Larian Studios
Posted By: Aeridyne Party Size Discussion - 21/08/20 05:28 AM
Mod edit following thread merge. Original thread title; "Six Character Party"


So, I'm an old school gamer and I usually just let things pan out. HOWEVER... This is a special game to me, being a Baldurs Gate, which is one of my favorite games of all time, as are all of the good old D&D computer games. And in nearly every one of those games from the old DOS TSR games to the original Baldurs Gate I & II, Icewind Dale I & II, Neverwinter etc etc. Almost every one of those games had... A SIX CHARACTER PARTY.

Now, maybe I've missed something, and they (Larian) already plan on doing a six character party, but it really sounds like they are shooting for only 4. And I understand doing that with multiplayer is different, and if 4 players is the max actual players for multi but still have a 6 char party, that's fine (1 or 2 players could control multiple chars in multiplayer). But if we are limited to a 4 person party throughout the game (not counting little minions etc, like actual "player/party" characters, I'm doing to be very disappointed honestly.

I know you guys will make a great game and I absolutely loved DOS II, wonderful and amazing game, and I kind of assumed that BG III may well end up looking very, very similar. And it does, and that's fine that your mechanics and such look similar and the world is different (and more polished). But, without a 6 character party, it's almost like I'm going to be playing the next Divinity, in the D&D world, not so much, BG III if you understand what I mean. All the other games I fondly remember were the 2D isometric view that is totally iconic at this point, and all of those games had a 6 character party. Maybe it would have been cool to do some interesting adaptation of the perspective of the old games like BG I & II and the pause but I'm sure that playing turn based will be just fine. So, I'm ok with the very different flow of the game from the original's real time pause to something more of an improved DOS II world & battle system, but I'm not ok with a 4 person party... Just not at all.

Please, please, please, make the game with a six person party. I should have piped up immediately when the game was announced probably but, I figured I'd watch and see where it goes, and hoped, that 6 person party was just kind of a given. I was concerned since DOS II was only 4, but I hoped you'd all say, well, every other BG & similar games were six character, so we HAVE to do six! AND I WOULD HAVE AGREED! Haha.

I hope others will agree and if this hasn't been brought up by players yet, I don't know how it could have possibly been over looked since that was such a big part of not only the first two Baldurs Gate games but nearly every other good D&D computer game. Maybe the devs won't like me bringing up this idea really at this relatively late stage, but, I hope that we can all see what grander scale 6 characters brings to the table...
Posted By: Tarorn Re: Party Size Discussion - 21/08/20 05:38 AM
I think its 4 because of the amount of background, options, dialogue, pathways to play that they are bringing to the table & it would literally be to expensive to go to 6 man party - either that or we will be waiting another 2 years for the finished game.
Im an old school gamer too but I quite like a smaller party to manage - not that 6 is bad - 4 gets the balanced party fighter/cleric/thief/mage.

I do think Larian studios listen though so who knows what might happen by the time the game is in its final state - but for me 4 is enough to enjoy.
Posted By: Aeridyne Re: Party Size Discussion - 21/08/20 06:37 AM
See it's too constraining though. Like, that's literally going to be everyone's party to a T. In Divinity you could mix up classes a lot easier, but this, it's D&D, it's Baldurs Gate, and it needs to be different.

You don't want to take forever to heal or not be able to remove curse / level drain / poison, so you need that cleric. If you don't have a hefty front line fighter you're going to have a bad time. No rogue means eat trap city and no lock picking doors or chest for you which is absurdly dreadful and no one would pick that so literally every party will have a rogue, and similarly to the other 3 no one wants to miss out on having at least some of the vast library of powerful and useful wizard spells and some good AOE for the tougher battles, that is when the wizard/sorc shines. If you had a 6 character party you basically have two slots you can add in some real spice and change up your party. 4 characters is 100% predictable and pretty much may as well be locked in imo.
Posted By: Gray Ghost Re: Party Size Discussion - 21/08/20 07:39 AM
I firmly agree that a four character party is too small. Honestly even five characters would be an improvement. For all the reasons Aeridyne gave it's too constraining. If we're able to to swap between party members then it results in potentially making some characters less attractive based on what class your main character is, which is the main negative point for me. For instance, I don't like playing fighters or other non-spellcasting classes. My interest is in magic-focused characters like sorcerors, warlocks and wizards. I might play a cleric possibly but that's a long shot. So that means it becomes less likely that I'll have room in my party for other spellcaster companions, which sucks because companions are a huge part of what makes an RPG fun for me. If an RPG doesn't have companions, that's a huge mark against it in my opinion. It makes experimentation harder too since you have less of a fallback. I don't want to have to play through classes I don't find enjoyable to play in order to interact with other characters I might find interesting. I really hope this is one of those things that they decide to change when they see it in early access because I can see it really taking away from the experience.
Posted By: Nyanko Re: Party Size Discussion - 21/08/20 07:48 AM
If they were to make a 6 characters party now, with all the permutations involved, we would get the game in 3 years, maybe.
Posted By: Momento Re: Party Size Discussion - 21/08/20 08:30 AM
I haved played d&d since first edition and the class structures were more true in previous editions. In the about 15 campaigns I have played in d&d 5e it has very rarely been a fighter/cleric/rogue/arcane caster set up, and I have normally played 4 man group. There is nothing you really need. You have short rest that gives plenty healing and long rest heals you completely. For locked doors and traps you dont need rogue anymore. Anyone can have the prof. If you do want some healing mid fight, a paladin, bard, druid or sorcerer (with subclass) will do the trick. Most spell casters gets decent AoE spells, and any warrior class will work for tanking (fighter, paladin, ranger, barbarian). Even other classes tanks just as well if you build them up for it.

Personally I am probably going to run around and solo most of the content with 1 character that is buffed by the other 3. I am just going around with a group sometimes to hear the banter etc. 2 more buffers would be nice, but having 6 characters in a turned based game is going to slow it down quite a bit and many will also be put off by the need to level up, equip and control so many characters.


Posted By: Alodar Re: Party Size Discussion - 21/08/20 09:01 AM
Originally Posted by Aeridyne
So, I'm an old school gamer and I usually just let things pan out. HOWEVER... This is a special game to me, being a Baldurs Gate, which is one of my favorite games of all time, as are all of the good old D&D computer games. And in nearly every one of those games from the old DOS TSR games to the original Baldurs Gate I & II, Icewind Dale I & II, Neverwinter etc etc. Almost every one of those games had... A SIX CHARACTER PARTY.

Now, maybe I've missed something, and they (Larian) already plan on doing a six character party, but it really sounds like they are shooting for only 4. And I understand doing that with multiplayer is different, and if 4 players is the max actual players for multi but still have a 6 char party, that's fine (1 or 2 players could control multiple chars in multiplayer). But if we are limited to a 4 person party throughout the game (not counting little minions etc, like actual "player/party" characters, I'm doing to be very disappointed honestly.

I know you guys will make a great game and I absolutely loved DOS II, wonderful and amazing game, and I kind of assumed that BG III may well end up looking very, very similar. And it does, and that's fine that your mechanics and such look similar and the world is different (and more polished). But, without a 6 character party, it's almost like I'm going to be playing the next Divinity, in the D&D world, not so much, BG III if you understand what I mean. All the other games I fondly remember were the 2D isometric view that is totally iconic at this point, and all of those games had a 6 character party. Maybe it would have been cool to do some interesting adaptation of the perspective of the old games like BG I & II and the pause but I'm sure that playing turn based will be just fine. So, I'm ok with the very different flow of the game from the original's real time pause to something more of an improved DOS II world & battle system, but I'm not ok with a 4 person party... Just not at all.

Please, please, please, make the game with a six person party. I should have piped up immediately when the game was announced probably but, I figured I'd watch and see where it goes, and hoped, that 6 person party was just kind of a given. I was concerned since DOS II was only 4, but I hoped you'd all say, well, every other BG & similar games were six character, so we HAVE to do six! AND I WOULD HAVE AGREED! Haha.

I hope others will agree and if this hasn't been brought up by players yet, I don't know how it could have possibly been over looked since that was such a big part of not only the first two Baldurs Gate games but nearly every other good D&D computer game. Maybe the devs won't like me bringing up this idea really at this relatively late stage, but, I hope that we can all see what grander scale 6 characters brings to the table...



Fortunately D&D 5e eliminates the rigid roles of old school 2nd Edition AD&D so your six character party isn't necessary.

Every character can spend Hit Dice to heal themselves at a short rest.
Every character can stabilize a fallen comrade.
Clerics, Rangers, Bards, Druids, Paladins all have access to healing spells.
Fighters can heal themselves with second wind.
It is also my experience playing and DMing D&D 5E that healing spells are very inefficient (they don't scale well) and the absolute best way to "heal" is through crowd control and damage (Kill them before they damage you).

You don't need a rogue if you want a stealthy character. If you choose the Urchin background your Warlock, Cleric, Wizard or Fighter can be proficient in Sleight of Hand, Stealth, Thieves' Tools and Disguise KIt.

You can make a Githyanki Abjuration Wizard (will be my first EA character) who wears Chain armor, wields a Great-sword who psionic jumps into the front line.


D&D 5E is a much more flexible system than old school D&D giving you the flexibility to create an effective and balanced adventuring group with a smaller number of characters.
Posted By: kanisatha Re: Party Size Discussion - 21/08/20 03:29 PM
Hey OP, this issue has been discussed quite extensively in some other threads, so I won't repeat myself here. Suffice it to say that FWIW I completely agree with you. The party-size reduction to four is a major strike against this game for me, perhaps the biggest negative of all. And this would be the easiest of Larian's controversial game design choices to address by giving us an optional toggle to increase party-size up to six with the understanding that combat encounters have been designed and balanced for a party-size of four. No extra work for Larian other than a little bit of UI work. But Larian's track-record is against giving players any optional toggles, so this can happen only if some caring and considerate person out there puts in the time to create a mod for it.
Posted By: _Vic_ Re: Party Size Discussion - 21/08/20 04:47 PM
As others said, this was discussed already in other threads and I would like to have more companions to have more variety, but in short: the latest versions of D&D create adventures balanced for a 4-man-party, and there´s only 5 companions so the possibility of a highest party count is marginal at best.
Posted By: Vlad the Impaler Re: Party Size Discussion - 21/08/20 04:51 PM
Originally Posted by Tarorn
I think its 4 because of the amount of background, options, dialogue, pathways to play that they are bringing to the table & it would literally be to expensive to go to 6 man party - either that or we will be waiting another 2 years for the finished game.
Im an old school gamer too but I quite like a smaller party to manage - not that 6 is bad - 4 gets the balanced party fighter/cleric/thief/mage.

I do think Larian studios listen though so who knows what might happen by the time the game is in its final state - but for me 4 is enough to enjoy.


That's somewhat of a rationalization for a false dilemma because not every member of the party has to have dialogue. If that is the reason for limiting the party to four then fine, limit a party of six to having up to four characters with dialogue and the other two can be silent henchmen who fill an important role of providing redundancy to class and skill sets. Heck, I'd be fine with only one member of a six character team having dialogue with the other four being relatively silent henchmen. Often when I play BG & BG2 I use anywhere from 1-4 custom NPCs with only 4-1 organic NPCs who have dialogue. The only time I ever played with all five non-custom NPC personalities with their native dialogue was the first play through. After that I would substitute 1-4 custom NPCs that I would roll up and then rotate the native NPCs in and out. I really don't care if every member of my party has dialogue as long as I can have an ideal party of six.
Posted By: Vlad the Impaler Re: Party Size Discussion - 21/08/20 04:58 PM
The more I read the comments in the forum the more I get the impression that Larian is basically just going to put D&D skins on a different game so it will look like D&D, but it won't really play or feel like D&D. I guess it's a good thing I can still play BG & BG2.
Posted By: _Vic_ Re: Party Size Discussion - 21/08/20 05:24 PM
Well, the thing is in 5e the campaigns are based in 4 players, the monsters and creatures like the gnomes, not-green-goblins, cambions, Ilithids, dragons, etc look exactly like ingame in the PHB books, over 95% of the actual ruleset of 5e is being implemented ingame, some references about the lore, like Astarion having problems with running water or the question "What are parents?" of the githyanki Lae`zel; skill mechanics or action-based combat,etc

I understand that feels different from 2e of BG games or 3e of NWN games, but that´s how it is 5e now. You could like it or not, but it´s still D&D.

Believe me, Larian could mess up the game in many ways, but in lore or mechanics if they do something, they have permission and direct approval of WoTC. they´re very invested in the project.
Posted By: Wormerine Re: Party Size Discussion - 21/08/20 08:39 PM
Originally Posted by Vlad the Impaler

That's somewhat of a rationalization for a false dilemma because not every member of the party has to have dialogue.

Well, unless something changed, that’s not going to be the case here. No matter if you use companions or self-made mercenaries they will talk. Larian RPG is not a traditional single protagonist RPG. It’s multiplayer RPG which is possible to be played in SP. As such for the most part you have full control over your companions and you will want to use them. See this demo around 37:55. Keep in mind that here Swen approaches the situation with the companion.

Frankly, I found D:OS2 tedious to play with only 4 characters as I felt the game wasn’t tailored well to managing all the party by one player.
And am not sure if it will play bette for worse in BG3. There is visible attempts to make BG3 companions more of... well, companions. Which is great. Still many systems and designed seem to be transferred over.
Posted By: Tarorn Re: Party Size Discussion - 21/08/20 08:58 PM
Round two...

I wont argue that 4 is somehow better than 6 as the people who want a six man party ..want a six man party...my views are:

1. If you love BG1&2 and that is your benchmark then you need to potentially view this as a whole new D&D game as Larian Studios are not trying to make BG3 in the same literal sense as 1&2. This is their game,20 year later & you can just see how much it means to them & how much effort is going into the game - watch panel from hell.
2. I stopped playing D&D 15-20 years ago but from what I can tell 5E is designed for a 4 party crew - Solaster seems to be doing the same thing.
3. Yes the game will of course use some of Larian studios IP but to say its just a re-skin is nonsense - do they have unlimited funds..no..they do have 300+ people (who they are paying salaries to) working on the game - they cannot do everything, I think Sven mentioned limitations on a couple of occasions during the latest discussion.
4. Absolutely its D&D everything they are doing is trying to bring 5E rules as closely as they can (& in a format that works for video gaming) it has a massive D&D vibe - you cant say it has any other, its a D&D game plain & simple.
5. It may not be in EA but multi classing is coming to the game 4 party members can realistically play as more than 4 (well give you more variants & play styles) & at level 10 max you wont overly penalise your character build (now im going back a long time here but as I recall multi classing could be weaker at higher levels - not so much earlier on...but alot of fun to play).


Ok..hit me with it...



Posted By: Seraphael Re: Party Size Discussion - 21/08/20 10:22 PM
I prefer a 4 member party. Turn based combat (which is very much preferable to real-time w/ pause for a number of reasons) will be slow with bigger parties, especially if you throw animal companions, familiars and summons into the mix. Also, Larian has wisely chosen to opt for fewer companion all over with the trade-off being that each character will be considerably more fleshed out. Finally, a smaller party makes the party selection/character build decisions matter more. Larian has got this.
Posted By: Wormerine Re: Party Size Discussion - 21/08/20 10:39 PM
Originally Posted by Seraphael
Also, Larian has wisely chosen to opt for fewer companion all over with the trade-off being that each character will be considerably more fleshed out.

With companions filling double duty as companions and playable shells the math isn't as straightforward. D:OS2 companions were quite lacking - mostly I think, due to having be vague enough so they can be whatever potential Coop buddy will want them to be. BG3 companions have already have shown a bit more personality though.
Posted By: kanisatha Re: Party Size Discussion - 21/08/20 11:55 PM
Originally Posted by Seraphael
I prefer a 4 member party. Turn based combat (which is very much preferable to real-time w/ pause for a number of reasons) will be slow with bigger parties, especially if you throw animal companions, familiars and summons into the mix. Also, Larian has wisely chosen to opt for fewer companion all over with the trade-off being that each character will be considerably more fleshed out. Finally, a smaller party makes the party selection/character build decisions matter more. Larian has got this.

Combat is slow in BG3 because of its specific combat system, and not because of party size. If a party size of six would make combat more slow, that's not the fault of the party size but rather the fault of the combat system. So don't try to make party size the fall-guy for the flaws of the combat system.

Also, more fleshed-out companions at the cost of fewer companions is not a "wise" tradeoff by any means. If that's the case, why not go down to party size of two? Then we could have even more fleshed-out companions!! It's merely a reflection of your personal preference to have fewer companions. Everything in a videogame is an interconnected mass of tradeoffs and balancing acts. It is perfectly reasonable for other fans to expect both very well fleshed-out companions AND a significant number of companion choices if that's what they want. And the tradeoff to have all that could come in some area, for example by not having all voiced characters or not having romances. There is no automatic or default justification that the tradeoff should have to be fewer companions.
Posted By: Maximuuus Re: Party Size Discussion - 22/08/20 12:02 AM
One of my dream for this game is a party of 6 , especially for variety.
I don't care D&D 's standard number of players. I want to customize my team and 5 companions instead of 3 is MANY more combinations.

(I can see you Larian : an owlbear cub, a spider or an intellect devorer is NOT a companion).
Posted By: Wormerine Re: Party Size Discussion - 22/08/20 12:04 AM
Originally Posted by kanisatha

Also, more fleshed-out companions at the cost of fewer companions is not a "wise" tradeoff by any means. If that's the case, why not go down to party size of two? Then we could have even more fleshed-out companions!!

Kim Kitsuragi from Disco Elysium would suggest that it's not a terrible idea. At least sometimes, for some games. Also skills in DE where kind of like companions as well.

Either way, it has nothin to do with BG3 smile
Posted By: Aeridyne Re: Party Size Discussion - 22/08/20 12:12 AM
Originally Posted by Seraphael
Finally, a smaller party makes the party selection/character build decisions matter more. Larian has got this.

I don't understand how this statement leads to that conclusion. I mean I do, but I don't. That in a smaller party selection/character build matters more? To me It matters less because you already know exactly what the rest of your extremely limited party is going to be. Arguably I would tend to say anything other than a fighter/paly/barb/ranger is going to be in essence a handicap. Unless you have no qualms about resting after every fight to regain your spells but I always saw that as terribly unrealistic for the story although in most games it doesn't matter. The smaller your party is, and the less companions there are to choose from, the more limited in choices you've been given, the less flexibility you have... how does that add up to you? All of that is less options, not more. More limitations. Sure you could argue that makes your character choice matter more (but it really doesn't as the more limited everything is, the more obvious your choice becomes out of necessity) and that is not what previous BG games have been which have all had plenty of choice on your character composition and six characters allows for a more diverse and colorful group than 4. Why not just make it one character then and make it a super painful choice so it really, really matters? Because it's silly and it's not BG and the same goes for 4 imo.

Its just not going to feel like BG to me without a six character party. It's just not. And a lot of other people seem to agree. And I know for certain there are a lot of other older gamers out there like myself that are usually silent but will feel the same way. D&D lore / world etc yeah but it's going to feel like DOS II with BG world skin. I mean, it's literally almost the exact same game, just change the story / setting. (Which is a lot yes, but I mean mechanics wise and how it will play.) And I'm not always one of those people that necessarily wants to see changes in a game. They could make 15 games just like DOS II with different or continuations of stories and I'll probably love the heck out of them all. They could be D&D games too and I'd enjoy them just as much or even more. But were talking about BG here... It SHOULD be similar to the others. Just because 4 characters is easier and they can probably use a bunch of the same net code etc doesn't mean that's what they should do. I'm frankly sick of co op games always being 4 players now, like some unspoken rule.

For those who want 4 person because they think turn based with 6 would be too tedious - the solution could pretty easily be able to choose max party size at the start.

And it seems just as many or more want 6 as there are that are fine with 4. So why not at least have the option then.

A lot of people like to make their entire party from scratch anyway, the game might not have that option but a few more characters even if they aren't fully voiced or have hardly any interaction is FINE with me, I just want options for characters and more than 4 characters for my party. (Even DOS II had more than 4 characters with a story) I guess if you can only make your main character from scratch that's better than nothing. And adding more characters with only dialog and not necessarily putting them into the cut scenes is again fine by me. I wonder if unfortunately they might have gone so far with a lot of the cut scene stuff that it's painted them into a corner and thus they don't WANT to add any more characters because that means voicing a sh**load of more stuff and animations, where as in an older game it would have been easier as the voicing wasn't as much and adding the text dialog wouldn't have been very difficult. Even in Divinity II though my gf & I greatly preferred to use a mod that allowed 6 character party and also scaling monsters up a bit. I actually enjoy the combat, so more of it is just fine by me and actually a good thing! Combat didn't feel repetitive to me in in DOS II or grindy which was a very good thing. Baldurs Gate I & II had a ton of different party members you could pick up which would be fantastic to have in BGIII even if not all of them were voiced etc entirely.

Can you get by with a 4 person party? Seems just as many people think so as do that six is what it SHOULD be. And sure, obviously if they make the game for 4 it will be doable, but I don't WANT to just get by with 4. I long for the flavor and combinations possible with 6. And not just there are 6 total characters here you go, deal. Like, there SHOULD be MORE as there was in BG I & II.

And I don't give a h*ll how long a game takes, I never want a rushed game and would always prefer the creator take just as much time as they need/want to so that's a silly argument I think, that it will take longer.

Summons won't be like they were in DOS II, they will be weaker and much more temporary rather than summoning 4 things literally every fight which was exactly what I did in DOS II because the summons were just that good and you could bring them in every fight so why not. D&D is not going to be summon city like that so again I see that as a weak argument. And again, making the option to choose at the start solves the issue of people who want a smaller party, just like how they had lone wolf mode to pare it down even further if people wanted super streamlined combat. But again, lets not forget the flip side of that in that some people will enjoy the combat and larger fights with more characters taking longer will be just fine with some people, like me, and many others. I can understand the abandoning of real time with pause for the turn based for the way they are doing the game and the environments, camera etc everything like that but to limit the party to 4 characters and there not be any other options, well that's just not going to be cool. And if there aren't more characters to choose from to add to your party as well, again that just seems super limited and again not really in the BG vein since both games, especially the 2nd had a ton of extra characters to choose from that you could add to your party.

And again one more time, just because you CAN get by with a 4 person party you can make the same argument for even smaller parties too until you are only playing the main character and your other party members if any are just uncontrollable NPCs. But would that game be BG? Not really. Would a 4 member party game be BG? Not really. Would a game that doesn't have a plethora of party members to choose from like the previous ones be BG? Not really. But would a game with a 6 character party and lots of different characters to choose from be BG? Well yes it would! Ding ding ding, we have a winner.

Posted By: vometia Re: Party Size Discussion - 22/08/20 01:05 AM
Guys, you know where the RTwP/TB discussion is. Please take it there. Further off-topic comments are likely to be removed.
Posted By: Alodar Re: Party Size Discussion - 22/08/20 02:08 AM
Originally Posted by Aeridyne

And again one more time, just because you CAN get by with a 4 person party you can make the same argument for even smaller parties too until you are only playing the main character and your other party members if any are just uncontrollable NPCs. But would that game be BG? Not really. Would a 4 member party game be BG? Not really. Would a game that doesn't have a plethora of party members to choose from like the previous ones be BG? Not really. But would a game with a 6 character party and lots of different characters to choose from be BG? Well yes it would! Ding ding ding, we have a winner.




What made Baldur's Gate Baldur's Gate was strong characters and compelling story using D&D rules set in the Forgotten Realms.
It wasn't the number of companions or that it ran on Windows 98 or the combat style any more than it was incredibly minimal character customization, or that it used pixelated sprites as character models.
Latching on to these superficial aspects of a 20 year old game and insisting they are central to the Baldur's Gate experience is an exercise in futility.

Larian will be balancing combat for a certain size party in Baldur's Gate 3.
They have chosen 4.
That number isn't going to change based on peoples feelings of nostalgia for an irrelevant aspect of the previous 20 year old installment in the Baldur's Gate Series.


Posted By: kanisatha Re: Party Size Discussion - 22/08/20 03:29 AM
Originally Posted by Alodar
Larian will be balancing combat for a certain size party in Baldur's Gate 3.
They have chosen 4.
That number isn't going to change based on peoples feelings of nostalgia for an irrelevant aspect of the previous 20 year old installment in the Baldur's Gate Series.

May be irrelevant for you, and that's totally fine. But you don't get to decide what does or doesn't matter to the rest of us. For me, a party size of six IS very much a core characteristic of the original BG games and a very important part of what those games were about. Is it something magical about the number six? No. Rather, it is that the BG games were about going on an adventure with your party. The party aspect of the game was central. Even Swen and Adam Smith said exactly this in their recent interview. And for me, that centrality of the party and all the awesome intra-party interactions you got, or even just having five companions who you took along with you on your adventure and who became like a family to you during that adventure was key to my enjoyment of those games. When than number is then reduced from five to three, that is HUGE reduction in my enjoyment of the party-based experience. And while six is not some magical number, it is very much an optimal number, the proverbial Goldilocks number for party-size for me: not too big and not too small. Four, otoh, is definitely way too small a number.

So bottom, line, this isn't an issue of concern for you. It is an issue of concern for me, and a HUGE one at that. And seems like some others agree as well. So when I write any reviews of BG3 in the future, I absolutely will knock the game for the party size reduction because it is very much a legitimate area for criticism.
Posted By: Maximuuus Re: Party Size Discussion - 22/08/20 07:11 AM
That sucks they'll balance the game for 4 parties companion.
Baldur's Gate 1 and 2 looks +- well balanced (in général) and you can play with the companion numbers you like, from 0 to 5.

Of course the difficulty increase if your party is smaller, and that's what gives a taste for replayability. In other crpg they usually have to cheat and create "Lone Wolf" skills because everything need to be over balanced... every new game is the same, with the exact same difficulty everywhere.
Posted By: Stabbey Re: Party Size Discussion - 22/08/20 08:14 PM
Larian has said it'll be 4 because it will make combat smoother and take less time. I understand that point, it's not a bad point, but I feel like it should be five, because a balanced party typically has four roles to fill: Melee fighter, Healer, Lock and Trap remover, Offensive Caster.

Original Sin was classless, and characters could mix and match roles fairly easily, but D&D's system is class-based, and there doesn't seem to be much room for party flexibility with those roles filled, and multi-classing isn't a solution, as it makes you worse at multiple roles at once.
Posted By: TheAscendent Re: Party Size Discussion - 22/08/20 09:32 PM
I like the smaller party dynamic as it encourages you to make tough choices early on an gives you an incentive to replay with different characters and different party combinations.
Posted By: TheAscendent Re: Party Size Discussion - 22/08/20 09:34 PM
I wonder if the ones we don't pick return as enemies, later on, becoming Mind Flayers or having found an alternative cure on their own they come back looking for revenge against us the PC for 'abandoning' them.
Posted By: kanisatha Re: Party Size Discussion - 22/08/20 09:49 PM
Originally Posted by TheAscendent
I like the smaller party dynamic as it encourages you to make tough choices early on an gives you an incentive to replay with different characters and different party combinations.

How does party-size incentivize replaying the game? It is the number of companion choices you have in the game that can incentivize replaying the game, i.e., if you have a lot of companions available in the game where those companions are good substitutes for one another, such as was the case in the original BG games, then you can replay the game with different party makeups. So # of available companions helps replay (regardless of party-size). Party-size has no bearing on replay-value of a game.
Posted By: Alodar Re: Party Size Discussion - 23/08/20 08:22 AM
Originally Posted by kanisatha
Originally Posted by Alodar
Larian will be balancing combat for a certain size party in Baldur's Gate 3.
They have chosen 4.
That number isn't going to change based on peoples feelings of nostalgia for an irrelevant aspect of the previous 20 year old installment in the Baldur's Gate Series.

May be irrelevant for you, and that's totally fine. But you don't get to decide what does or doesn't matter to the rest of us. For me, a party size of six IS very much a core characteristic of the original BG games and a very important part of what those games were about. Is it something magical about the number six? No. Rather, it is that the BG games were about going on an adventure with your party. The party aspect of the game was central. Even Swen and Adam Smith said exactly this in their recent interview. And for me, that centrality of the party and all the awesome intra-party interactions you got, or even just having five companions who you took along with you on your adventure and who became like a family to you during that adventure was key to my enjoyment of those games. When than number is then reduced from five to three, that is HUGE reduction in my enjoyment of the party-based experience. And while six is not some magical number, it is very much an optimal number, the proverbial Goldilocks number for party-size for me: not too big and not too small. Four, otoh, is definitely way too small a number.

So bottom, line, this isn't an issue of concern for you. It is an issue of concern for me, and a HUGE one at that. And seems like some others agree as well. So when I write any reviews of BG3 in the future, I absolutely will knock the game for the party size reduction because it is very much a legitimate area for criticism.




To be blunt -- nobody cares about your review of the game.
Your demographic - obsessed with a 20 year old installment in a franchise - is on no-one's radar.
Larian doesn't care what the obsessed with 20 year old installment in a franchise group thinks.
No studio making triple AAA games does.

Gaming has passed you by.



The opinion of the obsessed with 20 year old installment in a franchise group on Turn Based Combat is completely and utterly irrelevant.
This is a Turn Based game.

The opinion of the obsessed with 20 year old installment in a franchise group on party size is completely and utterly irrelevant.
This game will have a player and 3 companions.

Doesn't matter how many times you post about it, complain about it or stamp your feet about it or how critical it is to your world view. These things are not going to change.



Larian will iterate their game and make changes based on it's performance in Early Access of their paying customers.
They make their choices based on in game data and feedback of their customers and ultimately what they think makes for good game-play for a modern Triple AAA game.


The opinion of the obsessed with a 20 year old installment in a franchise group is irrelevant to the future direction of this franchise, unless of course you happen to agree with the majority of folks playing Early Access.


[/blunt]
Posted By: Wormerine Re: Party Size Discussion - 23/08/20 10:20 AM
Originally Posted by Alodar

The opinion of the obsessed with 20 year old installment in a franchise group on party size is completely and utterly irrelevant.
This game will have a player and 3 companions.

While not exactly cRPGs the current popular turn-based games did use more then 4 units for their combat encounters. XCOM1&2 have 6 units, popular long war mods expand this roster, Phoenix Point supports at least 8 units as well.

At the same time, it also comes down to intended complexity of encounters as well as interesting decisionmaking available within those characters. I felt 6 man limit in FiraXCOM1 was too low, but I didn't feel that with XCOM2, where redesign of classes made them more interesting to use. Also there are stellar turn-based games with less then 6 units. Into the Breach is rather excellent, though small scale, and it has 3 units.

But the biggest mistake I make here, is that I look at it as a single player game, while BG3 is coop. So it's not really a party of 4, but slots for 4 coop buddies, which in this context is plenty. Playing through D:OS1 with only two characters under my control felt like plenty as focus is not on deep, tactical thinking and coordination. That's also a "mistake" many of previous posters make as well - thinking of BG3 in context of single-player RPG. Larian RPG just isn't the same genre as BG1&2, Kingmaker and PoEs.
Posted By: kanisatha Re: Party Size Discussion - 23/08/20 01:38 PM
Originally Posted by Alodar
Originally Posted by kanisatha
Originally Posted by Alodar
Larian will be balancing combat for a certain size party in Baldur's Gate 3.
They have chosen 4.
That number isn't going to change based on peoples feelings of nostalgia for an irrelevant aspect of the previous 20 year old installment in the Baldur's Gate Series.

May be irrelevant for you, and that's totally fine. But you don't get to decide what does or doesn't matter to the rest of us. For me, a party size of six IS very much a core characteristic of the original BG games and a very important part of what those games were about. Is it something magical about the number six? No. Rather, it is that the BG games were about going on an adventure with your party. The party aspect of the game was central. Even Swen and Adam Smith said exactly this in their recent interview. And for me, that centrality of the party and all the awesome intra-party interactions you got, or even just having five companions who you took along with you on your adventure and who became like a family to you during that adventure was key to my enjoyment of those games. When than number is then reduced from five to three, that is HUGE reduction in my enjoyment of the party-based experience. And while six is not some magical number, it is very much an optimal number, the proverbial Goldilocks number for party-size for me: not too big and not too small. Four, otoh, is definitely way too small a number.

So bottom, line, this isn't an issue of concern for you. It is an issue of concern for me, and a HUGE one at that. And seems like some others agree as well. So when I write any reviews of BG3 in the future, I absolutely will knock the game for the party size reduction because it is very much a legitimate area for criticism.




To be blunt -- nobody cares about your review of the game.
Your demographic - obsessed with a 20 year old installment in a franchise - is on no-one's radar.
Larian doesn't care what the obsessed with 20 year old installment in a franchise group thinks.
No studio making triple AAA games does.

Gaming has passed you by.



The opinion of the obsessed with 20 year old installment in a franchise group on Turn Based Combat is completely and utterly irrelevant.
This is a Turn Based game.

The opinion of the obsessed with 20 year old installment in a franchise group on party size is completely and utterly irrelevant.
This game will have a player and 3 companions.

Doesn't matter how many times you post about it, complain about it or stamp your feet about it or how critical it is to your world view. These things are not going to change.



Larian will iterate their game and make changes based on it's performance in Early Access of their paying customers.
They make their choices based on in game data and feedback of their customers and ultimately what they think makes for good game-play for a modern Triple AAA game.


The opinion of the obsessed with a 20 year old installment in a franchise group is irrelevant to the future direction of this franchise, unless of course you happen to agree with the majority of folks playing Early Access.


[/blunt]

To be blunt, you need to go back to school kid.
Posted By: The Composer Re: Party Size Discussion - 23/08/20 01:44 PM
Behave, guys.
Posted By: Minstrel Re: Party Size Discussion - 23/08/20 05:48 PM
This discussion started from a negative perspective with the suggestion that Larian are restricting the number of characters because of constraints. For example:

Quote
I think its 4 because of the amount of background, options, dialogue, pathways to play that they are bringing to the table & it would literally be to expensive to go to 6 man party - either that or we will be waiting another 2 years for the finished game.


I don't believe this is accurate, Larian will have developed dialogue for all companion variants as they don't know what the player will select.

From what I understand (from Swen in 'panel from hell') the limitation of 4 characters is all about building a deeper player to companion relationship. This makes sense to me as with other games I've played where there is a plethora of companions I struggle to find any sort of meaningful connection which detracts from the immersive nature of the game. Obviously there could be other factors like game mechanics but that's speculative.

I would prefer Larian restricts the number of companions (so there would only ever be 3 companions in one play through). I always struggle with which companions to choose! However I appreciate it makes sense to provide more options that can work better with the player class choices/style/preference.

One option is the player selects the 3 companions in the game at character creation and only those will be available in that particular play through.

One key benefit of early access is for Larian to respond to the players views and opinions, if there is a strong argument for more companions I'm sure it will come out of early access.

My suggestion is hold off with preconceptions and give it a go in early access, perhaps you will be pleasantly surprised and the reason for 4 players will become apparent.
Posted By: Torque Re: Party Size Discussion - 23/08/20 05:59 PM
Originally Posted by Tarorn
I think its 4 because of the amount of background, options, dialogue, pathways to play that they are bringing to the table & it would literally be to expensive to go to 6 man party - either that or we will be waiting another 2 years for the finished game.
Im an old school gamer too but I quite like a smaller party to manage - not that 6 is bad - 4 gets the balanced party fighter/cleric/thief/mage.

I do think Larian studios listen though so who knows what might happen by the time the game is in its final state - but for me 4 is enough to enjoy.


This is it. I think they want to build on the origin story style of PCs that they had in D:OS2 which leads to a very detailed approach to party members. Which is why I'm worried that there wont be more than like 6 or 7 viable party members that you can recruit. As you say, introducing more characters would increase the workload and the game would be released later. Or it could be a philosophy descision, I cant really speculate.

But I will say this, the reason why Minsc, Edwin, Viconia, or any other highly memorable character from the originals are so iconic isnt the volumes of algorithms of pathways for their personal journey.
Posted By: Torque Re: Party Size Discussion - 23/08/20 06:13 PM
Originally Posted by Vlad the Impaler
The more I read the comments in the forum the more I get the impression that Larian is basically just going to put D&D skins on a different game so it will look like D&D, but it won't really play or feel like D&D. I guess it's a good thing I can still play BG & BG2.


I look forward to this game and I will play the EA. But so far this gives me zero nostalgia hits. I dont feel like the game is Baldurs Gate, I feel like the game is D:OS2.

And this might sound wierd but D:OS1 (non-enhanced) does NOT feel like D:OS2. I love D:OS1 but I cant stand the enhanced edition. To pinpoint what they "enhanced" that ruined it for me is hard and I would probably start contradicting myself if I tried. It basically is a non-descript sensation that makes you feel a certain way. What D:OS1 feels like to me are the truly oldschool games of Spiderweb, the Exile games. Which is wierd because those games doesnt seem similar at all except theyre both fantasy RPGs.

But what I wanted to point out here is that having zero nostalgia in a game that rides on the tsunami wave of the original games is a mistake.
Posted By: Wormerine Re: Party Size Discussion - 23/08/20 06:40 PM
Originally Posted by Torque
But what I wanted to point out here is that having zero nostalgia in a game that rides on the tsunami wave of the original games is a mistake.

That would be mistake only if Larian we’re trying to ride in the tsunami wave of the nostalgia. I think it is clear, that unlike PoEs which tried to appeal to people’s memory of IE games, BG3 is not interested in that. It’s their RPG set after events of BG3 around the city of BG. Presumably even if it won’t appeal to many original BG fans, it will find its own audience.
Posted By: qhristoff Re: Party Size Discussion - 23/08/20 07:06 PM
For all of its failures, the RTwP combat in Pillars of Eternity 2 was incredible. The 5 person party allowed for deep customization while still requiring you to be strategic with whom you chose to take on certain missions. Melee felt useful, ranged wasn't a crutch, magic was fun and interactive. It was the rest of the game that sucked, which is a pity - and also makes Josh Sawyer's comments about RTwP in his post-mortem surprising; by and large, the combat is regarded as the best part of the game by pretty much everyone who is a fan of the franchise.

I would like up to a 5 man party in BG3, which also allows you to add a "quest companion" as a 6th so that you can take someone along who has a quest for you but isn't on your way or part of the main narrative. That way you don't have to juggle party members mid stride and can go off on side adventures with new people all the time while still growing your core party.

I also like the BG style of having a plethora of potential companions all over the world with different stories and different agendas that you get to pick and choose from. Choosing to leave someone behind is a big incentive for replayability.
Posted By: kanisatha Re: Party Size Discussion - 23/08/20 11:00 PM
Originally Posted by Torque
But I will say this, the reason why Minsc, Edwin, Viconia, or any other highly memorable character from the originals are so iconic isnt the volumes of algorithms of pathways for their personal journey.

An excellent observation with which I agree completely.
Posted By: _Vic_ Re: Party Size Discussion - 24/08/20 03:45 AM
Originally Posted by Wormerine
Originally Posted by Torque
But what I wanted to point out here is that having zero nostalgia in a game that rides on the tsunami wave of the original games is a mistake.

That would be mistake only if Larian we’re trying to ride in the tsunami wave of the nostalgia. I think it is clear, that unlike PoEs which tried to appeal to people’s memory of IE games, BG3 is not interested in that. It’s their RPG set after events of BG3 around the city of BG. Presumably even if it won’t appeal to many original BG fans, it will find its own audience.


Originally Posted by Wormerine
Originally Posted by Torque
But what I wanted to point out here is that having zero nostalgia in a game that rides on the tsunami wave of the original games is a mistake.

That would be mistake only if Larian we’re trying to ride in the tsunami wave of the nostalgia. I think it is clear, that unlike PoEs which tried to appeal to people’s memory of IE games, BG3 is not interested in that. It’s their RPG set after events of BG3 around the city of BG. Presumably even if it won’t appeal to many original BG fans, it will find its own audience.


I think we already discussed it in another thread, but I do no think the customers that are old-BGgames-fans of the first bg games are the main target of the game.

What I meant is that the target audience of the videogame is not "old-BG-games-fans-only" as in "we are not doing anything reminiscent to the original games and it was never intended to be". I think they are making a game for a broader audience and do not rely on nostalgia nor appeal to players of the games of old only; as the screenshots, trailers, etc show for múltiple reasons (design, mechanics, colour palette, etc).

Maybe the fans of the old games are not the game target audience anymore. I mean, they are using D&D5e Assets, they are advertising modules of WOTC together (Descent into Avernus, etc), they are doing interviews together with WOTC CEOs, working with D&D5e creators, using the ruleset and the setting...

But I dont´remember them referencing the old BG games in any interview unless asked first (In one interview even Sven Vincke and Mike Merle didn´t remember the canon ending of the baalspawn crises), they didn´t make videos of "Sven Vinke playing the old bg games", didnt´hire any of the original game screenwriters, musicians,... didn´t use images of the old games and characters to advertise the game (Owlcat, for example, included two of the iconic characters of Pathfinder in the videogames, Amiri and Seelah) nor include any of the characters of the first trilogies (Not official of the entire Wotc franchise like Elminster or volo),... didn´t take people from Black isle into the game-cons,... and they do none of the things that the PR department use to do to rally the old game fans.
I mean, the story of the baalspawn is already finished, it´s a different studio, do not share plot or common characters that we know of, It´s a turn-based game, 20 years and 3 different editions of D&D passed and they are using D&D5e game mechanics, lore and Artwork; and a setting 200 years after the baalspawn crisis, so... Do you really think they are worried about "deep and satisfying links to the original story arc that might justify the sequal tag in terms of story-telling and game-play terms"?


Not that I have anything against that, I happen to like D&D5e, TB, the forgotten realms... etc so I´m happy with plenty of what they show us so far (Even tho I found wierd some design choices) and, even I loved the old games I do not particularly care that much about the game to be similar to the old (and amazing) BG trilogy, not even in the party size. The story of those games already give us a great ending.


I think they just want to make a Larian game of D&D5e, their own game.
Posted By: Vlad the Impaler Re: Party Size Discussion - 24/08/20 06:17 AM
I see quite a few people wrongly conflating nostalgia for surface elements of BG/BG2 with the FEEL for how the game plays. The play in a full party of six FEELS very different than running only the player character and maybe one companion. A full party of six provides many tactical options that are simply impossible for only one or two toons to try let alone pull off. While a party of four is better than only one or two, six is even better than four because the more people in the "fireteam" or "squad" the more redundancy the party can have with important skills and abilities. Effective use of small unit tactics is much much more important and actually doable with a party of six instead of only one or two. Granted, four is better than one or two, but not as good as six.

I also see a significant reliance upon people, and Larian apparently, using a false dilemma. Not every member of the party has to be a fully scripted NPC with lots of lines and interactions with the each other and the player character. In addition to the four party members with the full background and script the party can also use two red shirt henchmen with generic lines so they can interact with the rest of the party. Showing respect for the legacy of what came before in D&D games like the Icewind Dale and Balgur's Gate series isn't a bad thing. Does Larian really have to dumb down combat in an RPG by reducing party size and switching from RTwP to TB to appeal to the gamers of today? Sure looks like it.
Posted By: _Vic_ Re: Party Size Discussion - 24/08/20 06:24 AM
If respecting the legacy would give sucess and good sales, The fallout games of Bethesda, the last Final fantasy games or even the GTA games should´ve been failures.

People do not need nor want to play the same games again, unless it´s FIFA or a game that precisely wants to ride on nostalgia.
Posted By: Bercon Re: Party Size Discussion - 24/08/20 07:24 AM
Another viewpoint into this is strengths and weaknesses of your party. If you have 6 members, you will have the right tool for everything in the game. However, if you have only 4 members, there might be some areas where you are lacking, you have weaknesses. This gives you an opportunity to be creative.

No healing? Well perhaps you need to stock lots of health potions, magical items or take another route and avoid taking any damage.

Nobody to search & disarm traps? Perhaps you need to make your tank capable of taking the hits then.

This means more replayability too, because if your first playthrough didn't have any arcane casters, perhaps quests and approaches you take are completely different than if you had one?
Posted By: Wumba Re: Party Size Discussion - 24/08/20 09:32 AM
Ever since the first announcement of BG3, I have been thinking 5 would be the dream number for a party.

I know 5e gives people enough freedom to get by in combat/story mechanics with 4, but 5 feels better to me -- and not just for the combat system or mechanics (although yes, for different combinations there) but for story flavor specifically. Different companion combinations for personalities and banter shenanigans and interjections. It's just more interesting, and I don't think 5 is too many to be a tight-knit group going through a crazy experience in a big grand adventure together. The story itself, a shared tadpoling vs PC is the special hero going through something unique to them, in a way lends itself to having an extra companion; they wouldn't need some outlandish/random reason to join up with the main character.

Different combinations of companions adds to replayability for a lot of people, but the more limited the spots... I'm not sure how to explain it as well as others in this thread have except to say if it's too limited, it feels tedious to replay for that reason. For example, I have zero desire to go through DOS2 again to experience the two companions I left out of my party; it doesn't feel like it would be different enough. As in, I might play through DOS2 again for another reason, but the companions aren't one of the factors. In BG, the option to mix-and-match companions has always been one of (and sometimes the only) factor in a replay, for me.

And I know, I do get it, this isn't the BG of old and obviously a lot goes into these decisions. I know it could be only 4 for a number of reasons. It could be that 5e is aimed at 4 people so 4 people it is. It could be that we can collect a certain number of companions at our camp and switch them out so it's hardly punishing. It could be that there will be less banter and interjections overall and so we're simply not missing out on anything there. Or it's a limitation related to multiplayer. Or it could be engine troubles. Or a combination of those reasons, or none of them.

