole skill tree was designed to give players more progression at higher levels. That is the number one motivation for Larian's games, not some skillfully crafted narrative.
That's the problem exactly ever since the EA first started. Constant warnings - but zero consequences, and you do not get a chance to remove them either. Gameplay and storytelling are pulling in different directions. It could be that they don't want to spoil the story too much in EA, or just want to give you a lot of temptation to use the tadpoles. But I don't really trust Larian to deliver at this point either. It was a huge red flag when lead systems dev stated that the tadpole skill tree was designed to give players more progression at higher levels. That is the number one motivation for Larian's games, not some skillfully crafted narrative.
First of all it's early access so clearly not the finished game and second of all this isn't the kind of game that delivers instant consequence and then forgets you ever made that choice. No, a lot of the consequences for these actions will come MUCH later into the game. Swen specifically said in the last live stream that the city of Baldur's Gate is where you see the consequences of a lot of your choices throughout the game. That's act 3 of the game and act 1 is less than a quarter of the game. This isn't the kind of game where you can easily save scum your way out of consequences. You're given the warnings, you're free to ignore them but it won't be as simple as reload last save to get out of consequences you don't like.
And the tadpole...that's probably going to be there for most of the game. Resolution for it I wouldn't expect until late game if not at the very end.
I don't think it's a weird take. The tadpoles and their powers are very pushed. At the end of EA we are level 5 and nowhere closer to getting them removed.
Narratively, embracing the parasite is a very compromised and risky way of becoming more powerful, even for evil power hungry characters if they have any sensibility. It's almost like the game expects the player to not care so much for the story and logic, or role-playing, and just have fun with the cool powers.
What I want to see at this point is either some kind of substantial reward for never using the powers and getting rid of the tadpole asap, or some significant punishment for giving in and having those powers.
This is another incredibly weird take as well. The game does everything possible to warn you off going down that path and your take is "oh, they just don't want me to think and have fun with the powers". No, if they didn't want you to think they wouldn't have designed the grewsome screen showing what it does to your brain, it would have been a simple skill tree with some lines and empty boxes and no extra animations...why bother explaining or very graphically illustrating something if they didn't want you to think? And when you use the tadpole in dialogue the narrator very specifically says that it took something that you will never get back. Why insert that warning if they didn't want you to think? Larian put A LOT of effort specifically into making sure you think and if you decide to ignore all of the million warning signs and do it anyway you REALLY can't blame the game or say the game forced you to do it...that is completely and absolutely one million percent your fault at that point.
That's the problem exactly ever since the EA first started. Constant warnings - but zero consequences, and you do not get a chance to remove them either. Gameplay and storytelling are pulling in different directions. It could be that they don't want to spoil the story too much in EA, or just want to give you a lot of temptation to use the tadpoles. But I don't really trust Larian to deliver at this point either. It was a huge red flag when lead systems dev stated that the tadpole skill tree was designed to give players more progression at higher levels. That is the number one motivation for Larian's games, not some skillfully crafted narrative.
Yeah... Part of the reason why I'm worried about the writing in this game. I know this game will be fun, but I am unsure about how high will be the quality of writing. It's impressive how much writing they have, but when someone compares them to Game of Thrones all I can think of is... Which season? And I feel like we will have probably 5-6 level that maybe sometimes will rise close to 1-4. That is my prediction. I highly doubt we have "Rival of Planescape Torment" here like some people say.
I don't think it's a weird take. The tadpoles and their powers are very pushed. At the end of EA we are level 5 and nowhere closer to getting them removed.
Narratively, embracing the parasite is a very compromised and risky way of becoming more powerful, even for evil power hungry characters if they have any sensibility. It's almost like the game expects the player to not care so much for the story and logic, or role-playing, and just have fun with the cool powers.
What I want to see at this point is either some kind of substantial reward for never using the powers and getting rid of the tadpole asap, or some significant punishment for giving in and having those powers.
Astarion is now able to do things vampires normally can't do because of the tadpole
Gale is a living bomb trying to get more powerful to either become a God or grab the attention of Mystra
Karlach is being chased by Zariel agents to either being killed or get back to the eternal conflict
Wyll literally made a pact with a devil to get power, this situation is more or less the same
Shadowheart and Lae'zel are by far the most anti-tadpole since one don't have that much thirst for power (or so it seems) and the other is train since birth to hate mindflayers and anything related to them.
I agree the narrative leans more to the side of ''get rid of the tadpole'' but it's not a 100% I would say is more of a 70-30 or even 60-40, there's reasons why our companions would agree with us if we tried to control and/or improve the tadpole powers.
Yes, they went to lengths to come up with crazy reasons for companions to go down a corrupt path and keep the alien parasites in their heads.
But the protagonist who matters is you.
My Tavs don't have outrageous backstories why they might desperately need to keep some dark magic altered mind flayer parasite in their head. And there lies BG3's biggest narrative weakness in my opinion. It doesn't account for Tav enough. Another side effect is that it's a bit far fetched that everyone in the party just happens to have some over the top background that give them a desperate reason to submit.
''Your Tav's'' Mine might (?), that's why Tav's don't have a background and you have the DU new origin. Your Tav is what you make of it.
''Another side effect is that it's a bit far fetched that everyone in the party just happens to have some over the top background that give them a desperate reason to submit''
I suspect this might be by design and part of why those ''special'' people are infected by tadpoles in the first place. But it can be what you said too, we don't know yet.
