Larian Banner: Baldur's Gate Patch 9
Active Threads | Active Posts | Unanswered Today | Since Yesterday | This Week
Baldur's Gate III - Suggestions & Feedback
Re: Love & Extreme, Utter Disappointment with Leveling: Level 12 Cap Issue Taril 27 minutes ago
Originally Posted by Tav'ith'sava
What realistically limits higher spells is a from my DM-PoV is the time frame of BG3 which is not even a month. Yes, in the game scrolls just poof into your spell list when you learn them and you can pick new spells out of thin air when levelling up, but at least in earlier AD&D-rules learning a 6th level spell would have meant booking lots of lab and library time.

To be fair, that's only the case for Wizards.

Sorcerers, Clerics, Druids, Bards and Warlocks don't need to actively "Learn" a spell. At best you can consider Clerics, Warlocks and Druids needing to attune to their spell lists. Maybe Bards need time to write their songs (Sorcs are kind of just weird and abruptly develop spells based on their bloodline)

That said, there's also the whole thing in the lore about how the characters have been "Deleveled" by the tadpole. It being outright mentioned by Wyll and thus presumed to be the case for others (Especially Gale. His whole backstory was that he mastered all of the Weave mortals had available and that he wanted to go into the forbidden areas of the Weave to explore more of it... Which suggests he knows more than just a handful of cantrips and level 1 spells...)

So potentially you can factor in characters recalling or regaining access to prior abilities from leveling up. This can include Wizards too, as their spellbook would still contain all the spells they've written down. They just need to get back their mastery of the Weave in order to channel it into those spells. Whereby "Instantly writing a scroll into the spellbook" could be considered just eating reading the scroll to quickly refresh the memory of how to manipulate the Weave for that spell that was already in their spellbook.

Originally Posted by Tav'ith'sava
And while the game technically allows you to do it in your backpack while walking, I also avoided creating potions unless camped or at least in a discovered lab and always collected lab gear to have a lab corner at the camp.

I did that too. Though to be fair, it was less about the lore factor of things and more because I had a dedicated potion maker as a camp attendant (1 Rogue/2 Transmutation Wizard) for Medicine Expertise and Experimental Alchemy class feature. Sometimes I also multiclassed them into Cleric for some of those extra buffs (Light, Aid, Protection from Poison, Deathward, Freedom of Movement)

Though, it did always seem somewhat lore friendly to have a camp steward. Someone who travels with the group to set up the camp, gather firewood, prepare meals, dabble in potion making and the like. Affording the adventuring party more time to focus on adventuring and less time on all these mundane tasks.

Withers doesn't strike me as the sort who's really big into the whole "Manual labour" aspect of camp maintenance...
9 233 Read More
General Discussion Jump to new posts
Re: What races are planned for Divinity and party size? Expecting more or less? Taril 2 hours ago
Originally Posted by Halycon Styxland
But apparently we play different games. I see the D&D5 races as deeply impactful on my gameplay.

Perhaps.

I've played all the races in BG3 (Besides Dragonborn) and I rarely even noticed any difference between races.

Especially when factoring in stat scaling for various things (Elf cantrips using INT. Tiefling spells using CHR.). Whereby if I'm able to actually use the darn thing, I have other stuff from my class instead...

There's a couple of racials that are nifty. Like Duergar's invisibility (Made more useful by being once per battle not once per long rest like other racial spells), Gith's very overloaded racial toolkit (Bunches of weapon proficiencies, proficiency with all skills of a chosen stat and their 3 Psionics spells), Halfling's Lucky etc.

But these hardly change gameplay. You still play the game the exact same, you just have a little bonus on top of your class skills. Of which the impact gets watered down throughout the game as you pick up magical items that provide anyone with bunches of skills to access. (Like, just in the Underdark you get access to items that provide Invisibility, Misty Step, bonus action Sprint, Magic Missiles and Featherfall. That's ONE area providing tons of utility skills)

It's nowhere close to how Undead literally changes how you interact with the game in Divinity. You have to obtain completely different health potions, you have to utilize completely different spells to heal up (Using poison based spells) and if you're using healing spells because your party isn't exclusively Undead (I.e. You're not playing Solo or Lone Wolf with Fane) you have to make sure to position away from AoE healing spells and effects (Including Blessed surfaces).