Will we be playing BG3 with a party of 4? Probably. Can we do that just fine, no complaints on getting through a fight or story area? Sure. But clearly the opinions vary on the overall vibe and replayability that decision actually gives the game and I do think it extends beyond nostalgia. If I was just nostalgic, I would say six members, but I do agree that would be too many here. 4 seems to be the norm these days, but for me, 4 always feels limiting in terms of story, and a little boring for combat.
Posted By: Iamblitzwing Re: Party Size Discussion - 24/08/20 12:59 PM
Six character party seems quite oldschool. I would love to see it, but I also like the closeness and tightness of a four man party.
Posted By: Torque Re: Party Size Discussion - 24/08/20 02:01 PM
Originally Posted by Wormerine
Originally Posted by Torque
But what I wanted to point out here is that having zero nostalgia in a game that rides on the tsunami wave of the original games is a mistake.

That would be mistake only if Larian we’re trying to ride in the tsunami wave of the nostalgia. I think it is clear, that unlike PoEs which tried to appeal to people’s memory of IE games, BG3 is not interested in that. It’s their RPG set after events of BG3 around the city of BG. Presumably even if it won’t appeal to many original BG fans, it will find its own audience.


I do not understand how someone who pays attention to this can think that Larian *isnt* trying to ride the "THE NEXT BALDURS GATE GAME!" hypetrain. But you're right about one thing and thats that the core audience for a game in 2020 wont be players who were adolescents in 2000. And I'm fine with that, I was just hoping I would see a glimmer of the good old days, you know?
Posted By: Torque Re: Party Size Discussion - 24/08/20 02:11 PM
Originally Posted by Vlad the Impaler
I see quite a few people wrongly conflating nostalgia for surface elements of BG/BG2 with the FEEL for how the game plays. The play in a full party of six FEELS very different than running only the player character and maybe one companion. A full party of six provides many tactical options that are simply impossible for only one or two toons to try let alone pull off. While a party of four is better than only one or two, six is even better than four because the more people in the "fireteam" or "squad" the more redundancy the party can have with important skills and abilities. Effective use of small unit tactics is much much more important and actually doable with a party of six instead of only one or two. Granted, four is better than one or two, but not as good as six.

I also see a significant reliance upon people, and Larian apparently, using a false dilemma. Not every member of the party has to be a fully scripted NPC with lots of lines and interactions with the each other and the player character. In addition to the four party members with the full background and script the party can also use two red shirt henchmen with generic lines so they can interact with the rest of the party. Showing respect for the legacy of what came before in D&D games like the Icewind Dale and Balgur's Gate series isn't a bad thing. Does Larian really have to dumb down combat in an RPG by reducing party size and switching from RTwP to TB to appeal to the gamers of today? Sure looks like it.


One thing about the reduced party size is that it makes balancing easier because you'll have less variables. A problem with PF:K is that its quite hard in the beginning but gets increasingly easier once you have some levels because you as a player has more room to optimize and 4 chess pieces instead 6 reduce variance.
Posted By: Wormerine Re: Party Size Discussion - 24/08/20 02:25 PM
Originally Posted by Torque
I do not understand how someone who pays attention to this can think that Larian *isnt* trying to ride the "THE NEXT BALDURS GATE GAME!" hypetrain.

I don't understand how someone who pays attention to what Larian has revealed so far, can think that they do. Did you get a single nostalgia hit so far? I didn't and BG2 is my very very very dearest game ever. I am pretty sure that for many potential player "next game from Larian" carries more weight then "the next Baldur's Gate game". I was convinced from the very beginning that Larian will be better of serving their existing fanbase first, rather then trying to create something that nostalgia fueled BG1&2 fans will accept.
Posted By: Maximuuus Re: Party Size Discussion - 24/08/20 04:07 PM
Originally Posted by Bercon
Another viewpoint into this is strengths and weaknesses of your party. If you have 6 members, you will have the right tool for everything in the game. However, if you have only 4 members, there might be some areas where you are lacking, you have weaknesses. This gives you an opportunity to be creative.

No healing? Well perhaps you need to stock lots of health potions, magical items or take another route and avoid taking any damage.

Nobody to search & disarm traps? Perhaps you need to make your tank capable of taking the hits then.

This means more replayability too, because if your first playthrough didn't have any arcane casters, perhaps quests and approaches you take are completely different than if you had one?


I don't call this replayability... I call this a boring and bad gamedesign that reduce my possibilities to force replayability.

Assuming you're playing a custom character, if I'm not wrong :
3 companions out of 10 is 120 possibilities.
5 companions out of 10 is 252 possibilities.
Both numbers are important if you want to talk about replayability and choices.

Of course that numbers don't care about alignement and character's personnality/compatibility.

I hope they'll give an option for a team of 6 and I hope we'll have many "followers" that aren't animals or creatures...
Posted By: Torque Re: Party Size Discussion - 24/08/20 05:24 PM
Originally Posted by Wormerine
Originally Posted by Torque
I do not understand how someone who pays attention to this can think that Larian *isnt* trying to ride the "THE NEXT BALDURS GATE GAME!" hypetrain.

I don't understand how someone who pays attention to what Larian has revealed so far, can think that they do. Did you get a single nostalgia hit so far? I didn't and BG2 is my very very very dearest game ever. I am pretty sure that for many potential player "next game from Larian" carries more weight then "the next Baldur's Gate game". I was convinced from the very beginning that Larian will be better of serving their existing fanbase first, rather then trying to create something that nostalgia fueled BG1&2 fans will accept.


My initial point was that I dont feel any nostalgia and I thought that was a mistake. Which is wierd since if this game was D:OS3 and not BG3 it wouldnt get near as much attention. Sure, people would be looking forward "the next Larian game" but the fact that it has the name of the most iconic roleplaying game in computer history is what elevates it to something else. I mean its pretty much the main grief people have with the game: "Its not Baldurs gate, its D:OS3". You're genuinely confusing me here because I think its so blatantly obvious that they wanted to hitch a ride on the Baldurs Gate hypetrain that when you disagree youre basically telling me that water isnt wet.
Posted By: _Vic_ Re: Party Size Discussion - 24/08/20 06:29 PM
And we already told you that they are not using nostalgia as PR or advertise ties with previous games nowhere besides the name. They are not using characters, mechanics, isometric, story, timeline, character and world design or even the same edition of the previous games.

Witch means they want to make their own game.
Posted By: kanisatha Re: Party Size Discussion - 24/08/20 06:41 PM
Originally Posted by _Vic_
And we already told you that they are not using nostalgia as PR or advertise ties with previous games nowhere besides the name. They are not using characters, mechanics, isometric, story, timeline, character and world design or even the same edition of the previous games.

Witch means they want to make their own game.

Sure. But they *are* using the BG name. And that counts for A LOT. I mean, exactly because of everything you just listed ("They are not using characters, mechanics, isometric, story, timeline, character and world design or even the same edition of the previous games"), why does it need the BG name? The game has nothing (or at best extremely little) in common with the original BG games, so why call it BG3? It would've been absolutely appropriate to make it a new IP game. But both WotC and Larian decided it should be called BG3. Clearly the BG name matters, and that can only be because they both expect the BG name, just by itself, will draw in a bunch of potential buyers who would otherwise likely bypass the game. So, not so much nostalgia as name recognition.
Posted By: _Vic_ Re: Party Size Discussion - 24/08/20 06:52 PM
I may or may not agree with the notion that the game is worthy to be called BG, but I have to say that Wotc are the ones that allow them to use the name, so they have all the rights to use it, so I´m not going to be swamped in another discussion about if they´re worthy of the name, if they should call it the game this or that because it´s pointless. It changes nothing.


What I´m going to say is that they could make the game they want to. They do not have to be restrained by the expectations of some people would have simply because of the name, and they never confirmed nor feed nor promised to keep those expectations. They always said that they are going to work closely with WotC, that whey want to make a D&D game, that they want to make a party based game, that they are willing to listen to the player´s feedback , but they never said that they want to make yet another "spiritual successor" of the game.
I say, let them do their own vision of the game. They own it.
Posted By: kanisatha Re: Party Size Discussion - 24/08/20 07:59 PM
Originally Posted by _Vic_
I may or may not agree with the notion that the game is worthy to be called BG, but I have to say that Wotc are the ones that allow them to use the name, so they have all the rights to use it, so I´m not going to be swamped in another discussion about if they´re worthy of the name, if they should call it the game this or that because it´s pointless. It changes nothing.

Yes for sure. I have no desire to reopen that can of worms either. My point has nothing to do with the question of whether larian should/has the right to/is justified in using the BG name. That is a completely moot issue as you say, and I agree.

My point simply is that one cannot say WotC/Larian's decision to use that name is a neutral or arbitrary decision. It is indisputably a *calculated* decision meant to help sell the game to a wider audience than they would get if they did not use that name. That's all I'm saying.
Posted By: Wormerine Re: Party Size Discussion - 24/08/20 08:06 PM
Originally Posted by kanisatha
My point simply is that one cannot say WotC/Larian's decision to use that name is a neutral or arbitrary decision. It is indisputably a *calculated* decision meant to help sell the game to a wider audience than they would get if they did not use that name. That's all I'm saying.

Or perhaps WotC/Larian and some long time fans simply disagree what BG3 could and should look like. How game makers perceive an IP and how players perceive it might be fundamentally different.

EDIT. Most of us are here because we are fans of BG1/2. And yet we can't agree on what were important parts of BGs and what changes are acceptable/desirable. Larian's approach might not be made according to my and your vision of BG3, but it doesn't mean that they are not making BG3. They pitched BG3 and they were granted the IP. Sven somewhere did say that if he didn't intend to make BG3 he wouldn't call it BG3.

We might argue regarding what BG3 should be, but that doesn't mean that Larian can't do the same. And as they were granted the right to do it, their take on what BG is has more sway then ours.
Posted By: Maximuuus Re: Party Size Discussion - 24/08/20 08:18 PM
I personnaly find it a little bit disrespectfull to those that loved and waited this game for years.
There's absolutely nothing that looks like Baldur's Gate actually except minor, insignificant things...

They could change many little things so the experience looks less like a Larian Game but more like a Baldur's Gate game.
UI, visual effects, story telling, number of companions, exploration,... These are only few exemple that could be reworked and meet lots of everyone's expectations.
,
I hope that's why the name was chosen because the name is everything for many people interrested in Baldur's Gate 3.
Posted By: Emrikol Re: Party Size Discussion - 24/08/20 08:21 PM
Originally Posted by Wormerine
Originally Posted by kanisatha
My point simply is that one cannot say WotC/Larian's decision to use that name is a neutral or arbitrary decision. It is indisputably a *calculated* decision meant to help sell the game to a wider audience than they would get if they did not use that name. That's all I'm saying.

Or perhaps WotC/Larian and some long time fans simply disagree what BG3 could and should look like. How game makers perceive an IP and how players perceive it might be fundamentally different.

Both of these can be true (and I believe they are).

As to the main topic, though (aren't there numerous old threads on the same subject?), I am fine with four.
Posted By: _Vic_ Re: Party Size Discussion - 24/08/20 08:23 PM
I´ve see many definitions of the feels that the previous games bg2 games have. For many it the game had a dark tone, for many it was a fun game with jokes about the three stooges and space miniature hamsters and gnomes that talk too much, an incredible D&D game, a compelling story, a great tactical game, etc etc.

Maybe for the devs of Larian the spirit of the BG games are a party-based game with developed companions and based in the current D&D installment of the tabletop; for other people it´s a game about a baalspawn played in real time with a party of six ; maybe for other is a D&D 2ed game,...
Everybody could have their vision, they´re like noses. Everybody has one (besides Voldemort)

But the ones that ultimately could make his vision of a new game come true is Larian. They said they will listen to the feedback but we must be aware that they´re going to make his own game in the end, and it´s going to be a BG3. His BG3.



Posted By: Maximuuus Re: Party Size Discussion - 24/08/20 09:28 PM
Party base with develloped companions in the curent D&D installement of the tabletop is probably ok to everyone I guess...

What you describe is only a vision one can have for its game... Not the feelings players will experience.
A party base game with 3 companions out of 5 possibilities (+ horrible creature, owlbear cub or spiders) seems a little bit contradictoire to me, especially when one is a vampire, one is named Shadowheart and one is a Gythianki.

I guess if many more were planned they would have say it.
Posted By: DrunkPunk Re: Party Size Discussion - 24/08/20 09:36 PM
Originally Posted by Maximuuus

I guess if many more were planned they would have say it.


There will be more, the 5 we've seen are just what early access is launching with.
Posted By: kanisatha Re: Party Size Discussion - 24/08/20 09:37 PM
Larian's silence on additional companions is indeed worrisome. Everyone keeps saying there will surely be more, but I'm not sure. And since the vampire spawn and Sharite should be automatic no's for a good-aligned party, party composition is absolutely set for a good-aligned party with no possibility for any choice.
Posted By: _Vic_ Re: Party Size Discussion - 24/08/20 10:00 PM
They said the have plans for more in the last pannel from hell.
Posted By: The Composer Re: Party Size Discussion - 24/08/20 10:04 PM
Originally Posted by kanisatha
Larian's silence on additional companions is indeed worrisome. Everyone keeps saying there will surely be more, but I'm not sure. And since the vampire spawn and Sharite should be automatic no's for a good-aligned party, party composition is absolutely set for a good-aligned party with no possibility for any choice.


More companions will be added throughout Early Access, so what everyone is saying is correct.
Posted By: DrunkPunk Re: Party Size Discussion - 24/08/20 10:14 PM
I believe they said each writer is in charge of the writing for a companion, with one writer having two. So that's 13 companions, I think, if I have my writer count correct. There will also be the ability to recruit mercenaries.
Posted By: Vlad the Impaler Re: Party Size Discussion - 25/08/20 02:40 AM
Originally Posted by _Vic_
If respecting the legacy would give sucess and good sales, The fallout games of Bethesda, the last Final fantasy games or even the GTA games should´ve been failures.

People do not need nor want to play the same games again, unless it´s FIFA or a game that precisely wants to ride on nostalgia.


That's ridiculous literalism and misrepresentation to fabricate a lame false dilemma. Developers can show respect for the legacy of previous games WITHOUT copying a previous games. The Fallout games prove that quite well.
Showing respect for the legacy of a game =/= Copying a previous game
Posted By: Vlad the Impaler Re: Party Size Discussion - 25/08/20 03:04 AM
Originally Posted by Bercon
Another viewpoint into this is strengths and weaknesses of your party. If you have 6 members, you will have the right tool for everything in the game. However, if you have only 4 members, there might be some areas where you are lacking, you have weaknesses. This gives you an opportunity to be creative.

No healing? Well perhaps you need to stock lots of health potions, magical items or take another route and avoid taking any damage.

Nobody to search & disarm traps? Perhaps you need to make your tank capable of taking the hits then.

This means more replayability too, because if your first playthrough didn't have any arcane casters, perhaps quests and approaches you take are completely different than if you had one?


That's all well and good until your party takes its first casualty. Then things get a lot worse real fast when the party takes multiple casualties. There were more than a few times that despite massive buffing from both spells and potions that four or five of my characters were down or out of the fight in IWD, BG, and BG2 and the only reason the party survived was because I had six instead of only four. No amount of creativity can completely make up for losing the only character with critical skills and/or abilities. The biggest advantage of having a party of six is being creative with the redundancies in your party so no single loss, and likely not even a loss of two, cripples the party. Losing the pure Cleric or pure Magic User doesn't hurt nearly as bad when the party has a dual class M/C for backup. Losing the pure tank doesn't hurt nearly as bad when there is another Fighter or Paladin or Ranger for backup. Robbing us of a perfectly valid tactical option is just spiteful.

If the traps are that wimpy what is the point of even bothering with traps? Making rogues irrelevant is just spiteful. One of my two favorite characters to run is a rogue as a scout/sniper/pathfinder. So if one of my two favorite character types is unnecessary why should I bother with the game?

Actually, a party of six provides for MORE replayability because a larger party makes more party configurations possible. So that is MORE opportunities to see what works well enough to succeed by trying different party configurations. Then people can try it with five instead of six if they think they've exhausted all of the six party configurations they have an interest in trying.
Posted By: Vlad the Impaler Re: Party Size Discussion - 25/08/20 03:10 AM
Originally Posted by _Vic_
And we already told you that they are not using nostalgia as PR or advertise ties with previous games nowhere besides the name. They are not using characters, mechanics, isometric, story, timeline, character and world design or even the same edition of the previous games.

Witch means they want to make their own game.


They WHY the frakk bother with calling it Baldur's Gate 3? If they are essentially making a very different game and then borrowing characters and locations from the Baldur's Gate games so they repackage a different game as BG3 then just be honest about and call it something else. So far this looks like a classic bait and switch con game.
Posted By: Vlad the Impaler Re: Party Size Discussion - 25/08/20 03:10 AM
Originally Posted by The Composer
Originally Posted by kanisatha
Larian's silence on additional companions is indeed worrisome. Everyone keeps saying there will surely be more, but I'm not sure. And since the vampire spawn and Sharite should be automatic no's for a good-aligned party, party composition is absolutely set for a good-aligned party with no possibility for any choice.


More companions will be added throughout Early Access, so what everyone is saying is correct.


Having more companions to add to a party of four is still only a party of four instead of six.
Posted By: Maximuuus Re: Party Size Discussion - 25/08/20 07:39 AM
3 companions out of 13 is still way less possibilities than 5 out of 13...
I'm not sure it's very complicated to balance the game and create difficulty levels for every companions number.



Posted By: _Vic_ Re: Party Size Discussion - 25/08/20 07:54 AM
Originally Posted by Vlad the Impaler
Originally Posted by _Vic_
And we already told you that they are not using nostalgia as PR or advertise ties with previous games nowhere besides the name. They are not using characters, mechanics, isometric, story, timeline, character and world design or even the same edition of the previous games.

Witch means they want to make their own game.


They WHY the frakk bother with calling it Baldur's Gate 3? If they are essentially making a very different game and then borrowing characters and locations from the Baldur's Gate games so they repackage a different game as BG3 then just be honest about and call it something else. So far this looks like a classic bait and switch con game.

Only for people that actually do not read any of what larian has been said the past 9 months: that they are making his own game and the story and mechanics would be his version of a D&D game.
Posted By: Wormerine Re: Party Size Discussion - 25/08/20 08:58 AM
Originally Posted by Vlad the Impaler

They WHY the frakk bother with calling it Baldur's Gate 3? If they are essentially making a very different game and then borrowing characters and locations from the Baldur's Gate games so they repackage a different game as BG3 then just be honest about and call it something else. So far this looks like a classic bait and switch con game.

It what MAKES BG3. What makes Fallout3? Is fallout3, 4, 76 a fallout game?

There was no bait and switch. It was announced that Larian makes BG3 and from that point on if one were in touch with current RPG landscape then one would know what to expect. And gameplay revealed was 100% what I expected plus some stuff that actually peaked my curiosity. Game was never advertised as anything else. Disappointment with what BG3 is purely personal, and while you are free do dislike it, just like I somewhat do, there is no deception nor scam going here. Larian is doing Baldur’s Gate3 just as Bethesda did Fallout3 or Obsidian did Neverwinter Nights2. Larian makes a Larian RPG, Bethesda did a Bethesda RPG, Obsidian did Obsidian RPG.
Posted By: kanisatha Re: Party Size Discussion - 25/08/20 02:22 PM
Originally Posted by The Composer
Originally Posted by kanisatha
Larian's silence on additional companions is indeed worrisome. Everyone keeps saying there will surely be more, but I'm not sure. And since the vampire spawn and Sharite should be automatic no's for a good-aligned party, party composition is absolutely set for a good-aligned party with no possibility for any choice.


More companions will be added throughout Early Access, so what everyone is saying is correct.

Okay, thanks.
Originally Posted by DrunkPunk
I believe they said each writer is in charge of the writing for a companion, with one writer having two. So that's 13 companions, I think, if I have my writer count correct. There will also be the ability to recruit mercenaries.

If this is correct, that would be good news. With thirteen, I can imagine there will be sufficient options for a good-aligned party to be created including with balance across needed party roles.

But hiring mercenaries is a hard 'no.'
Posted By: Sordak Re: Party Size Discussion - 25/08/20 02:27 PM
honestly im kind of afraid there wont be enaugh companions
i dont mind having less than bG1 or 2, but i dont intend to play as any of the companions so id rather have more with a fixed personaltiy rather than 80 different paths each

Right now most of them seem pretty unlikeable
Posted By: kanisatha Re: Party Size Discussion - 25/08/20 02:35 PM
Originally Posted by Sordak
honestly im kind of afraid there wont be enaugh companions
i dont mind having less than bG1 or 2, but i dont intend to play as any of the companions so id rather have more with a fixed personaltiy rather than 80 different paths each

Right now most of them seem pretty unlikeable

On this I agree with you. I also generally cannot stand the companions revealed thus far, even the non-evil ones. Maybe the githyanki will be tolerable, but still, I would never ever even think of playing as one of the origin characters. And if cutting back on all the reactivity of the origin companions is the price that has to be paid for more companions, I would also be very okay with that. But I think the problem there is that Larian's default expectation is that players SHOULD play as one of their origin characters and NOT as a custom character. So they want to make their origin characters super-attractive to play as, so that players will feel like they're missing out on a lot by not playing as one of the origin characters.
Posted By: Bercon Re: Party Size Discussion - 25/08/20 03:20 PM
I don't expect there to be 13 companions to be honest and if you set your expectations that high, prepare to be disappointed. I'd expect 7-8 at best. Sure I'd love to have more, but quality over quantity. Especially with 4 member party, 9 companions would mean at least 3 playthrough to see all of them.

Originally Posted by Vlad the Impaler

That's all well and good until your party takes its first casualty. Then things get a lot worse real fast when the party takes multiple casualties.

If the traps are that wimpy what is the point of even bothering with traps? Making rogues irrelevant is just spiteful. One of my two favorite characters to run is a rogue as a scout/sniper/pathfinder. So if one of my two favorite character types is unnecessary why should I bother with the game?


DnD 5E already has mechanics to reduce lethality in combat with death saves and mechanics. It's also a video game, so if things go bad, that's what quick save & load are for. Plus 5E characters are usually a bit more versatile than 2E, so not having a thief, mage or cleric doesn't cripple you entirely.

Why the hyperbole? Just because stepping into a trap with a tank doesn't instantly annihilate them, doesn't mean they need to be wimpy.


High number of different party configuration or permutations give you an illusion of diversity. Is a game with 120 configurations really more diverse than 252? Are you truly going to play this game through more than 120 times? Do these configuration actually play differently, or is there only couple true differences between them? No Man's Sky has infinite number of planets, does that mean infinite replayability? After 20-30, does the number really matter?

In BG1&2 you pretty much always ran at least 1 cleric, 1 mage, 1 thief, 1 tank. That makes the games play very samey. You have a thief to pick locks and traps 100% of the time. You have cleric to give you the same basic buffs 100% of the time. You have mage to haste you near 100% of the time. You have 1 frontline guy aggroing the enemies 100% of the time. You don't make any real compromises and have no weaknesses.
Posted By: Gray Ghost Re: Party Size Discussion - 25/08/20 03:36 PM
I think 6-8 possible companions is a solid number, spread out across various classes. I'd even say that for me it's about the sweet spot I don't think I've ever played a game that gives you as many as 13 party members and while I'm sure that can be good, to me it almost sounds kind of overwhelming. And as far as the number of characters with you in your party, I'd say that while 5-6 would be my ideal purely because it allows for more interaction with your party members and it ensures you'll be able to mix and match your party without too much worry, if the game is balanced for only 4 characters then I'm sure it'll work out fine. The studio knows what it's doing.
Posted By: Torque Re: Party Size Discussion - 25/08/20 04:16 PM
Originally Posted by DrunkPunk
I believe they said each writer is in charge of the writing for a companion, with one writer having two. So that's 13 companions, I think, if I have my writer count correct. There will also be the ability to recruit mercenaries.


Do you remember where you saw this? If they create 13 companions it will be alright.
Posted By: kanisatha Re: Party Size Discussion - 25/08/20 04:27 PM
Originally Posted by Torque
Originally Posted by DrunkPunk
I believe they said each writer is in charge of the writing for a companion, with one writer having two. So that's 13 companions, I think, if I have my writer count correct. There will also be the ability to recruit mercenaries.


Do you remember where you saw this? If they create 13 companions it will be alright.

Yeah 13 would be nice, but as some others have said, I also doubt we will get that many. And anything less would mean, once you account for alignment and class distributions and personal taste, you will be lucky to find even three companions that you both personally like as well as who work for your party's needs.
Posted By: DrunkPunk Re: Party Size Discussion - 25/08/20 04:29 PM
Originally Posted by Torque
Originally Posted by DrunkPunk
I believe they said each writer is in charge of the writing for a companion, with one writer having two. So that's 13 companions, I think, if I have my writer count correct. There will also be the ability to recruit mercenaries.


Do you remember where you saw this? If they create 13 companions it will be alright.


I can't remember off the top of my head, I believe it was one of the discussions and not one of the gameplay streams. I'll see if I can find it when I get home tonight.
Posted By: Aeridyne Re: Party Size Discussion - 26/08/20 05:26 AM
On the idea of not needing to appeal to any nostalgia, yet using the BG name... That just doesn't add up, like others said why even call it BG III if it's going to be D&D world DOS:III. If it was going to be just 4 person party AGAIN... I'd actually rather it have been DOS:III and wait to make a BG game like it should be, with six character party and a large number of companions to choose from. You can have your opinion and I can have mine.

And I agree with the idea it doesn't need to follow the same story, in fact a new story is welcome. SOME ties would be cool though. The number of characters and party size is the biggest potential neg to me though as Kanisatha noted as well.

That "blunt" guy takes the "reality" point of view to the extreme. Basically saying whatever sells to the most people is exactly what they are going to and should do and every other game maker can and should do so deal with it. Also ignoring that just because younger people might be more vocal and have more time (including time to play the early access and give feedback) vs the older crowd doesn't automatically translate to who all will actually or would buy the game. And basically if you played the originals that nobody cares about you, you're too old and gaming has passed you by. None of your ideas or feelings nor your cash are relevant anymore. OK. But yeah. Cool guy and cool story. Awesome even. Yeah not really...

If we get 13 that would be very welcome to me. I don't need Suikoden number of characters to choose from but I did like that there was lots of choices in the first two games.

Someone noted in DOS II they didn't feel compelled to add the other 2 characters to their party for another play through just to see their stories and I didn't really either. What WAS fun though was using a mod to have all of them in my party at once so I could do all of their stories and scale up the monsters smile Which wasn't always very easy and would have been cool to have that built into the game from the start as an option. My first play through was with 3 friends so we didn't really get any of the additional characters stories. The 2nd play through was with just my gf and I so we could have all the other characters and hear their stories with the mods. It was a bit wonky and buggy though and would have been a lot nicer if it was just built into the game. We actually encountered a glitch we couldn't resolve and never did finish that 2nd play through.

Multiple other arguments of how additional party members somehow makes the party more predictable, which makes no sense... Like, it just doesn't. Saying that like the one example of having six characters means most people are going to run fighter/cleric/rogue/wizard and that's predictable. YES, it IS. BUT - you get TWO MORE SLOTS. I can't eyeroll hard enough how frustrated this makes me. The painful choice of necessity required however smaller a party is made does not = fun or making things more dynamic. It literally limits what you can do and the combinations possible and thus in reality forces you, unless the battles are cheese which I doubt they are, to have a combat strong party. With no cleric, you'll never even see the strongest priest spells in the game, same with wizard. So I want both. And I NEED a fighter, its hardly an option really. So now I have MAYBE one slot to kind of play around with assuming you were limited to 4. Rogue is the obvious choice here and sure, maybe I can pick a lock with my wizard by giving them the right background, but I don't WANT to pick locks with my wizard. I want to pick locks with my rogue. And then maybe take a bard along or a druid, etc. I guess I hear the words of those who think 4 person party is better but why would 6 person party be a bad thing at the very least as an option!? And I guess I'm also similarly surprised at the number of people who are totally OK with there being a tiny handful of potential companions. Like people that are ok with just 5. What if you hate 3 of them!? LOL. Shadowheart seems like a cool character (I absolutely hate Shar, she's almost as bad as entropy itself) but if given the choice I'd take the opposite priest of Selune any day along with war or healing domain. Anyway, I guess the whole less is more argument just doesn't add up to me. Why not more with the option for less.

Maybe I'll be pleasantly surprised with the option for six but I feel like its unlikely unless enough people throw their respective two cents in the wishing well. I do feel though that it's entirely likely that there are an unexpected large number of people out there that bought the 1st and 2nd BG that might not even know that BG III exists or is a thing yet, but would or will buy it, eventually. Just because there are very vocal people sometimes creating an echo chamber of feedback that doesn't necessarily mean that everyone who would potentially buy the game is in that chamber voicing their opinion. I'm one of those people that almost never is.

And just to add it one more time. Yes the game can and should be different and that's good, and I'm ok with the tactical and not real time, but pretty much every other game of the iconic isometric D&D games was 6 character party. Please Larian, don't change that.
Posted By: Maximuuus Re: Party Size Discussion - 26/08/20 06:12 AM
The best solution about companions is to have 5-6 origin character and many more usual companions, that are just companions as in the old BG. Only one quest and they come with you for any reasons.

I don't really care that the companions quest line is 4-5 steps if the quest is interresting and take a few hours to play (BG2).

Origin characters are designed to be the main character (that's the concept). Every companions don't need that. Quality companions doesn't mean origin characters...
Posted By: Nyanko Re: Party Size Discussion - 26/08/20 08:44 AM
Originally Posted by Vlad the Impaler
Originally Posted by The Composer
Originally Posted by kanisatha
Larian's silence on additional companions is indeed worrisome. Everyone keeps saying there will surely be more, but I'm not sure. And since the vampire spawn and Sharite should be automatic no's for a good-aligned party, party composition is absolutely set for a good-aligned party with no possibility for any choice.


More companions will be added throughout Early Access, so what everyone is saying is correct.


Having more companions to add to a party of four is still only a party of four instead of six.


Fair enough, but a party of six is less tactical than 4. In most games I play with a party of 6, I tend to find the sweet spot with my characters and I just go through the whole campaign only with one group. Having only 4 characters forces me into thinking ahead of combat encounters to decide whether I go more with a melee focused group, a ranged one or a magic centric build. It enforces decision making rather than getting the player lazy about choices. And I prefer that personally.

Posted By: Torque Re: Party Size Discussion - 26/08/20 10:37 AM
Originally Posted by Aeridyne

Someone noted in DOS II they didn't feel compelled to add the other 2 characters to their party for another play through just to see their stories and I didn't really either. What WAS fun though was using a mod to have all of them in my party at once so I could do all of their stories and scale up the monsters smile Which wasn't always very easy and would have been cool to have that built into the game from the start as an option.


I think we can all safely bet that there will be a mod that remove the 4-man party restriction. Whats more of an issue is the scaling of combat, as you point out. Ideally there would be scaling within the game that factors in party size and party level (just like in pnp). If you create a mod that allow you to have 6 members but dont scale the encounters it will suck and its alot to ask from a modder to re-balance every encounters in the game.
Posted By: Maximuuus Re: Party Size Discussion - 26/08/20 10:54 AM
Originally Posted by Nyanko
Originally Posted by Vlad the Impaler
Originally Posted by The Composer
Originally Posted by kanisatha
Larian's silence on additional companions is indeed worrisome. Everyone keeps saying there will surely be more, but I'm not sure. And since the vampire spawn and Sharite should be automatic no's for a good-aligned party, party composition is absolutely set for a good-aligned party with no possibility for any choice.


More companions will be added throughout Early Access, so what everyone is saying is correct.


Having more companions to add to a party of four is still only a party of four instead of six.


Fair enough, but a party of six is less tactical than 4. In most games I play with a party of 6, I tend to find the sweet spot with my characters and I just go through the whole campaign only with one group. Having only 4 characters forces me into thinking ahead of combat encounters to decide whether I go more with a melee focused group, a ranged one or a magic centric build. It enforces decision making rather than getting the player lazy about choices. And I prefer that personally.



Let's say Xcom is less tactical than DoS ?
Less choices is not more tactical... You can imagine way more things in a team of 6 and have more options.
Restrein team number to force "specialized team build" is not equal to "tactical" to me. It's just another constraint you can create yourself.



Originally Posted by Torque
Originally Posted by Aeridyne

Someone noted in DOS II they didn't feel compelled to add the other 2 characters to their party for another play through just to see their stories and I didn't really either. What WAS fun though was using a mod to have all of them in my party at once so I could do all of their stories and scale up the monsters smile Which wasn't always very easy and would have been cool to have that built into the game from the start as an option.


I think we can all safely bet that there will be a mod that remove the 4-man party restriction. Whats more of an issue is the scaling of combat, as you point out. Ideally there would be scaling within the game that factors in party size and party level (just like in pnp). If you create a mod that allow you to have 6 members but dont scale the encounters it will suck and its alot to ask from a modder to re-balance every encounters in the game.


A mod is not always the best to balance the game as you said.
It would be cool we have the option on the base game so we can feel the true BG3 experience.
Posted By: Nyanko Re: Party Size Discussion - 26/08/20 12:15 PM
It's even more so the case in xcom because as it doesn't have so much variety in terms of classes and styles of gameplay compared to a fantasy setting, it is just a matter of adjusting encounters according to the number of characters. Adding more characters to the team doesn't change anything at all. And so if you can do fine with more, you can do fine with less.

In DOS or BG3 it's totally different because the classes are so hugely diverse that it makes a world of difference whether you bring mages, rogues, clerics or fighters into the fray, each role being so specific. Then again, by reducing the number of slots available, you force the player into making tactical decisions he or she would have never made by always bringing the same group and always cheesing the same tactics refined after each encounter.

And yeah I agree. Modding the game into a 6 slots team will be a disaster in term of balance. The best way to make the game boring as f.
Posted By: Vlad the Impaler Re: Party Size Discussion - 26/08/20 01:20 PM
Originally Posted by Bercon
I don't expect there to be 13 companions to be honest and if you set your expectations that high, prepare to be disappointed. I'd expect 7-8 at best. Sure I'd love to have more, but quality over quantity. Especially with 4 member party, 9 companions would mean at least 3 playthrough to see all of them.

Originally Posted by Vlad the Impaler

That's all well and good until your party takes its first casualty. Then things get a lot worse real fast when the party takes multiple casualties.

If the traps are that wimpy what is the point of even bothering with traps? Making rogues irrelevant is just spiteful. One of my two favorite characters to run is a rogue as a scout/sniper/pathfinder. So if one of my two favorite character types is unnecessary why should I bother with the game?


DnD 5E already has mechanics to reduce lethality in combat with death saves and mechanics. It's also a video game, so if things go bad, that's what quick save & load are for. Plus 5E characters are usually a bit more versatile than 2E, so not having a thief, mage or cleric doesn't cripple you entirely.

Why the hyperbole? Just because stepping into a trap with a tank doesn't instantly annihilate them, doesn't mean they need to be wimpy.


High number of different party configuration or permutations give you an illusion of diversity. Is a game with 120 configurations really more diverse than 252? Are you truly going to play this game through more than 120 times? Do these configuration actually play differently, or is there only couple true differences between them? No Man's Sky has infinite number of planets, does that mean infinite replayability? After 20-30, does the number really matter?

In BG1&2 you pretty much always ran at least 1 cleric, 1 mage, 1 thief, 1 tank. That makes the games play very samey. You have a thief to pick locks and traps 100% of the time. You have cleric to give you the same basic buffs 100% of the time. You have mage to haste you near 100% of the time. You have 1 frontline guy aggroing the enemies 100% of the time. You don't make any real compromises and have no weaknesses.


What hyperole? If traps are weak enough that a fighter can literally walk through an entire dungeon setting them all off without the fighter dying and without the traps being a threat to the party then why bother with traps at all? That's why I grew to hate coop play with other players doing D&D online. After more than a dozen attempts I gave up on the game because exactly the same thing happened every time - people had zero interest in teamwork or even a hint of roleplaying. Every time the other players just threw caution to the wind and zergged through setting off ever trap and killing everything in sight and opening every treasure chest before I could cautiously advance more than few rooms.

You do understand that a good rogue is useful for more than only finding and disarming traps, right? They can also be very effective in a scout/sniper/pathfinder role to do recon for the party to help develop a sound tactical plan, they can do flanking and backstabbing, they can snipe mages to interrupt spell casting. A mage that can never get off a spell is not a threat. A mage that dies from a backstab is not a threat. If rogues are not necessary then why bother with traps? Another way to effectively use a rogue after it has done enough Recon is to get aggro on the enemy can then draw them back to the party waiting in over-watch to ambush the attackers with enfilading fire before the fighters at point engage in melee. If rogues are not necessary for scouting and recon and flanking and backstabbing then it seems as though a lot of tactical nuance is not necessary, and that seems a lot like mind numbing hack and slash.

The party of four you describe has no redundancy to make up for losses/casualties during encounters. One fighter? I always had two because after getting above L6 or L7 losing at least one fighter to a spell becomes the norm. Losing both fighters isn't the norm, but even that happens some time. Then the pure cleric is the tank. One cleric? I always have a dual class C/M because losing the cleric to a spell gets common at the middle levels so the party needs the dual class character to maybe keep the party alive. One mage? Again, I always have that dual class C/M as backup for when the mage gets taken out of the fight.

My goal in every dungeon/encounter is to always use proper recon and tactics to survive without ever having to do a reload. If I have to reload then I've failed. I hate having to rely upon the save and reload copout. I prefer to have save & reload as the rare exception rather than the norm.

20-30? How about at least three or four or five? And you have the gall to accuse me of hyperbole. If its easy enough and tactics lite enough for four I don't have much confidence that replaying will be likely. Granted, a party of four makes that more likely than a "party" of one or two. That's why I never finished Morrowind, and never replayed Neverwinter Nights or Daggerdale - no party so not much use for tactics.
Posted By: kanisatha Re: Party Size Discussion - 26/08/20 01:30 PM
Originally Posted by Maximuuus
Quality companions doesn't mean origin characters...

Amen. smile
Posted By: Wormerine Re: Party Size Discussion - 26/08/20 03:27 PM
Originally Posted by Bercon

In BG1&2 you pretty much always ran at least 1 cleric, 1 mage, 1 thief, 1 tank. That makes the games play very samey. You have a thief to pick locks and traps 100% of the time. You have cleric to give you the same basic buffs 100% of the time. You have mage to haste you near 100% of the time. You have 1 frontline guy aggroing the enemies 100% of the time. You don't make any real compromises and have no weaknesses.

So far I didn't like RPGs with only 4 companions. That said if the map and quest design is good enough... What if paths will be varied enough to not require "trap and picklock" guy? What if we won't HAVE to have priest for buffs and 100% protection from things that are bound to kill us otherwise? If those things that you usually HAVE to have will become optional boons opening new paths... that could be interesting.
Posted By: _Vic_ Re: Party Size Discussion - 26/08/20 04:11 PM
In D&D 5e roles overlap a lot. A ranger can be a capable healer, a fighter or a cleric could disable traps, druids are excellent scouts, bards could... well could be anything from healing to diplomatic duties to thievery, etc.
Posted By: colonelbuendia Re: Party Size Discussion - 26/08/20 04:19 PM
I'm hoping this game is not just a great successor to the BG series, but the best D&D game ever made and THE gold standard 5e game. I just don't know very many DM's that cap their party size at 4, and I would be hesitant to play at their table if they forbid it. DnD is a shared storytelling experience. The interactions between characters and the richness of their stories is a major element of that tabletop experience - and was a quality of BG that helped evoke that feeling of tabletop DnD's depth and breadth within the game.

I want to play with a bunch of different character/class combos. Page 83 of the DMG says that the ideal party size is 3-5 players. Most of the official adventure modules are written for 4-5 or 4-6 players.

Why restrict us to the low end of the standard WotC DnD party size? The only answer seems to be additional effort (and time) on Larian's side, both to create the characters/dialogue and to update the Divinity framework to allow it. I hope this is revisited during Early Access and beyond, because it feels like a Larian-imposed restriction not found in the sources they're building on top of.
Posted By: kanisatha Re: Party Size Discussion - 27/08/20 12:22 AM
Originally Posted by _Vic_
In D&D 5e roles overlap a lot. A ranger can be a capable healer, a fighter or a cleric could disable traps, druids are excellent scouts, bards could... well could be anything from healing to diplomatic duties to thievery, etc.

Sure, but they don't do those things very well. That's the problem you get when everyone can do (a little of) everything. Nobody does anything particularly well.
Posted By: Gt27mustang Re: Party Size Discussion - 27/08/20 02:14 AM
Originally Posted by kanisatha
]
Sure, but they don't do those things very well. That's the problem you get when everyone can do (a little of) everything. Nobody does anything particularly well.



That's what AD&D 2nd edition was for: nobody fought like a fighter, nobody healed like a cleric, nobody stole like a thief, or made things explode like a wizard, or...spoke to plants...like a druid, or whatever it is druids do. The roles were way more defined back then.
Posted By: _Vic_ Re: Party Size Discussion - 27/08/20 01:49 PM
Originally Posted by kanisatha
Originally Posted by _Vic_
In D&D 5e roles overlap a lot. A ranger can be a capable healer, a fighter or a cleric could disable traps, druids are excellent scouts, bards could... well could be anything from healing to diplomatic duties to thievery, etc.

Sure, but they don't do those things very well. That's the problem you get when everyone can do (a little of) everything. Nobody does anything particularly well.


Nah, that was in previous versions of D&D. Bards could master any skill, only some rogues could rival them. They also could fulfill any role you can think of if you build them accordingly.

Rangers have healing spirit, something that even clerics do not have, so they are fantastic healers. They only lack mass healing. Even celestial warlocks, bards or some sorcerers have buff and healing capabilities.

Druids have pass without a trace and could turn into animals ( even animals with swimming, flying or burrowing capacities later on), and also have several spells at their disposal to detect enemies. They are one of the top scout class of the game by far. Wizards and Bards excel at it using their familiar to scout ahead.
There are several hybrid subclasses that allow fighters or rogues to have access to wizard spells, so they could provide arcane support.

Any character with enough dexterity could use thieving tools to open locks/disable traps, etc. And since there are weapons that use dex for attack and damage, there are fighters, monks or rangers that could be excellent trapspringers.

Paladins, bards or sorcerers could be great faces for the group, due to his high carisma, but any character could learn the dialogue skills.
etc etc






Posted By: kanisatha Re: Party Size Discussion - 27/08/20 02:24 PM
Originally Posted by _Vic_
Originally Posted by kanisatha
Originally Posted by _Vic_
In D&D 5e roles overlap a lot. A ranger can be a capable healer, a fighter or a cleric could disable traps, druids are excellent scouts, bards could... well could be anything from healing to diplomatic duties to thievery, etc.

Sure, but they don't do those things very well. That's the problem you get when everyone can do (a little of) everything. Nobody does anything particularly well.


Nah, that was in previous versions of D&D. Bards could master any skill, only some rogues could rival them. They also could fulfill any role you can think of if you build them accordingly.

Rangers have healing spirit, something that even clerics do not have, so they are fantastic healers. They only lack mass healing. Even celestial warlocks, bards or some sorcerers have buff and healing capabilities.

Druids have pass without a trace and could turn into animals ( even animals with swimming, flying or burrowing capacities later on), and also have several spells at their disposal to detect enemies. They are one of the top scout class of the game by far. Wizards and Bards excel at it using their familiar to scout ahead.
There are several hybrid subclasses that allow fighters or rogues to have access to wizard spells, so they could provide arcane support.

Any character with enough dexterity could use thieving tools to open locks/disable traps, etc. And since there are weapons that use dex for attack and damage, there are fighters, monks or rangers that could be excellent trapspringers.

Paladins, bards or sorcerers could be great faces for the group, due to his high carisma, but any character could learn the dialogue skills.
etc etc

I don't buy this. But for the sake of argument, if you are right, then what exactly is the point of having classes? Effectively, every class is considerably the same as at least one other class and maybe more, and all the classes significantly overlap each other. So in truth you have a classless system with fake classes to give the illusion of a class-based system. Nope. Don't buy it at all. A cornerstone of D&D has always been its distinctive class-based system, and although 5e has weakened the distinctiveness of classes it has not erased their distinctiveness the way you describe it.
Posted By: _Vic_ Re: Party Size Discussion - 27/08/20 02:51 PM
There are differences between classes and the roles that you can have in a party. In 5e the different classes are very flexible, many classes could fulfill different roles. So usually it´s not needed to have 6 different characters to take care of 6 different roles in the party.
Already gave you lots of examples, if you don´t buy it and think I do not describe it accurately I hope you have any facts that back your claims because yours sounds a baseless and prejudiced opinion from my viewpoint.
Posted By: Emrikol Re: Party Size Discussion - 27/08/20 04:52 PM
Originally Posted by _Vic_
There are differences between classes and the roles that you can have in a party. In 5e the different classes are very flexible, many classes could fulfill different roles. So usually it´s not needed to have 6 different characters to take care of 6 different roles in the party.

I don't know 5e well enough at all, so I can't comment oh who is right. But I can say I do hope classes mean more. It's ironic, though, since I used to bemoan the rigidity of 'classes' for so long. But maybe because there seems to have been so little of the old school class system recently I am actually looking forward to more of it (e.g no other class can match a rogue in lockpicking).
Posted By: deathidge Re: Party Size Discussion - 27/08/20 05:15 PM
While some roles can be done, in different ways, by multiple classes, every class is still unique due to the class-specific skills and abilities that are, IMO, enough to keep classes unique. That's at the class level, not the subclass level. Subclass has less uniqueness, IMO, in some cases. Fighter for example, battle master has way more flexibility and uniqueness than the champion due to all the combat abilities they get. No other class can mimic a battle master enough to be considered an alternative for that 'role'.
Posted By: Gt27mustang Re: Party Size Discussion - 27/08/20 10:06 PM
Originally Posted by kanisatha
Originally Posted by _Vic_
Originally Posted by kanisatha
Originally Posted by _Vic_
In D&D 5e roles overlap a lot. A ranger can be a capable healer, a fighter or a cleric could disable traps, druids are excellent scouts, bards could... well could be anything from healing to diplomatic duties to thievery, etc.

