Larian Banner: Baldur's Gate Patch 9
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General Discussion Jump to new posts
Re: Will this game FINALLY take world simulation to the next level? Taril 14 hours ago
Originally Posted by Wormerine
I can't imagine them abandoning coop, and for multiplayer single maps seem like a handy feature. I think it is perfectly fine to have their preferred structure (other studios do as well), I just hope the narrative content will fits more naturally with the gameplay experience.

I'm not familiar with playing BG3 co-op enough to know the intricacies of why single maps have any impact at all (And as a MMO efficianado, I'm even more baffled by the notion that single maps somehow affect multiplayer at all)

Originally Posted by Wormerine
I mean, obviously, it all depends how well designed the system is. But personally, generally I find RPG systems with cooldowns (Tyranny, D:OS1&2, Dragon Age) to tend to boil down to repetitive loops - have a sequence of skills you will use in loop as they get out of cooldown.

Aye, it depends a lot on how it actually ends up being designed.

There are ways to get around repetitve loops. Such as varied cooldown timers or focus on more situational skills.

Divinity could help shake up skill usage by expanding on the AP system. If they increased the amount of AP characters get from 2/5 (3/5 as Lone Wolf) up to say 5/15 (8/15 as Lone Wolf) and went in on making skills use a variety of different AP costs (1, 2, 3, 4 and 5 AP cost skills compared to mostly 2 AP with a few 1 AP skills here and there) then you can have the flexibility of AP usage being a part of your skill choice.

Thus, maybe you have skills you want to use as often as possible. But then you have to figure out how to use the rest of your AP based on what you have available - Factoring in other skill cooldowns and AP costs (As well as what skills are actually useful at the time)

Originally Posted by Wormerine
Though I suppose that an issue that goes beyond what resource is tied to the skills - but with per rest, I find, at least myself, restrain more from using skills until necessary - Pillars of Eternity1 system working probably best for me: some common abilities per encounter, stronger skills tied to rest, with rest having soft limit that can be easily bypassed if need be, but annoying enough to encourage efficient rest pacing.

I find per rest skills kind of awkward to be honest.

Firstly, I usually end up erring towards martial users who ignore such mechanisms (Or casters that bypass it, such as Cipher in PoE). Since... Then I have a character who can work at full power without any "Per Rest" nonsense artificially limiting them. Which is one of my biggest gripes with this kind of spell usage. Take for example my WotR character; They can run into battle and attack 23+ times per turn as many times as they like, absolutely decimating most of the enemies in a battle single handedly. Meanwhile, in the same game, Mage characters can only be effective for so long, while they get continuously weaker over time as they run out of higher level spell slots until they become literally useless.

Then there's always the issue of design can often make the entire system fall flat. Games like BG3 and PoE let you spam rests freely to recover all resources (PoE2 also has the absolutely busted Blood Mage which gives you infinite casts of whatever level spells you want due to the way their ability that "Refreshes a random spent spell slot" works when you've only used a single spell slot I.e. It isn't random, it just refreshes that spent spell slot. So you can literally just spam Level 10 spells every turn for as long as you want)

Also, it can bring up that phenomena where someone (Such as myself) doesn't use consumables at all because of the "Save it for later" mentality. Whereby you then end up with a character who underperforms using low power skills (Like Cantrips, or a weak Crossbow) 99.99% of the time because of the nature of not being aware of exactly how many encounters you'll get in and thus cannot properly ration your spell usage and so just end up "Saving for later" all your actual spells. Which is an aspect that I find bizarre that actually became a thing for a TT game system, whereby things aren't set in stone and even DM's have to make stuff up on the fly to adapt to parties actions. Making the spell rationing situation even worse because not even the designer of the game knows exactly how many fights they will want to include, let alone the player who has to decide when to use their precious spell slots.
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Baldur's Gate III - Technical & Gameplay Problems
Cannot remove my friends character.... hedgehogs_fly Yesterday at 10:49 PM
I cannot remove my friends character from my own campaign? But somehow I can control his and remove MY OWN character?

Pretty frustrating. Any one experiencing this?
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Baldur's Gate III - General
Re: I created another novel with Minthara and Dark Urge teteblackhand Yesterday at 06:26 PM
Originally Posted by kevnx
Nice thread bro, it's cool for real.
I'm so glad you enjoyed it,I hope you had fun from this story, nice day!
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Baldur's Gate III - Technical & Gameplay Problems
Re: Tav Refuses to Move Skyflyerjen Yesterday at 04:27 AM
Hello, thanks for replying!! I will just have to try that. She is blessed by a certain pain-loving god, so she'll lose that, but at this point, it's worth it to save my game!
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General Discussion Jump to new posts
Sleep/Resting mechanic Little Red Yesterday at 01:33 AM
I’d love to see resting as a tactical decision rather than a safe reset button.


You can choose any location to sleep , the environment and location determine the chance of something coming across you
If everyone sleeps - maximum healing but high ambush risk
If you choose a party member to stand watch they heal slower but reduce ambush chance
Badly injured characters must sleep deeply to heal, more chance of ambush

Camp location, weather, shelter , injury and exhaustion suddenly become systems that can create stories naturally.
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