This is on top of the whole thing about needing to either use a Faceripper to disguise yourself or be completely covered in armour so NPC's don't just attack you on sight (Which also changes how you do the initial prologue before you make the Faceripper)

Being Undead isn't simply having a few extra things added on top of normal character. But a completely different way of engaging with the game.

Originally Posted by Halycon Styxland
How much impact Race should have on your gameplay is a good question. Basically as much as the developer can afford.

It's honestly a difficult question.

On the one hand, making races unique makes them more interesting to play and makes replaying the game have more variety.

On the other hand, there's always the issue of blatently more powerful races or locking certain classes or features to a particular race, causing people to feel forced to play a race they find less interesting.

The issues with racial diversity is why humans got nerfed in 5e (And BG3 further watered things down by making racial stats player determined rather than tied to race). Humans having that bonus feat meant they were just so much better than every other race outside some very niche builds that could capitalize on another racial bonus in some way enough to compete with the bonus feat (Even then, such builds only competed, they never really outclassed just playing Human and having 1 more feat)

It is something that also sparks a lot of discussion in MMO's that have classes locked to races (And sometimes gender. I recall Warhammer Online's Witch Elf class was female only... And their armour was exclusively bikinis)

In the end, I think the best compromise tends to be to provide racial diversity through writing than builds.

Having more comprehensive dialogue differences based on how a race is perceived, having unique prologues to set up a character's background culture and potentially even a slightly different story arc to reflect the standing of that race (For example, in Divinity, Imps aren't well liked. So a playable imp might follow a different route to get to the "Saving the world" part of a story than a more socially accepted one)

Of course, the issue with this is the whole "Blank Slate" vs "Origin" debate. Where Larian often writes PC's as being nothingburgers so that people can headcanon whatever they want so racial interactions are pushed aside to not offend headcanons (Though the simple solution would to have a specific "Blank Slate" character, while having "Origin" versions of each race - Not to the extent of being an established companion character, but just enough to be "You are a member of this race from this race's territory and have a history in the race's culture")
81 18,896 Read More
Baldur's Gate III - Modding Jump to new posts
Mod Requests: Subclass + Makeup / Facial Scar EchoGG Yesterday at 02:51 PM
Hello! I am looking to work with a modder(s) for getting a homebrew subclass I created added into the game and for a custom makeup/facial scar option to be added.

I'm new to the forums overall, but here are the details for my requests;

Subclass:
https://homebrewery.naturalcrit.com/share/3WFnIOTI2fIq

Makeup / Scar option:
[img]https://media.discordapp.net/attach...format=webp&width=960&height=960[/img]Image Attached/Available upon request if the link doesn't work.


Thank you!
0 47 Read More
Baldur's Gate III - Latest News Jump to new posts
Re: Hotfix #36 Now Live! Version Number: 4.1.1.7209685 Halycon Styxland Yesterday at 08:24 AM
Originally Posted by Street Hero
Visible shield mod fix?
Must I ask every god damn time?

Hahah lol.

Apparently you really have to ?

I can get over such details though, so that doesnt bother me too much. The vast majority of my games dont use mods at all anyway.

Astarion suddenly no longer having the inventory tab in the overview bothers me a lot more.

The bugs of the current hotfix are a bit much though, so I reverted to the one between the official hotfix 35 and 36 (GoG called it Patch 8 Hotfix 7). Of course unless you keep past versions, you wont have access to it anymore.
18 5,450 Read More
Baldur's Gate III - General
Re: Enemy Health Turned Off Halycon Styxland 25/04/26 08:08 PM
No idea what your question is.

Yes that option exists.

Yes I once tried that. I didnt like it. Not knowing your opponents health is kind of very unrealistic and really not fun.
2 326 Read More
Powered by UBB.threads™ PHP Forum Software 7.7.5