Sure, but they don't do those things very well. That's the problem you get when everyone can do (a little of) everything. Nobody does anything particularly well.


Nah, that was in previous versions of D&D. Bards could master any skill, only some rogues could rival them. They also could fulfill any role you can think of if you build them accordingly.

Rangers have healing spirit, something that even clerics do not have, so they are fantastic healers. They only lack mass healing. Even celestial warlocks, bards or some sorcerers have buff and healing capabilities.

Druids have pass without a trace and could turn into animals ( even animals with swimming, flying or burrowing capacities later on), and also have several spells at their disposal to detect enemies. They are one of the top scout class of the game by far. Wizards and Bards excel at it using their familiar to scout ahead.
There are several hybrid subclasses that allow fighters or rogues to have access to wizard spells, so they could provide arcane support.

Any character with enough dexterity could use thieving tools to open locks/disable traps, etc. And since there are weapons that use dex for attack and damage, there are fighters, monks or rangers that could be excellent trapspringers.

Paladins, bards or sorcerers could be great faces for the group, due to his high carisma, but any character could learn the dialogue skills.
etc etc

I don't buy this. But for the sake of argument, if you are right, then what exactly is the point of having classes? Effectively, every class is considerably the same as at least one other class and maybe more, and all the classes significantly overlap each other. So in truth you have a classless system with fake classes to give the illusion of a class-based system. Nope. Don't buy it at all. A cornerstone of D&D has always been its distinctive class-based system, and although 5e has weakened the distinctiveness of classes it has not erased their distinctiveness the way you describe it.


Yeah I don't buy this either. All the things you listed _Vic_ are unique abilities to each classes, it doesn't make them better.

A bard was a master of skill, yes, and it was ITS strength. Fullfilling any role ADEQUATELY if build accordingly? Yeah I can see that. Being better in said role than the class it emulates? Nah man, just nah.

The ranger's healing spirit, the druid's pass without trace, the thief and fighter's sub classes that allow them to use wizard spells, the paladin's healing abilities...all of these things you mention are abilities that DEFINE a class, allows it to have a certain flavor and be able to cover more ground inside a party and to be able to help where needed. However they will never equal the class whose primary abilities it copies. I wouldn't trust a ranger to support the healing needs of a party like a cleric could. No class comes close to a fighter's close quarter capabilities and sheer number of feats. The wizard remains the absolute master of magic even if bards can cast some arcane spells ans even if every class can pick an odd lock, the thief is still the master backstabber and has access to feats that makes a thief, well, a real thief.

I still think AD&D 2nd was where the classes were the most defined. However, the classes are still really well defined in 5E.
Posted By: _Vic_ Re: Party Size Discussion - 28/08/20 12:51 AM
As I said before, I´ve never said that the classes are less unique, I said that a class could fulfill a lot of roles, so it doesn´t matter if you do not have a cleric, a warrior of a rogue in the party, for example, because there are many other classes that could do their job, even more than in previous editions. Also never said I liked it that way, I was exposing bare facts.

You do not seem to understand that the skills, saves and attack rolls in 5e are calculated by 2 things: Proficiency and stat. And ANY CHARACTER has the SAME proficiency number at the same level with their trained skills. And the background, some subclasses and feats allow you to train in skills outside your class.

A wizard or cleric trained in survival or animal handling(ie. outlander or folk hero background) with wisdom enough would be as skilled as a ranger living in the wild. They will have EXACTLY the same skill number: With 14 wis your wizard or cleric will have +4 at level 1 +5 at level 5 +6 at level 9 . etc Same as your Ranger. Possibly even better than your ranger in the long run because clerics usually have more wisdom.

That means that a fighter or a rogue trained in medicine with the same wisdom stat would treat wounds, stabilize your fallen party member and identify diseases as well as your cleric or your druid.

A wizard with high investigation could be better than some rogues at detecting traps because they possibly have higher int and could be trained in thieve´s tools as any other character with the criminal background, for example.

Any wizard or artificer are potentially better than any cleric or druid at knowledge nature and religion because the main stat is INT, not WIS (and those classes usually have much more) so they could take care of the tasks that require it without a divine spellcaster.

A barbarian trained in arcana (just pick the sage background) with 14 int would have the same number in arcana as a sorcerer with the same int of the same level.

Your sorcerer, warlock or paladin could be much more intimidating or charming than your fighter or your barbarian or rogue because those classes usually do not need CHA.
Your barbarian, wizard or rogue could be as skilled as your bard at performing because there are several backgrounds and feats that allow you to be trained in performance or a particular instrument of your choice.

The only difference could be rogues and bards that could get specialization in some skills so they could be better than average at several skills.

Anyone could take a look at how character creation and classes/subclasses work at 5e and take a look for himself. That´s the jam now in 5e.
Heck, even now with the Tasha´s new book you´re not even restrained by the races` and you could pick your own: ¿You want a half-orc with +2 dex and the stealthy feature? you can.

That also means that a sorcerer has the same hit% that a Barbarian or a fighter if they have the same weapon and the same Dex/STR. There are even lots of subclasses that allows bards, warlocks or clerics to have armor proficiences and the same attacks/turn as a barbarian, paladin or a ranger, so you may forfeit your frontine warrior and use one bard, warlock or cleric build instead without even multiclassing.


If you do not have a rogue or a ranger, your druid or your wizard could be your scout and use the thieve´s tools. If you do not have a cleric or a druid your ranger or your celestial warlock or sorcerer could do the healing, your rogue or barbarian could be your diplomat, your bard your melee fighter, your cleric could be as good at tame animals, using survival skills and spot creatures(still retaining their healer role), etc etc.
You may tell me that a warrior would do warrior stuff, a healer would heal or a rogue would do trickery stuff at 100% efficiency, but there are many other classes that could do that at a 90% efficiency. So yeah, you win, there´s a difference, there are classes better suited for a particular role, but that does not mean that plenty other builds that could cover for it if you do not have/want that class in your party in 5e.


Played lots of games without a cleric, a rogue or a warrior and find that the party could do fine without them because other classes could cover it without much of a fuss.When you are playing you do not notice the difference that much, unless for very situational roles ( i.e. A cleric in a tomb full of undead would be useful to turn them, a bard, ranger, druid or a Firbolg if you want to talk with some plants or forest inhabitants, etc)
Posted By: Aeridyne Re: Party Size Discussion - 28/08/20 03:01 AM
Originally Posted by _Vic_
You may tell me that a warrior would do warrior stuff, a healer would heal or a rogue would do trickery stuff at 100% efficiency, but there are many other classes that could do that at a 90% efficiency. So yeah, you win, there´s a difference, there are classes better suited for a particular role, but that does not mean that plenty other builds that could cover for it if you do not have/want that class in your party in 5e.


Um, gotta disagree with you there. For most of the skill based examples you give, sure, yeah, not gonna debate you on that. 5e leveled out a great deal of the skills, experience and made a lot of stuff flexible or same in that regard. However, you lost me at the "there are many other classes that could do that at 90% efficiency." Nope. Just not true for a great many things.

Ranger never gets access to a wide range of spells the cleric does. Need remove curse? Best of luck to ya. Need a raise dead? Never gonna happen. The ranger literally caps at spell level 5 with a far more limited spell list, compared to a huge spell list for clerics and top out at of course level 9 spells. How does the ranger then fulfill the role of "healer" at 90% efficiency? About one of the only class relations I would agree with that statement remotely is bard, wizard, sorcerer, warlock, but those are all magic focused classes anyway with variations. But can any other non magic class cover the role of a "wizard" at 90% efficiency? Again, it's a no. Not gonna happen. No class that doesn't max out at lvl 9 spells is going to even hold a candle to a class that does. A paladin may be able to heal but again, not like a cleric. A spell sword might be able to cast magic but not like a wizard or sorcerer. Anyway, the point I wanted to make was already made. Skills, yes that's one thing (except I still want a rogue for the specializations for rogue like things.) But saying one class can be adapted to be 90% as good as another class at something I simply see as just not true. Conflating various mostly non class skills & backgrounds with actual class skills and progression which is NOT the same. And I'm not here to argue and you clearly know your stuff regarding the game but I feel that was a pretty generous over exaggeration.

And as far as what works in a table top game, I don't really see that as incredibly relevant because most DMs that aren't shooting for a TPK are going to be nice and adjust for some of the weaknesses in the party where as hard code is unlikely to do that. Don't have the speak with animals? Well I guess you aren't doing that then hmm. Want to get through this door? Oh well, you're going to need a rogue with specialization for this best item in the game...

To me though all of this back and forth about CAN you do this or that with a smaller party is moot though because clearly there are lots or even more people that would love to at the very least have the option of a 6 character party, which has been the standard in basically all of the previous games from Icewind Dale to BG to Neverwinter and some of the games that have come after like Pillars, Kingmaker etc as well. If it ain't broke don't fix it, and certainly don't take away 2 characters and say, well its fine, you can just try to squeeze all that down into 4 characters instead. Ok but, lets make that an option. 6 SHOULD be the STANDARD, not 4. And everybody who is ok with 4 can rationalize it in their own way but I'm just going to keep disagreeing and pointing at the boxes of all the originals, and the fact that they have.... 6. And lastly I'll say it again, personally I'm sick of 4 player max co op games anyway honestly. Which this isn't just any game, it's a D&D game that shares the name with the game that started it all, the original 2D isometric classic. Some things are bound to change but party size being capped at 4 shouldn't be one of them. Swear to goodness if it's capped at 4 it's going to feel like some kind of D&D divinity to me and not actual BG like it should be imo. I guess we need options to make everyone happy as it seems relatively 50/50 or if this thread has any bearing like actually more people would prefer 6 over 4.

Side note: My favorite trilogy of books is the Dragonlance - Tales of the Lance. Wouldn't have been such a great trilogy if they couldn't have ever assembled more than 4 heroes at a time... >.>
Posted By: _Vic_ Re: Party Size Discussion - 28/08/20 05:39 AM
Uh We were talking about a game with a level cap of 10 (at least I was) like Bg3 but yeah, for high-levels a full caster will always be superior to dabblers like rangers as you said, of course. Warlocks, bards or sorcerers could make them work for their money, but ultimately specialists would be better at what they do, if only because they could reach the heavenly 9th spells. You are absolutely correct, nothing to say against.
PD: maybe rangers do not have raise dead or remove curse, but pallys and bards can wink warlocks could cast remove curse too. And to be honest, I´m in love with healing spirit and goodberies, something that clerics lack but I concede a druid would make better use of it than a ranger. Other classes will offer interesting variants that clerics or wizs cannot do, like metamagic or warlock casting.

In regard of spells I concur.

I will add to your statements that a bard (even more lore bard), an artificer or a rogue over level 11 would run in circles around any other character if we measure only skills and tools`competence; in quality and quantity.

First I have to point out yet again that I didn´t mean a class could do the same as the other, I said they could make the same role that other traditional class usually did in previous editions: healer, scout, face, sage, etc. And many of those do not rely on the number and quality of spells you can cast.

In the matter of skills and physical combat all classes are more capable than in previous editions and the difference in competence is not that much. At least in comparison. Many characters could be built to fit the role of frontline fighter, marksman, trap disabler, scout, diplomat, thief, survivalist, know-it-all, etc using classes that were simply not fit in previous editions.(see all the examples above)

Heck, after 5e you have to pick a rogue, artificer or have a cleric and a wiz with a bunch of scrolls of lock if you wanted to deal with traps & locks, now any character could be trained to do it; and some of the best combat and tank builds in 5e use moon druids and warlocks as a base, the most popular without a single level of a traditional warrior class.
Posted By: Gt27mustang Re: Party Size Discussion - 28/08/20 09:55 AM
Originally Posted by _Vic_
As I said before, I´ve never said that the classes are less unique, I said that a class could fulfill a lot of roles, so it doesn´t matter if you do not have a cleric, a warrior of a rogue in the party, for example, because there are many other classes that could do their job, even more than in previous editions. Also never said I liked it that way, I was exposing bare facts.

You do not seem to understand that the skills, saves and attack rolls in 5e are calculated by 2 things: Proficiency and stat.



I do know that proficiency governs a lot of things in 5E. But saying the proficiency bonus and skills make classes equal? Just no. A class is defined by so much more than the proficiency bonus, especially in 5E, where every level or so classes gain a specific ability.

Just so you know, I'm currently DM of the Descent into Avernus campaign and we lost our cleric during chapter 2 (those who play know what) but we still have a warlock and a druid for healing and we are HURTING. We are usually forced to rest after even an average fight. Their healing just cant maintain the party.
Posted By: Annyliese Re: Party Size Discussion - 28/08/20 09:57 AM
Originally Posted by Gt27mustang
Their healing just cant maintain the party.


You really don't outheal damage in 5e, the system doesn't support it very well.
Posted By: kanisatha Re: Party Size Discussion - 28/08/20 01:51 PM
Originally Posted by Gt27mustang
Just so you know, I'm currently DM of the Descent into Avernus campaign and we lost our cleric during chapter 2 (those who play know what) but we still have a warlock and a druid for healing and we are HURTING. We are usually forced to rest after even an average fight. Their healing just cant maintain the party.

This is what I'm finding in the 5e game I'm in as well.
Posted By: Gt27mustang Re: Party Size Discussion - 28/08/20 02:09 PM
Originally Posted by Annyliese
Originally Posted by Gt27mustang
Their healing just cant maintain the party.


You really don't outheal damage in 5e, the system doesn't support it very well.


Do you mean there is more damage done than healing capabilities? If so, I agree.

When we had our cleric, we could easily go 2-3 fights without resting. Resting every so often is kind of a problem in avernus...
Posted By: KillerRabbit Re: Party Size Discussion - 30/08/20 02:49 AM
Yeah, I have to agree that the 4 player party is not good.

I forgot how many companions BG2 had -- 13? 14? Much of the replay value came from mixing and matching parties. One party for maximum dialogue options, power party . . . can I beat the game with the hopelessly weak party? I'm hoping that Larian has more than one unannounced companion up their sleve.
Posted By: Annyliese Re: Party Size Discussion - 30/08/20 03:12 AM
Originally Posted by KillerRabbit
Yeah, I have to agree that the 4 player party is not good.

I forgot how many companions BG2 had -- 13? 14? Much of the replay value came from mixing and matching parties. One party for maximum dialogue options, power party . . . can I beat the game with the hopelessly weak party? I'm hoping that Larian has more than one unannounced companion up their sleve.


I'll be honest, as someone who has put a ridiculous number of hours into the older games... I really don't like having a full party. Even when I do take a full party, I usually end up with at least one person I dedicate as a spare inventory and buff bot.
Posted By: _Vic_ Re: Party Size Discussion - 31/08/20 08:49 PM
I think you are
Originally Posted by Gt27mustang
Originally Posted by _Vic_
As I said before, I´ve never said that the classes are less unique, I said that a class could fulfill a lot of roles, so it doesn´t matter if you do not have a cleric, a warrior of a rogue in the party, for example, because there are many other classes that could do their job, even more than in previous editions. Also never said I liked it that way, I was exposing bare facts.

You do not seem to understand that the skills, saves and attack rolls in 5e are calculated by 2 things: Proficiency and stat.



I do know that proficiency governs a lot of things in 5E. But saying the proficiency bonus and skills make classes equal? Just no. A class is defined by so much more than the proficiency bonus, especially in 5E, where every level or so classes gain a specific ability.

Just so you know, I'm currently DM of the Descent into Avernus campaign and we lost our cleric during chapter 2 (those who play know what) but we still have a warlock and a druid for healing and we are HURTING. We are usually forced to rest after even an average fight. Their healing just cant maintain the party.



No offense, but you´re just picking only the party/character choices to back your facts. Try to do it in reverse. Pick the classes you want and give them the skills the party needs.

You can give your druid the criminal background and do not use a rogue, you can train your cleric in perception and survival and your ranger could stay home, you can use a half-elf sorcerer and give him the charlatan background so you do not need a diplomat, your half-elf rogue arcane trickster could be a sage and fullfill all your knowledge needs, your paladin could make a performance to rival your average bard, you can use a gith hexblade warlock and you do not need another melee fighter.

I do not say that´s a perfect, but That´s something you cannot do in previous editions. Just saying.
Posted By: Gt27mustang Re: Party Size Discussion - 31/08/20 09:12 PM
Originally Posted by _Vic_
You can give your druid the criminal background and do not use a rogue, you can train your cleric in perception and survival and your ranger could stay home, you can use a half-elf sorcerer and give him the charlatan background so you do not need a diplomat, your half-elf rogue arcane trickster could be a sage and fullfill all your knowledge needs, you can use a gith hexblade warlock and you do not need another melee fighter.

I do not say that´s a perfect, but That´s something you cannot do in previous editions. Just saying.


Not being perfect and not being able to do that in previous editions, I agree. But the rest of the exemples you provided are almost all based on skills. Yes 5E has made it so classes can learn almost every skills. But saying, for exemple, a warlock Hexblade will replace a pure fighter, wich can get 4 attacks/round, combat maneuvers, fighting styles etc...you just can't replicate/learn class-specific powers abilities as you can skills

Again, as you said, not perfect. I say far from perfect.
Posted By: _Vic_ Re: Party Size Discussion - 31/08/20 09:34 PM
LoL? Yeah, I was talking about roles all the time, not classes. Does not matter it´s the 3rd time I said it, it seems (I wonder what D&D class "diplomat" and "sage" is. Must be a homebrew).
Posted By: kanisatha Re: Party Size Discussion - 01/09/20 03:08 PM
Originally Posted by _Vic_
No offense, but you´re just picking only the party/character choices to back your facts. Try to do it in reverse. Pick the classes you want and give them the skills the party needs.

You can give your druid the criminal background and do not use a rogue, you can train your cleric in perception and survival and your ranger could stay home, you can use a half-elf sorcerer and give him the charlatan background so you do not need a diplomat, your half-elf rogue arcane trickster could be a sage and fullfill all your knowledge needs, your paladin could make a performance to rival your average bard, you can use a gith hexblade warlock and you do not need another melee fighter.

I do not say that´s a perfect, but That´s something you cannot do in previous editions. Just saying.

No, if I want to play a rogue, I should pick the rogue class for it. I should not have to take rogue bits and stick them into my cleric.

I'll say it again: if you can stick bits from any class into any other class (which is what you had in D:OS), then your classes are fake and you have a classless system pretending to be a class-based system.
Posted By: vometia Re: Party Size Discussion - 01/09/20 03:37 PM
Originally Posted by kanisatha
No, if I want to play a rogue, I should pick the rogue class for it. I should not have to take rogue bits and stick them into my cleric.

I'll say it again: if you can stick bits from any class into any other class (which is what you had in D:OS), then your classes are fake and you have a classless system pretending to be a class-based system.

Argh, no. I loathe rigid and restricted classes. Let me be rubbish by being Jill-of-all-trades-and-master-of-getting-myself-pwned.
Posted By: dragonuff Re: Party Size Discussion - 01/09/20 03:46 PM
I just want to play with more then three friends we currently have to run two squads in DOS2 I would love to have my full D&D party in BG3
Posted By: kanisatha Re: Party Size Discussion - 01/09/20 07:38 PM
Originally Posted by vometia
Originally Posted by kanisatha
No, if I want to play a rogue, I should pick the rogue class for it. I should not have to take rogue bits and stick them into my cleric.

I'll say it again: if you can stick bits from any class into any other class (which is what you had in D:OS), then your classes are fake and you have a classless system pretending to be a class-based system.

Argh, no. I loathe rigid and restricted classes. Let me be rubbish by being Jill-of-all-trades-and-master-of-getting-myself-pwned.

This would be perfectly fine in a solo-play game, but in a party-based game the point of the party is that each member brings something special or unique to the party to justify them being given a spot in the party. Otherwise, why bother with a party? May as well play solo with a PC that can do everything themselves.
Posted By: Emrikol Re: Party Size Discussion - 01/09/20 09:19 PM
Originally Posted by kanisatha
Originally Posted by vometia
Originally Posted by kanisatha
No, if I want to play a rogue, I should pick the rogue class for it. I should not have to take rogue bits and stick them into my cleric.

I'll say it again: if you can stick bits from any class into any other class (which is what you had in D:OS), then your classes are fake and you have a classless system pretending to be a class-based system.

Argh, no. I loathe rigid and restricted classes. Let me be rubbish by being Jill-of-all-trades-and-master-of-getting-myself-pwned.

This would be perfectly fine in a solo-play game, but in a party-based game the point of the party is that each member brings something special or unique to the party to justify them being given a spot in the party. Otherwise, why bother with a party? May as well play solo with a PC that can do everything themselves.

For the most part, I agree. As I have said earlier, beginning in the late 90s, I became kind of anti-class after all the years of class rigidity. Now, after have so much of what I used to wish for (e.g classless systems), I think I am more middle of the road, which means classes that do their thing best, but have the chance to do other class stuff (just not as well).
Posted By: AnonySimon Re: Party Size Discussion - 01/09/20 09:48 PM
Originally Posted by _Vic_


You can give your druid the criminal background and do not use a rogue, you can train your cleric in perception and survival and your ranger could stay home, you can use a half-elf sorcerer and give him the charlatan background so you do not need a diplomat, your half-elf rogue arcane trickster could be a sage and fullfill all your knowledge needs, your paladin could make a performance to rival your average bard, you can use a gith hexblade warlock and you do not need another melee fighter.

I do not say that´s a perfect, but That´s something you cannot do in previous editions. Just saying.


So I read this, and all I can think is that you are telling those of us that want 6 person party size that we should just abandon the pregenerated companions (missing out on flavorful dialog and plot), so that we can make a custom 4-person party that doesn't follow the 5e "classic" composition of Warrior/Mage/Priest/Scout, but can still fulfill those roles by shoehorning in proficiencies.

Note, that I do play D&D 5e, and game with a party of 5 other people (6 total). Saying that D&D 5e was built around a party size of 4 to me is just disingenuous. AD&D (the edition that BG 1-2 was based on) was built around a 4-person party (yet the game had a 6-person party). D&D 3.X (the edition that IWD 2 & NWN was based on) was built around a 4-person party (yet those games had a 6-person party and 2-person party respectively). D&D 4th edition was based around a 4-person party. D&D has always been based around a 4 person party. Saying that BG 3 should be limited to a 4-person party because "5e" is just lacking in structural integrity as an argument.

In practice, there are many reasons why many D&D tables have consistently more than 4 players to a party. In my particular case, many of us simply don't like vancian spellcasting, or those that don't hate it are simply sick of playing a spellcaster. So, what did we do instead? We gathered a couple more like-minded players (to make up for the fact that we don't have magic to solve all our problems) and game with a party of 6. It means that we can literally play whatever we want without being expected to accommodate the needs of the party; because otherwise in a 4-person party, before character creation we would have a session that nothing but discussing who was going to play the Warrior/Mage/Priest/Scout.
Posted By: _Vic_ Re: Party Size Discussion - 02/09/20 01:39 AM
Not really, I absolutely prefer 6 party members and at least 13 companions like the previous installments if possible (or more XD) but realistically I do not think we are going to have it (They already said so, it´s a Coop MP game with 4 players, etc); so I wanted to point out that if we have only 4 party members in the end that would not be the end of the world because 5e is more flexible than previous installments of D&D.
Posted By: Sordak Re: Party Size Discussion - 02/09/20 10:33 AM
Rigid classes are cool.
I can only say it more ofthen: classes should be more rigid and more restrictive.
in a perfect world clerics wouldnt be able to attack.
Posted By: Magicalus Re: Party Size Discussion - 02/09/20 02:27 PM
I also want the party to have six members.
Not only because, since Larian's game is called "Baldur's Gate 3", I expect that if it cannot be a literal continuation of the previous two parts, it will at least include some solutions that older players will remember.
It is also about choice. It is supposed to be a role-playing game where the emphasis is on the ability to make decisions. You can kiss the goblin's foot, attack him, or do something else. There should also be such a possibility with the party. If someone likes to play as one character, they should be able to do so. If prefers four - no problem! Six characters on a party - take it easy, it is possible.
If it wasn't "Baldur's Gate 3", I wouldn't have such a problem. But this is not just some random RPG, or even a casual game set in the world of DnD. This is "Baldur's Gate" and should still resemble the previous parts in terms of the number of party members and similar details. I don't feel nostalgic looking at the trailer and gameplay. The graphics are not like the first two Baldur's, but I can understand that - different times, different player requirements, etc. But not being able to recruit six members instead of four hurts. It's not Neverwinter Nights, it's Baldur's Gate... right?
Posted By: Warlocke Re: Party Size Discussion - 02/09/20 02:34 PM
I don’t see how the specific number of party members was an inextricably intrinsic part of Baldur’s Gate’s identity. That it was a party based rpg, absolutely, but not the 6 character limit.

Would I like a larger party? Sure. But I understand if 4 is easier to balance encounters for, so I can live with it.
Posted By: Sordak Re: Party Size Discussion - 02/09/20 03:45 PM
I dont think 6 party members are a direct part of the baldurs gate identity.

I however thin kthat 6 party members are a superior number of Party members to 4. Flat out.

Its a tactical RPG at this point, and its 5e.with 6 party members its ok if 1 or 2 are a martial who doesnt do jack shit.
Posted By: kanisatha Re: Party Size Discussion - 02/09/20 04:28 PM
Originally Posted by Emrikol
Originally Posted by kanisatha
Originally Posted by vometia
Originally Posted by kanisatha
No, if I want to play a rogue, I should pick the rogue class for it. I should not have to take rogue bits and stick them into my cleric.

I'll say it again: if you can stick bits from any class into any other class (which is what you had in D:OS), then your classes are fake and you have a classless system pretending to be a class-based system.

Argh, no. I loathe rigid and restricted classes. Let me be rubbish by being Jill-of-all-trades-and-master-of-getting-myself-pwned.

This would be perfectly fine in a solo-play game, but in a party-based game the point of the party is that each member brings something special or unique to the party to justify them being given a spot in the party. Otherwise, why bother with a party? May as well play solo with a PC that can do everything themselves.

For the most part, I agree. As I have said earlier, beginning in the late 90s, I became kind of anti-class after all the years of class rigidity. Now, after have so much of what I used to wish for (e.g classless systems), I think I am more middle of the road, which means classes that do their thing best, but have the chance to do other class stuff (just not as well).

Yeah this is exactly where I am as well.
Posted By: Maximuuus Re: Party Size Discussion - 02/09/20 04:28 PM
The 6 party members are clearly a part of BG according to me because it leads to many things :

- more character management (during fights, leveling, inventory...)
- more differents party composition
- more interactions/dialogs in the party

More is not a problem if player can choose the number of companions they want to play with. 4 is a problem for all those that want to play BG3 a little bit more like BG1/2 with 6 characters in their party.
Posted By: kanisatha Re: Party Size Discussion - 02/09/20 04:36 PM
Originally Posted by Sordak
I dont think 6 party members are a direct part of the baldurs gate identity.

I however thin kthat 6 party members are a superior number of Party members to 4. Flat out.

Its a tactical RPG at this point, and its 5e.with 6 party members its ok if 1 or 2 are a martial who doesnt do jack shit.

This is my biggest reason for wanting six as well. I want those extra few slots for one or two characters that don't really contribute to the "power" of my party but who I want in the party for roleplaying reasons. With four, this is simply out of the question, and you are forced to be completely technical, even a min-maxer, in how you set up your party.

Take for example my complete aversion to having a character like Astarion in my BG3 party. I want to play good-aligned, and a vampire spawn is just a huge 'no' for me. However, if party-size were six, I might have my preferred party all set with five of those six slots, and then say to myself: "Hmmm. There's no way I would normally even consider taking Astarion along. But he seems like an interesting character for story/quest/RP reasons, so I'll let him tag along with me for those reasons, just to see how things play out with him." But in a four-person party, there will never ever be a spot for someone like Astarion no matter how "awesome" a character he may be. This is exactly how I've often included Viconia in my generally good-aligned BG parties.
Posted By: IrenicusBG3 Re: Party Size Discussion - 02/09/20 11:20 PM
Swen officially answered this question today (the game will have 4, but the engine can support more through mods)

https://youtu.be/S5__muccL1c?t=1481
Posted By: _Vic_ Re: Party Size Discussion - 03/09/20 02:33 AM
Well, at least he said that you can have followers and I supposse familiars and summoned creatures...

I wonder if the "followers" part will include your retainer or maid/butler of the Noble Knight background.

Posted By: Warlocke Re: Party Size Discussion - 03/09/20 05:19 AM
Originally Posted by _Vic_
Well, at least he said that you can have followers and I supposse familiars and summoned creatures...

I wonder if the "followers" part will include your retainer or maid/butler of the Noble Knight background.



I interpreted followers to mean temporary companions for some reason. I don’t know what that is where my mind went. I’ll have to watch again and see if I can glean any hints as to what he meant.
Posted By: Wormerine Re: Party Size Discussion - 03/09/20 03:02 PM
Originally Posted by Warlocke

I interpreted followers to mean temporary companions for some reason.

I am pretty sure something of that sort was mentioned earlier.
Posted By: kanisatha Re: Party Size Discussion - 03/09/20 03:27 PM
Yes this was a good interview. I really liked that he specifically said they are designing the UI to be able to easily support someone creating a mod to increase party size to six. I sure hope such a mod will be among the first created, and that will be an automatic add-on to any BG3 game I play. Because party of four is just simply not D&D to me.
Posted By: dragonuff Re: Party Size Discussion - 03/09/20 03:47 PM
Originally Posted by kanisatha
Yes this was a good interview. I really liked that he specifically said they are designing the UI to be able to easily support someone creating a mod to increase party size to six. I sure hope such a mod will be among the first created, and that will be an automatic add-on to any BG3 game I play. Because party of four is just simply not D&D to me.

I agree its sad that we have to wait for a mod and not say an option we could trigger in the options menu since larian themselves see it as a wanted feature
Posted By: Wormerine Re: Party Size Discussion - 03/09/20 03:57 PM
Originally Posted by kanisatha
I really liked that he specifically said they are designing the UI to be able to easily support someone creating a mod to increase party size to six.

Also you can rest easy for now, as good companions are intentionally withheld for now. Larian wants to corrupt their players.
Posted By: deathidge Re: Party Size Discussion - 03/09/20 04:09 PM
Originally Posted by kanisatha
With four, this is simply out of the question, and you are forced to be completely technical, even a min-maxer, in how you set up your party.



I disagree. Going completely technical, or min-maxing, is always your choice. And you've already stated you don't even plan on playing this game so idk what the point is.
Posted By: Warlocke Re: Party Size Discussion - 03/09/20 04:43 PM
I like my games to be challenged, but not overly punitive. If I can play at the hardest difficulty setting modded with 6 characters and hit that sweet spot for me of reasonably hard then I will be very happy.
Posted By: DrunkPunk Re: Party Size Discussion - 03/09/20 04:47 PM
I think the thing people aren't taking into consideration regarding "min-maxing" your party is that Larian is balancing this game for a 4 person party, so this should become way less of a concern. They will likely have to consider things like alternative tactics and strategies for specific fights due to the 4 party limit and the possibility you won't have X class with X spell/ability. Like D:OS2 I'm sure you'll be able to mod in a larger party, but just like D:OS2 it'll likely make the game completely trivial in every encounter due to the nature of the game balance.
Posted By: _Vic_ Re: Party Size Discussion - 03/09/20 05:02 PM
In DoS games you usually pair the 6-man-party mod with a double monster-Stronger monsters-half-Xp mods and you usually end up reaching the sweet spot of balance fun-difficulty

I wonder if the tools would allow to do the same, or something similar in BG3.
Posted By: AnonySimon Re: Party Size Discussion - 03/09/20 05:27 PM
Originally Posted by DrunkPunk
I think the thing people aren't taking into consideration regarding "min-maxing" your party is that Larian is balancing this game for a 4 person party, so this should become way less of a concern. They will likely have to consider things like alternative tactics and strategies for specific fights due to the 4 party limit and the possibility you won't have X class with X spell/ability. Like D:OS2 I'm sure you'll be able to mod in a larger party, but just like D:OS2 it'll likely make the game completely trivial in every encounter due to the nature of the game balance.


Neverwinter Nights was balanced around having a party of 2 (yourself, and a henchmen), it doesn't change the fact that me trying to complete the Beggar's Nest in Chapter 1 as a rogue, with Tomi Undergallows (another rogue), was impossible; Instead, I was effectively forced to take with me a different henchmen for that district, despite the fact that I A) enjoyed playing a single-classed rogue, and B) liked Tomi as a travelling companion (because of his quips and conversations).

So no, I don't particularly feel less concerned just because Larian says that they are "balancing the game for a 4 person party". Maybe, in BG3, I want have a party of 4 fighters (no casters or healers or skill-monkeys) or 4 warlocks (almost no spell slots among the four of them, and no healing capabilities). Increasing the party baseline to 6 would mean that even in situations where you have all party members being the same class, you can generally make up for it, by overcompensating in other areas (and without Min-Maxing).

EDIT: Also, seeing the previews of gameplay, it looks like alot of their "balanced for a 4 person party" also requires that the player not be a casual gamer, but master tactician. I personally don't want to spend 5 minutes tactically placing my party members before each fight. Maybe, just maybe, I would rather just breeze through combat so that I could enjoy the actual PLOT of the game. A party of 6 could also allow that to happen.
Posted By: PUR3ICE Re: Party Size Discussion - 03/09/20 06:10 PM
Originally Posted by AnonySimon
Originally Posted by DrunkPunk
I think the thing people aren't taking into consideration regarding "min-maxing" your party is that Larian is balancing this game for a 4 person party, so this should become way less of a concern. They will likely have to consider things like alternative tactics and strategies for specific fights due to the 4 party limit and the possibility you won't have X class with X spell/ability. Like D:OS2 I'm sure you'll be able to mod in a larger party, but just like D:OS2 it'll likely make the game completely trivial in every encounter due to the nature of the game balance.


Neverwinter Nights was balanced around having a party of 2 (yourself, and a henchmen), it doesn't change the fact that me trying to complete the Beggar's Nest in Chapter 1 as a rogue, with Tomi Undergallows (another rogue), was impossible; Instead, I was effectively forced to take with me a different henchmen for that district, despite the fact that I A) enjoyed playing a single-classed rogue, and B) liked Tomi as a travelling companion (because of his quips and conversations).

So no, I don't particularly feel less concerned just because Larian says that they are "balancing the game for a 4 person party". Maybe, in BG3, I want have a party of 4 fighters (no casters or healers or skill-monkeys) or 4 warlocks (almost no spell slots among the four of them, and no healing capabilities). Increasing the party baseline to 6 would mean that even in situations where you have all party members being the same class, you can generally make up for it, by overcompensating in other areas (and without Min-Maxing).

EDIT: Also, seeing the previews of gameplay, it looks like alot of their "balanced for a 4 person party" also requires that the player not be a casual gamer, but master tactician. I personally don't want to spend 5 minutes tactically placing my party members before each fight. Maybe, just maybe, I would rather just breeze through combat so that I could enjoy the actual PLOT of the game. A party of 6 could also allow that to happen.


Wouldn't it be enough to set the difficulty to easy or normal, if you just want to autofight trough the campaign?
Posted By: Dagless Re: Party Size Discussion - 03/09/20 06:15 PM
Originally Posted by dragonuff
Originally Posted by kanisatha
Yes this was a good interview. I really liked that he specifically said they are designing the UI to be able to easily support someone creating a mod to increase party size to six. I sure hope such a mod will be among the first created, and that will be an automatic add-on to any BG3 game I play. Because party of four is just simply not D&D to me.

I agree its sad that we have to wait for a mod and not say an option we could trigger in the options menu since larian themselves see it as a wanted feature


Possibly because then it’s Larian’s responsibility to make the 6 member party option balanced and fun to play. Clearly they’ve made the decision to go with 4 members because they think that’s best for the game they are making. Just upping the count could affect a lot of things that could easily get messy and be less fun for many or most players who then complain it’s rubbish.

It’s probably better to let mods handle that. They’ll probably be a quick dirty one really fast, then others later with people trying to balance throughout the game.


Posted By: Warlocke Re: Party Size Discussion - 03/09/20 06:20 PM
Originally Posted by AnonySimon
Originally Posted by DrunkPunk
I think the thing people aren't taking into consideration regarding "min-maxing" your party is that Larian is balancing this game for a 4 person party, so this should become way less of a concern. They will likely have to consider things like alternative tactics and strategies for specific fights due to the 4 party limit and the possibility you won't have X class with X spell/ability. Like D:OS2 I'm sure you'll be able to mod in a larger party, but just like D:OS2 it'll likely make the game completely trivial in every encounter due to the nature of the game balance.


Neverwinter Nights was balanced around having a party of 2 (yourself, and a henchmen), it doesn't change the fact that me trying to complete the Beggar's Nest in Chapter 1 as a rogue, with Tomi Undergallows (another rogue), was impossible; Instead, I was effectively forced to take with me a different henchmen for that district, despite the fact that I A) enjoyed playing a single-classed rogue, and B) liked Tomi as a travelling companion (because of his quips and conversations).

So no, I don't particularly feel less concerned just because Larian says that they are "balancing the game for a 4 person party". Maybe, in BG3, I want have a party of 4 fighters (no casters or healers or skill-monkeys) or 4 warlocks (almost no spell slots among the four of them, and no healing capabilities). Increasing the party baseline to 6 would mean that even in situations where you have all party members being the same class, you can generally make up for it, by overcompensating in other areas (and without Min-Maxing).

EDIT: Also, seeing the previews of gameplay, it looks like alot of their "balanced for a 4 person party" also requires that the player not be a casual gamer, but master tactician. I personally don't want to spend 5 minutes tactically placing my party members before each fight. Maybe, just maybe, I would rather just breeze through combat so that I could enjoy the actual PLOT of the game. A party of 6 could also allow that to happen.


NWN is a terrible analogy. Having a D&D campaign with only 2 characters was always a dumb idea. I’m not sure what BioWare we’re thinking.

Dungeons and Dragons is a game with different classes to fill different roles. That is how the game is designed to be played. You are completely free to make parties that forgo balance, but that will at times make the game harder. That is a feature, not a bug. Your complaints are ridiculous.

The game does not need to be balanced around playing suboptimally. I say that as someone who has tried to do 6 wizard parties in BG and IWD. The game should not also be balanced around requiring strict min maxing, and I have seen nothing in BG3 that suggests this is the case.
Posted By: kanisatha Re: Party Size Discussion - 04/09/20 12:00 AM
Originally Posted by Wormerine
Originally Posted by kanisatha
I really liked that he specifically said they are designing the UI to be able to easily support someone creating a mod to increase party size to six.

Also you can rest easy for now, as good companions are intentionally withheld for now. Larian wants to corrupt their players.

Yes I noted this too in the interview. These were the two things that made me happy with that interview. smile
Originally Posted by DrunkPunk
Like D:OS2 I'm sure you'll be able to mod in a larger party, but just like D:OS2 it'll likely make the game completely trivial in every encounter due to the nature of the game balance.

The joy of having more companions in my party and all the attendant increase in intra-party interactions and banter as well as interactions with the world are way more important and meaningful to me than any aspect of combat. So the combat becoming trivial/non-challenging/unbalanced is a price I will happily accept for all the added fun I get from having a 6-person party.
Posted By: Sordak Re: Party Size Discussion - 04/09/20 07:02 AM
WEll thats a shame, esepcialy since the modding thing is irrelevant.
Youd have to revamp the entire game to make a 6 member party fun.

And from what ive seen in OS2 i dont expect an active modding scene for this game.
Posted By: Annyliese Re: Party Size Discussion - 04/09/20 07:04 AM
There are roughly 3,500 mods on the workshop for Divinity Original Sin 2.
Posted By: Sordak Re: Party Size Discussion - 04/09/20 08:21 AM
and almost none of them content mods.
Most of the good ones are class mods.

a lot of them are outright cheats or mods that make the game easier.

the best mods are encounter rebalancing mods and that, but they are the minortiy.
Actual conten tmods in the vein of NEverwinter nights? havent seen any.
Posted By: Annyliese Re: Party Size Discussion - 04/09/20 08:25 AM
I'm not personally a fan of many of the mods on there, but comparing it to NWN is a bit unfair, especially given how long NWN had to grow and its toolset.

For the purpose of this thread, though, mods did happen for larger parties, including a file change to support more people online.
Posted By: Madscientist Re: Party Size Discussion - 04/09/20 09:34 AM
Why did BG1 chose to have 6 chars?
Since then lots of people think every RPG must have a party of 6. ( see this thread ).

As far as I know, PnP DnD has been designed for 4 players plus 1 DM.

I have played several computer RPGs with different party sizes. I liked most of them and some were bad, but the party size was never the main factor why I liked or disliked a game.
The main problem with party size were games with way more party members than active party members and the ones who are not in the party do not gain exp. This means grinding for dungeons were you need several different active groups or when you need a specific char for one area or quest. I never finished Final Fantasy 6 because I hated grinding when some late game dungeons require several active parties at once.
Posted By: Annyliese Re: Party Size Discussion - 04/09/20 09:38 AM
The widespread connection between people wasn't quite as developed as it is now. People talked, but 6 player parties for D&D groups with friends were pretty common, and I think the group that Minsc spawned out of was the primary inspiration for the party size in BG1-2, but don't quote me. I could be misremembering. There's a video on it somewhere, might try to find it tomorrow.
Posted By: Torque Re: Party Size Discussion - 04/09/20 11:53 AM
Originally Posted by Madscientist
Why did BG1 chose to have 6 chars?
Since then lots of people think every RPG must have a party of 6. ( see this thread ).

As far as I know, PnP DnD has been designed for 4 players plus 1 DM.

I have played several computer RPGs with different party sizes. I liked most of them and some were bad, but the party size was never the main factor why I liked or disliked a game.
The main problem with party size were games with way more party members than active party members and the ones who are not in the party do not gain exp. This means grinding for dungeons were you need several different active groups or when you need a specific char for one area or quest. I never finished Final Fantasy 6 because I hated grinding when some late game dungeons require several active parties at once.


Its not necessarily true that Baldurs Gate set some kind of standard for the genre when it comes to party size but you make a good point about PnP becoming to bloated with too many players. And since a key feature (I think it is) of BG3 is the coop mode adding 2 extra players it might not work that well. In a single player game you are the star and every other character is essentially disposable and party siize wouldnt matter except for balancing issues.

I'm curious to see statistics from the D:OS games of exactly how many people play coop or single player, or both.
Posted By: etonbears Re: Party Size Discussion - 04/09/20 10:06 PM
Originally Posted by Annyliese
I'm not personally a fan of many of the mods on there, but comparing it to NWN is a bit unfair, especially given how long NWN had to grow and its toolset.

For the purpose of this thread, though, mods did happen for larger parties, including a file change to support more people online.


Not really unfair; with the NWN games, people were actively creating content well ahead of the game releases because there was a lot of community engagement by the developers. Obviously the quality and usability of a toolset, post-release, also affects how many people can indulge their creativity, but you have to spark some interest early.

Maybe nobody cares as much any more, or perhaps the creative community prefer Bethesda style RPGs to D&D?
Posted By: Annyliese Re: Party Size Discussion - 04/09/20 10:14 PM
Originally Posted by etonbears


Not really unfair; with the NWN games, people were actively creating content well ahead of the game releases because there was a lot of community engagement by the developers. Obviously the quality and usability of a toolset, post-release, also affects how many people can indulge their creativity, but you have to spark some interest early.

Maybe nobody cares as much any more, or perhaps the creative community prefer Bethesda style RPGs to D&D?


You bring up some good points; but NWN was also marketed as a game where you could create your own adventures. It was a selling point of the game. Though DOS2 modding was huge, I'm not of the opinion that mod support was one of its biggest features. I think it just extended the game's staying power.

So to some degree, I think the answer is that the creative community prefers the other styles of game. But more because they're more accessible, rather than what type of RPG the base game is.
Posted By: etonbears Re: Party Size Discussion - 05/09/20 01:40 PM
Originally Posted by Annyliese
Originally Posted by etonbears


Not really unfair; with the NWN games, people were actively creating content well ahead of the game releases because there was a lot of community engagement by the developers. Obviously the quality and usability of a toolset, post-release, also affects how many people can indulge their creativity, but you have to spark some interest early.

Maybe nobody cares as much any more, or perhaps the creative community prefer Bethesda style RPGs to D&D?


You bring up some good points; but NWN was also marketed as a game where you could create your own adventures. It was a selling point of the game. Though DOS2 modding was huge, I'm not of the opinion that mod support was one of its biggest features. I think it just extended the game's staying power.

So to some degree, I think the answer is that the creative community prefers the other styles of game. But more because they're more accessible, rather than what type of RPG the base game is.


Agreed, NWN being marketed as an adventure-building platform is why the developers were more engaged with the mod community. Larian are not really producing their games with adventure-building in mind, so even with tools available, the engagement isn't particularly strong.

As games/engines become ever more complex, I think you need a much stronger emphasis on mod-building credentials to get much traction. Even Bioware no longer have that focus, hence the rather limited mod availability with DragonAge after switching engine, which is a shame.
Posted By: Aeridyne Re: Party Size Discussion - 07/09/20 05:59 AM
While I could anticipate they might go the way that they have said, I'm really disappointed with that decision. They could at least make it an option. He obviously knows there are lots of people that want a 6 person party or he'd not have hesitated so much with his answer. He knew a lot of people would be disappointed when they heard that. Leaving it up to the modders just plain sucks imo. First off you have to wait, and that is assuming someone will even do a good one, and further that it will function well. Having an option when you start would be SO much nicer.

There is a lot to look forward to with this game still, it will be a fun RPG I'm sure, but, I'm still not sure it's really going to feel like BG to me where as with 6 characters I'm not sure how it couldn't so long as I accept the different engine.