That's the problem exactly ever since the EA first started. Constant warnings - but zero consequences, and you do not get a chance to remove them either. Gameplay and storytelling are pulling in different directions. It could be that they don't want to spoil the story too much in EA, or just want to give you a lot of temptation to use the tadpoles. But I don't really trust Larian to deliver at this point either. It was a huge red flag when lead systems dev stated that the tadpole skill tree was designed to give players more progression at higher levels. That is the number one motivation for Larian's games, not some skillfully crafted narrative.
First of all it's early access so clearly not the finished game and second of all this isn't the kind of game that delivers instant consequence and then forgets you ever made that choice. No, a lot of the consequences for these actions will come MUCH later into the game. Swen specifically said in the last live stream that the city of Baldur's Gate is where you see the consequences of a lot of your choices throughout the game. That's act 3 of the game and act 1 is less than a quarter of the game. This isn't the kind of game where you can easily save scum your way out of consequences. You're given the warnings, you're free to ignore them but it won't be as simple as reload last save to get out of consequences you don't like.
And the tadpole...that's probably going to be there for most of the game. Resolution for it I wouldn't expect until late game if not at the very end.
We have no idea what those consequences are or how deep, if any, as far as the Illithid powers are concerned.
What we do know is that a lead dev stated the Illithid power skill tree was designed for high level progression. Gameplay. And no one is asking to be able to save scum important decisions, no idea why you brought that up. Far reaching consequences are expected.
The concern here is basically that systems devs are leading the game instead of writing, and the story and overall quality of the game will suffer because Larian is too much systems first, story second.
I suspect this might be by design and part of why those ''special'' people are infected by tadpoles in the first place. But it can be what you said too, we don't know yet.
I'm not buying that. Those special people with desperate conditions are the ones who don't need to be mind controlled, because they already have a strong motivation and can be bought.
Astarion - serve us and we will free you from your master. Karlach - serve us and we will free you from your master. Gale - serve us and we will remove the time bomb that kills you. etc...
For True Souls, they are much more a liability than an asset. What if Cazador / Zariel comes looking, or a Netherese orb blows up in Absolute HQ.
I suspect this might be by design and part of why those ''special'' people are infected by tadpoles in the first place. But it can be what you said too, we don't know yet.
I'm not buying that. Those special people with desperate conditions are the ones who don't need to be mind controlled, because they already have a strong motivation and can be bought.
Astarion - serve us and we will free you from your master. Karlach - serve us and we will free you from your master. Gale - serve us and we will remove the time bomb that kills you. etc...
For True Souls, they are much more a liability than an asset. What if Cazador / Zariel comes looking, or a Netherese orb blows up in Absolute HQ.
The absolute has divine magic, shes the big dog here, Cazador would run the other way.
I suspect this might be by design and part of why those ''special'' people are infected by tadpoles in the first place. But it can be what you said too, we don't know yet.
I'm not buying that. Those special people with desperate conditions are the ones who don't need to be mind controlled, because they already have a strong motivation and can be bought.
Astarion - serve us and we will free you from your master. Karlach - serve us and we will free you from your master. Gale - serve us and we will remove the time bomb that kills you. etc...
For True Souls, they are much more a liability than an asset. What if Cazador / Zariel comes looking, or a Netherese orb blows up in Absolute HQ.
I wasn't really thinking about control but more from an experimental point of view, they might make for better guinea pigs that other people, like I said I'm just offering other points of view, I'm not saying you're wrong, I'm saying it's hard to judge the narrative when we don't know what the narrative is.
We have no idea what those consequences are or how deep, if any, as far as the Illithid powers are concerned.
What we do know is that a lead dev stated the Illithid power skill tree was designed for high level progression. Gameplay. And no one is asking to be able to save scum important decisions, no idea why you brought that up. Far reaching consequences are expected.
The concern here is basically that systems devs are leading the game instead of writing, and the story and overall quality of the game will suffer because Larian is too much systems first, story second.
Come on now...you surely don't expect them to just lay out all of the spoilers and paths. But there WILL be consequences, that you can absolutely count on. The game has over 175 hours worth of cutscenes to account for very wild story permutations. You can't seriously complain about the lack of consequences and then backtrack to "well they haven't shown them so there might be none" given everything we know about this game. This game will easily and by far give the players the most agency over the story than any other RPG ever made. You have the freedom to do A LOT of things and those will lead to wildly different consequences.
Is Jergal still a God? Does he have a portfolio? I think he retained some dominion over stuff when he gave his godly power to the dead 3 but I'm not a lore expert and I don't remember. If he's just a convenient plot device to have easy access to revivify I'm going to be very disappointed.
He is the scribe of the dead, “The final Scribe”. He’s likely the oldest god in the forgotten realms (next to AO). Even though he is a lesser deity now he was once a greater one, but got board and gave his powers away to the dead three. Jergal was also exempt from AO’s banishment during the Time of Troubles. He may even be close to being an over god like AO though subservient to him. The only other potential over god in the realms is the God born Dead Atropus.
There are certain entities in the realms which seem to occupy a place between greater deities and Ao. Unlike the other gods, they were not created or formed by divine hand, but have simply always been there. They do not challenge Ao either out of a lack of ability or a lack of interest. They simply are, and like Ao, their high standing seems to remove them from most mortal affairs. But I’m all likelihood, when the Prime Material Plane is concerned, they are mostly subordinate to Ao, but not easily destroyed by him.
Remember the human (This is a forum for a video game):