I'm real butthurt and triggerd. My glasses flew clean off my face. I'm gonna go cry now. Swen why... Please add the option...

I'm playing through Baldurs Gate II again atm and just at the beginning where you lose Imoen from the party and you know what... IT SUCKS. Now I don't have a good rogue... And now if they don't put the option in (which wouldn't have to be super perfectly balanced I woudln't think, maybe you could just play around with the difficulty a bit) I'll have to wait indefinitely for a what could very well be a buggy mod (holy crap did we have some issues with DOSII mods even well after it had been out for a while) or might not ever even be created. I'm sure someone will TRY, but how long will it take and how functional will it be is entirely unknown and up in the air when it could be built right into the game and actually work... frown
Posted By: Kylu Re: Party Size Discussion - 07/09/20 07:06 AM
They say 4, we want 6. How about a compromise of 5?
Posted By: _Vic_ Re: Party Size Discussion - 07/09/20 08:24 AM
Originally Posted by Aeridyne


I'm playing through Baldurs Gate II again atm and just at the beginning where you lose Imoen from the party and you know what... IT SUCKS. Now I don't have a good rogue... And now if they don't put the option in (which wouldn't have to be super perfectly balanced I woudln't think, maybe you could just play around with the difficulty a bit) I'll have to wait indefinitely for a what could very well be a buggy mod (holy crap did we have some issues with DOSII mods even well after it had been out for a while) or might not ever even be created. I'm sure someone will TRY, but how long will it take and how functional will it be is entirely unknown and up in the air when it could be built right into the game and actually work... frown

You do not really need a rogue in 5e to open locks, disable stuff and be proficient in sneaking, tho. Any class (even a fighter in medium armour could do that, or in heavy armour with only disadvantage in sneak too)

That´s the same for all the skills. Any character could be trained in any skill and be competent at it, due to your class, background or feat. 5e is very flexible in that regard.
Posted By: Nyanko Re: Party Size Discussion - 07/09/20 01:27 PM
Relax, guys. Sven just confirmed it can be modded to 6 characters. I guess the balancing will be shit but if you really want 6 chars, you can. No worries.
Posted By: arvid Re: Party Size Discussion - 07/09/20 02:54 PM
Beside the rules 5e actually there could be 4 player characters enough.

But ... let decide the players, I would like it with optional 6. Even without extra modding there were already old screenshots of a very old stage of baldurs gate 3 showing 5 player portraits. Hah!

And it would be more roleplay, more fun and more player friendly if the single- and multiplayer groups could decide for their own. And not tell the 5th or 6th friend to go!

hehe
Posted By: Wormerine Re: Party Size Discussion - 07/09/20 04:49 PM
Originally Posted by arvid

But ... let decide the players, I would like it with optional 6. Even without extra modding there were already old screenshots of a very old stage of baldurs gate 3 showing 5 player portraits. Hah!
hehe

While our party will consist of 4 people it seems there will be possibility for more units to temporary join our team. There are summons, pets, familiars but also temporary quest companions, if I understood Larian correctly. So it's possible we will have 5 or more characters in our party in certain situations.
Posted By: Maximuuus Re: Party Size Discussion - 07/09/20 05:57 PM
Originally Posted by Wormerine
Originally Posted by arvid

But ... let decide the players, I would like it with optional 6. Even without extra modding there were already old screenshots of a very old stage of baldurs gate 3 showing 5 player portraits. Hah!
hehe

While our party will consist of 4 people it seems there will be possibility for more units to temporary join our team. There are summons, pets, familiars but also temporary quest companions, if I understood Larian correctly. So it's possible we will have 5 or more characters in our party in certain situations.


Do you have a source about followers that may be companions ?
This could be great but don't really remember about it.

Anyway temporary followers is not really the same as companions.
As many players, I like management and a party of 6 instead of 4 is 150% more management smile

It could be great if the temporary companions you're talking abouté could become real "classical" companions (meaning : without the caracteristics of origin characters)
Posted By: DrunkPunk Re: Party Size Discussion - 07/09/20 05:59 PM
Originally Posted by Maximuuus
Originally Posted by Wormerine
Originally Posted by arvid

But ... let decide the players, I would like it with optional 6. Even without extra modding there were already old screenshots of a very old stage of baldurs gate 3 showing 5 player portraits. Hah!
hehe

While our party will consist of 4 people it seems there will be possibility for more units to temporary join our team. There are summons, pets, familiars but also temporary quest companions, if I understood Larian correctly. So it's possible we will have 5 or more characters in our party in certain situations.


Do you have a source about followers that may be companions ?
I don't really remember about it.

Anyway temporary followers is not really the same as companions.
As many players, I like management and a party of 6 instead of 4 is 150% more management smile


I think they talked about it very briefly in the first live stream of the game. I remember noticing that and discussing it with some folks either here or on Reddit, and people pointed out the mention of followers which would be temporary additions to the party.
Posted By: Warlocke Re: Party Size Discussion - 07/09/20 06:02 PM
Originally Posted by Maximuuus
Originally Posted by Wormerine
Originally Posted by arvid

But ... let decide the players, I would like it with optional 6. Even without extra modding there were already old screenshots of a very old stage of baldurs gate 3 showing 5 player portraits. Hah!
hehe

While our party will consist of 4 people it seems there will be possibility for more units to temporary join our team. There are summons, pets, familiars but also temporary quest companions, if I understood Larian correctly. So it's possible we will have 5 or more characters in our party in certain situations.


Do you have a source about followers that may be companions ?
I don't really remember about it.

Anyway temporary followers is not really the same as companions.
As many players, I like management and a party of 6 instead of 4 is 150% more management smile


Swen also talked about it on a recent interview on YouTube. That was when Swen also mentioned that the UI was designed to handle more party members, so the game could easily be modded to accommodate 6 characters.
Posted By: Aeridyne Re: Party Size Discussion - 07/09/20 08:44 PM
Originally Posted by Warlocke
Originally Posted by Maximuuus
Originally Posted by Wormerine
Originally Posted by arvid

But ... let decide the players, I would like it with optional 6. Even without extra modding there were already old screenshots of a very old stage of baldurs gate 3 showing 5 player portraits. Hah!
hehe

While our party will consist of 4 people it seems there will be possibility for more units to temporary join our team. There are summons, pets, familiars but also temporary quest companions, if I understood Larian correctly. So it's possible we will have 5 or more characters in our party in certain situations.


Do you have a source about followers that may be companions ?
I don't really remember about it.

Anyway temporary followers is not really the same as companions.
As many players, I like management and a party of 6 instead of 4 is 150% more management smile


Swen also talked about it on a recent interview on YouTube. That was when Swen also mentioned that the UI was designed to handle more party members, so the game could easily be modded to accommodate 6 characters.


If it's so easy, why don't they just do it? I ask this rhetorically. I suspect its not ultra difficult but of course would take some of their time and they don't want to spend any time on it apparently which I think is kind of a crock since so many players obviously want it. It seems like they just simply don't want to, and if they did it would be begrudgingly while giving us 6 char requesting folks some serious side eye. But you want input and here it is, we want six. It's the most requested thing for the game it seems like pretty much or at the very least one of! If it can be "easily" modded then why not just make it an option built into the game so that we know it will actually work.

And yeah the companions are temporary, kind of like summons, like the bear cub or whatever it was. Not a full character and probably either when it dies, it dies or it's just a fun addition to the party but not really anything super special.

We (my gf and I) played DOSII w/ the 6 story char plus 2 of our own creation for a total of 8 plus any temp followers, summons etc. They know how to make their engine handle more numbers without a problem. In this case they just simply don't want to, but I don't want to rely on an unstable mod again and trying to figure out how to remotely balance the game myself, which took playing through the whole game with the mods in play just to see how it balanced out anyway. They could do that and make a reasonably balanced experience for 6 as well as 4. And again the dialogue wasn't an issue in DOSII and I don't see why it would have to be in BG3 either. Each character had a set of interactions based on situations and others in the party etc. They could do the same thing.

So yeah, they know we want it, they just don't want to. But it's "easy"... And lots of people want it, but we have to rely on a modder to do the work for us and not the game developer. K...
Posted By: Wormerine Re: Party Size Discussion - 07/09/20 09:03 PM
Originally Posted by Aeridyne

If it's so easy, why don't they just do it? I ask this rhetorically. I suspect its not ultra difficult but of course would take some of their time and they don't want to spend any time on it apparently which I think is kind of a crock since so many players obviously want it.

Clearly they believe BG3 will be better with four characters. The game will be balancing around 4 player party. Giving official support for a bigger party also creates an expectation for it to be of high quality. When players mod 6 player parties it will break the balance. Some might not care about it, or might see it as a worthy traidoff, but that's not something a company would want to add as an officially sanctified version. They want you to play with a party with 4. And they said, that for those who don't want that, it should be easy to mod.
Posted By: Wormerine Re: Party Size Discussion - 07/09/20 09:55 PM
Originally Posted by DrunkPunk
Originally Posted by Maximuuus

Do you have a source about followers that may be companions ?
I don't really remember about it.

Anyway temporary followers is not really the same as companions.
As many players, I like management and a party of 6 instead of 4 is 150% more management smile

I think they talked about it very briefly in the first live stream of the game. I remember noticing that and discussing it with some folks either here or on Reddit, and people pointed out the mention of followers which would be temporary additions to the party.

Unfortunately, I can't find the exact source, though I did find some other people having the same impressions. I could be wrong in some capacity - maybe paople fight with you, but you don't have direct control over them. Some interesting screens I run across but I don't know if they are relevant to the discussion.


[Linked Image]
[Linked Image]

First one might be just summons or familiars and such, but second one has a 5th dude in the party. It could be just the Warlock guy and Larian experimenting with 5 men party though.
Posted By: Sordak Re: Party Size Discussion - 08/09/20 11:14 AM
i think followers refers to "camp followers"
Posted By: Wormerine Re: Party Size Discussion - 08/09/20 11:23 AM
Originally Posted by Sordak
i think followers refers to "camp followers"

Something was said when discussing party size of 4, that made we think: "oh, so like Shandra from NWN2". Unfortunately, I spend quite some time skimming through videos I might have heard it in, but didn't manage to locate it.
Posted By: AnonySimon Re: Party Size Discussion - 08/09/20 02:16 PM
Originally Posted by Wormerine
Originally Posted by Aeridyne

If it's so easy, why don't they just do it? I ask this rhetorically. I suspect its not ultra difficult but of course would take some of their time and they don't want to spend any time on it apparently which I think is kind of a crock since so many players obviously want it.

Clearly they believe BG3 will be better with four characters. The game will be balancing around 4 player party. Giving official support for a bigger party also creates an expectation for it to be of high quality. When players mod 6 player parties it will break the balance. Some might not care about it, or might see it as a worthy traidoff, but that's not something a company would want to add as an officially sanctified version. They want you to play with a party with 4. And they said, that for those who don't want that, it should be easy to mod.


They say that it should be easy to mod, but we don't even know if BG3 will be coming to consoles like XBox or Playstation. And even if it does, do you really think that there will be mod support? How long did it take for Skyrim to receive mod support for consoles? The point is, I would much rather having a party of 6 be included, and then players who want a "balanced" game could stick with 4, while those who are more casual gamers can play BG3 like a real Baldur's Gate game, and have a party of 6.
Posted By: Wormerine Re: Party Size Discussion - 08/09/20 02:27 PM
Originally Posted by AnonySimon

They say that it should be easy to mod, but we don't even know if BG3 will be coming to consoles like XBox or Playstation.

If such mode is made, and is popular a gift-bag like in D:OS2 could be a fair compromise.
Posted By: Maximuuus Re: Party Size Discussion - 10/09/20 08:48 AM
I just think about something about balance.

I don't remember how it work in DoS and I don't know how it works in D&D but in the older BG games, the experience you acquire is divided between the member of the party.
i.e if you kill a wolf that rewards a solo player with 600 xp, every member of a party of 4 would have 150xp and every member of a party of 6 would only have 100xp.

At the end of the game, a solo player could reach a higher level than a party of 6 (if you consider another/no level cap).
You can finish BG1 and 2 with only 1 companion. There are no "cheat" skill like lone-wolf or things like that if I'm not wrong and multiclassing allow a limited team to face many different situations.

If we project this exemple in DoS or in D&D5e : does every (alive) characters after killing the wolf will acquire the 600xp or is it divided the same way ?

That said, I don't really understand why it should be impossible to balance the game whatever the number of companions you choose to play with.

Do you have clues about that point ? Maybe it's related to the rules or something else I don't think about ?
To have a concrete exemple, isn't it possible to play the exact same D&D campaign with 4 or 6 characters if you have 50% more XP while playing with only 4 ?



Posted By: Nyanko Re: Party Size Discussion - 10/09/20 09:04 AM
The unbalance doesn't have anything to do with the XP you get. Even though the 4 characters will get more XP than 6 characters, becoming stronger individually, the encounters are the problem. The initiative turns become much more advantageous if you are 6 compared to 4, no matter how powerful the characters are. Cause with the system in place right now, your chances to get consecutive characters in initiative order and thus being able to play whoever you like to get an edge in combat would be too high.

And there is another problem with relying on XP to balance the game, it would mean no characters in a group of 6 would ever reach level 10 by the end of the game, and so many players would complain their favorite chars were too weak until completion of the adventure. Tricky to balance this.

The more room you leave between full group number and lonewolf playthrough enjoyment, the crazier more difficult it is to balance.
Posted By: Wormerine Re: Party Size Discussion - 10/09/20 09:25 AM
Originally Posted by Maximuuus

i.e if you kill a wolf that rewards a solo player with 600 xp, every member of a party of 4 would have 150xp and every member of a party of 6 would only have 100xp

It might be a nice boost for “less characters” challenge, but it is still what it is - game is designed around a certain party size. In BG1&2 that’s 6, in BG3 it’s 4.

I think it is more intuitive to understand that if you take less companions then possible you make things unintentionally difficult for yourself, then that if you exceed 60% of permitted team size you make things for yourself unintentionally easy.
Posted By: Maximuuus Re: Party Size Discussion - 10/09/20 10:11 AM
Originally Posted by Wormerine
Originally Posted by Maximuuus

i.e if you kill a wolf that rewards a solo player with 600 xp, every member of a party of 4 would have 150xp and every member of a party of 6 would only have 100xp

It might be a nice boost for “less characters” challenge, but it is still what it is - game is designed around a certain party size. In BG1&2 that’s 6, in BG3 it’s 4.

I think it is more intuitive to understand that if you take less companions then possible you make things unintentionally difficult for yourself, then that if you exceed 60% of permitted team size you make things for yourself unintentionally easy.


Isn't the fact that you can do the entire old games alone while it is designed for 6 a proove that the balance is not that bad ?
(Even if, of course it increase the difficulty).

We'll also have difficulty level not to increase too much the difficulty. I.E P:K have tons of options so players can create their own custom difficulty level. That could easily solve the problem of "a game designed for" and allow players to custom their experience.



Originally Posted by Nyanko
The unbalance doesn't have anything to do with the XP you get. Even though the 4 characters will get more XP than 6 characters, becoming stronger individually, the encounters are the problem. The initiative turns become much more advantageous if you are 6 compared to 4, no matter how powerful the characters are. Cause with the system in place right now, your chances to get consecutive characters in initiative order and thus being able to play whoever you like to get an edge in combat would be too high.

And there is another problem with relying on XP to balance the game, it would mean no characters in a group of 6 would ever reach level 10 by the end of the game, and so many players would complain their favorite chars were too weak until completion of the adventure. Tricky to balance this.

The more room you leave between full group number and lonewolf playthrough enjoyment, the crazier more difficult it is to balance.


I hear what you say about Initiative even if I don't really think it's a game breaking thing.
About levels, I don't really see why it's a problem that you can't reach the same levels at the end of the game. In every games, only players doing every side quests and combats ande stuff that gives XP reach the higher level. I don't feel sad because I don't reach it. Level 10 is not the cap anymore so everyone will be able to reach it.
Posted By: Nyanko Re: Party Size Discussion - 10/09/20 10:42 AM
Originally Posted by Maximuuus

About levels, I don't really see why it's a problem that you can't reach the same levels at the end of the game. In every games, only players doing every side quests and combats ande stuff that gives XP reach the higher level. I don't feel sad because I don't reach it. Level 10 is not the cap anymore so everyone will be able to reach it.


I don't agree with this, because the highest level possible you can achieve will be calculated with the least party members in a group in the eventuality the XP would be shared among characters. So if the devs have decided for example the max level is 13, because they haven't implemented any spells or abilities above this cap, and someone wants to play the game solo. In the case it's the proposed shared XP calculation, the 6 party members will have to share the same amount of XP one character can get to reach 13. And honestly, I am not sure they would get to level 10 at all.

Because if some players here want their party to stick to the max available, there are others who want to play solo. And in my opinion, both should be considered valid in a game like this.

That's why I think it's a much bigger stretch to go from 1 to 6 party members than from 1 to 4 in this scenario.

But all things considered, I think the shared XP is impossible cause how would it work with 15 companions that you can switch according to your playstyle?
Posted By: Gray Ghost Re: Party Size Discussion - 10/09/20 11:47 AM
I am firmly against the shared xp model for games. First of all, that model means that unless the number of companions remain relatively limited and things are designed very carefully, there will be at least a few companions that end up falling behind in levels, which makes for less flexibility in party composition later down the line, plus and more importantly in my opinion, it makes it harder to fully enjoy your favourite character because you have to swap them out to both keep a balanced party and keep everyone leveled equally.

Second, I am of the opinion that the abilities granted at the maximum level a game provides is part of the promise of the game. That by the end you'll be able to enjoy all the power and tools available to you to some degree or another. And I think it's important that any player who plays the game to completion, whether they be casual or super into systems mastery, should be able to enjoy that content. Therefore you shouldn't incentivice playing with fewer characters in order to reach that max level. In Pathfinder: Kingmaker I played through the whole game with a full party at all times and only made it to level 18 or so, which was a big bummer. I think all characters should earn xp at the same time and that for an RPG, you should be able to enjoy that maximum level for a decent amount of time, at least the last 10% of the game, maybe even the last 15%.
Posted By: Tyndaleon Re: Party Size Discussion - 10/09/20 12:23 PM
I'm not really 'against' either approach per se, but if a gun is pointed to my head and I had to choose, I do prefer a non-shared/entire party based XP assignment vs. whatever XP gain split between all party members approach.
Posted By: Wormerine Re: Party Size Discussion - 10/09/20 12:50 PM
Originally Posted by Maximuuus

Isn't the fact that you can do the entire old games alone while it is designed for 6 a proove that the balance is not that bad ?
(Even if, of course it increase the difficulty).

We'll also have difficulty level not to increase too much the difficulty. I.E P:K have tons of options so players can create their own custom difficulty level. That could easily solve the problem of "a game designed for" and allow players to custom their experience.

It's probably comes down to what one wants from an RPG - for me the fact that players breeze through BG1&2 with a single character is a sign of the system being fundamentally broken. It is afterall a party RPG with a class system designed to limited what each character can individually do. If single character can do it all, IMO it breaks what the game is about. And to counter argument: "what the problem if you choose how to play it?" - in BG1&2 I usually find 2 or 3 characters being constantly useful, while others (like spellcasters) usually hang back and do little to nothing, and then contribute only to the most useful encounters. That's not something I felt though in modern RPGs (be it PoEs, D:OS1&2 or Kingmaker). I suppose it all comes down to me wanting to play full party micromanagement game, and I want it to be as tight and tailor-made experience as possible. I am selfish like that.

I am always in favour of modular difficulty, though I am not sure if the party size is something that should be part of it. Still, I would happily trade some of P:K flexibility for tighter pre-set difficulties.
Posted By: Sordak Re: Party Size Discussion - 10/09/20 02:27 PM
One thing id disregard in balancing. is the "Infinity engine-isms"

by that i mean gameplay conventions that arose from the games, but not the intnetion of the games.

The classic Baldurs Gate sinlge character Wizard wank. The same is true for divinity with Lone wolf playthroughs.

I personally dont understand what people get from those min maxed single character playthroughs, to me they just seem like more boring versions of what the game is intended to be played like.
but i dont need to understand why they do it.

The game should not be balanced around those kinds of players. Theyll find a way to break the game one way or another, so no point changing the XP system to suit such an unusual playstyle.

Beeing able to change the party composition midway through the game and have a good expirience one way another is a superior system to allowing some people to build overpowered characters.

If they want to do that, theyll have a mod that does exactly that on day 1.


Also: man i knew this was gonna happen when they said the level cap wasnt level 10. now the high power level wizard masturbators are coming out of the woodwork now and demand the game is designed entierly aorund their power fantasy, like they do with every single other CRPG on the market.
Posted By: CandrianIllborne Re: Party Size Discussion - 10/09/20 02:49 PM
I don't think anyone is demanding that the game be built around solo playing, rather that it remain a possibility. The original games were in no way balanced for solo play, though maybe there's a design doc out there somewhere saying that it was. Most solo players that I've seen are exploiting the system in an intelligent way and also cheesing quite a bit through the game. I like the idea of solo play but have usually just done party based stuff, so I'd like if BG3 was like the originals in this respect. Made for a party but soloable if you know how to bend the game and use it to your advantage if that's what you choose to do. Personally, I like a big party because it brings in all those interesting character personalities, and it was hard choosing who to bring along and who to leave behind. That said, I'm not hung up on the party being smaller. It'll probably give the game a more focused feel, potentially.

Posted By: kanisatha Re: Party Size Discussion - 10/09/20 02:58 PM
Originally Posted by Wormerine
It's probably comes down to what one wants from an RPG - for me the fact that players breeze through BG1&2 with a single character is a sign of the system being fundamentally broken. It is afterall a party RPG with a class system designed to limited what each character can individually do. If single character can do it all, IMO it breaks what the game is about. And to counter argument: "what the problem if you choose how to play it?" - in BG1&2 I usually find 2 or 3 characters being constantly useful, while others (like spellcasters) usually hang back and do little to nothing, and then contribute only to the most useful encounters. That's not something I felt though in modern RPGs (be it PoEs, D:OS1&2 or Kingmaker). I suppose it all comes down to me wanting to play full party micromanagement game, and I want it to be as tight and tailor-made experience as possible. I am selfish like that.

Completely agree with this. I feel exactly the same way.
Posted By: Maximuuus Re: Party Size Discussion - 10/09/20 03:11 PM
Before falling in the "power level wizard masturbator" category, I'd like to say that I never played such a game in solo (or even without a companion slot empty).
The reason why I want a 6 party base game is because I love more customization and more management.

I was talking about it to introduce the question about balance and difficulty.
I absolutely don't want the game to be designed for a solo character if that means it will be over easy with 4 or more characters. That's absolutely not what I wrote.

No one had an experience with a D&D campaign ?
I.E Descent into Arvernus is designed for 4 to 6 players. What are the difference when you DM it for 4 or 6 friends ? Is that only a question of one or two more monsters in encounters ? Something else ?

Because whatever are our experience with video games, the rules comes from D&D so that could give us (me?) a better overview of what should really be re-balanced with more (or less) companions.
Posted By: _Vic_ Re: Party Size Discussion - 10/09/20 04:27 PM
Originally Posted by Maximuuus


No one had an experience with a D&D campaign ?
I.E Descent into Arvernus is designed for 4 to 6 players. What are the difference when you DM it for 4 or 6 friends ? Is that only a question of one or two more monsters in encounters ? Something else ?


Right now 5e has 6 years in the making so there are many "Encounter" tables or even Apps that allow you to calculate loot and number of monsters, but usually you do it trom stretch.
In most videogames they usually make tougher enemies by adding more hp and give them more damage, but that´s not usually a thing in TT because the creatures have their stat blocks that you don´t tweak unless it´s necessary. You usually play with the quantity and quality of the enemies.
Yo do not only add more minions to the mix, sometimes you use custom monsters (ie. Something sneaky if they fireball their way through any encounter, damage-resistant golems if they excel at one-hit enemies, etc) or change the terrain ( if they´re a group that has only melee characters you put some snipers or mages in a ridge, add traps, make the enemies don´t use skills your players are inmune to, like sleep against a group of elves or put a swamp in the middle),... You know the party composition and the players and you can change some things so it´s different from what someone would do in a videogame.

I do not know if that´s appliable to a videogame, but in my experience when you have more players (or if the players make an above-average strong group) you can tune the difficulty on the fly. You usually plan in advance but you have the advantage of being able to change things whenever you need to.

But if you want to know if you have to change every encounter and add more enemies or improve the quality of the enemies if you have more players? Yes, and you usually have to tweak things the more players you have. The easier way is to add more enemies to the lot, but there are differences. It´s not the same add two melee grunts or a couple zombies more than add another wizard, a gelatinous cube or mephits.

Of course that´s only possible if you are a human DM he he.
Posted By: KillerRabbit Re: Party Size Discussion - 10/09/20 05:01 PM
Originally Posted by Wormerine
[

It's probably comes down to what one wants from an RPG - for me the fact that players breeze through BG1&2 with a single character is a sign of the system being fundamentally broken. It is afterall a party RPG with a class system designed to limited what each character can individually do.


By that standard both PoE2 and DOS2 are fundamentally broken. Obsidian has a plaque with the names of the people who successfully soloed PoE2 on maximum difficulty. DOS2 put in lone wolf to encourage solo play. As far as I what I want from an RPG it's replay value. I only soloed BG2 after I tried every possible party combination and heard every line of dialogue -- no other RPG has come close in terms of replayability.

Besides the solo mode discussion is really something for another thread. I want 6 slots and lots of NPCs for all those interactions.

And this is just the nature of D&D -- it's been around for a long time there are many different ways to play it. When I first started playing it DMs were creating "puzzle" adventures. "you need to cross this chasm -- it's 40 feet across. You have a ten foot pole, 20 feet of rope and a levitation spell. What do you do?" The next group I played with saw D&D as a form of acting -- you really needed to respond as your character would. Yet another group was all about positioning and tactics. "No you can't say you cast the fireball in place that only hits the enemies and not the party -- show me on this grid where the fireball lands and I'll tell you if you killed your party or not". (didn't enjoy playing with that last group)

The challenge of making an D&D game is accommodate fans who like different aspects of the game and I don't think it's a flaw that BG that accommodated all three styles. Would have appreciated more riddles but that's just me.
Posted By: Maximuuus Re: Party Size Discussion - 10/09/20 05:04 PM
Originally Posted by _Vic_
Originally Posted by Maximuuus


No one had an experience with a D&D campaign ?
I.E Descent into Arvernus is designed for 4 to 6 players. What are the difference when you DM it for 4 or 6 friends ? Is that only a question of one or two more monsters in encounters ? Something else ?


Right now 5e has 6 years in the making so there are many "Encounter" tables or even Apps that allow you to calculate loot and number of monsters, but usually you do it trom stretch.
In most videogames they usually make tougher enemies by adding more hp and give them more damage, but that´s not usually a thing in TT because the creatures have their stat blocks that you don´t tweak unless it´s necessary. You usually play with the quantity and quality of the enemies.
Yo do not only add more minions to the mix, sometimes you use custom monsters (ie. Something sneaky if they fireball their way through any encounter, damage-resistant golems if they excel at one-hit enemies, etc) or change the terrain ( if they´re a group that has only melee characters you put some snipers or mages in a ridge, add traps, make the enemies don´t use skills your players are inmune to, like sleep against a group of elves or put a swamp in the middle),... You know the party composition and the players and you can change some things so it´s different from what someone would do in a videogame.

I do not know if that´s appliable to a videogame, but in my experience when you have more players (or if the players make an above-average strong group) you can tune the difficulty on the fly. You usually plan in advance but you have the advantage of being able to change things whenever you need to.

But if you want to know if you have to change every encounter and add more enemies or improve the quality of the enemies if you have more players? Yes, and you usually have to tweak things the more players you have. The easier way is to add more enemies to the lot, but there are differences. It´s not the same add two melee grunts or a couple zombies more than add another wizard, a gelatinous cube or mephits.

Of course that´s only possible if you are a human DM he he.


Thanks a lot, I was waiting for you here wink

I agree that it seems very difficult or impossible to have those custom variations in a video game but as you said at the end, playing on numbers and monsters quality could be the most "easy" things to do as a GM.

If I understood well the Dropped Frames, Sven talked about another thing I didn't know about D&D : CR.
If I'm right, it looks they changed it a bit for it to work like a "monster level".
Correct me if I'm wrong but he talked about that saying that this modifications will allow us to have more variations in encounters.

Assuming I had understood and imagine things like they will be, it could help a lot to easily increase HP/stats/...

On the other hand, I have to admit that the "more monsters" things suits better to me in a TB game.
Not sure it's realistic but I imagine another layer, maybe at the begining when you start the game : which difficulty level (define the overall difficulty) AND which party size for this campaign (define the numbers of opponent) ?

Is that very difficult in a video game to add a monster or two for every encounter or change a goblin warrior into goblin wizard ?
I guess it could be easy for many encounters. I.E it's probably not hard to add a crocodile or two on Fort Joy... But it's harder to add a goblin arround Crusher for the optionnal fight. It's a big job to do anyway.
Posted By: KillerRabbit Re: Party Size Discussion - 10/09/20 05:08 PM
Originally Posted by Maximuuus


No one had an experience with a D&D campaign ?
I.E Descent into Arvernus is designed for 4 to 6 players. What are the difference when you DM it for 4 or 6 friends ? Is that only a question of one or two more monsters in encounters ? Something else ?


I've played PnP with 4-8 characters 1, 2nd and 3.5 but not 5th ed. But looking through Avernus it strikes me as module that favors 1) negotiating and 2) sneaking. Any party that tried direct assault would die pretty quickly.

The campaigns I ran for 4 people had more puzzles and riddles than anything else. The thief got more "stage time" than anyone else "checking for traps and secret doors . . ."
Posted By: Gt27mustang Re: Party Size Discussion - 10/09/20 06:01 PM
Originally Posted by KillerRabbit
But looking through Avernus it strikes me as module that favors 1) negotiating and 2) sneaking. Any party that tried direct assault would die pretty quickly.


1) yes 2) definetly

Im DMing Avernus right now and my party has a "we'll-sneak-but-if-it-doesn't-work-we'll-kill-them-all" approach and so far so good 🙄
Posted By: Kylu Re: Party Size Discussion - 11/09/20 12:37 AM
Again I say 5 as standard/unmodded. It works with WoW and PoE series.
Posted By: Alodar Re: Party Size Discussion - 11/09/20 12:53 AM
As confirmed in the in the Q&A of Community Update 6:

Quote
Modding will be supported, but not before 1.0, not during EA. Again, we really need to focus on working with feedback and creating the game.


Early Access will allow you to control a main character with 3 companions.
This will not change during the entirety of Early Access. (Approximately a year)

Mod support will be worked on after the game is officially released sometime in late 2021.
At that point someone will likely create a Mod to support the control of more characters than the game is balanced for.

If the control of 6 characters is a deal breaker for you then I would avoid playing Early Access.
Posted By: Full Bleed Re: Party Size Discussion - 11/09/20 01:48 AM
Originally Posted by Vlad the Impaler
The more I read the comments in the forum the more I get the impression that Larian is basically just going to put D&D skins on a different game so it will look like D&D, but it won't really play or feel like D&D. I guess it's a good thing I can still play BG & BG2.


From--

Tyranny of Dragons: "The ideal party size is four characters."
Rise of Tiamat: "Four characters is the ideal party size."
Tomb of Annihilation: "This adventure is designed to begin with a party of four to six 1st-level characters"
Storm Kings Thunder: "Storm King's Thunder is a DUNGEONS & DRAGONS adventure for four to six player characters."
Curse of Stradh: "Curse of Strahd is a story of gothic horror, presented here as a DUNGEONS & DRAGONS roleplaying game adventure for a party of four to six adventurers of levels 1-10."
Baldur's Gate- Descent into Avernus: "DESIGNED FOR AN ADVENTURING PARTY OF four to six 1st-level characters"
Etc...

You occasionally see 3-7 recommended for tournament type adventure play. But, no matter how you slice it, the adventures that make up the pillars of 5e were designed for play in the 4-6 level range.

BG3 almost certainly went with four because that's what the Divinity Engine was already optimized for, but no one can legitimately propose that a 4 party 5e game won't feel like D&D. 5e party balance just isn't the same as 2e party balance.
Posted By: _Vic_ Re: Party Size Discussion - 11/09/20 05:13 AM
@Maximuus

About your question on how they will handle difficulty in BG3, they´re answered that in the Community update.



Quote
Will difficulty choices affect more than just enemy health and damage? e.g. increasing the DC on some rolls while exploring the world?
Yes there are many features planned for different difficulty levels, which we’ll go over in a future update - but EA isn’t launching with difficulty choices, as we prioritize everything you need to have an enjoyable experience.


If they are handling difficulty level adding more difficult encounters, not just adding hp and damage to pre-existing creatures the modders of the hypotetical 6-man-party mod would have their work easier if you have access to the tools that allow the game engine to change encounters depending on your difficulty (and if you can change it midgame) or much more difficult if you have to balance the encounters for every character more you add in every difficulty mode...

As always, a lot of "ifs" We still have to wait until we have the modding tools. That would be after the EA, in an unknown date, according to the Community update.
Posted By: Maximuuus Re: Party Size Discussion - 11/09/20 02:53 PM
Originally Posted by _Vic_
@Maximuus

About your question on how they will handle difficulty in BG3, they´re answered that in the Community update.



Quote
Will difficulty choices affect more than just enemy health and damage? e.g. increasing the DC on some rolls while exploring the world?
Yes there are many features planned for different difficulty levels, which we’ll go over in a future update - but EA isn’t launching with difficulty choices, as we prioritize everything you need to have an enjoyable experience.


If they are handling difficulty level adding more difficult encounters, not just adding hp and damage to pre-existing creatures the modders of the hypotetical 6-man-party mod would have their work easier if you have access to the tools that allow the game engine to change encounters depending on your difficulty (and if you can change it midgame) or much more difficult if you have to balance the encounters for every character more you add in every difficulty mode...

As always, a lot of "ifs" We still have to wait until we have the modding tools. That would be after the EA, in an unknown date, according to the Community update.


We'll have to wait and see how it works... lots of "if" actually as you said. One thing is not an "if" : I'll ask for an official party of 6 until the end but of course in a positive way and trying to find solutions (solutions from a random player that is not a video game developper).

I don't really like mods. I like playing the official version of a game and I'll try to convince Larian that this could be a great improvement for their Baldur's Gate game(s).

Wait and see on that point. Let's play the game first.

Posted By: Aeridyne Re: Party Size Discussion - 12/09/20 05:55 AM
^ Agree completely
Posted By: Aeridyne Re: Party Size Discussion - 12/09/20 06:07 AM
Originally Posted by Maximuuus

We'll have to wait and see how it works... lots of "if" actually as you said. One thing is not an "if" : I'll ask for an official party of 6 until the end but of course in a positive way and trying to find solutions (solutions from a random player that is not a video game developper).

I don't really like mods. I like playing the official version of a game and I'll try to convince Larian that this could be a great improvement for their Baldur's Gate game(s).

Wait and see on that point. Let's play the game first.



I agree in that yes there are a lot of ifs, however he did say in his own words in an interview that a mod would be "easy". So, if they added it it might not be too terribly hard to do. How to balance that is up to them but doesn't have to be rocket science imo. More enemies generally works well. (Which would simultaneously make level progression about the same.)

I'll keep politely asking for 6 as well. They know a lot of people want it. Those people might not be the EA players but they WILL be paying customers all the same. I want to play the finished game so I wont be playing EA. Like Maximuuus I don't really like mods either. I like options being in the core game itself, mods tend to be glitchy or have other downsides.

Also while it's cool they added those streaming features, for the vast majority of people who aren't streamers.... that's just a feature no one is ever going to use that who knows how much effort and time went in to.
Posted By: Warlocke Re: Party Size Discussion - 12/09/20 06:24 AM
Neither adding the streaming feature nor increasing the party limit are things that will take a lot of time. What would potentially take a lot of time is rebalancing every encounter for a larger party.

I personally would love a 6 character party, so it would be great for me if they did that.

XCom has a 6 soldier squad, sometimes even 7 if you have a guest character, and that always felt like a good number to me.
Posted By: _Vic_ Re: Party Size Discussion - 12/09/20 10:10 AM
It´s far easier to add more enemies to the pod in random generated maps like in Xcom tho.

Sven stated in the interview that the game engine and UI will support 6 characters and we would have mooding tools whenever, but the thing is just adding more characters to the party is not enough. You have to be sure that the dialogues, flags and banters will fire accordingly, the characters do not get stuck in cinematics and possibly tweak the enemy encounters so you do not overwhelm any enemy you find.

Right now we know nothings so.. lots of ifs he he.

At least if they´re going to add more enemies and more difficult encounters in the harder modes maybe you can mod the game to have 6 characters and play in veteran or nightmare and the game would be challenging. Still the question if the extra characters would add something to dialogues and cinematics too.

Posted By: kanisatha Re: Party Size Discussion - 12/09/20 02:55 PM
Originally Posted by _Vic_
Still the question if the extra characters would add something to dialogues and cinematics too.

I don't see why this would be the case at all. Why would such things as dialogue and cinematics be dependent on party size? They are things that should be dependent only on each individual character.
Posted By: KillerRabbit Re: Party Size Discussion - 12/09/20 08:06 PM
Originally Posted by kanisatha
Originally Posted by _Vic_
Still the question if the extra characters would add something to dialogues and cinematics too.

I don't see why this would be the case at all. Why would such things as dialogue and cinematics be dependent on party size? They are things that should be dependent only on each individual character.


Good question. We don't really have enough information available to us to answer it. It depends on 1) how they are triggering the banters and conversations and 2) how they have structured those conversations. In BG2 dialogues were based on a timer -- which gave the conversations a spontaneous feel "hey here we are in the street, it just occurred to me" but frustrated people who could never get to the end of the romances because they finished the game so quickly.

SoD used ground triggers -- which made sure that all dialogues fired and eliminated the need to keep the game running just to fire a dialogue but that system had the unintended consequence of lowering the replay value of the game. "Now when I step here, I have this conversation -- same story each time" ToB used a combination of event triggers and timers which was a better than just ground triggers but also made some dialogues predictable. In the infinity engine the number of characters didn't matter -- just which NPCs were present.

I dunno what system BG3 is going to use but if the trigger is linked to party formation or designed to start a specific four way conversation and five people are present that could, maybe, possibly cause problems. It all comes down to if / then statements and how they are designed. So this formation could cause problems. If astarian (player) [variable] showheart [variable] Wyll [variable] Lae'zel then [script var1 = var] + [script var2 = var] + [script var3 = var] + [script var = var ] = [script party disagreement] . NPC 5 wouldn't be included in the formula.
Posted By: Talaverus Re: Party Size Discussion - 12/09/20 10:17 PM
Well, personally, I think with this type of game 4 characters is great. I think 5 would be great as well, but I understand why the developers went with 4--the more characters, the more permutations, etc.

Whether it be a CRPG or a table-top setting, though, I think more than 5 is too many. I say this because beyond 5, the party seems less connected (just feels less "cozy" and unified...personal impression) and combat tends to become a little tedious (CRPG) or boring (table-top, where you have to wait so long for your turn to act in combat).
Posted By: Sir Sparhawk Party size discussion - 07/10/20 08:43 PM
Original Title: "My open letter to Larian on party size"


Good evening to all the staff currently working hard at Larian Studios.

I would like to take a few minutes of your time to talk about the current party size in game, my problems with it and also a possible solution for the future.

Note: this section got away from me and was far longer than expected. It is no essential and only helps to know my gaming history and mindset but can otherwise be skipped if you so choose.
But first I would like to give you a quick insight into my history and mindset in the hopes that it will give you a clearer idea of how I am approaching BG3.
I am 34 (born July of 1986) and I had lots of fun playing the original Baldur's Gate and to lesser extent Icewind Dale games as a child, I later played and absolutely adored Dragon Age: Origins, although coming to it with the mindset of it been the spiritual successor to Baldur's Gate I wish to this day that it had a six man party, to me that is it's only real flaw.
When I first heard that BG3 was going to be a reality I was fairly excited, and then upon hearing that it was going to be made by Larian I was apprehensive and then like many others when the first gameplay was shown I didn't like what I saw thinking it looked to much like Divinity: Original Sin, and was pretty much ready to write the game off as not for me as it was too different from what I was familiar with from the original BG games.
My experience with the D:OS games has been one of mostly confusion and I will be the first to admit that I have not given them a proper chance despite having pretty much every Divinity game in my Steam library. I put my bad experience down to not understanding the mechanics and systems of the games and never properly learning them. However since the announcement of BG3 I have gotten into the Fire Emblem games so now I'm more amenable to the idea of BG3 being a turn based game and the more I think about it lately the more I think it might actually be a good thing (in BG & BG2I remember leaving my mages in the back not contributing in most fights to conserve their spell slots, something that doesn't seem to be an issue in your game). And keeping up with the progression and development and have been slowly coming around to your vision of the game, I have bought the game and created a character but that is as far as I have gotten so far so I can come and write this. Character creation was much more straight forward and easier dew to me been familiar with the systems and mechanics of previous D&D titles and I'm looking forward to getting to grips with the game going forward.
I hope that this has helped some of you understand me a little better.


Now for the reason for this post: I would like to advocate for an option to have a six man party.
When forming a party of adventurers in games like this I like a well rounded and balanced party as I would imagine a great many players do as well. You need someone to tank and keep the enemies in place, you need a rouge or thief for picking locks and traps, and for obvious reasons a healer, leaving one slot available which I will most often fill with a spell caster and as such my party composition tends to look very much the same for every playthrough. Increasing the party limit to six not only brings it in line with the original games it also allows the player much more freedom, flexibility and creativity when creating a balanced party. It is my firm belief that a six man party is far superior over a four man party and gives much greater player agency.
And what may at first seem like a contradiction to you I am nod advocating for it to be the default way to play, I understand that you have a vision for the game and I will not argue that you are wrong in it because that is not something I believe in. A four man party or a six man party as a matter of preference and therefore is always the right way to go from each individuals perspective. I know there must be a great many people like me who much prefer a six man party and I would like to offer a suggestion on how you could possibly make both groups of players happy.
For early access and your balancing process keep working on it from the four man party perspective, make the game you have envisioned and focus all of your time up to full release on making it as good as you can, use the early access period to gather the data you need to make the game the way you envision it, make four man the default way to play.
and then when you are ready for full release have an option that can be turned on at the start of a campaign that allows for a six man party, don't spend your time around balancing this option, and when selecting this you can even have a warning that say's the game is not balanced around this size of party so it will probably be easier than intended and as such not compatible with achievements, all I'd like to request for this mode is that dialog sequences and cutscenes account for the increased party size. While mods will probably bring this option to us in the future it would be nice to have an officially supported option to do this implemented by the development staff so we would not have to worry about it not working properly or not playing well with cutscenes and dialog sequences, what I'm advocating for is you to give players the option of party size even if it's not properly balanced to allow for more choice and creativity when choosing who to bring along and so we can have a closer experience to the original games.

I would like to thank anyone who has taken the time to read my long somewhat rambling post and I would encourage anyone who has thoughts on my ideas and suggestions to add to a discussion of why you agree or disagree with me, I will be posting this on the Larian forums, Steam forums and GOG forums to try and get as much impute from as many players as possible to give Larian as much information on this subject as we can, then maybe if enough people want something like this or something similar Larian might consider its implantation when they have finished balancing the game for the full release. Your time is valuable and I thank you all for sharing a little of it with me today.
Posted By: Darth Rauko Re: Party Size Discussion - 07/10/20 08:54 PM
+1
Posted By: YzzSC Re: Party Size Discussion - 07/10/20 09:14 PM
+1

The party size of 4 restricts the player so heavily that you more or less will end up with a cookie cutter lineup instead of being able to be more creative with it. Just because you want to cover your basics.
Posted By: Malkie Re: Party Size Discussion - 07/10/20 10:04 PM
By far the most common suggestion I'm seeing on these boards. Honestly I feel like the reasoning for this should be obvious and has been stated in every post that has suggested it. It has also been said repeatedly since the official announcement. Its not some out of left field suggestion it is an argument that has been repeated many many times and acknowledged by Swen in interview and even though I believe he said larger party size was something they were considering (I might be wrong there, but i believe it was something he mentioned after people kept saying to him about a larger party) it seems they didn't consider hard enough and I would hazard a guess that the reason the party size stayed at four was because a larger party meant more companions needed to be made and that drives up cost and dev time exponentially if you want the companions to be highly interactive with what's going on. Too many cRPG devs see larger parties as a cool extra that they can do if they have time to make it work after getting the core experience sorted. In fact it is a necessary part of the core experience when using a well defined class based system as the player needs to cover the basic roles and have a slot or two for the RP focused character, or interesting character that doesn't fit into a specific role particularly well (eg. with 4 slots it will never.... never be worth it to take a great old one warlock as their in PnP is essentially RP sloot, fun but not so good in a fight). The reason the 4 man party works in tabletop is because you have a DM to tailor the experience to suit your slightly off-kilter party composition, not to mention that most PnP is considerably lighter on combat than most cRPGs
Posted By: WarBaby2 Re: Party Size Discussion - 07/10/20 10:06 PM
Originally Posted by YzzSC
+1

The party size of 4 restricts the player so heavily that you more or less will end up with a cookie cutter lineup instead of being able to be more creative with it. Just because you want to cover your basics.


+1

This. The only way for that not to happen right now, would be to constantly restricted the player from using certain characters for story reasons, which would be horrible...
Posted By: YzzSC Re: Party Size Discussion - 07/10/20 10:09 PM
Originally Posted by Malkie
The reason the 4 man party works in tabletop is because you have a DM to tailor the experience to suit your slightly off-kilter party composition.


Or the DM just adds a NPC or two to help you out. Great way for the DM to interject themselves in the party banter laugh
Posted By: Malkie Re: Party Size Discussion - 07/10/20 10:15 PM
At this point I honestly feel like one of these threads should be stickied so that people can just add their +1. Currently there are a ton of separate threads so its hard to see how much support this suggestion actually has.

As I said when i made a thread suggesting it though, to make it a 5 man party you would really need about twice as many companions as there currently is in game.
Posted By: eidopans Re: Party Size Discussion - 07/10/20 10:17 PM
I totally agree with that
even 5 Player Party would be good

4 Players is just lacking and locking us into specific roles
Posted By: Skarpharald Re: Party Size Discussion - 07/10/20 10:36 PM
Gonna be the evil guy for this thread.

I like the 4 man party. The limitation makes you think of more creative solutions to problems and perhaps your own unique character. Want to fill that rogue role but like rangers too? Play an urban ranger. It's flavourful as well. Wizards can open locks too.

In battle, you have to use your classes to their full extent. No party member is just there as a skill monkey. Makes you chosen companions matter more since you really depend on them for success. The cleric is not a healbot, it is a Cleric with a capital C.
Posted By: Stabbey Re: Party Size Discussion - 07/10/20 10:43 PM
I would definitely like at least 5 party members.

However, Larian seems to believe that more than four people would be too cumbersome and create excessively long combat. I unfortunately don't think they're going to budge on that one. But you can try.
Posted By: Earthsong Re: Party Size Discussion - 07/10/20 10:45 PM
+1
It'd be good to have options besides Tank, Mage, Rogue, Healer.
5 or 6 man allows for bards, rangers, etc.
Posted By: Sir Sparhawk Re: Party Size Discussion - 07/10/20 10:49 PM
Originally Posted by Malkie
At this point I honestly feel like one of these threads should be stickied so that people can just add their +1. Currently there are a ton of separate threads so its hard to see how much support this suggestion actually has.

As I said when i made a thread suggesting it though, to make it a 5 man party you would really need about twice as many companions as there currently is in game.

I've been seeing threads like this since the game was first announced and the party size was confirmed, but not many, if any explained the writers view point on why it was something they wanted, so I have tried to approach this in a constructive manor, explain why I think the larger party can be a benefit and offer up a solution, As for adding more companions I know more are planned but I'm not sure how many more are coming.
Originally Posted by eidopans
I totally agree with that
even 5 Player Party would be good

4 Players is just lacking and locking us into specific roles

While five people in the party would be better than four I still believe that six is kind of the perfect number. My favourite memory from BG1 is the end dungeon on the way to fight Saravok, I had 2 front line fighters and a cleric holding the line against a hoard of enemies while my rouge archer and two mages attacked from behind the front line, it felt so epic to set up a formation and use tactics to face of against overwhelming odds and I just don't see that sort of scenario happening with only four party members.
Posted By: vberge Re: Party Size Discussion - 07/10/20 10:50 PM
I really really want this suggestion to go through. I want a party of 1 Tank (fighter or paladin), 1 cleric, 1 charisma caster(bard, sorc or warlock), 1 int caster, 1 rogue and 1 fun character (druid, barb, ranger).

4 just has too many limitation and I feel like I am forced into tank, healer caster and a rogue that kind of has to be arcane trickster at that point.This leaves no room for fun party compositions.

Please please please reconsider the 4 man limit.
Posted By: WarBaby2 Re: Party Size Discussion - 07/10/20 10:52 PM
Originally Posted by Stabbey
I would definitely like at least 5 party members.

However, Larian seems to believe that more than four people would be too cumbersome and create excessively long combat. I unfortunately don't think they're going to budge on that one. But you can try.



It's round based combat, so against more then say, 5 enemies, combat will be cumbersome/long no matter what...
Posted By: Sir Sparhawk Re: Party Size Discussion - 07/10/20 10:56 PM
Originally Posted by Skarpharald
Gonna be the evil guy for this thread.

I like the 4 man party. The limitation makes you think of more creative solutions to problems and perhaps your own unique character. Want to fill that rogue role but like rangers too? Play an urban ranger. It's flavourful as well. Wizards can open locks too.

In battle, you have to use your classes to their full extent. No party member is just there as a skill monkey. Makes you chosen companions matter more since you really depend on them for success. The cleric is not a healbot, it is a Cleric with a capital C.

Please do, the more oppions the better, just because I prefer a six man party I'm not arrogant enough to say it's the only way to play. I appreciate that a lot of people like the challenge and limits that a reduced party size can bring, solo BG runs have been a thing since it was first released. For those that like doing solo runs that function ability will be built into the game by default since you won't have to recute anyone to your party if you so choose and player like you who like a four player party are covered as well, but people like me who like a bigger party size will be at the mercy of mods and modders and there ability to keep it up to date and compatible with elements of the game that may conflict with it, whereas something built into the game by Larian themselves will bee much more reliable.
Originally Posted by Stabbey
I would definitely like at least 5 party members.

However, Larian seems to believe that more than four people would be too cumbersome and create excessively long combat. I unfortunately don't think they're going to budge on that one. But you can try.

I do want them to make the game the way that they want to and balance it around their vision, all I ask is that they give players the option even if it comes with warnings that it will reduce difficulty and potentially break the ballance of the game and therefore achievements will be disabled.
Posted By: wassindabox Re: Party Size Discussion - 07/10/20 10:58 PM
+1 !

I wanna be able to play with most of my friends, especially if DM mode becomes a thing.
Posted By: Sir Sparhawk Re: Party Size Discussion - 07/10/20 11:00 PM
Originally Posted by vberge
I really really want this suggestion to go through. I want a party of 1 Tank (fighter or paladin), 1 cleric, 1 charisma caster(bard, sorc or warlock), 1 int caster, 1 rogue and 1 fun character (druid, barb, ranger).

4 just has too many limitation and I feel like I am forced into tank, healer caster and a rogue that kind of has to be arcane trickster at that point.This leaves no room for fun party compositions.

Please please please reconsider the 4 man limit.

Agreed, while not exactly comparable in Dragon Age: Origins I often found myself wanting to take a couple of extra companions along with me and feeling pigeonholed into taking certain party members along rather than playing with the team I want to take.
Posted By: Gabriel Farishta Re: Party Size Discussion - 07/10/20 11:04 PM
+1

I do understand this is not possible right now, espeially given there are only 5 companions available in single-player mode at the moment. But I do hope that as Larian adds more companions to the roster, the party size in later EA versions (or even just the completed game) can be bumped up to 5 or 6 members. Even if this is not implemented in multi-player mode, or even if it is left as an option that can be chosen at the start of the campaign.
Posted By: Sir Sparhawk Re: Party Size Discussion - 07/10/20 11:05 PM
Edit: double post, removed.
Posted By: Sir Sparhawk Re: Party Size Discussion - 07/10/20 11:08 PM
Originally Posted by Gabriel Farishta
+1

I do understand this is not possible right now, espeially given there are only 5 companions available in single-player mode at the moment. But I do hope that as Larian adds more companions to the roster, the party size in later EA versions (or even just the completed game) can be bumped up to 5 or 6 members. Even if this is not implemented in multi-player mode, or even if it is left as an option that can be chosen at the start of the campaign.

With the player created character and the five companions they actually have a full party of six ready to go, but I would prefer that they focus on finishing and balancing the game for now and add the option closer to a full release.
Posted By: Dorntdc Re: Party Size Discussion - 07/10/20 11:24 PM
+1

Minsc and Boo disapprove of 4 people in a party. They consider it evil and they will kick your butt @Larian.
Posted By: Alodar Re: Party Size Discussion - 07/10/20 11:26 PM
I disagree completely.


Six players would slow down combat.
Not only would you be adding 2 more bodies on the players side you would need to add additional monsters to make combats challenging.
Six players could mean as many as 6 more turns for combats and that's just too much.

You really need to explore the backgrounds in 5E. A dedicated thief is no longer necessary. With the Urchin background you gain proficiency in both stealth and Sleight of hand which allows any Dex character to sneak and pick locks/remove traps.

There are lots of options, and the smaller the party the more re-playable the game and the more strategy you have to employ.

There has been no combat in Early Access that I've thought that I needed two more characters to be more effective


Six players would slow down combat, decrease re-playablity, and lessen the strategy required to succeed.
That's a hard no from me.

(If it's something you folks truly want you can Mod it in after full release.)
Posted By: WarBaby2 Re: Party Size Discussion - 07/10/20 11:28 PM
Originally Posted by Alodar
Six players would slow down combat.


It's round based combat, it will be slow anyhow... just saying.
Posted By: UnderworldHades Re: Party Size Discussion - 07/10/20 11:33 PM
I would like it too, but Larian seems adamant on this. They stated in some interview or panel that they left room for more for modders to add more like it was for OS2, so I doubt they themselves are going to change.
Posted By: Alodar Re: Party Size Discussion - 07/10/20 11:37 PM
Originally Posted by WarBaby2
Originally Posted by Alodar
Six players would slow down combat.


It's round based combat, it will be slow anyhow... just saying.


Turn based combat is fine, it only starts to slow down when there are too many participants.
Posted By: Bokkz Re: Party Size Discussion - 08/10/20 12:03 AM
+1

I want my 6 slot full custom party.
And please don't make me run 6 game clients to achieve that again.

There would be nothing stopping anyone from making a 4 slot (or solo) run. I definitely approve and endorse challenge runs.
But right now we are being stopped from having a proper party and it does affect the complexity of encounters and gameplay negatively. I am already bored of random NPCs acting as hit point buffers. Why can't i bring my own ?

Look at it this way: If you removed 2 pieces from a chess board you would remove millions of possible moves. If you remove 1/3 of the pieces the game becomes trivial.
I don't want to play tic-tac-toe. I want there to be serious strategy involved in a TURN BASED GAME mind you.
You should take a page out of the book of the Sword Coast Stratagems mod for BG2 which increased the difficulty by adding missing spells and ability (and thereby moves and strategies) instead of cranking up the damage by 200% Bethesda style.

If you wanna take the crown from BG2 there is no way around a 6 slot party. Period.
Posted By: Shanks Re: Party Size Discussion - 08/10/20 12:23 AM
I actually really like a party of four. I don't disagree that it has its faults, but I have always been happy in video games, and tabletop games, with a party of 4.

I imagine this will be one of the first things the modding community does though, if DOS2 is any indication.
Posted By: Malkie Re: Party Size Discussion - 08/10/20 12:39 AM
Originally Posted by Skarpharald
Gonna be the evil guy for this thread.

I like the 4 man party. The limitation makes you think of more creative solutions to problems and perhaps your own unique character. Want to fill that rogue role but like rangers too? Play an urban ranger. It's flavourful as well. Wizards can open locks too.

In battle, you have to use your classes to their full extent. No party member is just there as a skill monkey. Makes you chosen companions matter more since you really depend on them for success. The cleric is not a healbot, it is a Cleric with a capital C.


I wouldn't say its evil, just an opinion, kind of like flat earthers are entitled to their opinion even in the face of all logic.

The problem here is that while on the surface your argument sounds reasonable enough, like flat earthers, when you look at the details it falls apart. What really ends up happening is either you create artificial difficulty increase by making your party really bad at handling entire aspects of the game (one of the two main attractions to solo runs in BG 1 and 2, which I have also enjoyed once or twice) or you end up building several of your characters to multi-role, which in higher difficulty play can often be a big problem without a DM helping you to do this. As I've said before this is why the wonky 4 man parties work in PnP, or even 2 or 3 man parties but not on pc or consoles where combat is much much more common. Without that outside intervention, you will encounter things you're party just cant handle without resorting to cheese mechanics (because you have no real frontliner your "interesting rogue" frontliner or whatever fun build you do gets annihilated because it is just sub par), much like you had to on solo runs in BG1 and 2 even though multi-role was much more effective due to differing xp rates between a 6 man party and a solo run as well the xp rates of different classes. Overlapping traps, resting every fight, stacking potions, dragging enemies to other encounters that interfere with each other. These "interesting solutions" more often than not, tend to be abusing mechanics that were never meant to be used in that way.

People complain about cheese being optional (I have no issue with optional cheese or sometimes making the game purposely harder because it is exactly that, optional), yet advocate for it being a necessity if you don't want to use the 4 "must have" classes.

With 4 characters you either run the standard setup (frontliner, rogue, wiz/sorc, cleric/druid) or artificially boost the difficulty, that's fine if you want that difficulty, or if you want to rely on kiting enemies or cheesing broken mechanics. Personally, I don't necessarily want that, I might choose to at some point, but I know I WANT to play with a different setup, i like warlocks, bards and rangers. Of course, with a 5 or 6 man party, there's nothing to stop a player from artificially boosting difficulty by taking 4 instead, leaving the other slots empty.

You say wizards can open locks too, this is advocating for resting far more than intended, because your using spells to open locks, which is abusing rest mechanics aka cheesing that aspect of the game.
Cleric isn't just a heal bot he's a cleric with a capital C, i don't think i've seen a healbot cleric in 5e at all, i know it can be done, but its not needed because WotC went out of their way to remove the healbot requirement and instead make it viable to act as proper support caster handling buffs and debuffs, healing is only part of their job for most cleric, for many it isn't part of it at all and is a role that can be filled by potions and resting The thing you need and miss most without a cleric is utility spells. In the standard setup I mention above, cleric/druid is the most flexible slot, but if you take bard instead, its gonna be harder.
You don't need a rogue to handle traps, just buff your fighter and have them run over them all then rest and rebuff for the encounter. Cheesing.
Avoid fights by having a character really good at deception, intimidation and illusions to bypass encounters or whatever, ok, sure, so umm, what about the fights you can't avoid? Which are going to be much more frequent than PnP because in reality there's no way every encounter is going to be setup to handle that kind of input, the amount of workload increase for devs to make this work in a balanced fashion is simply staggering and unrealistic to expect. There is no DM in a singleplayer cRPG campaign, Deus Ex tried this approach and managed it pretty well, but they had a fraction of the potential approaches to consider compared to D&D.
What about luring the enemies in that encounter back to that big trap i encountered earlier, well that trap was put there for me and my party and i'm pretty sure there was no thought put into the notion that players would lure their enemies down a hallway for 5 mins so they could "inventively use the environment" when the devs designed the encounter. I'm sure all those enemies dying on top of the trap they supposedly laid because the ai isn't setup to to work with it. Again, this is cheesing the game.
What if my rogue lays out a massive line of traps and i pull all the enemies through them all. I know it only kills one but when they catch up with me the rest just reset because its encounter can only be dragged so far before they stop chasing. Again this is cheesing.

"Inventive solutions" are 9 times out of 10, cheesing the game in some way, so the idea that a smaller party forces you to come up with inventive solutions, is forcing people to cheese in some way or another.

If you were to try and make the "interesting and different approach, inventive solutions" thing work in a singleplayer campaign without cheesing or live manipulation (aka a DM) of circumstances and events, it would be a truly colossal undertaking for a cRPG dev. Very few cRPGs have aimed for larger party sizes, yet despite all the years since BG2 and ToB, despite all the well written plots and dialogues of so many that have come since, they are still considered some of the best RPGs (not even cRPGs) of all time and one of the large contributors to that, is the vast array of companions and the larger party size which lets players experiment massively with their approach to the game. Bigger party means more player agency.

The freedom to experiment and the impact that party size has on that specific aspect of gameplay is one of the major reasons why BG1 and 2 are so highly regarded compared to their fancier, more modern competitors. I can name quite a few cRPGs that when looked at honestly are better written, better voice acted, more visually impressive, and still less beloved than Baldur's Gate and only difference remaining, is the party systems they used and the resultant difference in player freedom and agency.

TLDR: The idea that a smaller party is better in a game with well defined classes, is nonsense plain and simple.
Posted By: Bokkz Re: Party Size Discussion - 08/10/20 12:44 AM
Increasing party size per mod doesn't do anything but make the game easier. The encounters need to be improved or otherwise it's pointless.
So far the game is super easy anyway with 4. They'll have to add some challenge eventually. Might as well do it right.
Posted By: Malkie Re: Party Size Discussion - 08/10/20 01:37 AM
Originally Posted by Alodar
I disagree completely.


Six players would slow down combat.
Not only would you be adding 2 more bodies on the players side you would need to add additional monsters to make combats challenging.
Six players could mean as many as 6 more turns for combats and that's just too much.


Nonsense, this is the entire reason encounter difficulty exists in 5e. This is the opinion of DM that doesn't know how to tailor encounters to a party.

Originally Posted by Alodar
You really need to explore the backgrounds in 5E. A dedicated thief is no longer necessary. With the Urchin background you gain proficiency in both stealth and Sleight of hand which allows any Dex character to sneak and pick locks/remove traps.


True to an extent, however proficiency and expertise are different things, and is not allowing for party diversity instead your just making a sub par rogue crossed with a sub par something else. Background don't fix this.

Originally Posted by Alodar
There are lots of options, and the smaller the party the more re-playable the game and the more strategy you have to employ.


So less party flexibility and player agency means more replay value? That's not how that works. Go read my lengthy post above where I talk about the notion of "more strategy and inventive solutions" with smaller party, 9 times out of 10 this means go find your own favourite way to cheese. Your argument for replay value works in a system without classes, not one with rigid class progression, smaller party means less flexibility, in turn this means each playthrough has a much more cookie cutter party composition which results in much less replay value. Your dialogue and decisions might differ from one playthrough to the next, but that is only one aspect of replay value, the more places you provide the opportunity for variety the more your overall variety grows exponentially. Akin to RNG layering, each layer provides exponential growth in possible outcomes. To make your claim of replay value is to show a staggering lack of understanding of how mathematics applies to the implementation, of course you make other mathematically anomalous claims in your post but i'll get to that.

Originally Posted by Alodar
There has been no combat in Early Access that I've thought that I needed two more characters to be more effective


This has nothing to do with why people want more party members. Its about player agency and replay value, about having variety in your playthroughs.

Originally Posted by Alodar
Six players would slow down combat, decrease re-playablity, and lessen the strategy required to succeed.
That's a hard no from me.


Extra characters doesn't slow down combat, you as a player are still giving the same rate of input, on a typical turn your input vs ai input will remain at similar ratios, or at even higher ratios because as i said above, if an encounter is properly balanced, you don't need far more enemies, you need more appropriate enemies. So in most encounters you would be increasing the amount of time you are acting compared to the amount of time enemies are acting as such each turn might involve more units going, so each turn is longer, but your are providing relatively more input, as such combat feels faster, not slower, this isn't PnP where each character is controlled by a different player thinking about what they want their character to do and how they can optimally get through their priority list of moves, you are one person thinking about the total effective approach of your entire party. This is basic mathematics and any attempt to refute it only demonstrates a lack of understanding on how a multiplayer pen and paper game translates to a singleplayer computer game. The speed of combat is not equivalent to the length of an individual turn it is about how much input you are providing compared to how long you spend not giving input.

Faster feeling combat means more appealing combat in general, which helps re-playability you are right in saying that, you are absolutely wrong in your understanding of how combat speed translates to a game setting.

As for lessening strategy, this is a nonsense claim built on the idea that more party members mean easier encounter because the game is balanced for 4. Again, this is not what people are asking for, they are asking for it to be balanced around 5 or 6 characters, typically this means more challenging enemies which means an increase in strategic difficulty, not just allowing more characters without adjusting encounters. As an example, a well designed boss encounter vs a mob of cannon fodder, the boss will require more thought every single time. Better enemies and encounter area design is far more effective at providing challenge than simply adding more enemies.

Originally Posted by Alodar

(If it's something you folks truly want you can Mod it in after full release.)



This would be a huge mod project, attempting this without a proper dev team would be a really, really long haul. If you want to play with fewer characters, you don't even need to mod it after, you can just do it and if its too difficult, you can mod a change of xp rate much, much more easily. Once again this isn't some random suggestion out of left field, this has been stated as an expected aspect of any spiritual successor, never mind sequel, to the BG series since ToB rounded out the original story. Long, long before the announcement from Larian that BG3 was coming, and it was brought up, many many times throughout development, it was mentioned in initial replies and reactions to the announcement of BG3. It was well known and understood that a 4 man party was only going to lead to complaints and for very legitimate reasons. Now if you would like to debate further I would suggest doing so with an actual understanding of what your claiming. This was a purposeful design decision by Larian, made in the full knowledge that it would not be well received, they're attempting to balance the game around 4 characters, it would be much easier and better to adjust those balance sliders while they are adjusting them anyway, not to mention when you consider party variety from one playthrough to the next, it would be easier to balance for 5 than 4 given the massive power discrepancy between the the standard 4 man party and the many approaches to the non standard. As it stands, the only way Larian makes the non cookie-cutter party comps viable is by making the game too easy for a standard balanced 4 man party, and given the mechanics of low level D&D 5E, that difference will be very noticeable at times.

The difficulty argument works for free-form character building like DOS2 had, not for a rigid class system.
Posted By: BrianDavion Re: Party Size Discussion - 08/10/20 02:21 AM
I think a party size of 5 would be good. cover the essentials while allowing a wild card
Posted By: Shuffington Re: Party Size Discussion - 08/10/20 02:28 AM
YES! I completely agree. 4 man party is just too small imo, especially when the characters are this compelling and interesting. Please, Larian, give us a larger party.
Posted By: CamKitty Re: Party Size Discussion - 08/10/20 02:30 AM
Also let me make all the characters in my party, since you are bound and determined to make all your characters edgy jerks to be around. I'd rather not thanks
Posted By: Rubbermate Re: Party Size Discussion - 08/10/20 05:42 AM
+1

wholeheartedly agree
Posted By: Tzelanit Re: Party Size Discussion - 08/10/20 05:45 AM
I love the slimmed down 4-player party. I despise the idea of having every available option to handle any situation that may come my way.
I want to have to make an intelligent and involved decision on how I'm going to round out my party for whatever my intention is during that playthrough.
I don't need the "perfect" game where I pass every skill check, unlock every door, or persuade every NPC successfully.
I enjoy playing through a dense game like this multiple times to see how different setups and characters react to each other.
I feel as though being forced to have access to that all at once would somehow cheapen the experience for me.
I'd likely intentionally make two characters as useless as possible or keep them at my camp so that I wasn't provided so many options.
Posted By: lanceromancer Re: Party Size Discussion - 08/10/20 06:59 AM
Definitely agree with larger party size options.

I wonder if multiplayer limitations is the main concern? If so, I think a 4-player multiplayer limit would be understandable.
Posted By: Pantoufle Re: Party Size Discussion - 08/10/20 07:06 AM
+1 too

Posted By: SpawnLQ Re: Party Size Discussion - 08/10/20 07:32 AM
You guys wanting 6 chars are looking at this all wrong. You seem to be basing the need for a 6 char balanced party on older games based on older versions of DnD where a tank and healer were crucial to party survival. 5e classes are more customizable and more self sufficient. You can easily run a group of 4 with no dedicated healer. Self heal options, potions, food heals, etc. are easy to come by. Anyone can attempt any skills, and can be proficient in them depending on background including lockpicking. Even without proficiency you only lose like +2 in the early levels, not a big loss.

I have no tank, just dps fighters (GWF EK and BM Dual Wielder), and the cleric has only used her heal spell like twice when i was level 1. I used the rogue primarily for sneak attack as it seems all of my characters dont really have much trouble picking locks, then swapped him for dual wielding battle master who just provides more toughness and dps overall. I have not had any issues swapping out specific role members just trying a different party makeup as i still dominate pretty well in battle and handle anything else outside of combat just fine.

Pretty much any combination of 4 is totally doable guys even if you need to be a little tactical about it smile
Posted By: GodfatherPlunger Re: Party Size Discussion - 08/10/20 07:40 AM
Not sure about 6 tbh. A party of 5 seems like the right size. 4 is very constricting I have to agree. I was actually completely suprised when I wanted to recruit lae zel and she told me I had to ditch one of my other 3 companions !
Posted By: Riandor Re: Party Size Discussion - 08/10/20 07:50 AM
I have no issue with a core 4 person party as long as I can hire additional mercs, tame beasts, have NPC’s for specific quests join, etc...

There are multiple ways to cook a goose and whilst I love the 6 man party aspect of BG1&2, I believe the focus here is on the story and interaction of the core party. So that’s fine by me, as long as I can artificially inflate the group for those epic moments, or in order to have a weird and colourful group composition.

I don’t need 6 heavy story based characters in my party at all times, I mean I’m not against it, but you do build in more replayability by limiting which of the story characters you have taken this playthrough.

Again, I’m not anti 6, I just think this discussion is perhaps too focused on it being black or white, where I do think Larian is considering some middle ground and considering the multiplayer aspect.

Posted By: arion Re: Party Size Discussion - 08/10/20 07:53 AM
+1
We need one more slot for party versality reason, above 4 covering main roles. And I would also like to note that this will reduce RNG dependence.
Posted By: Raven_313 Re: Party Size Discussion - 08/10/20 08:02 AM
I have been playing Dragon Age Origins and I disagree.

4 players is ideal, especially for challenge.

Plus perhaps a pet and summon.

Posted By: arion Re: Party Size Discussion - 08/10/20 08:06 AM
Originally Posted by Raven_313
I have been playing Dragon Age Origins and I disagree.

4 players is ideal, especially for challenge.

Plus perhaps a pet and summon.


bad example, DAO had only 3 classes
Posted By: Raven_313 Re: Party Size Discussion - 08/10/20 08:14 AM
Originally Posted by arion
Originally Posted by Raven_313
I have been playing Dragon Age Origins and I disagree.

4 players is ideal, especially for challenge.

Plus perhaps a pet and summon.


bad example, DAO had only 3 classes


A lot more with specializations, but yes only 3 base classes.

Plenty of companions too.
Posted By: Pantoufle Re: Party Size Discussion - 08/10/20 08:14 AM
Originally Posted by Riandor
I have no issue with a core 4 person party as long as I can hire additional mercs, tame beasts, have NPC’s for specific quests join, etc...



If we have enough free slot to hire merc or beast, I prefer to choose a "real" companion.
For me, the real pleasure in this king of game is to create a party I love and to interact with them. Discussion, banters, conflict ...
Mercenaries doesn't have a personality, they are boring ^^

Posted By: Rulin Re: Party Size Discussion - 08/10/20 08:40 AM
how about multiple parties? I always wondered why you cannot control your companions in different groups. One is in a dungeon while the other one is defending the "base" or visiting a king etc. Would make so much more sense than letting them rot in the camp all day.
Posted By: Riandor Re: Party Size Discussion - 08/10/20 09:08 AM
Originally Posted by Pantoufle
Originally Posted by Riandor
I have no issue with a core 4 person party as long as I can hire additional mercs, tame beasts, have NPC’s for specific quests join, etc...



If we have enough free slot to hire merc or beast, I prefer to choose a "real" companion.
For me, the real pleasure in this king of game is to create a party I love and to interact with them. Discussion, banters, conflict ...
Mercenaries doesn't have a personality, they are boring ^^


You have that in spades with the party of 4, Larian are clearly very focussed on the party interaction, but does adding 2 more to that dynamic warrant the extra complexities? Or would we end up with random conversations out of nowhere that have little bearing on what has happened before? It’s certainly easier to tailor the experience more with a firmed up group at a certain stage. I would rather have a more interesting party story where each conversation is relevant and growing to how I play, rather than a larger group with odd interactions that plague other larger group rpgs for the sake of banter.

Don’t get me wrong, I like a party of 6, but there is always 1 or 2 within such a party that get the short straw. Just playing a little devils advocate here.

Posted By: Snakeox Re: Party Size Discussion - 08/10/20 09:56 AM
Aren't you guys already tired of managing the jump of 4 characters ? You want more ? Hell no.

Also, 4 characters is the "optimal" party size in dnd 5e I believe as it is how most stuff is balanced so I guess that's why Larian rolled with it. Remember that you get pets and familiar to manage for certain classes also.
Posted By: Maximuuus Re: Party Size Discussion - 08/10/20 10:08 AM
+1 I definitely need a party size of 6.

And I think that the game is nearly already balance for it...
I won't spoil here but since the beginning, I'm fighting a lot and there are many "huge" battles (I'm inside the goblin camp).

I can deal with those battles with a group of 4 but that's not always easy.
I like difficulty but I think some don't.

=> More party members mean less difficulty for this "normal game mode".

Another thing in those huge combat is how slow they are...
Not because of TB or because of D&D but when you face 15 ennemies and have to attack at least 4 times or more each one of them (considering all the miss), that's sooo slow.

=> More companions don't mean slower, but FASTER combat because you can kill your ennemies in less turns.

I also notice that there is the EXACT place for 2 more potraits... I hope.
Posted By: Pantoufle Re: Party Size Discussion - 08/10/20 10:16 AM
Originally Posted by Riandor
I would rather have a more interesting party story where each conversation is relevant and growing to how I play, rather than a larger group with odd interactions that plague other larger group rpgs for the sake of banter.

Don’t get me wrong, I like a party of 6, but there is always 1 or 2 within such a party that get the short straw. Just playing a little devils advocate here.



Indeed, but I still hope to have 6 party members and keep a relevant conversation. Please, let me dream laugh
Posted By: Tomaface Re: Party Size Discussion - 08/10/20 10:54 AM
+1
Posted By: Tuco Re: Party Size Discussion - 08/10/20 11:03 AM
The main thing I dislike about limited party size is how it makes party composition incredibly boring. You are excluding a lot of accessory flavor because you want at least to cover a minimum of variety in your limited amount of slots.


The irony of the entire situation is that if they addressed both the "party size" concern and my other grief about how the party controls (dedicated thread here: http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=679414#Post679414 )
they'd be automatically defusing 90% of the complaints about this not feeling like a proper Baldur's Gate. They just don't seem to care much about that.


Well, we are probably wasting our breath here, since Larian, with all its upsides, is almost NOTORIOUS for being stubborn and sticking to their poor design decision no matter how much feedback they get against it (the obscene randomized loot system of their past games or the massively criticized armor system in DOS 2 come to mind).

Posted By: Slapstick Re: Party Size Discussion - 08/10/20 11:30 AM
I'd rather not have a larger party because combat takes long enough as it is.
Fewer party members and fewer opponents means less time doing combat = more playthroughs = being able to bring along a different set of companions on the 2nd run rather than running with the same guys because I had room for everyone the first time.
Posted By: Tuco Re: Party Size Discussion - 08/10/20 11:44 AM
Originally Posted by Slapstick
I'd rather not have a larger party because combat takes long enough as it is.
Fewer party members and fewer opponents means less time doing combat = more playthroughs = being able to bring along a different set of companions on the 2nd run rather than running with the same guys because I had room for everyone the first time.

Not a single claim in this post is based on reality, especially looking at other games that did it (like the recent Kingmaker mod/addition to make the game turn-based).

For one, no one is asking for "more enemies". They could just be the same amount and slightly stronger.
Second, more party members make "controlling and cleaning up the area" quicker.
Third, the "speed" of combat is a relative and fairly low priority concern in a game where each encounter is an unique, non-repeatable event.
Fourth, "being able to bring every time a different set of companions" doesn't work that well when you want to cover certain almost-fundamental roles and your slots are very limited to begin with.



Posted By: WurstBane Re: Party Size Discussion - 08/10/20 12:08 PM
+1
Posted By: endolex Re: Party Size Discussion - 08/10/20 12:30 PM
As someone who very much enjoyed BG2 party banter (and how companions inserted themselves into many dialogues), I do hope for a larger party size, at least as an option to be modded in. smile
Posted By: arion Re: Party Size Discussion - 08/10/20 12:37 PM
Originally Posted by Tuco


Well, we are probably wasting our breath here, since Larian, with all its upsides, is almost NOTORIOUS for being stubborn and sticking to their poor design decision no matter how much feedback they get against it (the obscene randomized loot system of their past games or the massively criticized armor system in DOS 2 come to mind).


I think we all must focus to push hard on Larian to make that changes(like when community give group initiative feedback), because party size is the basis for all gameplay balance. If these changes are not be made as early as possible, they will never be done at all.
Posted By: HeavensBells Re: Party Size Discussion - 08/10/20 01:02 PM
Adding my voice to this thread, a 4 man party feels so much more restricted when choosing companions so you always have: 1 Melee/Tank, 1 Support/Healer, 1 Rogue (stealth and lockpick) and to wrap up a Magic Caster (which will usually be a wizard because of extended spell list, why would you take a warlock over a Wizard in DnD late game???).

D&D also has 12 Vanilla classes (not counting Artificers) which means being able to have only 4 of those 12 (33%) you won't get as much versatility or adaptability if you cold have a 6 man party (50% of those classes could be in the party). By the way, how are you going to balance a party in the future when more classes comes around like Sorcerers, Bards, Monks, Barbarians and Paladins? Who are you gonna cut off to add someone new and still feel like you have some balance?

In BG1 and BG2 I always hated to ask a companion to leave so I could add a new one, and only did so if they were someone I liked better or had an amazing companion quest I had to do before getting my "dream party" back. I never thought of those companions as disposables tools to do a job and for me Imoen and Misc would always be in the group no matter what, so at least 3 spots on those 6 man parties were already locked on (counting my OC as well).

Therefore a 6 man party seems much more immersive and fun as well as adaptable than going back and forth picking a mule to do a job and then dumping it back to camp when said job is done, which looks like where BG3 is going since you can ask a companion to go back to your camp and just collect dust until you need them for a job or to further down their quest.
Posted By: Tuco Re: Party Size Discussion - 08/10/20 01:40 PM
Originally Posted by arion

I think we all must focus to push hard on Larian to make that changes(like when community give group initiative feedback), because party size is the basis for all gameplay balance. If these changes are not be made as early as possible, they will never be done at all.

I don0't disagree and that's why I'm contributing to the thread.
Just saying that Larian is notorious for this trend of "sticking to their vision no matter what" (which could be almost commendable in other circumstances) and only later admitting "Well, yeah, that was bad and everyone knew it and pointed it to us, but what is done is done".
Posted By: Alodar Re: Party Size Discussion - 08/10/20 01:42 PM
Originally Posted by Malkie
Originally Posted by Alodar
I disagree completely.


Six players would slow down combat.
Not only would you be adding 2 more bodies on the players side you would need to add additional monsters to make combats challenging.
Six players could mean as many as 6 more turns for combats and that's just too much.


Nonsense, this is the entire reason encounter difficulty exists in 5e. This is the opinion of DM that doesn't know how to tailor encounters to a party.


I hope the irony of you referring to 5E's encounter balance system is not lost on you. 5E Challenge Rating is based off a party of 4 ...

It should be obvious that a combat balanced for a party of 6 takes longer than a combat balanced for a party of 4 even with the same number of bad guys.
You are taking 2 extra turns every round compared to the party of four.

If you are facing more bad guys to challenge your increased numbers the bad guys turns will take longer as well.

There is no situation where combat balanced for a party of 6 doesn't take longer than combat balanced for a party of 4.


Originally Posted by Alodar
You really need to explore the backgrounds in 5E. A dedicated thief is no longer necessary. With the Urchin background you gain proficiency in both stealth and Sleight of hand which allows any Dex character to sneak and pick locks/remove traps.


Originally Posted by Malkie
True to an extent, however proficiency and expertise are different things, and is not allowing for party diversity instead your just making a sub par rogue crossed with a sub par something else. Background don't fix this.


Except the character you add the Urchin background isn't sub-par at anything. Any Dex based character can have the Urchin background, lose nothing from their main class and still be able to lock pick and go stealthy when needed

Originally Posted by Alodar
There are lots of options, and the smaller the party the more re-playable the game and the more strategy you have to employ.


Originally Posted by Malkie
So less party flexibility and player agency means more replay value? That's not how that works. Go read my lengthy post above where I talk about the notion of "more strategy and inventive solutions" with smaller party, 9 times out of 10 this means go find your own favourite way to cheese.

Just so you are aware pulling statistics out of your butt is a common tactic for folks who don't have a viable argument.
Players who want to cheese encounters will cheese encounters. Here's a site that lists many of the cheese tactics players used in BG2 (https://sorcerers.net/Games/BG2/SpellsReference/Stuff/Cheese.htm) which should be noted had a party of 6.

Originally Posted by Malkie

Your argument for replay value works in a system without classes, not one with rigid class progression, smaller party means less flexibility, in turn this means each playthrough has a much more cookie cutter party composition which results in much less replay value. Your dialogue and decisions might differ from one playthrough to the next, but that is only one aspect of replay value, the more places you provide the opportunity for variety the more your overall variety grows exponentially. Akin to RNG layering, each layer provides exponential growth in possible outcomes. To make your claim of replay value is to show a staggering lack of understanding of how mathematics applies to the implementation, of course you make other mathematically anomalous claims in your post but i'll get to that.

So many accusations and so wrong.

Let's assume 5 in game companions ( B,C,D,E,F) and a party of 6. (You're playing character A)
First time through your party is A,B,C,D,E,F
Next time through your party is A,B,C,D,E,F
Third time through your party is A,B,C,D,E,F

Conversations don't change. Tactics don't change. The only variety is your character.

Same scenario, but party of 4:
First time through your party is A,B,C,D
Next time through your party is A,C,E,F
Third time through your party is A,B,D,F


Conversations are different, Tactics are different. By definition more variety.
If you do the math, which you seem to think you're an expert in, 6 choose 4 has 15 different combinations. 6 choose 6 has 1 combination.
15>1


Originally Posted by Alodar
There has been no combat in Early Access that I've thought that I needed two more characters to be more effective


Originally Posted by Malkie
This has nothing to do with why people want more party members. Its about player agency and replay value, about having variety in your playthroughs.

As shown above a party of 4 has more replay value and more variety.

Originally Posted by Alodar
Six players would slow down combat, decrease re-playablity, and lessen the strategy required to succeed.
That's a hard no from me.


Nothing you've said disputes any of these points.
Larian has already said that they have not hard coded the party size and that those who wish to Mod a party of 6 are free to do so after full release.



Posted By: eventHandler Re: Party Size Discussion - 08/10/20 01:43 PM
I wouldn't mind if you could bring 2 more people as "non-combat support" who stay out of combat, if they are worried about combat being too slow and tedious with six party members. I just want them around for dialog. I agree it is tedious having too many, so I'm already not using familiars since they almost add nothing without being able to provide the help action and take another spacebar to cycle every round. But I do want those extra dialog reactions to scenes from having the "right" companions with you.
Posted By: kanisatha Re: Party Size Discussion - 08/10/20 01:47 PM
I agree six is the ideal party size for a cRPG like this game. Four is way too small. And it should not be necessary to rely on a modder to give us this, as it should be an option built into the game.
Posted By: Volker_IRL Re: Party Size Discussion - 08/10/20 01:48 PM
+1

This is an extremely valid criticism, I'm playing as a wizard and as it is now I can only see my party consisting of the same people. Lae'zel as the tank, Shadowheart as the support, my character as the spellcaster, and then the fourth slot being swapped between Wyll or Astarion as need be. Which leaves Gale on the side lines which is less than ideal cause I rather like Gale.
Posted By: Malkie Re: Party Size Discussion - 08/10/20 01:53 PM
Originally Posted by Tzelanit
I love the slimmed down 4-player party. I despise the idea of having every available option to handle any situation that may come my way.
I want to have to make an intelligent and involved decision on how I'm going to round out my party for whatever my intention is during that playthrough.
I don't need the "perfect" game where I pass every skill check, unlock every door, or persuade every NPC successfully.
I enjoy playing through a dense game like this multiple times to see how different setups and characters react to each other.
I feel as though being forced to have access to that all at once would somehow cheapen the experience for me.
I'd likely intentionally make two characters as useless as possible or keep them at my camp so that I wasn't provided so many options.



Please read previous posts in a topic before posting, this is backwards logic, I'm not going to explain why this makes no sense yet again.
Small party = worse for replay value, think through it logically and if you're struggling the actual logic for it has been gone over many times, twice in this thread alone.
It has nothing to do with a "perfect party" or "perfect playthrough" or passing every skill check.


Originally Posted by SpawnLQ
You guys wanting 6 chars are looking at this all wrong. You seem to be basing the need for a 6 char balanced party on older games based on older versions of DnD where a tank and healer were crucial to party survival. 5e classes are more customizable and more self sufficient. You can easily run a group of 4 with no dedicated healer. Self heal options, potions, food heals, etc. are easy to come by. Anyone can attempt any skills, and can be proficient in them depending on background including lockpicking. Even without proficiency you only lose like +2 in the early levels, not a big loss.

I have no tank, just dps fighters (GWF EK and BM Dual Wielder), and the cleric has only used her heal spell like twice when i was level 1. I used the rogue primarily for sneak attack as it seems all of my characters dont really have much trouble picking locks, then swapped him for dual wielding battle master who just provides more toughness and dps overall. I have not had any issues swapping out specific role members just trying a different party makeup as i still dominate pretty well in battle and handle anything else outside of combat just fine.

Pretty much any combination of 4 is totally doable guys even if you need to be a little tactical about it smile


What i'm reading here is, "the game is too easy and forgiving and i love it" This is exactly what i talked about earlier in this thread in regards to balancing game difficulty for a 4 man party. The only way to make 4 man parties viable outside of the cookie cutter role filling is to make the game too easy.

Larger party means more appropriate game balance, means more interesting choices, means more replay value.
I know my posts are a wall of text but really you can't explain the logic without actually explaining the logic, most arguments for 4 man party are based on three premises:
- I don't like difficulty
- Illusion of choice is better than actual choice
- I can't apply mathematical concepts taught to 10 to 13 year olds (Basic probability and ratios) to this problem.

I feel like i'm writing 2 + 2 = 4 on a blackboard and every now and then someone comes in a says "I like that 2 + 2 = 3"
Not a single comment advocating for a 4 man party has put any thought into whether their statements make sense. And when someone goes through it step by step they don't even read it.

Posted By: Noraver Re: Party Size Discussion - 08/10/20 02:00 PM
So I get the want for 6. 6 is typically the maximum that DMs will allow, as it does slow down the game.

However, in a video game I see nothing against it.

Because Larian seems pretty adamant against it, I can see four available options for them:

1. Larian makes parties of 6 available. This allows for more flexibility, and more story party characters (As they already confirmed more will be included).
2. Larian makes parties of 5 available. It allows for the basics, and one additional party member (Or yourself) as the "Whatever I want" character.
3. Larian makes parties of 5 available, and allows one "Follower" companion from camp to join you on adventures. The dog, the goblin, whoever you recruit.
4. Larian sticks to their guns and keeps parties of 4.

I genuinely don't see an issue with parties of 5 or 6; if difficulty is what people are using to argue against it, then why not just throw in an extra mob or two that only spawns in to the world map when you leave camp with that additional party member(s)?
Likewise, you would subtract a mob or two for less characters.
If they implement genuine difficulty settings at the beginning of the game, you would increase mob numbers, rather than flat stat buffs like other games. Flat stat buffs can only get so interesting; extra no-voice no-name mobs makes things more interesting, dynamic, and diverse in combat.
Posted By: Malkie Re: Party Size Discussion - 08/10/20 02:01 PM
Originally Posted by Riandor
I have no issue with a core 4 person party as long as I can hire additional mercs, tame beasts, have NPC’s for specific quests join, etc...

There are multiple ways to cook a goose and whilst I love the 6 man party aspect of BG1&2, I believe the focus here is on the story and interaction of the core party. So that’s fine by me, as long as I can artificially inflate the group for those epic moments, or in order to have a weird and colourful group composition.

I don’t need 6 heavy story based characters in my party at all times, I mean I’m not against it, but you do build in more replayability by limiting which of the story characters you have taken this playthrough.

Again, I’m not anti 6, I just think this discussion is perhaps too focused on it being black or white, where I do think Larian is considering some middle ground and considering the multiplayer aspect.




Allow me to summarize:
"4 is fine as long as I can have more than 4"
Posted By: Tzelanit Re: Party Size Discussion - 08/10/20 02:04 PM

Quote
Please read previous posts in a topic before posting, this is backwards logic, I'm not going to explain why this makes no sense yet again.
Small party = worse for replay value, think through it logically and if you're struggling the actual logic for it has been gone over many times, twice in this thread alone.
It has nothing to do with a "perfect party" or "perfect playthrough" or passing every skill check.


I'm not going to read hundreds of comments a day and plumb the depths of every post, most of which are weak or entitled takes.
I saw the topic, I shared my thoughts on it. It's not invalid because of how the thread has progressed, nor is it invalid because you don't agree with it.
In short, deal with it.
Posted By: Tuco Re: Party Size Discussion - 08/10/20 02:09 PM
Amusingly enough, the very few defenders of the 4-men party are attempting an angle ("I prefer smaller parties because I can play battles more quickly") that simply doesn't stand a single bit on its feet.

In fact, while a six men party allows you to scale back the number of party members as much as you want (the old Infinity Engine games could be played even in solo and among power players it was a common tactic to reduce the number of active party members to increase their shared exp and level up faster) this interchangeability is completely lost when the limit to 4 characters is not optional anymore.
Posted By: R$M)N Re: Party Size Discussion - 08/10/20 02:19 PM
would be nice. 6 man party
Posted By: Horrorscope Re: Party Size Discussion - 08/10/20 02:26 PM
I'm good with 4.
Is there a planned lone wolf option anyone know about?
Perhaps there will be a mod for it, I believe there were for DOS's. I wonder how they handle the inventory screen, shrink it so 6 would fit?
Posted By: Maximuuus Re: Party Size Discussion - 08/10/20 02:46 PM
Originally Posted by Alodar

If you do the math, which you seem to think you're an expert in, 6 choose 4 has 15 different combinations. 6 choose 6 has 1 combination.
15>1


Sorry to say it like that but your exemple is stupid...
You're taking the good numbers to show you're right but you're wrong...

Let's try the same exercice with more realistic values...

1 custom + 3 companions out of 10 possibilities => 120 combination
1 custom + 5 companions out of 10 possibilities => 252 combination

Do it with 15 potential companions now... wink
Of course this is only values. Nothing i.e related to alignement.

Posted By: Sir Sparhawk Re: Party Size Discussion - 08/10/20 02:53 PM
Originally Posted by HeavensBells
Adding my voice to this thread, a 4 man party feels so much more restricted when choosing companions so you always have: 1 Melee/Tank, 1 Support/Healer, 1 Rogue (stealth and lockpick) and to wrap up a Magic Caster (which will usually be a wizard because of extended spell list, why would you take a warlock over a Wizard in DnD late game???).

D&D also has 12 Vanilla classes (not counting Artificers) which means being able to have only 4 of those 12 (33%) you won't get as much versatility or adaptability if you cold have a 6 man party (50% of those classes could be in the party). By the way, how are you going to balance a party in the future when more classes comes around like Sorcerers, Bards, Monks, Barbarians and Paladins? Who are you gonna cut off to add someone new and still feel like you have some balance?

In BG1 and BG2 I always hated to ask a companion to leave so I could add a new one, and only did so if they were someone I liked better or had an amazing companion quest I had to do before getting my "dream party" back. I never thought of those companions as disposables tools to do a job and for me Imoen and Misc would always be in the group no matter what, so at least 3 spots on those 6 man parties were already locked on (counting my OC as well).

Therefore a 6 man party seems much more immersive and fun as well as adaptable than going back and forth picking a mule to do a job and then dumping it back to camp when said job is done, which looks like where BG3 is going since you can ask a companion to go back to your camp and just collect dust until you need them for a job or to further down their quest.

I agree, when playing the original BG games I would decide on who was going to be in my team before I start and they would be the only people I recruit, with the only real exception been early when I'd recruit Monteron and Xzar to fight the mage at the Friendly Arm Inn or Yoshimo in the second just for the opening dungeon.

When playing BG3 I probaly won't recruit anyone who wont fit in my party since to me it's a little immersion breaking, "right you two sit here clean the camp and make dinner while the four of us go fight this dragon and then clear out thirty bandits in their camp"
Posted By: Asymmetric Re: Party Size Discussion - 08/10/20 03:10 PM
+1. I've never made a video game and I'm only adequate at being a Dungeon Master IRL, so I dunno. This is my take, though.

I was fine with 4-person parties for a while. I played the s*** out of Dragon Age when I was a teenager, and although I sometimes found it restrictive because I would meet someone new that I liked, I was ultimately OK with it.

Then I played Pillars of Eternity. I felt my heart soar when a fifth person joined my party; it was like my eyes had been opened. And of course I then played BG1+2 and IWD. Still in the middle of Torment.

I totally get wanting a 4-person party for a more focused experience, but listen: if the maximum is 6, you don't have to have 6 people. If you limit yourself to 4, each char will get more XP, leveling up faster to offset the difficulty of an encounter aimed at 6 characters!

As for the multiplayer concerns, they could always restrict multiplayer to 4 and have singleplayer at 6.
Posted By: Uncle Lester Re: Party Size Discussion - 08/10/20 03:17 PM
I'd love 6. Even 5 would be better. I was quite disappointed when I saw the limit of 4 in DA:O. The problem is with turn-based - changing from 4 to 6 will mean that fight are on average 1.5 times longer, and that's not taking into account having more enemies to balance difficulty. That sounds like it's going to make fights a drag, especially "fodder fights" with multiple weak enemies. I'm not sure how feasible it is to overcome this. (Boss fights I can see getting better though, as you'd have more tools in your arsenal to think of some creative, complex strategy.)
Posted By: Tuco Re: Party Size Discussion - 08/10/20 03:27 PM
Originally Posted by Uncle Lester
The problem is with turn-based - changing from 4 to 6 will mean that fight are on average 1.5 times longer, and that's not taking into account having more enemies to balance difficulty.
Why people keep parroting this argument?
That's not true at all. A six men party just means that the turn rotation will pass the action more often to one of the characters you are controlling rather than an enemy.
Which if anything is something that feels fairly NEEDED in the current build, where way too often you are watching a whole bunch of enemies "Alpha-striking" your party (and focusing on the casters in particular) with very sparse chances to inject your action in the middle. You may even end up cleaning encounters more quickly than with four characters.

Of course, in the long run it MAY be needed to buff the enemy side a bit to balance encounter design. Which can be achieved in a lot of ways that not necessarily pass through "adding more of them".


Posted By: Malkie Re: Party Size Discussion - 08/10/20 03:43 PM
/sigh
ok, lets try this again Alodar, and this time, try not to limit your view and add artificial limitations to create scenarios that support your mistakes.


Originally Posted by Alodar
Originally Posted by Malkie
Originally Posted by Alodar
I disagree completely.


Six players would slow down combat.
Not only would you be adding 2 more bodies on the players side you would need to add additional monsters to make combats challenging.
Six players could mean as many as 6 more turns for combats and that's just too much.


Nonsense, this is the entire reason encounter difficulty exists in 5e. This is the opinion of DM that doesn't know how to tailor encounters to a party.


I hope the irony of you referring to 5E's encounter balance system is not lost on you. 5E Challenge Rating is based off a party of 4 ...


Difficulty adjustments are based on more than just challenge rating (CR is a guideline only), take a look at other books than just the DMG that have dedicated in depth info on this. I can't remember which book it is off the top of my head because it has been while since i sat down with it and i don't have my books to hand at present. But there is a huge section of tables that describe how to adjust encounters for party size.... Tome of Foes maybe? I'm sure someone can confirm which book i'm thinking of. On top of this, in adjusting difficulty you as a DM should understand your players' limitations and weaknesses and use this knowledge and the special properties of a creature to provide an appropriate challenge for your players. There are plenty of examples where CR just makes no sense when you consider two different creatures of the same CR as the special properties of one make it innately more challenging than the other.

Originally Posted by Alodar
It should be obvious that a combat balanced for a party of 6 takes longer than a combat balanced for a party of 4 even with the same number of bad guys.
You are taking 2 extra turns every round compared to the party of four.

If you are facing more bad guys to challenge your increased numbers the bad guys turns will take longer as well.

There is no situation where combat balanced for a party of 6 doesn't take longer than combat balanced for a party of 4.


I never said combat was shorter, combat speed is improved, I didn't say anywhere that combat takes less time to complete. I was talking about the amount of input you as a player have relative to the amount of time you are not giving input. You brought up combat speed without understanding what it is now you're refuting that by arguing about something different entirely.


Originally Posted by Alodar
Originally Posted by Alodar
You really need to explore the backgrounds in 5E. A dedicated thief is no longer necessary. With the Urchin background you gain proficiency in both stealth and Sleight of hand which allows any Dex character to sneak and pick locks/remove traps.


Originally Posted by Malkie
True to an extent, however proficiency and expertise are different things, and is not allowing for party diversity instead your just making a sub par rogue crossed with a sub par something else. Background don't fix this.


Except the character you add the Urchin background isn't sub-par at anything. Any Dex based character can have the Urchin background, lose nothing from their main class and still be able to lock pick and go stealthy when needed


OK, assuming you are 100% correct here. You are saying that either i make an urchin or take Astarion in every playthrough if i want a proficient thief. How is this increasing variety from one playthrough to the next? How are you providing an argument that supports the idea that 4 man party offers more replay value? You aren't. You are arguing AGAINST a smaller party with the backgrounds argument because you are advocating for making your party more alike every time.

Originally Posted by Alodar
Originally Posted by Alodar
There are lots of options, and the smaller the party the more re-playable the game and the more strategy you have to employ.


Originally Posted by Malkie
So less party flexibility and player agency means more replay value? That's not how that works. Go read my lengthy post above where I talk about the notion of "more strategy and inventive solutions" with smaller party, 9 times out of 10 this means go find your own favourite way to cheese.

Just so you are aware pulling statistics out of your butt is a common tactic for folks who don't have a viable argument.
Players who want to cheese encounters will cheese encounters. Here's a site that lists many of the cheese tactics players used in BG2 (https://sorcerers.net/Games/BG2/SpellsReference/Stuff/Cheese.htm) which should be noted had a party of 6.

9 times out of 10 is not pulling a statistic out of my ass, it's a turn of phrase. If you don't know the difference you are too young to be playing BG3. The Cheese list you linked, also has no requirement for 6 man party. Most of those cheese tactics where used in solo playthroughs. If you're going to google something to throw at me like that at least read the cheese strats before making a claim that they had anything to do with party size. Most of those are oversights in mechanics such as the potion stacking which is still possible in solo runs. I mentioned these already in this thread and I don't see how this helps your argument or is in any way relevant outside of my point about "inventive solutions". Linking this does nothing to refute my arguments and nothing to support yours.

Originally Posted by Alodar
Originally Posted by Malkie

Your argument for replay value works in a system without classes, not one with rigid class progression, smaller party means less flexibility, in turn this means each playthrough has a much more cookie cutter party composition which results in much less replay value. Your dialogue and decisions might differ from one playthrough to the next, but that is only one aspect of replay value, the more places you provide the opportunity for variety the more your overall variety grows exponentially. Akin to RNG layering, each layer provides exponential growth in possible outcomes. To make your claim of replay value is to show a staggering lack of understanding of how mathematics applies to the implementation, of course you make other mathematically anomalous claims in your post but i'll get to that.

So many accusations and so wrong.

Let's assume 5 in game companions ( B,C,D,E,F) and a party of 6. (You're playing character A)
First time through your party is A,B,C,D,E,F
Next time through your party is A,B,C,D,E,F
Third time through your party is A,B,C,D,E,F

Conversations don't change. Tactics don't change. The only variety is your character.

Same scenario, but party of 4:
First time through your party is A,B,C,D
Next time through your party is A,C,E,F
Third time through your party is A,B,D,F


Conversations are different, Tactics are different. By definition more variety.
If you do the math, which you seem to think you're an expert in, 6 choose 4 has 15 different combinations. 6 choose 6 has 1 combination.
15>1


This is so so stupid. No one is arguing to be able to take all companions in one playthrough. You are completely ignoring the argument here.
It has already been said that there are plans for more than 5 companions.
It has already been said that you need a bigger companion pool for a larger party to work.
"so many accusation and so wrong"
"if you do the math which you seem to think you're an expert"
I made no accusations and you don't need to be an expert mathematician to understand basic math.
The math that is actually being argued for here is as follows:

At each stage of play the player is offered a set amount of choices, let's call this number of choices x. To simplify the representation we will assume that every choice has only 2 possible outcomes, this is obviously not an accurate representation as each choice may have many more potential outcomes.
Therefore, in this example at any stage of play the total number of possible outcomes is 2 to the power of x.
For each incrementation of x the total number of possibly outcomes experiences exponential growth.
Again this is the same principle that all probability ie. a vast amount of statistics which is an entire of study within mathematics is based upon.

In asking if a 4 man party is better for replay value, or 5 or 6 is better, we are actually asking is a large x value better or a smaller x value. Is more choice better or less choice better for replay value. The answer is obviously more choices which is what you get with a larger party.

Originally Posted by Alodar
Originally Posted by Alodar
There has been no combat in Early Access that I've thought that I needed two more characters to be more effective


Originally Posted by Malkie
This has nothing to do with why people want more party members. Its about player agency and replay value, about having variety in your playthroughs.

As shown above a party of 4 has more replay value and more variety.

False, unless you add additional limitations that are not what people are talking about in this thread, ie, if you limit the number of available companions/mercs/hirelings/pets so that you as a player take the same ones every play through. Again, no one is saying they want to take all the companions, they are saying they want to change group composition so that you are NOT taking the same or very similar selection of companions/mercs/whatever on every playthrough. How are you not getting that? It has been made pretty clear.

Originally Posted by Alodar
Originally Posted by Alodar
Six players would slow down combat, decrease re-playablity, and lessen the strategy required to succeed.
That's a hard no from me.


Nothing you've said disputes any of these points.
Larian has already said that they have not hard coded the party size and that those who wish to Mod a party of 6 are free to do so after full release.





Actually, yes what I said not only disputes those points, it completely disproves those points.
Again to summarise:
Your understanding of combat speed when you say that is wrong, you're arguing for shorter combat time, which is of much greater importance in pen and paper than a cRPG and if you want less combat, maybe a cRPG isn't the right medium for you as by their very nature you spend more of your game time in combat in a cRPG than in a tabletop game.
You're argument for replay value is based on additional limitations that you are adding to the discussion, not one person in this thread has argued for maintaining those limitations. I myself fall in line with the belief that less fleshed out mercs are the the answer to fill extra party slots on top of whatever fully fleshed out companions may be in the works already. This is much easier to implement than full companions, they don't have to react and be as interactive they just have to have some interactions and input at important moments, much like the companions of BG1.
As for the strategy bit, yeah i'm not going over that again, if you don't understand strategic difficulty, turns of phrase and the underpinning principle of probability and how that same principle applies here you are either way too young for this game or you're just a lost cause.

You are entitled to your opinion, but don't try to argue that white is black. You may prefer it, but that's not the same as you're opinion being fact or in any way based in logic.
As for you're comment on modding, we are well aware that mods will be a part of things, that this is one thing that can be modded, but why on earth would someone take a game that is already too easy (in part because of the 4 man party) and cut its difficulty in half (at least) by adding two extra characters without adjusting every single aspect of the game to make it more suitable
"If you want to make a mod that overhauls the entire game, every single combat encounter in the game, you are free to do so after full release" is not constructive in the slightest. Larian are balancing encounters and fixing issues now, now is the time to do it. Not rely on someone having the time, motivation and skill to rewrite a huge portion of the game to fix this issue for them later for free. It would be better to just balance it around 5 or 6 party members now than for modders to do it later as not only is doing it later far far more work, but would have to be done by a team that is a fraction of the size.

People want a bigger party. Personally I would say a 5 man party would be the best approach as it could be done with far less work, allow a little variation and means that the mercs mechanic wouldn't be as big a portion of the party which keeps the full companions much more centre stage.
Posted By: Uncle Lester Re: Party Size Discussion - 08/10/20 03:48 PM
But if you have 4 party members and 6 enemies, it makes for 10 turns per round. 6 party members and 6 enemies: 12 turns. But indeed, it might mean that you will feel more agency througout the fight, as the ratio of allies/enemies will be better, if they go with "buff enemies" rather than "add more". One problem I could potentially see with this is that buffing enemies in a meaningful way (not just pump numbers) requires more effort than adding more of the same... Or not, if the enemies are unique and would require new models/animations/voices. Still, rebalancing might be more complicated than it would seem. But I think we might have a better idea of this when we see the difficulty options, which are said to be more interesting than "buff numbers". Perhaps a solution would be "bump this type of difficulty settings by 1 for 5-man party and by 2 for 6-man party to experience a similar level of difficulty".

(I'm playing a bit of a devil's advocate here, I would strongly prefer a party of 6. I mentioned the "parroted" argument because it seemed like a legitimate concern, I will be happy to be proven wrong.)
Posted By: Eireson Re: Party Size Discussion - 08/10/20 03:50 PM
As someone who has been playing D&D computer games since they first appeared (alas yes I am that old!) I'd have to say I was more than a little disappointed when I tried to get a 5th member to join only to find out it wasn't possible. The vast majority of D&D games have had six party members as the standard size - Gold box series, Eye of the Beholder series, actually pretty much all the SSI games, Baldurs Gate 1 & 2, Icewind Dale 1&2, Temple of Elemental Evil, Pool of Radiance - Myth Drrannor etc etc. Even Neverwinter Nights 1 & 2 had 5 I think.

Four is just too limited for me - ideally I'd like six although I'd settle for 5. Whether they settled on four because its what they've always done or because they have concerns over the duration of combat or limitations in the engine doesn't really matter - one more character in the party would make a world of difference in allowing a bit more variety/flexibility in party composition, and I can't see that having a 5th member would require a major change in the game systems especially given that we are just at the beginning of early access.

Doesn't help that the party members you can pick up at the start are unlikable and totally opposite to the kind of party I prefer to play!
Posted By: Epona Re: Party Size Discussion - 08/10/20 03:57 PM
I think I read somewhere there might be a "crisis point" locking your party like in Divinity: Original Sin 2 which I could understand why they might want to limit the party, but that just made me always play someone with an origin (eg Lohse or Sebille), rather than a player-created character, unless I was maybe doing a multiplayer campaign with some of my friends. I would enjoy a larger party size, especially since I'd like to eventually play a bard, ranger, or maybe even a druid eventually, but when you have to look at frontline/healer/dps composition, 4 doesn't give a lot of flexibility right now, until maybe more classes are added, like paladin or something. Ultimately I suppose it depends on gameplay and story and how Larian feels about it, but I'd personally try to work harder to accomplish something if it means I get to keep more of my companions.

Posted By: Riandor Re: Party Size Discussion - 08/10/20 03:59 PM
Originally Posted by Malkie
Originally Posted by Riandor
I have no issue with a core 4 person party as long as I can hire additional mercs, tame beasts, have NPC’s for specific quests join, etc...

There are multiple ways to cook a goose and whilst I love the 6 man party aspect of BG1&2, I believe the focus here is on the story and interaction of the core party. So that’s fine by me, as long as I can artificially inflate the group for those epic moments, or in order to have a weird and colourful group composition.

I don’t need 6 heavy story based characters in my party at all times, I mean I’m not against it, but you do build in more replayability by limiting which of the story characters you have taken this playthrough.

Again, I’m not anti 6, I just think this discussion is perhaps too focused on it being black or white, where I do think Larian is considering some middle ground and considering the multiplayer aspect.




Allow me to summarize:
"4 is fine as long as I can have more than 4"


Lol that’s not what I was saying hehe
I was saying this all came about because Larian said you had to decide which characters at the end of Chapter1 you were sticking with.

Thus my claim is that I don’t mind a CORE party of 4 IF I can add to it with npc’s, animals, whatever.

Because I actually largely agree with larger parties and the conversations about interesting compositions. So far though I’ve gone with my experience from BG1&2 (I’ve yet to try BG3 EA), and that was very combat heavy, so a team of six really did allow for some oddball characters tagging along.

I’m also totally up for fully fledged 6 characters all with epic stories and interaction, I just appreciate it’s a ton of work to get that to work! Hence my 4 core plus 1 or 2 slot fillers.
Posted By: Noirscape Re: Party Size Discussion - 08/10/20 04:09 PM
I agree that 4 party members feels very limited in this game, especially compared to DOS2 where builds were a lot more flexible. +1
Posted By: Malkie Re: Party Size Discussion - 08/10/20 04:55 PM
Originally Posted by Uncle Lester
But if you have 4 party members and 6 enemies, it makes for 10 turns per round. 6 party members and 6 enemies: 12 turns. But indeed, it might mean that you will feel more agency througout the fight, as the ratio of allies/enemies will be better, if they go with "buff enemies" rather than "add more". One problem I could potentially see with this is that buffing enemies in a meaningful way (not just pump numbers) requires more effort than adding more of the same... Or not, if the enemies are unique and would require new models/animations/voices. Still, rebalancing might be more complicated than it would seem. But I think we might have a better idea of this when we see the difficulty options, which are said to be more interesting than "buff numbers". Perhaps a solution would be "bump this type of difficulty settings by 1 for 5-man party and by 2 for 6-man party to experience a similar level of difficulty".

(I'm playing a bit of a devil's advocate here, I would strongly prefer a party of 6. I mentioned the "parroted" argument because it seemed like a legitimate concern, I will be happy to be proven wrong.)


How to go about adjusting difficulty is an important concern, I would imagine for some fights increasing numbers would be the best approach (number of fodder mobs or HP values), some fights would be better served by adding a mini boss or a lieutenant type mob, some by adjusting the fight environment slightly. In some encounters this would be easier to do than others I'm sure. There really is no other way but to look at every encounter individually which will already be happening to some extent while balancing for 4 man party, there is obviously an increase in workload to adjust things from their current state to make it suitable for a 5 man party and even more work would required to adjust for a 6 man party. Hence I think 5 is a better answer than 6, as much as i would like to have 6 with a potential 20ish companions to choose from, that simply isn't a realistic ask.

5 gets my vote due to practicality.

Originally Posted by Eireson
As someone who has been playing D&D computer games since they first appeared (alas yes I am that old!) I'd have to say I was more than a little disappointed when I tried to get a 5th member to join only to find out it wasn't possible. The vast majority of D&D games have had six party members as the standard size - Gold box series, Eye of the Beholder series, actually pretty much all the SSI games, Baldurs Gate 1 & 2, Icewind Dale 1&2, Temple of Elemental Evil, Pool of Radiance - Myth Drrannor etc etc. Even Neverwinter Nights 1 & 2 had 5 I think.



I wouldn't count NWN1 here, didn't really have a "party", it used mercs that the player didn't have direct control over and they had limited story interaction, they were like BG1 companions in terms of their input, not in the same league as bg2, you had your main character and 1 ai controlled follower that was of... limited usefulness fairly frequently, they played more like summoned creatures than party members (HotU did improve on their interaction levels though). NWN 2 varied your party size in the campaigns and returned full control to the player. The OC had a 5 man party that increased to 6 for a part and you took all companions for the finale, Mask of the Betrayer had a 4 man party iirc, but your choices were reasonably adaptive, 1ofMany could swap his entire build and honestly even with the very limited implementation of 3.5e character builds were much more flexible than 5e and much more easily broken, especially at epic levels. Regardless nwn1 and 2 were a far cry from the class+kit of BG1 and 2 or the class+subclass of 5e where those choices are so heavily defining. The increased flexibility reduced role rigidity making smaller party size infinitely easier to handle than a larger limit.
Posted By: Malkie Re: Party Size Discussion - 08/10/20 05:06 PM
Originally Posted by Riandor
Originally Posted by Malkie
Originally Posted by Riandor
I have no issue with a core 4 person party as long as I can hire additional mercs, tame beasts, have NPC’s for specific quests join, etc...

There are multiple ways to cook a goose and whilst I love the 6 man party aspect of BG1&2, I believe the focus here is on the story and interaction of the core party. So that’s fine by me, as long as I can artificially inflate the group for those epic moments, or in order to have a weird and colourful group composition.

I don’t need 6 heavy story based characters in my party at all times, I mean I’m not against it, but you do build in more replayability by limiting which of the story characters you have taken this playthrough.

Again, I’m not anti 6, I just think this discussion is perhaps too focused on it being black or white, where I do think Larian is considering some middle ground and considering the multiplayer aspect.




Allow me to summarize:
"4 is fine as long as I can have more than 4"


Lol that’s not what I was saying hehe
I was saying this all came about because Larian said you had to decide which characters at the end of Chapter1 you were sticking with.

Thus my claim is that I don’t mind a CORE party of 4 IF I can add to it with npc’s, animals, whatever.

Because I actually largely agree with larger parties and the conversations about interesting compositions. So far though I’ve gone with my experience from BG1&2 (I’ve yet to try BG3 EA), and that was very combat heavy, so a team of six really did allow for some oddball characters tagging along.

I’m also totally up for fully fledged 6 characters all with epic stories and interaction, I just appreciate it’s a ton of work to get that to work! Hence my 4 core plus 1 or 2 slot fillers.


Sorry that was as much a joke response as anything.

But yes basically the idea of a set of fully fleshed out companions + a slot or two going to much less interactive companions (mercs or whatever you want to call them) which is the compromise I would push, though I would still say 5 party slots would be the best compromise to limit the amount of additional balance work that would have to be done.
Posted By: Gray Ghost Re: Party Size Discussion - 08/10/20 05:28 PM
I think a party of 5 would actually be the ideal. Let me illustrate based on my experiences so far with the game. I'm playing a ranger and thanks to the way I built her my character can use thieves tools to open locks and deal with traps (though I haven't encountered any traps that I can disarm, maybe I'm just being dense and missing when I can do this) so I don't need Astarion in my party for that. Lae'zel has been my favourite character thus far and has been a reliable tank from the beginning. Likewise Shadowheart has been absolutely vital as a healer. The limit on short rests and the relative scarcity of healing items makes it so, and it's rare I come out of a big fight not desperate for healing, and the game has done a good job making me hesitant to take long rests (I think I've only taken 4 in the past 12+ hours of playing). Plus she hits hard enough that she serves as a good frontliner alongside Lae'zel. I would not last long without Shadowheart for healing so she's a mainstay. That leaves me with only one extra slot for another character. Now consider that the
goblin camp
is a really important area for Wyll's storyline and not taking him means you're gonna miss out on what seems to be a major beat in his story, so I have heavy incentive to take him along. Which means that for the goblin camp my party is set from the get-go since without Shadowheart and Lae'zel I would not be able to handle a lot of the combat without them should I get into combat (and I accidentally aggro'ed the whole camp so having them is the only way I could play and not die).

Now I like all of those characters so it's not the worst situation in the world, but right now with the characters I have currently, I only realistically have one free slot for the remaining 3 companions. A fifth slot would immediately allow me to take another non-essential companion who I want to have along purely for story reasons. A lot of people hav been talking about combat length but the only time I've felt like combat was too long was when I accidentally aggroed more enemies in the middle of a battle that had already been going on. So personally having the combat be longer would a plus for me since I enjoy it a lot overall. Plus a fifth companion would mean that while combat length might be greater, each character in the party would be expending relatively fewer resources so you likely wouldn't run out of them as quickly.
Posted By: HeavensBells Re: Party Size Discussion - 08/10/20 06:43 PM
I'd like to point as well that, as a D&D player and sometimes DM, number of characters in a party does influence a little bit if only on CR from monsters in a encounter. And what does the CR of monsters in a combat mean (if you come from DOS)? CR tells you the upper maximum difficulty of the monster, for example the famous Illithid Mind Flayer Arcanist has a CR of 8, meaning a party of 4 players lvl 6 could take 1 on with hard difficulty while a party of 6 lvl 6 could take it easy.

Later in the game encounters like an Adult Red Dragon would be deadly for a 4 man lvl 12 but manageable for a 6 man lvl 12 party. It might sound like the game might be too easy for a 6 man party instead of 4 but it can also make it more challenging and epic if you throw more epic stuff at them since they'll manage: Why not an Adult Red Dragon (CR17) that Summons two zombie Beholders (CR13) as allies? Or even a Death Tyrant (CR 21) and a powerful Lich (CR21 or 22 in it's lair)? Yeah that last epic encounter I just described can only be taken by a 6 man party lvl 20 at a Hard Setting, it's deadly for only 4 characters.

Sure the game might not be like real D&D, but I do want a bigger party for future encounters in the late game if we are expecting to have the same amount of epicness and legendary encounters we had in BG2. I'd like to have a Bard countercharming and polymorphing, while my Fighter and tanks and wrecks havoc at the enemy frontline, my Paladin destroys the evil and protect it's allies, my Ranger deadeye shoots enemy magic users, my Wizard casts Timestop or Meteor Swarm and my character do whaterver I want it to do in the last spot of a bigger and more balanced party.


Sure, we're still in the early stages of the game, but rest assured we won't always be fighting 20 CR 1/4 goblins or CR 1 Imps
Posted By: UnderworldHades Re: Party Size Discussion - 08/10/20 06:53 PM
Originally Posted by Tuco



Well, we are probably wasting our breath here, since Larian, with all its upsides, is almost NOTORIOUS for being stubborn and sticking to their poor design decision no matter how much feedback they get against it (the obscene randomized loot system of their past games or the massively criticized armor system in DOS 2 come to mind).



Ugh, tell me about it. This is why most feedback i've given about stuff doesn't come with optimism that it'll change, because they can just be like "nah i like this". Not gonna go into specifics about what I've talked about, not needed. Just wanted to reinforce what you said. It's even more relevant because we don't know if a change is going to happen UNTIL it happens. They don't bother putting out any sort of roadmap or list of changes they are going to do. So we could be focusing on things that are already planned for changes and not on things that they aren't and we should give feedback on the latter. Larian has it's upsides...being vocal and communicating during EA on what their plans are and what they are doing isn't one of them. Wasn't during OS2 and probably won't be for this either. Haven't seen them talk leading up to EA about a roadmap of sorts so we have an idea of their plan. It's a very one sided thing.
Posted By: TheWhiteRabbit Re: Party Size Discussion - 08/10/20 06:57 PM
Imma add my 2 cents to this conversation and say no, stick with 4. MAYBE 5, but thats absolutely it.

All this nonsense that players are saying about conversations should be with everyone involved, huge parties, and what have you. This is 2020, games are no longer easy, or handed to you. You have to actually -PLAY- them, and that means making, (everyone duck!), decisions!

Everyone can talk in one conversation? Offering their rolls to conversational choices? Why have choices at all then? You are loading the dice. How is this even fun when you "win" every conversation? Why. Roll. The. Dice. At. All.

6 member party? Why choose what classes you want to bring that would be best for whatever situation? You aren't making any decisions at this point, you are just freerolling and claiming a win for something you didn't Actually win in the first place because you started a combat with a loaded out squad.

To be completely fair to the OP, whom for the record is the exact same age as I am, down to the month, which is creepy and cool, their suggestion is essentially the creating of a different mode, which also includes a warning that this makes the game easier (I would use the word 'free', but I digress), I don't hate having more options, nor will I ever, but this distinction MUST be made.
Posted By: UnderworldHades Re: Party Size Discussion - 08/10/20 07:04 PM
Originally Posted by TheWhiteRabbit


Everyone can talk in one conversation? Offering their rolls to conversational choices? Why have choices at all then? You are loading the dice. How is this even fun when you "win" every conversation? Why. Roll. The. Dice. At. All.



There is a difference in failing a check when a character tried something they are decent on, then failing with something they can't do at all. No I don't want my rogue reading this arcane book and failing because guess what, i know he will, i want the wizard 2 feet back to try instead. Now if he fails, sure, w/e, lets move on!
D&D is a team game. Not a single person game. The team works together to overcome challenges, not look around at butterflies while one character does everything, ESPECIALLY when you get ambushed into a convo and the person they talk with is...less then ideal. This isn't a solo adventure, it's a team of adventurers.

Every crpg does this now. Pillars, Pathfinder, Wasteland, even Solasta with its much smaller budget and team, because they realize that you're playing a team game. As a group of adventurers.
Posted By: Gray Ghost Re: Party Size Discussion - 08/10/20 07:20 PM
UnderworldHades has it right. What's the point having a party if they're not goint to contribute to dialogue checks? That's a major part of the system and you as the player should be able to make use of all the tools at your disposal. Especially when you can get into conversations that take you by surprise and thus you have no input in who you want to tackle the challenge.

Furthermore what are you even talking about with implying that games were once handed to players?
Posted By: TheWhiteRabbit Re: Party Size Discussion - 08/10/20 07:25 PM
Originally Posted by UnderworldHades
Originally Posted by TheWhiteRabbit


Everyone can talk in one conversation? Offering their rolls to conversational choices? Why have choices at all then? You are loading the dice. How is this even fun when you "win" every conversation? Why. Roll. The. Dice. At. All.



There is a difference in failing a check when a character tried something they are decent on, then failing with something they can't do at all. No I don't want my rogue reading this arcane book and failing because guess what, i know he will, i want the wizard 2 feet back to try instead. Now if he fails, sure, w/e, lets move on!
D&D is a team game. Not a single person game. The team works together to overcome challenges, not look around at butterflies while one character does everything, ESPECIALLY when you get ambushed into a convo and the person they talk with is...less then ideal. This isn't a solo adventure, it's a team of adventurers.

Every crpg does this now. Pillars, Pathfinder, Wasteland, even Solasta with its much smaller budget and team, because they realize that you're playing a team game. As a group of adventurers.


I'll grant you the ambush conversations, you should probably get like an initial decision point of 'Who would you like to talk?" type of deal, but outside of that, no, sorry. Someone failing at something they can't do at all is them failing because they NOT SUPPOSED TO BE GOOD AT EVERYTHING. Your book example they already solved, when its an item or an area check, everyone gets a roll. But when you have a conversation with another person, you dont listen to each sentence, and then turn around to your group of friends saying "HEY WHAT SHOULD I SAY HERE? DOES SOMEONE ELSE WANT TO INTERJECT?" Thats not a conversation. Thats loading the dice. And if you DO do that, the person, creature, whatever, would ABSOLUTELY have a reaction to that situation, and would just say "ya I know what you are gonna do now and now you lose instantly." or something to the degree of making the roll EXTREMELY hard, even if you are proficient at the check, because you literally just announced to the room that you are changing it up for the sole purpose of 'winning' (for lack of a better word) the conversation. I realize when you play a tabletop game, with a DM, you all are CAPABLE of talking out of character, and making that decision as such. But this is you playing a character who is alive and truly acting things out as they come. The situation you are wanting does not have a place here. It just doesn't make sense, other than loading the dice in your favor.
Posted By: HeavensBells Re: Party Size Discussion - 08/10/20 07:35 PM
Originally Posted by TheWhiteRabbit
Imma add my 2 cents to this conversation and say no, stick with 4. MAYBE 5, but thats absolutely it.

All this nonsense that players are saying about conversations should be with everyone involved, huge parties, and what have you. This is 2020, games are no longer easy, or handed to you. You have to actually -PLAY- them, and that means making, (everyone duck!), decisions!


If you actually read other comments like the second before yours I've voiced, as a D&D player and sometimes DM that having more characters doesn't make the game "free" as you'd like to state or easier, it's just a matter of balancing encounters. By the way having more characters in a party if you do play D&D means, in basic words, that your encounters can be harder and have more legendary and epic monsters, specially in the end game which is where Larian needs to plan it really well right now.

BG2 actually made the top 10 games of all time due to the insane level of awesomeness they throwed at us, who can forget the first time they encountered the mind flayers, the dragons, beholders liches and other bhaal spawns? BG3 has to rise to the same level in the end (even if we need to take ir to BG4) . Those encounters were hard as f* even if you had 2 multiclassed Clerics and a Wizard and a Rogue and Misc.
Posted By: eventHandler Re: Party Size Discussion - 08/10/20 07:40 PM
To be clear, I do not care at all about companions offering their skills for dice rolls in conversations. In fact, I'd prefer if the checks always rely completely on my main character's stats (and getting my own speak with animals ring so I don't have to rely on the warlock to do the talking). I just want to hear their input and the extra lore tidbits without having to replay the game with different combinations. I don't want to be able to know what other branches of convo would result in; I want the dialog I'd get from my choices just with the other companions in the group to respond as well.

This is not about mechanics. It's just about getting a few extra lines of dialog from missing oh hey that NPC knows that Companion. What is the point of having to jump to camp, swap someone and manage inventory from that, then teleport back and start a dialog, then back to camp, get the companion you want for everything else....

Some people you just want for that 1 specific interaction, and the rest of the time they can stand back. Like when you find a corpse drained of blood, you're gonna want the vampire to be with you. You can send all the locked chests back to camp to be opened later, but you can't drag a dead hog to camp to have a round table discussion.

I fully accept that we are using 5e rules, so I'm not suggestion Larian switch to the far superior system of having skill checks that you either pass or fail based on your actual stats from games like Outer Worlds. We are playing D&D officially licensed 5e, so we are stuck with the dice rolls that make a lot of sense in person with other people and a DM to react, but are entirely unsatisfying alone. That's the price of paying licensed IP content.

But you can be damn sure I will be save scumming to get the outcomes I want in the actual release. I'm here for the content, and enduring the WotC 5e mechanics to get at it; not the other way around.

If you don't want 6 companions, fine just let us hotswap characters in place. It's tedious to have to load a quick save for things where if you leave people die etc, just to return with the "right" companions to hear the backstory that in no way effects anything other than my own curiosity of the lore.
Posted By: UnderworldHades Re: Party Size Discussion - 08/10/20 07:41 PM
Originally Posted by TheWhiteRabbit
Originally Posted by UnderworldHades
Originally Posted by TheWhiteRabbit


Everyone can talk in one conversation? Offering their rolls to conversational choices? Why have choices at all then? You are loading the dice. How is this even fun when you "win" every conversation? Why. Roll. The. Dice. At. All.



There is a difference in failing a check when a character tried something they are decent on, then failing with something they can't do at all. No I don't want my rogue reading this arcane book and failing because guess what, i know he will, i want the wizard 2 feet back to try instead. Now if he fails, sure, w/e, lets move on!
D&D is a team game. Not a single person game. The team works together to overcome challenges, not look around at butterflies while one character does everything, ESPECIALLY when you get ambushed into a convo and the person they talk with is...less then ideal. This isn't a solo adventure, it's a team of adventurers.

Every crpg does this now. Pillars, Pathfinder, Wasteland, even Solasta with its much smaller budget and team, because they realize that you're playing a team game. As a group of adventurers.


I'll grant you the ambush conversations, you should probably get like an initial decision point of 'Who would you like to talk?" type of deal, but outside of that, no, sorry. Someone failing at something they can't do at all is them failing because they NOT SUPPOSED TO BE GOOD AT EVERYTHING. Your book example they already solved, when its an item or an area check, everyone gets a roll. But when you have a conversation with another person, you dont listen to each sentence, and then turn around to your group of friends saying "HEY WHAT SHOULD I SAY HERE? DOES SOMEONE ELSE WANT TO INTERJECT?" Thats not a conversation. Thats loading the dice. And if you DO do that, the person, creature, whatever, would ABSOLUTELY have a reaction to that situation, and would just say "ya I know what you are gonna do now and now you lose instantly." or something to the degree of making the roll EXTREMELY hard, even if you are proficient at the check, because you literally just announced to the room that you are changing it up for the sole purpose of 'winning' (for lack of a better word) the conversation. I realize when you play a tabletop game, with a DM, you all are CAPABLE of talking out of character, and making that decision as such. But this is you playing a character who is alive and truly acting things out as they come. The situation you are wanting does not have a place here. It just doesn't make sense, other than loading the dice in your favor.



That's what you're not getting. I'm not saying that "SOMEONE should be GOOD AT EVERYTHING". This is a TEAM Game. and as a team you tackle your problems and try to solve them as a TEAM. Whether you succeed or not is a diffrent story. Right now it's ONE person doing everything in a conversation, not the group. Again, you're missing the point. It's not about one person being good at everything. And no, in tabletop, when a group comes across an encounter, even in character multiple characters are interacting. One does an insight check while other persuades. Then the NPC starts talking about history or magic, then the person profecient in it can be like "oh i get this" or if the roll fails for that person then they don't. That is how real life/tabletop works. As a team you tackle your issues. Not to mention its completely immersion breaking when the wizard or someone that knows stuff is standing 2 feet behind you but won't bother, letting the dumb barbarian figure out a magic puzzle or w/e example you want to use, or letting you get grappled at knifepoint by a fucking vampire while my warrior and healer will look at butterflies and not interject or do anything. This is the opposite of immerson. Whether the group fails or not is still dependent on the Dice, just bc group members can roll for you doesn't mean you automatically succeed.
Posted By: Stabbey Re: Party Size Discussion - 08/10/20 07:44 PM
Originally Posted by TheWhiteRabbit
I'll grant you the ambush conversations, you should probably get like an initial decision point of 'Who would you like to talk?" type of deal, but outside of that, no, sorry. Someone failing at something they can't do at all is them failing because they NOT SUPPOSED TO BE GOOD AT EVERYTHING. Your book example they already solved, when its an item or an area check, everyone gets a roll. But when you have a conversation with another person, you dont listen to each sentence, and then turn around to your group of friends saying "HEY WHAT SHOULD I SAY HERE? DOES SOMEONE ELSE WANT TO INTERJECT?" Thats not a conversation. Thats loading the dice. And if you DO do that, the person, creature, whatever, would ABSOLUTELY have a reaction to that situation, and would just say "ya I know what you are gonna do now and now you lose instantly." or something to the degree of making the roll EXTREMELY hard, even if you are proficient at the check, because you literally just announced to the room that you are changing it up for the sole purpose of 'winning' (for lack of a better word) the conversation. I realize when you play a tabletop game, with a DM, you all are CAPABLE of talking out of character, and making that decision as such. But this is you playing a character who is alive and truly acting things out as they come. The situation you are wanting does not have a place here. It just doesn't make sense, other than loading the dice in your favor.


Don't be ridiculous. In pen and paper around the tabletop, human players can jump into a conversation and interject at any time. The rules expect that. The rules are not designed for one person to be able to easily pass every check in the pen and paper version, so why are you insisting that one person and one person only has to make every single check in the videogame?

You're arguing in favor of loading the dice AGAINST the player to make success nigh-impossible at all.
Posted By: jayn23 Re: Party Size Discussion - 08/10/20 07:59 PM
Just to add my point of view to the discussion, while like most of you guys I would preferer a party of 6 for multiple reasons most were mentioned before so no point in going over them again.
Larian has already acknowledged that many fans want a 6 player party and they still decided to go for a 4 party build because they felt it was the "sweet spot" so asking them to change to 6 party and rebalance the whole game in very unlikely, I think we should be more realistic with our requests and go with what the OP suggested - they continue to follow there vision and create the game for a 4 man party, add a option in menus to unlock a 6 man party with a pop up notifying you that the game was balanced for 4 man party and difficulty level is untested for this build.
this has a much higher chance of happening if they see the demand for it.

and for those thinking that what's the point of a 6 man party if combat is balanced for 4 - well i can give you at least one laugh
after act 1 we need to choose who moves on with us to act2 and who is left behind, this way we get to take more companions with us - more companions quests to do, better RP and banter etc..
Posted By: Riandor Re: Party Size Discussion - 08/10/20 07:59 PM
Given everything said, I would be pretty happy with 5 to a party.
I think the odd number can add interesting synergy vs aggro with party members of various "alignments".
Posted By: Grantig Re: Party Size Discussion - 08/10/20 08:06 PM
Originally Posted by UnderworldHades
Originally Posted by TheWhiteRabbit


Everyone can talk in one conversation? Offering their rolls to conversational choices? Why have choices at all then? You are loading the dice. How is this even fun when you "win" every conversation? Why. Roll. The. Dice. At. All.



There is a difference in failing a check when a character tried something they are decent on, then failing with something they can't do at all. No I don't want my rogue reading this arcane book and failing because guess what, i know he will, i want the wizard 2 feet back to try instead. Now if he fails, sure, w/e, lets move on!
D&D is a team game. Not a single person game. The team works together to overcome challenges, not look around at butterflies while one character does everything, ESPECIALLY when you get ambushed into a convo and the person they talk with is...less then ideal. This isn't a solo adventure, it's a team of adventurers.

Every crpg does this now. Pillars, Pathfinder, Wasteland, even Solasta with its much smaller budget and team, because they realize that you're playing a team game. As a group of adventurers.


This!
Posted By: UnderworldHades Re: Party Size Discussion - 08/10/20 08:15 PM
To end this discussion about party members doing rolls.

https://old.reddit.com/r/BaldursGat...rolls_are_coming_just_not_ready_in_time/

As it states in the title, 44 min mark of the stream that is linked.
Posted By: Malkie Re: Party Size Discussion - 08/10/20 10:19 PM
Originally Posted by TheWhiteRabbit
Originally Posted by UnderworldHades
Originally Posted by TheWhiteRabbit


Everyone can talk in one conversation? Offering their rolls to conversational choices? Why have choices at all then? You are loading the dice. How is this even fun when you "win" every conversation? Why. Roll. The. Dice. At. All.



There is a difference in failing a check when a character tried something they are decent on, then failing with something they can't do at all. No I don't want my rogue reading this arcane book and failing because guess what, i know he will, i want the wizard 2 feet back to try instead. Now if he fails, sure, w/e, lets move on!
D&D is a team game. Not a single person game. The team works together to overcome challenges, not look around at butterflies while one character does everything, ESPECIALLY when you get ambushed into a convo and the person they talk with is...less then ideal. This isn't a solo adventure, it's a team of adventurers.

Every crpg does this now. Pillars, Pathfinder, Wasteland, even Solasta with its much smaller budget and team, because they realize that you're playing a team game. As a group of adventurers.


I'll grant you the ambush conversations, you should probably get like an initial decision point of 'Who would you like to talk?" type of deal, but outside of that, no, sorry. Someone failing at something they can't do at all is them failing because they NOT SUPPOSED TO BE GOOD AT EVERYTHING. Your book example they already solved, when its an item or an area check, everyone gets a roll. But when you have a conversation with another person, you dont listen to each sentence, and then turn around to your group of friends saying "HEY WHAT SHOULD I SAY HERE? DOES SOMEONE ELSE WANT TO INTERJECT?" Thats not a conversation. Thats loading the dice. And if you DO do that, the person, creature, whatever, would ABSOLUTELY have a reaction to that situation, and would just say "ya I know what you are gonna do now and now you lose instantly." or something to the degree of making the roll EXTREMELY hard, even if you are proficient at the check, because you literally just announced to the room that you are changing it up for the sole purpose of 'winning' (for lack of a better word) the conversation. I realize when you play a tabletop game, with a DM, you all are CAPABLE of talking out of character, and making that decision as such. But this is you playing a character who is alive and truly acting things out as they come. The situation you are wanting does not have a place here. It just doesn't make sense, other than loading the dice in your favor.


So when you and your friends are out as a group and you all bump into another friend or a sibling, does your entire group stand behind one person refusing to give input so that the conversation only involves you and the new arrived individual? The reason other games do this now is because it more closely emulates how social interaction actually works. People dont stand silently behind one elected speaker and not offer input or their expertise on a topic.

If you're out with your engineer brother and you get asked a random question about engineering don't you think its possible or even likely that your brother would chime in? You're interpretation is absolutely silly. Of course your party members would chime in, I don't think its appropriate for all rolls but there are many where it would be silly and inappropriate for your party members to stay silent or not intervene.

Edit: A good example of what i mean would be Gorion's Ward about to touch a dangerous looking magic rune while Edwin is standing behind them. If Edwin likes him, it's a chance for Edwin to demonstrate his superiority by saving him, or it might be a potential opportunity for Edwin to remove Gorion's Ward from equation by pretending not to be watching. Party members contributing to or even taking over rolls is an excellent way to build upon your companions' characterisation and improve immersion.
Posted By: BrianDavion Re: Party Size Discussion - 08/10/20 10:25 PM
Originally Posted by HeavensBells
Originally Posted by TheWhiteRabbit
Imma add my 2 cents to this conversation and say no, stick with 4. MAYBE 5, but thats absolutely it.

All this nonsense that players are saying about conversations should be with everyone involved, huge parties, and what have you. This is 2020, games are no longer easy, or handed to you. You have to actually -PLAY- them, and that means making, (everyone duck!), decisions!


If you actually read other comments like the second before yours I've voiced, as a D&D player and sometimes DM that having more characters doesn't make the game "free" as you'd like to state or easier, it's just a matter of balancing encounters. By the way having more characters in a party if you do play D&D means, in basic words, that your encounters can be harder and have more legendary and epic monsters, specially in the end game which is where Larian needs to plan it really well right now.

BG2 actually made the top 10 games of all time due to the insane level of awesomeness they throwed at us, who can forget the first time they encountered the mind flayers, the dragons, beholders liches and other bhaal spawns? BG3 has to rise to the same level in the end (even if we need to take ir to BG4) . Those encounters were hard as f* even if you had 2 multiclassed Clerics and a Wizard and a Rogue and Misc.



yeah anyone who thinks video games these days are harder and that "old video games where easy" is full of themselves. I've been playing video games since the 90s. they've gotten a LOT easier
Posted By: wpmaura Re: Party Size Discussion - 08/10/20 10:27 PM
+1, think 5 over 6
Posted By: Kavonde Re: Party Size Discussion - 08/10/20 10:30 PM
+1, though whether Larian adds this officially or not, it's a certainty that modders will. (Not that that helps non-PC players, I suppose.)
Posted By: Merry Mayhem Re: Party Size Discussion - 08/10/20 10:38 PM
I created my own post for this, not seeing it. I agree that we need 6 man parties in BG3
Posted By: LawRecords Re: Party Size Discussion - 08/10/20 10:41 PM
+1 to having a 6 party team. 5 could work (perhaps) but a 4 person team is too restrictive. The current size forces you to pick certain characters so you have your bases covered (rogue, caster, cleric, tank). No room for a bard, ranger, monk, etc. in there.

If the intent is to choose characters for your party because you like their personalities, then they're failing at that. I'm choosing who joins my team purely on what my PC's class is. E.g. if I'm a rogue, i'll drop Astarion but keep Shadowheart (cleric), Gale (mage), and Lyzael (tank). I could probably sub out Gale and Wyll but the others are locked unless I change my main class.

I suspect part of the issue for Larian is the effort with creating new party members (voice lines, choice & consequence, etc). Wasteland 3 had a good solution for this - you can have 2 companions, and 4 player made characters. Maybe the answer for BG3 can give you 3 player made characters and 3 companions, or some variant thereof.
Posted By: dSchmetterling Re: Party Size Discussion - 08/10/20 10:52 PM
Yeah, i need 5 or 6 size of group too, because 2 reasons.

Please forgive my english... far away from my natural language xD

1. Last i played Pathfinder:Kingmaker (size of group is 6 and loved the tactical options and the diversity in the group) and thougt that i can play D:OS2 but the size of group is horrible. Mage, Klerik, Fighter and a Rogue or Archer or a Archer with options for Lockpick ... i hate it. And than i have so many options for classes that i cant make a decision. (EDIT: Because of this, I deleted the game before escaping the island and will probably not continue to play it.) Here i have the same problem. Why i can chose from so many rasses and classes if i can play with 4 only in a group by 3 fix classes? Thats not funny. I like Wasteland 3 more than BG3 alone because the size of group.

2. and this is my fault too, i thought i order a BG3, after i played BG2 so mutch with this huge group ... but with a group of 4 i have not the feeling this is a BG. Okay, that was my expectation and I was disappointed. In short, if I had informed myself beforehand and had known that there are only groups of four, I would not have bought the game.

In this moment i get the 5. member i praied that the group is bigger than 4 and ... no. No good feeling.

I would not refund this game because i think thats would be great in future but this fault, dont collect information before i bought a game, i dont to that a second time...
Posted By: UnderworldHades Re: Party Size Discussion - 09/10/20 12:24 AM
Originally Posted by dSchmetterling
Yeah, i need 5 or 6 size of group too, because 2 reasons.

Please forgive my english... far away from my natural language xD

1. Last i played Pathfinder:Kingmaker (size of group is 6 and loved the tactical options and the diversity in the group) and thougt that i can play D:OS2 but the size of group is horrible. Mage, Klerik, Fighter and a Rogue or Archer or a Archer with options for Lockpick ... i hate it. And than i have so many options for classes that i cant make a decision. (EDIT: Because of this, I deleted the game before escaping the island and will probably not continue to play it.) Here i have the same problem. Why i can chose from so many rasses and classes if i can play with 4 only in a group by 3 fix classes? Thats not funny. I like Wasteland 3 more than BG3 alone because the size of group.

2. and this is my fault too, i thought i order a BG3, after i played BG2 so mutch with this huge group ... but with a group of 4 i have not the feeling this is a BG. Okay, that was my expectation and I was disappointed. In short, if I had informed myself beforehand and had known that there are only groups of four, I would not have bought the game.

In this moment i get the 5. member i praied that the group is bigger than 4 and ... no. No good feeling.

I would not refund this game because i think thats would be great in future but this fault, dont collect information before i bought a game, i dont to that a second time...


Even if they don't add, wait for full release and then get the mod. They specifically said in some interview/panel that they left room for more because of how popular the mod for more party members was in Div OS2.
Posted By: Anfindel Re: Party Size Discussion - 09/10/20 01:22 AM
I too find a 4 character limit to be too restrictive. I was raised on Original flavor D & D, and the AD&D 2.0, and truly enjoy the addition of support classes beyond the 4 major food groups - adding a ranger, bard pallie or such provides more variety. And while some folks want to enjoy the replayability enforced by a 4 person limit, some of us have other responsibilities that limit our play time. I've been playing one single run of PoE2 since release, and only just hit lvl 17 on that first play through. Work, family etc. take up far too much time for me to ever play 100 different BG3 run throughs.

My DOS2 game uses the mod that allows me to use additional group members, and if Larian doesn't add that to BG3, I expect to grab the first mod that allows that flexibility. My time is valuable, and what payed for the $60 I handed over for the game.
Posted By: Vaughann722 Re: Party Size Discussion - 09/10/20 02:25 AM
I agree 5 or 6 slots would be better ; allow more diversity ; but the game would have to be rebalanced ; and you'd probably need to recruit every companion. I wouldn't mind temporary NPCs joining the Party at times also.
Posted By: Kal Spiro Re: Party Size Discussion - 09/10/20 03:18 AM
Four party members is classic DnD video game size. Considering how cake fights have been so far with just four, I can't imagine how broken six might be.
Posted By: Fenrissama Re: Party Size Discussion - 09/10/20 03:20 AM
We absolutely need at least a 6 man party. If Larian doesn't add this in vanilla I will have this be my first mod. Well written
Posted By: Zenzo Re: Party Size Discussion - 09/10/20 07:41 AM
Indeed we need at least 5 man party, being restricted to 4 is suffocating. In DAO you could keep your companions all the time and take them for a quest if you feel like it. But in DOS2 at some point they gone forever, and BG3, for now, resembles DOS2 alot. Why make the player to discard the precious banter options? It's looks like a indirect way to force the player replay the game more times. Personally i can accept 5 man party, but is that such a problem to add one more up to six? Apply to 6 man party some xp penalties, this is not that difficult.
Originally Posted by UnderworldHades
Even if they don't add, wait for full release and then get the mod.

But, the thing is, if that issue left to the modders, rebalancing the whole game for 5 or 6 party will take a while and the result will be imperfect anyway.
Posted By: Jumbot Re: Party Size Discussion - 09/10/20 07:52 AM
+1
Posted By: UnderworldHades Re: Party Size Discussion - 09/10/20 08:28 AM
Originally Posted by Zenzo

But, the thing is, if that issue left to the modders, rebalancing the whole game for 5 or 6 party will take a while and the result will be imperfect anyway.



True, but it is better then nothing unfortunately.
Posted By: KingTiki Re: Party Size Discussion - 09/10/20 08:53 AM
DnD 5e is balanced around a 4 player party, so I think this is fine. What I dont like is that you again seem to lose some of your party members after act 1.
Posted By: jonn Re: Party Size Discussion - 09/10/20 09:34 AM
Personally I'd trust that if Larian want to make & balance the game around a 4 person group, then that is the optimal way to go. In fact I'd be concerned that if enough people keep clamouring for a 6 man group then they will end up using time & resources to cater to them, to the detriment of other aspects of the overall experience.
Posted By: Tuco Re: Party Size Discussion - 09/10/20 10:35 AM
Originally Posted by jonn
Personally I'd trust that if Larian want to make & balance the game around a 4 person group, then that is the optimal way to go. In fact I'd be concerned that if enough people keep clamouring for a 6 man group then they will end up using time & resources to cater to them, to the detriment of other aspects of the overall experience.

Sounds like the marrying of a baseless assumption and a pointless concern.
Tweaking the UI to adjust for six characters wouldn't be that much work (especially if they also take the chances to improve party control, which is sorely needed regardless of party expansion) and encounters are still in the middle of balancing/tweaking, so better address the idea of a bigger party now rather than later down in production.


Posted By: Sieben Re: Party Size Discussion - 09/10/20 11:03 AM
+1
Posted By: HeavensBells Re: Party Size Discussion - 09/10/20 11:05 AM
Originally Posted by Tuco
Originally Posted by jonn
Personally I'd trust that if Larian want to make & balance the game around a 4 person group, then that is the optimal way to go. In fact I'd be concerned that if enough people keep clamouring for a 6 man group then they will end up using time & resources to cater to them, to the detriment of other aspects of the overall experience.

Sounds like the marrying of a baseless assumption and a pointless concern.
Tweaking the UI to adjust for six characters wouldn't be that much work (especially if they also take the chances to improve party control, which is sorely needed regardless of party expansion) and encounters are still in the middle of balancing/tweaking, so better address the idea of a bigger party now rather than later down in production.



Exactly , great point and summarize what needs to be done and planned right now before even a biger update on EA.

By the way people saying they can just wait for modders, I feel this is a really lazy approach on Larian if they rely on community and third parties to help them on their own game, as well as if they do that the game can't be balanced well for those who wish to experience a true D&D experience with a party.
Posted By: Tuco Re: Party Size Discussion - 09/10/20 11:08 AM
More than anything, "modding" shoudl be reserved for fringe little ideas that are a matter of taste.
When the overwhelming majority of your community seems to be in favor of a solution over an other and the full release is still possibly even more than a year away, maybe it's time to start reconsidering what should be part of the core design.
Posted By: anstand Re: Party Size Discussion - 09/10/20 11:08 AM
I personally would love to see party sizes of six as well, just for the sake of it, but when even the official DnD adventures are tailored to 4-man parties, it will be hard to convince Larian to do otherwise. Besides that, balancing might be even more troublesome for them, plus with only like six to ten companions at the end, parties might look very samey every time you start a new game.
Posted By: Tuco Re: Party Size Discussion - 09/10/20 11:12 AM
Originally Posted by anstand
Besides that, balancing might be even more troublesome for them, plus with only like six to ten companions at the end, parties might look very samey every time you start a new game.

I donìt get this argument.
Aside for the fact that "only six companions" would be disappointing regardless of party size, if anything reducing the number of slots is going to make me even more wary of experimenting with the occasional odd class/specialization. When you have only four slots, each one of them becomes even more valuable to cover for a key role, rather than trying fancy combinations and synergies.
Posted By: Alon Binyamin Re: Party Size Discussion - 09/10/20 11:18 AM
I actually like the 4 party member limit. Bigger parties will slowdown combat (which is already an issue), increase the time spent managing all party members (this is a wide issue I have where I try to create my own character and 'connect' with it but I spend just as much effort managing all other characters) and will make every other party member less valuable. Just a personal preference, but I feel 4 is just fine.

I also like the fact that I might not have all bases covered with my party. If I don't have a rouge I can't do rouge things. Great. It adds to the story, force me to make certain choices. The limit number of characters actually adds to the verity of plays I will have over time.

Of course I can always choose to only take 4 characters (even if the games allows for 6) but I would bet the game would be balanced and design for a full party. It's not the perfect solution, but I can live with it if it's important to other people.
Posted By: Gray Ghost Re: Party Size Discussion - 09/10/20 11:21 AM
Agreed Tuco. I mentioned somewhere that playing as a ranger I'm not even thinking about taking Shadowheart and Lae'zel out of my party because with how much trouble I'm having with combat currently, I would have no chance without them. I might trade one of them out for a paladin if such a companion were introduced, but if they don't provide more companions that can fill a tank or healer role in the party then effectively that only leaves me with one extra slot I can devote to another companion.
Posted By: arion Re: Party Size Discussion - 09/10/20 11:25 AM
Originally Posted by KingTiki
DnD 5e is balanced around a 4 player party


weak argument. this is a video game not dnd and there is already its own balance. in addition, there will be difficulty levels so balance need to be adjusted to them all.

so 5-6 party is a must

Posted By: Tuco Re: Party Size Discussion - 09/10/20 11:26 AM
Originally Posted by Alon Binyamin
I actually like the 4 party member limit. Bigger parties will slowdown combat .

We already addressed this: in short, that's not true at all.
First, because if anything more party members would "clean up" the enemies quicker.
Second, because making room for 6 party members doesn't mean you CAN'T still play wioth 4, 2, or even solo if you want (surprise surprise, that's exactly what some people did with the past two Baldur's Gate games).
The mere fact you are splitting exp among less party members automatically address party scalability making smaller parties level up faster.

Posted By: Uncle Lester Re: Party Size Discussion - 09/10/20 11:36 AM
Originally Posted by Tuco

The mere fact you are splitting exp among less party members automatically address party scalability making smaller parties level up faster.



Have they changed it? I haven't played EA, but iirc in the gameplay demos XP seemed to be the same regardless of party size.
Posted By: Tuco Re: Party Size Discussion - 09/10/20 11:39 AM
Originally Posted by Uncle Lester

Have they changed it? I haven't played EA, but iirc in the gameplay demos XP seemed to be the same regardless of party size.

No, they didn't change it yet, but that's precisely ONE area where they could easily address the problem as a whole.
I'm fine with companions auto-leveling to keep even with you, but they could at least make that the number of party members decides how much exp each one gets.
You know, precisely like in the old Baldur's Gate games.

Posted By: Rouoko Re: Party Size Discussion - 09/10/20 11:45 AM
Currently game present us that option:
1 Thief
1 Cleric
1 Fighter
1 Mage
1 Warlock

We have lack of options in Baldur's Gate 1 or 2 there was more space in party and mroe characters to chose. In Divinity Original Sin and BG 3 we are limited to 4 character but in DO we got option to change every of character in our party from scrach almost everywhere. So if Larian want stay with 4 characters we shoud get a lot more avaible characters in later game. Baldur's Gate 2 for example allow player to join 5 from 17 avaible characters to his party. This was enought to make really ncie setups for every kind of player.
Posted By: jonn Re: Party Size Discussion - 09/10/20 11:53 AM
Originally Posted by Tuco
Originally Posted by jonn
Personally I'd trust that if Larian want to make & balance the game around a 4 person group, then that is the optimal way to go. In fact I'd be concerned that if enough people keep clamouring for a 6 man group then they will end up using time & resources to cater to them, to the detriment of other aspects of the overall experience.

Sounds like the marrying of a baseless assumption and a pointless concern.
Tweaking the UI to adjust for six characters wouldn't be that much work (especially if they also take the chances to improve party control, which is sorely needed regardless of party expansion) and encounters are still in the middle of balancing/tweaking, so better address the idea of a bigger party now rather than later down in production.




It's not just tweaking the UI though is it, entire maps are designed around encounters and battles. They would have to add quite a few more companions into the game too, otherwise you'd just end up taking the same ones every time. Which means designing, writing, coding, voice acting. I think there were 16 potential companions in BG 2 so if you're looking for this level of variability then that means tripling the amount of work they've done so far in terms of the above.

Just for the record, if this is something that Larian already have in the pipeline, then great, I'm all for it. As long as they can achieve it while still having enough time and resources to do everything else properly.
Posted By: Nyanko Re: Party Size Discussion - 09/10/20 11:57 AM
Originally Posted by Rouoko
Currently game present us that option:
1 Thief
1 Cleric
1 Fighter
1 Mage
1 Warlock

We have lack of options in Baldur's Gate 1 or 2 there was more space in party and mroe characters to chose. In Divinity Original Sin and BG 3 we are limited to 4 character but in DO we got option to change every of character in our party from scrach almost everywhere. So if Larian want stay with 4 characters we shoud get a lot more avaible characters in later game. Baldur's Gate 2 for example allow player to join 5 from 17 avaible characters to his party. This was enought to make really ncie setups for every kind of player.


I believe it will be the case in the future. Swen talked about it in an interview, and they definitely intend to allow the change of classes for companions.
Posted By: Tuco Re: Party Size Discussion - 09/10/20 12:04 PM
Originally Posted by Nyanko

I believe it will be the case in the future. Swen talked about it in an interview, and they definitely intend to allow the change of classes for companions.

Absolutely not a fan of "changing classes for companions", by the way.
Not in D&D, for sure.

I feel like their class and eventually their special abilities should be an integral part of their identity, not some accessory dressing that could be changed on a whim.
I'd obviously prefer just having more companions to select from. Then again Larian is making this exceptionally hard for itself with this terrible idea of making "every companion also a possible Origin story", which inflates the cost of creating each one considerably. Something that I hope they'll reconsider.

I'd take having a large selection of interesting characters over "having just few of them and being able to replay the game in their role" any day, frankly.



Posted By: firebird71 Re: Party Size Discussion - 09/10/20 12:04 PM
I agree completely. The 4 members big party feels too limiting and essentially doesn't allow for creativity or experimentation.
Posted By: Alon Binyamin Re: Party Size Discussion - 09/10/20 12:05 PM
Originally Posted by Tuco
Originally Posted by Alon Binyamin
I actually like the 4 party member limit. Bigger parties will slowdown combat .

We already addressed this: in short, that's not true at all.
First, because if anything more party members would "clean up" the enemies quicker.
Second, because making room for 6 party members doesn't mean you CAN'T still play wioth 4, 2, or even solo if you want (surprise surprise, that's exactly what some people did with the past two Baldur's Gate games).
The mere fact you are splitting exp among less party members automatically address party scalability making smaller parties level up faster.



Fair point.
But I have a feeling that if we have a party of 6, they'll just add more enemies to encounters slowing it down again.

It's just I'm afraid that if the game would be designed for a party of 6, playing with 4 would require me to cheese some aspects. But it really is a matter of design. For example, if the fact that I can pick locks will drive me to a point where I have use Knock and rest every 10 minutes that would't be fun. But, if it means I can advance in the game reasonably but have to pass on some tasty loot or shortcuts because I couldn't pick the lock - great. It means my next playthrough, with a rouge, will be different.

As I said, I'm ok with it if it's important to people - I'll work around it.

On a side note, I personally find it hard not to "do everything", open every chest, visit every room, etc.. when I can do it (due to having all options available) - but it does kill the enjoyment from future playthroughs. I like it when the game forces me to choose.
Posted By: Rouoko Re: Party Size Discussion - 09/10/20 12:11 PM
Originally Posted by Nyanko
I believe it will be the case in the future. Swen talked about it in an interview, and they definitely intend to allow the change of classes for companions.



This will make game worst. What If I change Gale class to paladin or Wyll to thief? This will mess character design.
Posted By: Gray Ghost Re: Party Size Discussion - 09/10/20 12:18 PM
Yeah, allowing some limited multi-classing where it makes sense for companions would be okay probably, but fully changing classes would actually break the story, especially since for some of them their class is tied directly into their stories. Shadowheart being a cleric of Shar is her big thing, as is Gale being a wizard and Wyll a Warlock. Astarion probably has a bit more wiggle room since "rogue" has always been kind of vague out of world, but even then you can only change him so far before the story breaks completely.
Posted By: fixxer Re: Party Size Discussion - 09/10/20 01:08 PM
I hope everyone that advocates for an increased party size also understands the implications on basically every single aspect of the entire game regarding balance.

This would in-effect basically cake-walk significant majority, if not the entire game.

Go play DOS2 with the standard 4 characters on the hardest difficulty (Tactician) then get a mod that adds only even ONE extra character and realise how trivial the game instantly becomes.


There's something to be said for challenge and less-is-more. If they've made/making the game around a party of 4, something like two extra characters, on top of being hugely imbalanced to the entire game, also becomes a massive micro-management of the party. Not to mention the various compounded-effects on the dialogue and story.

Going from 4 to 6 is where you get to that point when you keep folding a paper to the point you can't fold it any more. I honestly just cannot see this happening. As much as people want this to be DND, it's just not.


There are so many variables with even just a party of 4, basically adding 2 more you'd effectively be quadrupling the work required in the game to facilitate this. Entire re-balancing, entire interactions and a whole complex myriad of sequences, dialogue, events, triggers.

I have a belief that they would have come to a decision of 4 by purpose, by choice and with good reason. We may not know it, and maybe it's not set in stone, but i'm almost certain the discussion came up of Party-size at some point and i guarantee you the size of 4 was selected for a lot of reasons. To go back on that, i just can't see it happening. Not this far along...
Posted By: HeavensBells Re: Party Size Discussion - 09/10/20 01:19 PM
Originally Posted by fixxer
I hope everyone that advocates for an increased party size also understands the implications on basically every single aspect of the entire game regarding balance.

This would in-effect basically cake-walk significant majority, if not the entire game.

Go play DOS2 with the standard 4 characters on the hardest difficulty (Tactician) then get a mod that adds only even ONE extra character and realise how trivial the game instantly becomes.


There's something to be said for challenge and less-is-more. If they've made/making the game around a party of 4, something like two extra characters, on top of being hugely imbalanced to the entire game, also becomes a massive micro-management of the party. Not to mention the various compounded-effects on the dialogue and story.

Going from 4 to 6 is where you get to that point when you keep folding a paper to the point you can't fold it any more. I honestly just cannot see this happening. As much as people want this to be DND, it's just not.


The game is actually called Baldur's Gate instead of Divinity Original Sin so yeah IT IS D&D and that's how they should focus it. About challenges of course right now on low levels there aren't many hard encounters (even the goblin part is ok) but do remember unlike any game made by them D&D has a lot of monters, a LOT to choose and design encounters. With some very epic and legendary ones specially on the late game, ones that actually need you to have a variety of characters like bard to support using Countercharm or Hypnotic Pattern, or a Paladin with their auras, A Wizard to cast powerfull spells and control, as well as a Cleric to Control/Damage/Heal and of course a Rougue to Search for traps/disarm and lockpick, and should I mention a Barbarian or Fighter as well to Wreck Havoc at the enemy lines, and a Ranger to shooting things down and dealing tons of damage?

Stop thinking like DOS cause it might be Larian but it ain't DOS. This is D&D and every class brings something to the table and being restricted to 4 is actually damaging in the aspect of supporting each other in the mid and late game.
Posted By: Tuco Re: Party Size Discussion - 09/10/20 01:22 PM
Originally Posted by fixxer
I hope everyone that advocates for an increased party size also understands the implications on basically every single aspect of the entire game regarding balance.

Yes, we absolutely do.
Thanks for your concern.

And "balance" at the current state of development is such a bogus thing to worry about.
Encounters will still need to be fine tuned for more than a year to come, regardless of any change to the party size.
Posted By: Crewell Re: Party Size Discussion - 09/10/20 01:44 PM
A party of six would feel much more in inline with D&D on pen and paper. I can't help but feel the 4 party limit is kind of a Divinity carryover.
Posted By: Sir Sparhawk Re: Party Size Discussion - 09/10/20 01:52 PM
Originally Posted by TheWhiteRabbit
Imma add my 2 cents to this conversation and say no, stick with 4. MAYBE 5, but thats absolutely it.

All this nonsense that players are saying about conversations should be with everyone involved, huge parties, and what have you. This is 2020, games are no longer easy, or handed to you. You have to actually -PLAY- them, and that means making, (everyone duck!), decisions!

Everyone can talk in one conversation? Offering their rolls to conversational choices? Why have choices at all then? You are loading the dice. How is this even fun when you "win" every conversation? Why. Roll. The. Dice. At. All.

6 member party? Why choose what classes you want to bring that would be best for whatever situation? You aren't making any decisions at this point, you are just freerolling and claiming a win for something you didn't Actually win in the first place because you started a combat with a loaded out squad.

To be completely fair to the OP, whom for the record is the exact same age as I am, down to the month, which is creepy and cool, their suggestion is essentially the creating of a different mode, which also includes a warning that this makes the game easier (I would use the word 'free', but I digress), I don't hate having more options, nor will I ever, but this distinction MUST be made.

Your argument about been able to have everything and leave nothing behind removing any choices is very valid in EA where we have 5 companions and 6 classes to choose from meaning if you was a ranger you would have everything, which is one of the reasons I said focus on the game as is for now and add it at launch. And we already know there are another 6 classes planned for launch Barbarian, Bard, Druid, Monk, Paladin & Sorcerer. If they make 12 companions you'd be leaving half of them behind and two thirds if the make 18, I don't think they have said exactly how many companions there will be so I have pulled those numbers out of thin air. I'm not opposed to the four player party and I'm glad that the people who like it can pay the way they want, and people who like solo challenge runs are catered for since you don't have to recruit anyone if you don't want to, but those of us who like six player parties have no real choice implemented but Larian themselves, we have to rely on modders and risk it breaking the game in unexpected ways beyond balance. To me it is immersion breaking to leave highly capable adventurers behind at camp while I face all the danger myself so I will only be recruiting as many people fit into my party, leaving plenty to discover on subsequent playthroughs.
Oh and I'm July 3rd if that makes any difference to you.

Originally Posted by jayn23
Just to add my point of view to the discussion, while like most of you guys I would preferer a party of 6 for multiple reasons most were mentioned before so no point in going over them again.
Larian has already acknowledged that many fans want a 6 player party and they still decided to go for a 4 party build because they felt it was the "sweet spot" so asking them to change to 6 party and rebalance the whole game in very unlikely, I think we should be more realistic with our requests and go with what the OP suggested - they continue to follow there vision and create the game for a 4 man party, add a option in menus to unlock a 6 man party with a pop up notifying you that the game was balanced for 4 man party and difficulty level is untested for this build.
this has a much higher chance of happening if they see the demand for it.

and for those thinking that what's the point of a 6 man party if combat is balanced for 4 - well i can give you at least one laugh
after act 1 we need to choose who moves on with us to act2 and who is left behind, this way we get to take more companions with us - more companions quests to do, better RP and banter etc..

I normally play games for story and not challenge so I usually pick an easier difficulty, and if a 6 man mode is not balanced I would probably play it on hard difficulty instead of normal to get the base level challenge. Yes a six man party might not be as challenging as four a man but there will be a fair bit we can do to offset that with difficulty settings ourselves without Larian having to do anything other than implement a setting to be able to increase party size. People who like challenge and limitations are catered for already since they can do self imposed challenges, that's why nuzlock is a thing, people like to be challenged, but someone who wants a larger party to take a less cookie cutter and more divers party has no options, and no I don't believe "let the modders fix it" is a valid response. Larian is big enough with enough staff that it is something they should be able to implement themselves without relying on their customers to fix their game or add features that large portions of their fan base want since it is a feature of the two previous games this is a sequel to.
Posted By: HeavensBells Re: Party Size Discussion - 09/10/20 02:06 PM
Originally Posted by Sir Sparhawk

and no I don't believe "let the modders fix it" is a valid response. Larian is big enough with enough staff that it is something they should be able to implement themselves without relying on their customers to fix their game or add features that large portions of their fan base want since it is a feature of the two previous games this is a sequel to.


Yeah exactly what I said earlier, this approach is just really lazy. As a developer myself (altough not in the gaming industry) I can't imagine leaving solutions my costumer is actually asking for them to develop. We are on sprint 1 of the open beta/ Early Acess in which new requisites might be added so yeah they should listen to the base instead and try to adapt.

One could argument gamers as costumers are a multitude of players so there'll always be two sides, but IF you actually made a poll or used Sentiment analysis with machine learning you're most certain to get the most you need from the steam/larian/GOG foruns to really make it so the fans of Baldur's Gate actually see this as another game of the franchise instead of another DOS.
Posted By: Sir Sparhawk Re: Party Size Discussion - 09/10/20 02:15 PM
Originally Posted by Kal Spiro
Four party members is classic DnD video game size. Considering how cake fights have been so far with just four, I can't imagine how broken six might be.

All the classic D&D games I remeber where six party members, the Eye of the Beholder games was four player created and two NPCs, the Baldur's Gate games where one player created and six NPCs, the Icewind Dale games where six player created, I never played Temple of Elemental Evil but I believe that was six characters as well and most of these have been held up as the gold standard for various people over the decades.
Posted By: Tuco Re: Party Size Discussion - 09/10/20 02:17 PM
Originally Posted by Sir Sparhawk

All the classic D&D games I remeber where six party members, the Eye of the Beholder games was four player created and two NPCs, the Baldur's Gate games where one player created and six NPCs, the Icewind Dale games where six player created, I never played Temple of Elemental Evil but I believe that was six characters as well and most of these have been held up as the gold standard for various people over the decades.

Temple of Elemental Evil allowed parties to baloon up to EIGHT members, if charisma/reputation allowed it.
Ironically, in contrast to people saying "six men wouldn't work with turns", that was made manageable precisely by the game being turn-based.
Posted By: Fuz77 Re: Party Size Discussion - 09/10/20 02:28 PM
+1

A 4-people party is extremely limited and forces you into boring compositions. 6 people would be ideal.
Posted By: Sir Sparhawk Re: Party Size Discussion - 09/10/20 02:29 PM
Originally Posted by HeavensBells
Originally Posted by Tuco
Originally Posted by jonn
Personally I'd trust that if Larian want to make & balance the game around a 4 person group, then that is the optimal way to go. In fact I'd be concerned that if enough people keep clamouring for a 6 man group then they will end up using time & resources to cater to them, to the detriment of other aspects of the overall experience.

Sounds like the marrying of a baseless assumption and a pointless concern.
Tweaking the UI to adjust for six characters wouldn't be that much work (especially if they also take the chances to improve party control, which is sorely needed regardless of party expansion) and encounters are still in the middle of balancing/tweaking, so better address the idea of a bigger party now rather than later down in production.



Exactly , great point and summarize what needs to be done and planned right now before even a biger update on EA.

By the way people saying they can just wait for modders, I feel this is a really lazy approach on Larian if they rely on community and third parties to help them on their own game, as well as if they do that the game can't be balanced well for those who wish to experience a true D&D experience with a party.

Originally Posted by Tuco
More than anything, "modding" shoudl be reserved for fringe little ideas that are a matter of taste.
When the overwhelming majority of your community seems to be in favor of a solution over an other and the full release is still possibly even more than a year away, maybe it's time to start reconsidering what should be part of the core design.

Agreed, Larian Is big enough now with enough staff that they should not have to rely on modders to implement features that large portions of their fan base want, and it's something that was in both previous titles this is a sequel to. Restricting to four people in a party restricts what you can do with party members as well. You can't do couples like in the originals, that means you can't do stuff like they did with Khalid and Jaheira, no Eldoth and Skie and no Minsc and Dynaheir.
Posted By: Sinandross Re: Party Size Discussion - 09/10/20 02:32 PM
For me 4 members is just fine.
Posted By: kitnal Re: Party Size Discussion - 09/10/20 03:06 PM
my only problem is that it will make the combat and loot hard to scale as everything will get so much easier, and you can't just up the HP and/or damage of creatures
Posted By: SecondAchaius Re: Party Size Discussion - 09/10/20 03:47 PM
I remember reading a post from Larian that Act 1 will be the only Act where you have all companions and that you will have to choose just like in Divinity OS 2 who you take.

"Will companions be interchangeable during long rest?
Yes, at the start of your adventure your recruited companions will be at camp when not in the adventuring party, and can be swapped in and out at camp. Just like friends in real life! After the first act however you are going to have to commit, also just like in real life."
Posted By: Takamori Re: Party Size Discussion - 09/10/20 03:53 PM
6 party size for more chaos and tactics in my combat please!
+1 for OP
Posted By: HeavensBells Re: Party Size Discussion - 09/10/20 03:53 PM
If you actually know how D&D DMs design encounters, as I've stated twice in this post, balancing to 4 or 6 people is actually easy. Each monster on the Monsters Manual has something called CR - CR tells you the upper maximum difficulty of the monster, for example the famous Illithid Mind Flayer Arcanist has a CR of 8, meaning a party of 4 players lvl 6 could take 1 on with hard difficulty while a party of 6 lvl 6 could take it easy.

CR is a stat given to monster to balance them throughout the levels of the game as well, so goblins being CR 1/4 are usual enemies on lower levels while Giants vary from CR 5-13 and most Devils are CR8. Of course translating CR to a game will not be 1:1 but balancing encounter for a 6 party is not just upping HP/DMG/Number of Enemies.

Actually balancing for a 6 man party introduce more possibilities that, on Epic encounter like a Lich instead of only having the Lich they can actually summon a Beholder and the party can deal with it, making those unique encounter so much more memorable than just killing 1 powerful enemy.

But how can I add more monsters and difficulty? Late game Monsters are great enemies, most of them have really great stats, are immune to lots of stuff, have unique abilities and acess to spells as well as our characters.

Now IF I'm restricted to the 4 model party (Melee/Tank, Healer, Magic User, Rogue) I can't balance the combat well enough. IF I'm allowed to have 2 more spots I can add so much more to those encounters, I can have another Caster Character focusing entirely on Contolling and Dispelling and the Cleric can go smash and not have to focus on being only healer so it won't have to use most of it's action/bonus action healing.

By the way, most buffs are Concentration based, if you're so limited with a 4 man party probably you won't be able to get much more than a Haste and a Bless in fight since you can only hold one Concentration Spell, meaning our buffs are really limited like this.
Posted By: jonn Re: Party Size Discussion - 09/10/20 05:12 PM
Originally Posted by HeavensBells
If you actually know how D&D DMs design encounters, as I've stated twice in this post, balancing to 4 or 6 people is actually easy. Each monster on the Monsters Manual has something called CR - CR tells you the upper maximum difficulty of the monster, for example the famous Illithid Mind Flayer Arcanist has a CR of 8, meaning a party of 4 players lvl 6 could take 1 on with hard difficulty while a party of 6 lvl 6 could take it easy.

CR is a stat given to monster to balance them throughout the levels of the game as well, so goblins being CR 1/4 are usual enemies on lower levels while Giants vary from CR 5-13 and most Devils are CR8. Of course translating CR to a game will not be 1:1 but balancing encounter for a 6 party is not just upping HP/DMG/Number of Enemies.

Actually balancing for a 6 man party introduce more possibilities that, on Epic encounter like a Lich instead of only having the Lich they can actually summon a Beholder and the party can deal with it, making those unique encounter so much more memorable than just killing 1 powerful enemy.

But how can I add more monsters and difficulty? Late game Monsters are great enemies, most of them have really great stats, are immune to lots of stuff, have unique abilities and acess to spells as well as our characters.

Now IF I'm restricted to the 4 model party (Melee/Tank, Healer, Magic User, Rogue) I can't balance the combat well enough. IF I'm allowed to have 2 more spots I can add so much more to those encounters, I can have another Caster Character focusing entirely on Contolling and Dispelling and the Cleric can go smash and not have to focus on being only healer so it won't have to use most of it's action/bonus action healing.

By the way, most buffs are Concentration based, if you're so limited with a 4 man party probably you won't be able to get much more than a Haste and a Bless in fight since you can only hold one Concentration Spell, meaning our buffs are really limited like this.


This isn't a tabletop game where all you have to do is recalculate some stats and do extra dice rolls. The game has literally been designed from the ground up with a 4 character party in mind. The size and shape of the map, the environments, pathways, encounters/combat zones. This would all have to be overhauled in order to optimise the experience.

This is a new game with new challenges, and all I'm hearing is people saying "but I like to do X with Y character class" well now you'll have to figure out a new way to approach it!
Posted By: HeavensBells Re: Party Size Discussion - 09/10/20 05:17 PM
Originally Posted by jonn


This isn't a tabletop game where all you have to do is recalculate some stats and do extra dice rolls. The game has literally been designed from the ground up with a 4 character party in mind. The size and shape of the map, the environments, pathways, encounters/combat zones. This would all have to be overhauled in order to optimise the experience.

This is a new game with new challenges, and all I'm hearing is people saying "but I like to do X with Y character class" well now you'll have to figure out a new way to approach it!


Well simply in your own words: The game CAN be designed from the ground up with a 6 character party in mind. The size and shape of the map, the environments, pathways, encounters/combat zones. Its still EA.
Posted By: Sir Sparhawk Re: Party Size Discussion - 09/10/20 07:04 PM
Originally Posted by Tuco
Originally Posted by Nyanko

I believe it will be the case in the future. Swen talked about it in an interview, and they definitely intend to allow the change of classes for companions.

Absolutely not a fan of "changing classes for companions", by the way.
Not in D&D, for sure.

I feel like their class and eventually their special abilities should be an integral part of their identity, not some accessory dressing that could be changed on a whim.
I'd obviously prefer just having more companions to select from. Then again Larian is making this exceptionally hard for itself with this terrible idea of making "every companion also a possible Origin story", which inflates the cost of creating each one considerably. Something that I hope they'll reconsider.

I'd take having a large selection of interesting characters over "having just few of them and being able to replay the game in their role" any day, frankly.

I have to agree that changing any characters class be it companion or the player mid game would just feel wrong and is something I would never do. The only time I could ever see me using such a feature is as a respec option so I could alter some of their stats and abilities within the same class depending on how Larion built them or if I fudged them in levelling.

There will probably be twelve origin characters at launch, one for each planned class and that's probably enough, your right if they make to many origin characters it's too much unnecessary work, but then I would also expect more companions that can be recruited in later chapters to give multiple options to pick from for the different classes who will have different personalities, alignments and skillsets.
Posted By: VhexLambda Re: Party Size Discussion - 09/10/20 07:20 PM
+1 5 or 6
Posted By: Azarielle Re: Party Size Discussion - 09/10/20 07:35 PM
Agreed BG has always been 6 - it's just so much more fun! We'll surely that will be one of the first mods to appear 😉
Posted By: MasterRoo09 Re: Party Size Discussion - 10/10/20 10:20 AM
I agree with 100%.

I'll send my thread to add to your point of view.

http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=685704#Post685704
Posted By: Faulkner Re: Party Size Discussion - 10/10/20 10:27 AM
Please make it a 6 party members. I don't want to be stuck with a NPC I don't like just because I can't work around kicking him out and being creative with my party composition.
Posted By: QuietCountryCafe Re: Party Size Discussion - 10/10/20 10:30 AM
Hard agree. A six man party would absolutely decimate every encounter currently, though. Would need some rebalancing.
Posted By: Afaslizo Re: Party Size Discussion - 10/10/20 10:32 AM
You only need two or three in your party in most circumstances as a rogue can solo significant parts of the game (as of now) and the rest are just meatbags to slow the enemies down or offer targets for an AI which does not know how to prioritize. You need their passives for some checks or a rogue if you are not one yourself. I guess your character, a rogue and a caster for surfaces, speaking with animals and a bit of cc could take down most of the game with patience.
Posted By: Gray Ghost Re: Party Size Discussion - 10/10/20 10:33 AM
Regarding rebalancing of difficulty, the key thing to remember is that they're going to do that anyway. They've said that they have systems in place to see where players die and how often so that they know how they need to adjust difficulty. So if they're going to change the party size, it has to be now because then they can simply factor that into the rebalancing.
Posted By: Tuco Re: Party Size Discussion - 10/10/20 10:38 AM
Originally Posted by Afaslizo
You only need two or three in your party in most circumstances as a rogue can solo significant parts of the game (as of now) and the rest are just meatbags to slow the enemies down or offer targets for an AI which does not know how to prioritize. You need their passives for some checks or a rogue if you are not one yourself. I guess your character, a rogue and a caster for surfaces, speaking with animals and a bit of cc could take down most of the game with patience.

Not really sure what you are exactly trying to say, but let's be clear of one thing upfront: wanting a six-members party has nothing to do with the idea that "you NEED it" to beat the game.
It's about enjoying the variety of characters, builds and possible party compositions that comes with it a lot more.

Not to mention being able to carry on more companion questlines during a campaign.
Posted By: MasterRoo09 Re: Party Size Discussion - 10/10/20 10:38 AM
Originally Posted by Alodar
I disagree completely.


Six players would slow down combat.
Not only would you be adding 2 more bodies on the players side you would need to add additional monsters to make combats challenging.
Six players could mean as many as 6 more turns for combats and that's just too much.

You really need to explore the backgrounds in 5E. A dedicated thief is no longer necessary. With the Urchin background you gain proficiency in both stealth and Sleight of hand which allows any Dex character to sneak and pick locks/remove traps.

There are lots of options, and the smaller the party the more re-playable the game and the more strategy you have to employ.

There has been no combat in Early Access that I've thought that I needed two more characters to be more effective


Six players would slow down combat, decrease re-playablity, and lessen the strategy required to succeed.
That's a hard no from me.

(If it's something you folks truly want you can Mod it in after full release.)


I've never had any of those issues that you listed in the original BG series nor would it be a problem for BG3. Players would still have options, still would be re-playable and still would have to strategize since you have more lives on the line. If players don't want to take more time during combat since combat has been sped up from DoS (a few extra seconds on an extra character or 2 would not take an eternity). If players want more of a challenge, they can still use 4 or less party members.

I understand your point with the Urchin background but that still won't replace a rogue. Also, that's now how I wanted to play my wizard and roleplay the character. Still have to have rogue in my party and I can't change the companions backgrounds.

It's an option not set in stone. I have to add, I thought Goblin party encounter was pretty goofy with 20 enemies and only 4 of my party members. You're right, it probably would've been easier for me have that extra party member or two but I would've killed them faster.
Posted By: MasterRoo09 Re: Party Size Discussion - 10/10/20 10:43 AM
Originally Posted by HeavensBells
If you actually know how D&D DMs design encounters, as I've stated twice in this post, balancing to 4 or 6 people is actually easy. Each monster on the Monsters Manual has something called CR - CR tells you the upper maximum difficulty of the monster, for example the famous Illithid Mind Flayer Arcanist has a CR of 8, meaning a party of 4 players lvl 6 could take 1 on with hard difficulty while a party of 6 lvl 6 could take it easy.

CR is a stat given to monster to balance them throughout the levels of the game as well, so goblins being CR 1/4 are usual enemies on lower levels while Giants vary from CR 5-13 and most Devils are CR8. Of course translating CR to a game will not be 1:1 but balancing encounter for a 6 party is not just upping HP/DMG/Number of Enemies.

Actually balancing for a 6 man party introduce more possibilities that, on Epic encounter like a Lich instead of only having the Lich they can actually summon a Beholder and the party can deal with it, making those unique encounter so much more memorable than just killing 1 powerful enemy.

But how can I add more monsters and difficulty? Late game Monsters are great enemies, most of them have really great stats, are immune to lots of stuff, have unique abilities and acess to spells as well as our characters.

Now IF I'm restricted to the 4 model party (Melee/Tank, Healer, Magic User, Rogue) I can't balance the combat well enough. IF I'm allowed to have 2 more spots I can add so much more to those encounters, I can have another Caster Character focusing entirely on Contolling and Dispelling and the Cleric can go smash and not have to focus on being only healer so it won't have to use most of it's action/bonus action healing.

By the way, most buffs are Concentration based, if you're so limited with a 4 man party probably you won't be able to get much more than a Haste and a Bless in fight since you can only hold one Concentration Spell, meaning our buffs are really limited like this.


+1
Well said! 6 is characters are going to be very useful for those encounters just like original BG 1 and 2.
Players can still have that choice for 4 characters but are going to have really hard time. Like you said, those concentration spells are important.
Posted By: Gray Ghost Re: Party Size Discussion - 10/10/20 10:50 AM
Originally Posted by Tuco
Originally Posted by Afaslizo
You only need two or three in your party in most circumstances as a rogue can solo significant parts of the game (as of now) and the rest are just meatbags to slow the enemies down or offer targets for an AI which does not know how to prioritize. You need their passives for some checks or a rogue if you are not one yourself. I guess your character, a rogue and a caster for surfaces, speaking with animals and a bit of cc could take down most of the game with patience.

Not really sure what you are exactly trying to say, but let's be clear of one thing upfront: wanting a six-members party has nothing to do with the idea that "you NEED it" to beat the game.
It's about enjoying the variety of characters, builds and possible party compositions that comes with it a lot more.

Not to mention being able to carry on more companion questlines during a campaign.


This is an excellent point. History shows that in a lot of cRPGs if you have sufficient mastery of the system you can beat most games solo. The point is that the vast majority of players don't have that mastery and aren't interested in achieving it. What they want is to be able to enjoy a wider variety of companions and companion interaction without feeling like they need to be experts in the system. I'm very much a beginning and need a tank and healer in my party. I happen to like Shadowheart and Lae'zel but I don't want to be limited to them and/or whatever other tank/healer they introduce into the game and one other character. A game like this should be forgiving enough that a person with basic familiarity with cRPGs who learns everything the game teaches and nothing else can get through the game with a feeling of solid challenge while still allowing them the potential to experience the majority of what the game has to offer. Not that they absolutely will experience everything, but that no matter what class they choose, they CAN experience everything. I'm someone with several years of experience with cRPGs, a modest understanding of D&D and I certainly do not think I could make it through the game without Shadowheart and Lae'zel.
Posted By: Afaslizo Re: Party Size Discussion - 10/10/20 11:00 AM
Originally Posted by Tuco
Not really sure what you are exactly trying to say, but let's be clear of one thing upfront: wanting a six-members party has nothing to do with the idea that "you NEED it" to beat the game.
It's about enjoying the variety of characters, builds and possible party compositions that comes with it a lot more.

Not to mention being able to carry on more companion questlines during a campaign.

The last point is viable I guess.

I found the majority of companions in Baldur's Gate 2 (in 1 they had a lot less personality) boring or badly written even in my teenage years so I never cared much about them and some people are just getting on your nerves. The Enhanced Edition is even worse. The only rpg where I love the companions is Planescape Torment. Mask of the Betrayer is a close second though. I guess being a Pen&Paper player dulls a lot of enjoyment for me because pc games never reach up to the experience with your real life group and then shallow or bad writing ruins it even more. If the evil characters would not be stupid evil (which only the shar priestess has displayed so far) I would care for them more. If the the good characters would be multi-dimensional I would care for them more. That is the problem with DnDs alignement system and why it is ultimately bullshit. If you want an evil character he should at least be more like Bayaz from Joe Abercrombie's books (First Law triology etc.) or even better Black from A Practical Guide to Evil.

At this point a premade three char group offers more depth because you can imagine their banter, be it witty, playful or funny. But I guess that is the roleplayer in me because it puts my imagination above the failing character immersion with badly written chars who I would not take along me unter any realistic circumstances because they are shallow, stupid and unimaginative.
Posted By: Afaslizo Re: Party Size Discussion - 10/10/20 11:10 AM
Originally Posted by Gray Ghost
I'm someone with several years of experience with cRPGs, a modest understanding of D&D and I certainly do not think I could make it through the game without Shadowheart and Lae'zel.
I killed Lae on my second character because I hated her on my first try because she is a stupid evil rage machine. Shadowheart is useful for acting as a bind tank and I take her along for that (she got Lae's plate armor) but her spells fail most of the time or do not matter so I don't really care for her(her personality is at least a bit wittier than the vampire torture porn fetichist and the aforementioned stupid evil warrior so I do not cringe every time she opens her mouth). The wizard is stupid but useful for crowd control. The warlock is useful for starting encounters. I can't bring myself to care for them beyond their carrying capacity and body mass to trick the AI in wasting turns they should use to take me down.

The game is beautiful, the plot interesting and I love cthulhumanoids but the party has far less personality combined than the red prince from Divinity Original Sin 2 and I loved that you could play the original characters in multiplayer. If that would be possible in this game I guess I could even like stupid Githyanki and emo vampire because playing as them might endear them to me.
Posted By: Gray Ghost Re: Party Size Discussion - 10/10/20 11:17 AM
That's all well and good Afaslizo, but that isn't really relevant to my point.
Posted By: Afaslizo Re: Party Size Discussion - 10/10/20 11:23 AM
Originally Posted by Gray Ghost
That's all well and good Afaslizo, but that isn't really relevant to my point.

So your point is difficulty/optimization which you want to counter with a larger body mass. It seems to me a better way would be an indepth tutorial teaching you about mobility, stealth, surfaces and utility spells in a way the ship prologue fails to do. Imagine learning all these different aspects which you claim you do not have and do not get to progress and learning them. Do you need the bigger party still if you would know how to apply all these things?
Posted By: Tuco Re: Party Size Discussion - 10/10/20 11:24 AM
His point is that how much do you like each one of the current characters is not the topic at hand here, I guess.
Posted By: Gray Ghost Re: Party Size Discussion - 10/10/20 11:39 AM
Originally Posted by Tuco
His point is that how much do you like each one of the current characters is not the topic at hand here, I guess.


Yes, that was my point.

Originally Posted by Afaslizo
Originally Posted by Gray Ghost
That's all well and good Afaslizo, but that isn't really relevant to my point.

So your point is difficulty/optimization which you want to counter with a larger body mass. It seems to me a better way would be an indepth tutorial teaching you about mobility, stealth, surfaces and utility spells in a way the ship prologue fails to do. Imagine learning all these different aspects which you claim you do not have and do not get to progress and learning them. Do you need the bigger party still if you would know how to apply all these things?


I think that a better tutorial is sorely needed for this game, that's true but even ignoring the fact that there's still going to be a learning curve before players are going to be implementing all the tools at their disposal to the fullest, a game shouldn't be balanced around the minimum a player needs to make it through. Even as someone who has been playing cRPGs for close to a decade, I doubt I'd be playing this game at the level where I don't need a tank and healer until at least my third playthrough and I shouldn't have to wait that long to be able to experience a wider variety of charcater stories and interactions.
Posted By: Maximuuus Re: Party Size Discussion - 10/10/20 12:23 PM
6 characters don't slow combats... Combats are faster if you can kill ennemies... faster...
Posted By: Zandilar Re: Party Size Discussion - 10/10/20 12:48 PM
Originally Posted by HeavensBells
Originally Posted by jonn


This isn't a tabletop game where all you have to do is recalculate some stats and do extra dice rolls. The game has literally been designed from the ground up with a 4 character party in mind. The size and shape of the map, the environments, pathways, encounters/combat zones. This would all have to be overhauled in order to optimise the experience.

This is a new game with new challenges, and all I'm hearing is people saying "but I like to do X with Y character class" well now you'll have to figure out a new way to approach it!


Well simply in your own words: The game CAN be designed from the ground up with a 6 character party in mind. The size and shape of the map, the environments, pathways, encounters/combat zones. Its still EA.


EA is way too late in the development cycle for this. We are talking about a beta build that Larian felt confident enough to open up to the public. You only go to open beta when you have everything finalized and ready for testing. Sure, they can change some things around, but the sort of change you're talking about here is to go back at least partially to the drawing board.

Of course, that's pretty much all my own opinion. I prefer smaller parties in my DnD because they're easier to manage (as a DM), and better for more in depth RPing (as a player).

Z.
Posted By: Tuco Re: Party Size Discussion - 10/10/20 12:54 PM
Originally Posted by Zandilar

EA is way too late in the development cycle for this.
Z.


No, its' not.
We aren't talking about a massive redesign, we are talking about UI tweaking and eventually rebalancing encounters, which is something that will go on for a while regardless of any change to the party size.
If modders could find a (fairly half-assed) way to introduce six party members in DOS, Larian with full time paid devs and a gargantuan budget compared to their previous productions COULD absolutely achieve this type of change with relative ease, IF they want to commit to it.
Posted By: Alon Binyamin Re: Party Size Discussion - 10/10/20 01:39 PM
I love how Tuco is all over the forums. Just posting like he's been training for this his whole life.
Tuco, you have more posts on this than the original poster - you probably care more about this as well XD.
Go you!
Posted By: Tuco Re: Party Size Discussion - 10/10/20 01:55 PM
Originally Posted by Alon Binyamin
I love how Tuco is all over the forums. Just posting like he's been training for this his whole life.
Tuco, you have more posts on this than the original poster - you probably care more about this as well XD.
Go you!

I DO care about getting the best game we can.

Not sure why that should be a problem for you.
Posted By: Alon Binyamin Re: Party Size Discussion - 10/10/20 02:09 PM
Originally Posted by Tuco
Originally Posted by Alon Binyamin
I love how Tuco is all over the forums. Just posting like he's been training for this his whole life.
Tuco, you have more posts on this than the original poster - you probably care more about this as well XD.
Go you!

I DO care about getting the best game we can.

Not sure why that should be a problem for you.


No problem at all. I thought a was friendly enough.. but writing always come across as more aggressive than intended.
The smile was genuine and the "Go you!" was genuine as well.
I was not being cynical.

Posted By: Stabbey Re: Party Size Discussion - 10/10/20 02:16 PM
I did the "local LAN game" trick to create four custom characters, and I was almost immediately struck with decision paralysis. My main character is a Rogue (AT), and I'm taking a Cleric as well, and then I had two slots to decide on some combination of Dwarf Fighter, Human Warlock, and Tiefling Wizard.

Can a Cleric alone be my front-line fighter? If I take the Warlock, how will he be able to see in the dark without the Light cantrip? I eventually went for Rogue/Cleric/Warlock/Wizard, but now I am worried if this is actually viable, because If I'm wrong, there's no way I can fix it later. Especially if I tried it in the full game where the rest of your companions go away.

Some people say that you don't need a dedicated Cleric or Rogue in the party, and you can multi-class and use backgrounds to cover roles... but how are people unfamiliar with D&D 5e supposed to understand the right way to build characters to do that? The choices made at character creation cannot be easily undone.

I really feel like I need at least 5 people in the party to feel comfortable. Four is too small.

****

In terms of the UI, the game already perfectly handles 6 portraits at the lower left. Lal'ezl and Us were added to my 4-person party without issue.

For the character panels, that's also not impossible to workaround. Display 4 panels as normal, and arrows at the edges so you can shift to show the other two. Like so:

[A B C D] E F
[B C D E] F A
[C D E F] A B
[D E F A] B C
[E F A B] C D

You'll still be able to compare any two party members together.
Posted By: HeavensBells Re: Party Size Discussion - 10/10/20 02:31 PM
Originally Posted by Stabbey
I did the "local LAN game" trick to create four custom characters, and I was almost immediately struck with decision paralysis. My main character is a Rogue (AT), and I'm taking a Cleric as well, and then I had two slots to decide on some combination of Dwarf Fighter, Human Warlock, and Tiefling Wizard.

Can a Cleric alone be my front-line fighter? If I take the Warlock, how will he be able to see in the dark without the Light cantrip? I eventually went for Rogue/Cleric/Warlock/Wizard, but now I am worried if this is actually viable, because If I'm wrong, there's no way I can fix it later. Especially if I tried it in the full game where the rest of your companions go away.

Some people say that you don't need a dedicated Cleric or Rogue in the party, and you can multi-class and use backgrounds to cover roles... but how are people unfamiliar with D&D 5e supposed to understand the right way to build characters to do that? The choices made at character creation cannot be easily undone.

I really feel like I need at least 5 people in the party to feel comfortable. Four is too small.

****

In terms of the UI, the game already perfectly handles 6 portraits at the lower left. Lal'ezl and Us were added to my 4-person party without issue.

For the character panels, that's also not impossible to workaround. Display 4 panels as normal, and arrows at the edges so you can shift to show the other two. Like so:

[A B C D] E F
[B C D E] F A
[C D E F] A B
[D E F A] B C
[E F A B] C D

You'll still be able to compare any two party members together.


Thank you for that addition to the thread, it's exactly my point and done so beautifully.

By they way it need to be adressed there will be 12 classes (13 if they include the Artificer) in the game. How am I going to feel only being able to choose 3 more classes out of those 12 and have a good agency of my part if I'm really restricted? Multiclassing? Sometimes you don't wanna multiclass specially if BG3 will go until level 20.

I should also say that, this limite on party member will be so hurtful to the RPG aspect of the game people are actually going to min max choose which ones they bring and which characters they create (yeah hey you Shadowheart I like you but your stats are a mess for a Trickery Cleric). When more companions come around we might see some companions just never being a part of any playthrough only because you're so damn much restricted and forced to choose into specific roles instead of having one or two jack of all trades spot (hello bards).
Posted By: Afaslizo Re: Party Size Discussion - 10/10/20 03:13 PM
Originally Posted by Gray Ghost
I think that a better tutorial is sorely needed for this game, that's true but even ignoring the fact that there's still going to be a learning curve before players are going to be implementing all the tools at their disposal to the fullest, a game shouldn't be balanced around the minimum a player needs to make it through. Even as someone who has been playing cRPGs for close to a decade, I doubt I'd be playing this game at the level where I don't need a tank and healer until at least my third playthrough and I shouldn't have to wait that long to be able to experience a wider variety of charcater stories and interactions.

So you want to talk about balance? Like when I did not need the rest of the party for the hardest encounters in the game (Goblin camp, Minotaurs, dark grove) because they made the fights harder compared to doing them solo? Where is the balance at all at that? If I would need to take whole six slot party like in pillars or classic bg/pt/iwd I think I would need a tank as well because the balance is not around the party size but who you bring to the fight. I guess if playing without a rogue six party members would be better. Instead of nerfing the rogue now buffing the rest would be better and then you would not feel the need to bring more people because the people you have will be enough.

There is no balance. There are classes who are far better than others. But I suspect the better ones will be nerfed first till the system breaks and then rebuild from the ground up instead of buffing the weaker ones and making them viable too.
Posted By: madmalik Re: Party Size Discussion - 10/10/20 03:16 PM
+1
Posted By: Zaemon Re: Party Size Discussion - 10/10/20 03:24 PM
This is important. And the reason why they let every class to read scrolls probably. So we don't "have" to get a mage/cleric/etc. Same with disabling traps. I want to have a fighter, ranger, rogue, wizard, cleric and warlock, but I can't. I have to renounce the warlock and rogue. It takes me out of immersion when my ranger is the trap disabler and behaves like a rogue. If I had Astarion, I would have to take the fighter out, and now who takes the hits? the cleric? she's supposed to hold Bless, but now she gets hit always and concentration is out, so she becomes a worse fighter. It's just frustrating.
Posted By: Gray Ghost Re: Party Size Discussion - 10/10/20 03:26 PM
Well to talk about balance, firstly this is early access and this is probably the least balanced the game will ever be because fine tuning that balance is part of the point. Second, yes you still need a tank in pillars of eternity but the point is because you have a large party you can take a tank, a healter AND STILL have room to bring along three other characters that can help but are primarily there because you like them or think they're interesting from a mechanical perspective.

Let me give you another example. The game Greedfall. It's an action RPG, you get 6-7 possible companions and you can only take 2 at a time. Much as I'd like to be able to take more companions at a time because I think they're cool and I like spending time with them, I never felt like I NEEDED to take a specific character to get through the game. It was constructed in such a way that you could flexibly take any character and while there were certainly some situations where a fight was particularly hard and I felt the need to have a specific party makeup, those moments were few and far between, and I could generally take any combination and be able to get through 90% of the game. Because of the way D&D classes work, you can't do that until you have a really good grasp of strategy and tactics and all sorts of stuff like that. And the only way to get that grasp is to play and practice.
Posted By: Athann Re: Party Size Discussion - 10/10/20 03:36 PM
Originally Posted by Tuco
Originally Posted by Zandilar

EA is way too late in the development cycle for this.
Z.


No, its' not.
We aren't talking about a massive redesign, we are talking about UI tweaking and eventually rebalancing encounters, which is something that will go on for a while regardless of any change to the party size.
If modders could find a (fairly half-assed) way to introduce six party members in DOS, Larian with full time paid devs and a gargantual budget compared to their previous productions COULD absolutely achieve this type of change with relative ease, IF they want to commit to it.


you are totally right, some modders did enlarge the size of party in DOS2, if i remember correctly, the only things that prevented Larian from making a 6 man party was the time and funds, now they got the funds (They cannot say the EA wasn't a success), i hope there is still time for it, so we need our voices to be heard by Larian.
Posted By: zsuszi Re: Party Size Discussion - 10/10/20 03:46 PM
If we got more companion later 4 is extremly few and lacking, especially if u make your own hero (and why the hell not) . Plus yes I not really bothered the updated DOS engine + combat, and to be honest I think its really fitting for BG3 and close to the tabletop type gameplay BUT with bigger party size would be mor BG for me too.
Posted By: pill0ws Re: Party Size Discussion - 10/10/20 04:20 PM
I would absolutely LOVE at least 5 player size team. 6 would be acceptable but 4 doesnt feel right for the volume of baddies that take turns. Each turn consists of one relevant action (unlike DoS where you do all kinds of stuff) and they even went so far as to overtune the action economy by giving everyone overpowered bonus actions to makeup for the lack of bodies taking turns.... but thats a different discussion(or hell, maybe its relevant here, its absurd to think every class should need bonus action disengage/hide/shove). Overtuned bonus actions wouldnt be needed with a larger party size, they could re-balance around that if needed. If they go and add all the PHB classes and most the subclasses... then having those two extra party slots are going to feel so nice for group composition
Posted By: Bray Re: Party Size Discussion - 10/10/20 04:27 PM
+1

The more I play the more that I feel at least one extra party member would make a huge difference in the diversity of my team, especially when all the extra class come out.
Posted By: Sollace Re: Party Size Discussion - 10/10/20 05:16 PM
+1

I too believe that the party size is limiting in the combination of potential characters. I have yet to use either Wyll or Astarious as I am using a custom Rogue and need the talents of a cleric, a wizard and a fighter.

It is surprising that you can add Scratch to your camp but can't get him as an animal companion, obviously I haven't created a Ranger so I'm not sure if you go down the beast master route tou can add him into the party.

Hopefully as other classes are added the party size will be increased. This is the first Larian game I've played and visually it is great but the party size constraints are a real detriment...
Posted By: Sollace Re: Party Size Discussion - 10/10/20 05:29 PM
I'm guessing that it's why Larian are giving such heavy emphasis on the fact that this is early access. Hopefully the interaction between customers and Larian will live up to the hype and they'll take on this comment and work an acceptable solution into the game, this will hopefully help to redress the imbalance in encounters in the early stages of the game... Let's not forget that the AI seems to be expert in maxing the abilities of any foes in combat whereas some of us players are trying to get to grips with the combat mechanics of the game especially when the foes are generally outnumbering the player party and in some cases have more HP too.
Posted By: WarChiefZeke Re: Party Size Discussion - 10/10/20 10:03 PM
+1
Posted By: Matey Re: Party Size Discussion - 10/10/20 10:13 PM
Playing two player right now.
Me: A fighter
Player 2: A Ranger

we pick up Cleric and Mage companions and then run into the Rogue aaaaannnddd.... we would have to kick out the mage or cleric to get the rogue. I felt a lot more dejected about this than maybe I should have, but not having a rogue, cleric and mage in the party seems like a fail party and yet we can't have all three unless we made our char as one of them. It just feels way too limited.

So yeah, give us at least the option for 6 in a party. If as OP says, you balance the game around 4, thats fine, assuming you put in more than 1 difficulty setting, people with 6 can just crank it up to make up for it.

Also pointing out that there is pretty much no reason not to just add 6 in as a feature (if not the default) because obviously modders are going to make it a priority to get 6 in if Larian doesn't; so if you know it is what a significant number of people want, then just let us have it.
Posted By: PumatsHole Re: Party Size Discussion - 10/10/20 10:22 PM
-1

Adding a dissenting voice here. You do not "need" a mage / cleric / any one role in a game based on the 5e system. The difference between a party of 4 and party of 5 is massive and will trivialize most encounters in a way that cannot be fixed by simply adding more HP. A party of 6 in this game would be preposterous.

You can heal by eating food (let alone by resting essentially at any time for free), and the game is much more combat focused than a traditional session of D&D where skills and utility spells are not nearly as significant. There is much less need here for a balanced party that covers all possible bases than there is in D&D 5e, which is already very forgiving in terms of party composition needs.
Posted By: Tuco Re: Party Size Discussion - 10/10/20 10:25 PM
Originally Posted by PumatsHole
-1

Adding a dissenting voice here. You do not "need" a mage / cleric / any one role in a game based on the 5e system. The difference between a party of 4 and party of 5 is massive and will trivialize most encounters in a way that cannot be fixed by simply adding more HP. A party of 6 in this game would be preposterous.

You can heal by eating food (let alone by resting essentially at any time for free), and the game is much more combat focused than a traditional session of D&D where skills and utility spells are not nearly as significant. There is much less need here for a balanced party that covers all possible bases than there is in D&D 5e, which is already very forgiving in terms of party composition needs.


Literally none of the objections you are posting is actually related to the mechanic of having six party members.
With the only possible exception of "needing to rebalance encounters" which as already said at least a dozen times is a bogus complaint since most of them are not finalized anyway and it will take a lot of rebalancing in any case.
.
Posted By: Victordeus Re: Party Size Discussion - 10/10/20 10:37 PM
I would just like to add another voice in the pro for the option of more companions. I think now would be the time to implement that so things can be rebalanced around it. It would then be even more of a challenge for the die hards that really like playing the game as a solo act, and people could still do 4 if they wanted, but having at least 5 would give more options in combat without having to try to make due without a rogue/mage/cleric. Or we could just have everyone be bards so all things are possible! wink
Posted By: Black_Elk Re: Party Size Discussion - 11/10/20 12:13 AM
I was surprised too at only 4

This was the main reason none of the various "spiritual successors" to BG ever really lived up. In NWN you just had henchmen and that blew. In Dragon Age you only had 4, but it didn't matter cause it wasn't really D&D anyway and they only had a few core classes there. Skyrim back to henchmen concept. Pillars, sure, but again not D&D. Everyone always drops the ball on this one.

6 is the magic number for this game
Full party combat
D&D setting Faerun

I'd hazard that's what everyone from my gen has wanted since Neverwinter, but somehow one of those planks hasn't made the final cut in any iteration since Icewind Dale. Its baffling


ps. when its built around 6 you have a simple way to scale up the difficulty quickly for players that want a more hardcore playthrough, since they could play with just a party of 3 or 4 and still get all the enjoyment of trying to strategize their way through combats with a smaller crew that way. I don't see how it lengthens combat with more companions or anything of that sort. Its just a matter of how they choose to scale the combat difficulty. If you build it for a party of 4, then going to 5 or 6 is a pain in the ass after the fact. If you build it for 6, then going down to 4 or 5 feels like monster mode and is fun. Nobody is ever going to grumble that its not a party of 7 hehe. It also makes replay more appealing too, if you want to try and solo and the like with a higher lvl character. Or try things out with a B team roster. All things that make me think of the BG model


pps. the 6 person party in BG was a call back to earlier games from the late 80s into the 90s like Might and Magic III and Xeen or Eye of the Beholder and Pools of Radiance, and that's one of the reasons it was so rad when BG dropped originally. There's just a feel to the full party of 6 that makes it all more Epic.

Like a legit legendary book of artifacts level campaign. You hit the big time when you need 6 to pull it off lol. That's all I'm saying. Don't settle for 5, go the for the Dragon's Orb!!!
6

Posted By: noodles666 Re: Party Size Discussion - 11/10/20 12:37 AM
+1

The party of 6 just feels right when adventuring. additionally i have a suggestion that comes from experience on Stellaris of all things: Give us the option to create characters that can be forced into the world (in a selection of early random spots maybe). Maybe you could create a collection of different characters that you like and have a randomised spawn for an extra bit of spice in re-playability. Perhaps a limit of two extra player created characters would be enough to still allow plenty of origin stories to be enjoyed along the way. It would mean very little in extra commitment from the devs on dialogue and origin backstories, while also allowing us to put together the group we imagine might be interesting to use. I'm a warlock lover, so i need as many character slots as possible to get my lock in play without feeling like i am missing out on the basics of good group structure.
Posted By: Sezu Re: Party Size Discussion - 11/10/20 08:46 AM
+1


Posted By: tieboyx Re: Party Size Discussion - 11/10/20 08:55 AM
The tabletop recommends a party size of 4, and in the turn based system, trash encounters would become a slog if they were balanced for 6 players, since they would have to add more mobs in each encounter to compensate.
Posted By: Gray Ghost Re: Party Size Discussion - 11/10/20 09:15 AM
As of now I'm finding most trash mobs a slog with a 4 character party because even at level 4 only my fighter is capable of consistently taking out a 10hp goblin with less than 2 hits. I'd say I'm dealing with a character getting downed in about 60% of combats and that makes things feel even worse because now I have to scramble to help them, hope they can heal before gettign downed again and then going back to attacking. Without changing anything else about the difficulty, a fifth party member would bring the experience down to being manageable, with trash mobs actually being trash mobs because as it stands my experience of a "trash mob" in this game has a decent chance of being a TPK if I'm not really stretching my strategic muscles. And a boss combat in this game? At this point I'm taking it as a given that I'll definitely die at least once.
Posted By: YelloB Re: Party Size Discussion - 11/10/20 10:22 AM
+1

I understand there are arguments for a 4 man party max, having to do with encounter length and people apparently having trouble keeping up with managing 6 characters and their abilities. At least some such arguments were being made when Pillars of Eternity wanted to cut down the party from 1 to 2. Also there is and argument for wanting to limit the tools a party has at their disposal to encourage creative solutions to problems and Larian seem to like that kind of thing. But the truth is this will lead to pretty much every party being the same utility based one with 1 healer 1 rogue and the other 2 switching depending on the PC class.

6 characters wont take away the utility party problem entirely. Even with Baldur's Gate 1&2 There is always high pressure to have at least the healer and rogue. But atleast 6 party members leaves some slack there to play with.

Now BG3 is obviously turn based which makes the encounter length problem more prominent than in the real time with pause titles. But I would rather leave this up to the player and perhaps inform the player that with a bigger party combats will likely take longer.

I disagree with the OP about just plonking in the option for 6 party members without any balance considerations. I'd actually prefer a tweakable difficulty with the option for the player to increase the amount of enemies in combat situations. Give the player some of the DM's balancing power so to speak. I recently played BG1 again and I was kinda sad that I could not simply increase enemy amounts and would have been forced to also give them more health. I wanted core rules but with a bit more enemies.

Ofcourse this also puts a bit more pressure for having more companions. BG1 had tons, and I'm still not sure I've ever met them all. BG1 companions were also super simple with just a few combat barks and no dialogue. So it is going to require way more resources from Larian to add a full fledged companion. Pros and cons.
Posted By: Zress Re: Party Size Discussion - 11/10/20 10:29 AM
The thing with 4 characters is that you are kinda forced to take specific members. In my playthrough I feel forced to take Shadowheart, Astarion and Lae'zel because they add something I need like a frontliner and healer and a rogue that can lockpick and find traps. But I would really rather hang around with Wyll and Gale which are much more nice and friendly and interesting to me. But in a way I feel I can't because then combat and exploration will be really really hard.
Posted By: ImSuperCereal Re: Party Size Discussion - 11/10/20 11:22 AM
+1
I agree, 5/6 party size would be better because more characters to interact with, more diverse party composition and more freedom, flexibility and creativity when creating a balanced party.
Posted By: MasterRoo09 Re: Party Size Discussion - 11/10/20 11:41 AM
Originally Posted by tieboyx
The tabletop recommends a party size of 4, and in the turn based system, trash encounters would become a slog if they were balanced for 6 players, since they would have to add more mobs in each encounter to compensate.


"The preceding guidelines assume that you have a party consisting of three to five adventureres... If the party contains six or more characters, use the next lowest multiplier on the table." - Page 83 D&D Dungeons Master's Guide

5e considers 4-5 to be standard while 6 or more being optional, totally up to the players and DM for party size. So Larian at the very least can give us max 5 party members if they're being picky with the rules. The reason why many players want the option (keyword option), is because it was an option in the original BG 1 and 2. This is a Baldur's Gate game, doesn't matter who's developing it. I also would like to mention that many official WofC D&D adventure modules of both current and past editions are geared for 4-5 and 4-6 players.

I don't know how much more literal I can get with actual sources. I don't understand the issue of not favoring max 6 party members as an option.

I understand it's going to take "resources" to balance and tweak the game but Larian has both the time and resources.

How and why is this a problem?
Posted By: VincentNZ Re: Party Size Discussion - 11/10/20 11:47 AM
I run as a rogue, although I would have preferred to play a ranger, but I knew of the 4 party limit, so I figured that a rogue will come in handier. I was not aware that you can have sort of hybrids that can act in other ways. This is cool. But we can face the obvious truth, only a small minority knows enough to exploit all or even most of the possibilities. Larian in BG3 is also particularly bad at communicating to the player what is possible, while also giving you the standard composition right from the start. So the vast majority will just choose the way of the least resistance and effectively be locked out of a large portion of the game.
This does include party banter and interaction, but also a lot of synergy and gameplay interactions. So your mage/ranger can unlock most doors? A bard can fill multiple roles, as spellcaster, supporter or damage dealer? You can have multiple actions in one turn or totally substitute certain primary roles with clever skilling and leveling or the heavy use of consumables and resources that are yet unclear and complicated to handle/refill? Cool, I had no idea and that is why I solely use my fighter, rogue, mage, cleric combo, because I do not know enough as I am not told and shown enough.

So, as a casual dude, I am pretty limited in my playstyle. Giving me another character to dabble with would allow me to discover more synergies by myself or play doubled roles differently.
Posted By: Vneef86 Re: Party Size Discussion - 11/10/20 10:53 PM
I agree please up the the Party size to like 5 or 6, My big issue is that having a healer, you are ether forced to take Shadowheart or become the one with the healing magic. and as such with only 4 slots to work with you have NO wiggle room to customize your party. As it is ( I have not finished the First act yet) but I am not a fan of the Character Shadowheart at least not if I am wanting to play the good hero, as she gets mad at me every time I am trying to help people.
With a party of 5 you can actually do something with it, having the ones you like plus the healer Shadowheart, Or having more companions to choose from. As it is two of them are kinda just angry and supper aggressive to the player character and what seems to be no real reason. I really like the game so far in how it plays ect. I would Just like to have more companions to choose from and PLEASE up the party size, 4 is just not enjoyable to me and makes playing what I would like to play really hard.
Posted By: KingWilhelm Re: Party Size Discussion - 11/10/20 11:05 PM
+1
Posted By: UnderworldHades Re: Party Size Discussion - 11/10/20 11:05 PM
There are some encounters with 10 or so enemies, including archers spamming bombs.

It doesn't seem like the combat is designed around 4 players. 4 vs 10. They aren't even one shot unless u wanna use big spells every turn like guiding bolt. And no I don't want every fight for me to be some cheese or me min maxing to get the most advantage and maybe resting every fight. The overall balance is kinda fucky atm.
Posted By: Plazim Re: Party Size Discussion - 12/10/20 12:28 AM
I mentioned it in another post but - why not just make "easy" mode allow 5-6 party size. So normal game mode would be 4 party members, and easy game mode would be normal with the additional 1-2 party members. That way Larian doesnt need to go back and rebalance the whole game for 5-6 players.
Posted By: ultraulf Re: Party Size Discussion - 12/10/20 12:42 AM
I personally really enjoy the party size, played through all of the early access and the difficulty seems just right.
Posted By: Pupito Re: Party Size Discussion - 12/10/20 12:50 AM
I think 5 members in the party would be better, one more person could make all the difference in a fight and it would also be nice to have an extra companion to interact with. I really just hope that more companions are available at some point down the road, I'm guessing making one companion for each class isn't really something they're going to do it would be fantastic if they did, because as things stand party composition is really limited. If the available companions are the exact same at full release, then we won't really be able to have a party based around which characters we like or which characters our character would have with them in terms of RP.

Let's say I make a stereotypical paladin who wants to smite everything he would consider evil. Welp, there goes Astarion, Shadowheart, and probably Wyll, since one is literally a vampire, one is an Evil Cleric, and the other made a pact with a demon. Now I don't even have a full party, and the only ones I have left are the Warrior Lae'zel (who I'd probably leave to do her own thing since she's just constantly a jerk anyway), and the Wizard Gale.

Now, I did find a side quest where I helped out a tiefling and it gave me the option to ask her to join my party, and she said maybe one day but she has business to take care of now. So maybe she'll be a possible companion at some point down the road, but there's still plenty of ways to put companions into the game as well. For instance, a druid companion could obviously be found in the druid's grove. Not every single companion has to have the same exact goal or some super mysterious backstory to make them a good companion.

A druid who decides to join my party to help out because they don't agree with Kagha's ways, and so they can kill us if we turn into a mindflayer? There's the motivation for coming with us. Doesn't need some super mysterious and amazing backstory like a wizard who might destroy the world or whatever if he dies, just a simple druid who wants to get away from her crazy leader and try to help keep people from turning into monsters, or kill them as a last resort. I'd take them with me, cause who wants to be a mindflayer?

Not every companion needs to be a playable character either, in fact having companions you can't play as might increase replay value. If I play through the full release game once with Wyll as my character, and then have Gale, Lae'zel, and Shadowheart for companions, then by the end I will have experienced every single character side story apart from Astarion. Even if I make a custom character, that would still leave only 2 companion side story's unexplored, and I'm not sure that finding out what happens to those 2 is convincing enough to sink another 60+ hours or however long into playing through again.

But if there are other companions that don't have some grand backstory that I prefer as companions over the other PC companions, then I'd take some of them along instead on that first playthrough. So say I play as Wyll, and fill my party with Shadowheart and 2 other NPC companions, that still leaves me with Gale, Lae'zel, and Astarion's side quests to discover, which might be enough of a change in content to warrant me another playthrough to see all 3 of their side quests. If I just play as Wyll and take 3 NPC companions along, I'm guaranteed another playthrough because I want to see at least 1 or 2 of the other companions side quests. All in all, it's easy enough to come up with ideas for NPC companions to join us, they don't all have to have an evil worm in their head or some insane backstory and side quest, they just need a motivation to join up with us and a personality so they can have some small chats with us and determine if they like or dislike our actions. Also, more romance choices :P
Posted By: GraveSpine109 Re: Party Size Discussion - 12/10/20 01:34 AM
+1
Posted By: arion Re: Party Size Discussion - 12/10/20 07:24 AM
Originally Posted by Plazim
That way Larian doesnt need to go back and rebalance the whole game for 5-6 players.

There no balance right now, even difficulty options not implemented yet.
So i don't understand such arguments, this work(balancing) they will still have to do in the future and it is better to do it with an eye on 5-6 ppl party(as the desire of the majority).
The sooner they change it, the better.
Posted By: Maximuuus Re: Party Size Discussion - 12/10/20 08:10 AM
There are something like 40 +1 on this thread.
I just create a poll on reddit and other forums to see what players think about it.
Posted By: lewe0fun Re: Party Size Discussion - 12/10/20 08:21 AM
4 enough, more people are a herd
Posted By: Maximuuus Re: Party Size Discussion - 12/10/20 08:39 AM
Originally Posted by lewe0fun
4 enough, more people are a herd


Let's say that to Drizzt.
Posted By: arion Re: Party Size Discussion - 12/10/20 08:59 AM
Originally Posted by Pupito
I think 5 members in the party would be better

yep and that kind of middle ground of 4 vs 6 debate
Posted By: Tuco Re: Party Size Discussion - 12/10/20 12:44 PM
Since I just mentioned it in my thread about party controls, I should probably give a quick reminder to anyone in favor of a six-members party:

don't overlook giving feedback on the issue of how the party is managed/moved around, because solving it is basically a pre-requirement to actually get the party expansion you want.
The chain/unchain system and its clumsy auto-follow work already poorly enough now. With six men in your party it would turn into an unmitigated disaster.
Posted By: Quent Re: Party Size Discussion - 12/10/20 01:21 PM
Anyone who's saying that a four man party means that your restricted to player the cookie cutter party are simply not aware of the flexibility 5e offers, or are just not creative. In most my playthroughs I haven't used a cleric, and even when I do I don't use them for anything more than emergency healing, preferring to use them instead for actual combat (with in tabletop 5e they can really excel at). Why do you need a tank? I mean unless you're building something around the sentinel feat (which doesn't seem to be implemented yet), there's not even a viable way for them to maintain threat? Even when playing tabletop, the idea you have to have certain classes is self-limiting. Why have a rogue when you can have a ranger with the criminal background? Or a cleric when you can have a wizard with the magic initiate feat? One of the amazing things about 5e is that it doesn't restrict things to people playing that specific class, and so far that has transferred reasonably well into bg3 and I imagine it will continue to do so as more classes/races are added. I mean the 5e bard in itself can simultaneously fill the typical cleric, wizard and rogue roles of a classic party. That means one slot for your obligatory fighter, and 2 cool looking meat shields.

This doesn't even factor in if they end up adding multiclassing to the game, which adds so many more options.

While I wouldn't object to them doing a 6-man party, I think four is easier to manage, is more engaging in multiplayer (as from experience playing tabletop I think anymore than 5 players just detracts from the experience), and actually encourages people to have more creative character ideas and finding different ways of approaching the same solution. Also for single player, 3 AI companions having interactions is interesting but managing, with (hopefully) plenty of replayability options. 5 AI companions, I feel like that just gets messy.

I'm actually pretty hyped by the idea of having a 4-man drow ranger squad, and as this game stands I feel like there is very little that would stand in the way of such a team.

Posted By: Athann Re: Party Size Discussion - 12/10/20 01:24 PM
I made a poll on reddit, choose your side:

https://www.reddit.com/r/BaldursGate3/comments/j9qk4f/party_size/
Posted By: Eddiar Re: Party Size Discussion - 12/10/20 02:09 PM
I would also like to support this but I am worried bigger party sizes means easier fights.
So unless just about everyone will do more damage than me to balance things that means there needs to be more mobs in each encounter.

I think we should compromise on a 5th member maximum. That should be enough.
Posted By: Tuco Re: Party Size Discussion - 12/10/20 02:12 PM
Originally Posted by Athann


That's a bad poll, because it puts the question in a very unclear and questionable form.
We don't want "the option" to add two party members as some sort of fancy extra.
We want the game to support a party of six as a default interface and then let people who are happy with less party members do as they will.
Posted By: Riandor Re: Party Size Discussion - 12/10/20 02:19 PM
Originally Posted by Tuco
Originally Posted by Athann


That's a bad poll, because it puts the question in a very unclear and questionable form.
We don't want "the option" to add two party members as some sort of fancy extra.
We want the game to support a party of six as a default interface and then let people who are happy with less party members do as they will.


Precisely this.
Your options should simply have been something along the lines of:

6 - As standard (but players can choose to play with fewer)
5 - Cap it here, its a fair compromise
4 - It's fine as is and Modding can do the rest
Posted By: Roarro Re: Party Size Discussion - 12/10/20 10:00 PM
5 or 6 party,4 person i can have already in DOS and even there its limiting. Yes characters are flexible, but more companions are just fun for me.
ideally i have 6 + 2 extra npc like in Wizardry 8-that was a great game with epic characters ;D.
Posted By: MasterRoo09 Re: Party Size Discussion - 14/10/20 04:10 AM
For everyone who thinks having the option of 2 more party members is bogus or "makes the game or combat too long" or makes "it too easy" or "you can multiclass to fix most problems", hear me out a bit.
Here's my link to my thoughts on why I think it would be a lot of fun for the option of 6 party members.
http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=685704#Post685704

I would like to add a few things to back that up.

1. 5e Core Rules

"The preceding guidelines assume that you have a party consisting of three to five adventureres... If the party contains six or more characters, use the next lowest multiplier on the table." - Page 83 D&D Dungeons Master's Guide

5e considers 4-5 to be standard while 6 or more being optional, totally up to the players and DM for party size. So Larian at the very least can give us max 5 party members if they're being picky with the rules. The reason why many players want the option (keyword option), is because it was an option in the original BG 1 and 2. This is a Baldur's Gate game, doesn't matter who's developing it. I wouldn't mind more elements from the original BG that would further improve BG3. (Party management and maneuvering being a few to list) I also would like to mention that many official WofC D&D adventure modules of both current and past editions are geared for 4-5 and/or 4-6 players. If you want "lore" to further prove my point, take a look at Drizzt companions. He has 5 total in his party. So what if players wanted to have fun and roleplay as Drizzt in BG3 and (hopefully have an option later to add fully other customize companions) his companions from the books?

2. Time management.

The fact that I have to sit and watch my clock during enemy turns against my party of 4 is bogus. For example: Goblin camp. That was about 25 enemies which would be considered a platoon (18-50 soldiers) against my 4 companions which is not even considered a squad (6*-10 soldiers), So already players are watching their clocks for the enemy to take their sweet time in current Early Access. If I had those extra 2 members, I would've had more chances taking out Goblins quickly.

3. Difficulty Levels

If players want a challenge, you have every right to do that and the option of 6 companions will not sour that experience. I honestly think the game should reward players who decide to take these challenges for a smaller party, just like in the original BG. The same amount of experience will be earned for encounters but if your party is smaller, each companion gets a bigger piece of the pie. So far it seems that the game rewards the same amount of exp. no matter how big or small the party size.

4. The game world is not designed for a bigger party

I'd beg to differ. Most battles have a large number of opponents and there is plenty of space for 2 more party members. If a warlock can have their minion and a ranger can have their pet in the same party of 4, It can fit more than four or even 6 playable characters in practically every area.
For many of the old-school BG players. Remember Firewine Ruins and how claustrophobic it was? You almost had to move the party in a single file line in that dungeon. BG3 EA hasn't had any dungeons or areas as claustrophobic as Firewine Ruins and if they did, I'm sure it would be a challenging dungeon. Also, I hope to God Larian fixes the party movement and controls.

I don't see how an optional party of 6 would sour your experience if you really hate that idea. In fact it gives you more options and variety on how you want to approach the game. I thought that was the whole reason why we love RPG's the variety of possibilities and customizations.

Larian, if you're reading this, at least let us know why this wouldn't be possible. Many people who don't like the idea say because it's also "balancing issue" and needs a lot of resources. I'm positive that is an issue but if that is true then let's hear it from the horse's mouth and let us know why.

Posted By: HustleCat Re: Party Size Discussion - 14/10/20 06:54 AM
I'm okay with the current 4 member party, but I wouldn't be against options where you can go out as a party of 2 or 6. They could adjust the number of actions we have or just enemies' health to fit your party size. Balance would definitely be the big issue. If I am going out with a party of 6 though, I would like the AI to do my companions turns just to speed the game up. Maybe incorporate a tactics system similar to Dragon Age.
Posted By: VhexLambda Re: Party Size Discussion - 14/10/20 08:43 AM
+1
Posted By: Lady Avyna Re: Party Size Discussion - 14/10/20 09:03 AM
+1
I have noticed how easily you can be defeated if you are fighting against a horde of enemies. Your party will get obliterated quickly and your like "What the hell just happened?" If you have a party of at least 6 members then it raises your chances of survival especially against tougher enemies or larger groups.
Posted By: Tuco Re: Party Size Discussion - 14/10/20 09:08 AM
Originally Posted by Lady Avyna
+1
I have noticed how easily you can be defeated if you are fighting against a horde of enemies. Your party will get obliterated quickly and your like "What the hell just happened?" If you have a party of at least 6 members then it raises your chances of survival especially against tougher enemies or larger groups.

If nothing else, because
1- It gives more targets to the enemies to chose from, possibly even parting their damage more.
2- It gives you more chances to intervene in the queue of enemy actions instead of staying a passive witness.

Which is why "concerns" that a six-men party would "slow down the game" are mostly an uneducated nonsense.
Posted By: RKane Re: Party Size Discussion - 14/10/20 09:39 AM
Originally Posted by MasterRoo09

Larian, if you're reading this, at least let us know why this wouldn't be possible. Many people who don't like the idea say because it's also "balancing issue" and needs a lot of resources. I'm positive that is an issue but if that is true then let's hear it from the horse's mouth and let us know why.


Anyone who complains about 'balancing issues' when an idea is presented is a selfish moron. It's like the argument "It would take too much time to impliment" from people with no coding experience and surmounts to "I'm happy with it so why should I accomodate your idea". How something is balance is a task for the devs to consider not the playerbase and is a completely irrelivant criticism to make. Anything can be balanced if done right and is done after the fact, not in spite of it.

You have made a lot of really solid points and I agree with all of them. Especially the idea about giving 'party experience' instead of 'individual experience'

Something I'd like to add is that a large issue, due to Larians current creative decisions, is that every single fight is mapped out and planned. Nothing is really 'randomised' and thus you end up with a pretty static game after multiple playthroughs due to the lack of 'living world' elements. I've made these points in the 2 suggestions in my sig. Random encounters,respawning / repopulating enemies, coding dynamic encounters that increase/decrease the enemy numbers in response to party size. (For those that want to whine about cannon, it'd be easy enough to add 'priority units', like commanders, that carry a warhorne they can blow to summon reinforcements) are all elements I feel like Larian need to include

Posted By: Ghorunt Re: Party Size Discussion - 14/10/20 09:39 AM
Originally Posted by Alodar
I disagree completely.


Six players would slow down combat.
Not only would you be adding 2 more bodies on the players side you would need to add additional monsters to make combats challenging.
Six players could mean as many as 6 more turns for combats and that's just too much.

You really need to explore the backgrounds in 5E. A dedicated thief is no longer necessary. With the Urchin background you gain proficiency in both stealth and Sleight of hand which allows any Dex character to sneak and pick locks/remove traps.

There are lots of options, and the smaller the party the more re-playable the game and the more strategy you have to employ.

There has been no combat in Early Access that I've thought that I needed two more characters to be more effective


Six players would slow down combat, decrease re-playablity, and lessen the strategy required to succeed.
That's a hard no from me.

(If it's something you folks truly want you can Mod it in after full release.)


I could not have said it better. I agree 4-man party should be where it is at.
Posted By: RKane Re: Party Size Discussion - 14/10/20 09:43 AM
Originally Posted by Ghorunt
Originally Posted by Alodar
I disagree completely.


Six players would slow down combat.



I could not have said it better. I agree 4-man party should be where it is at.


So don't play in a 6 man party. What he's advocating for is the ability to do so. I think you're both shooting down the idea in spite of the fact that the game will be balanced around 4 people anyway so your experience wont change
Posted By: Maximuuus Re: Party Size Discussion - 14/10/20 09:50 AM
Originally Posted by Ghorunt
Originally Posted by Alodar
I disagree completely.


Six players would slow down combat.
Not only would you be adding 2 more bodies on the players side you would need to add additional monsters to make combats challenging.
Six players could mean as many as 6 more turns for combats and that's just too much.

You really need to explore the backgrounds in 5E. A dedicated thief is no longer necessary. With the Urchin background you gain proficiency in both stealth and Sleight of hand which allows any Dex character to sneak and pick locks/remove traps.

There are lots of options, and the smaller the party the more re-playable the game and the more strategy you have to employ.javascript: void(0)

There has been no combat in Early Access that I've thought that I needed two more characters to be more effective


Six players would slow down combat, decrease re-playablity, and lessen the strategy required to succeed.
That's a hard no from me.

(If it's something you folks truly want you can Mod it in after full release.)


I could not have said it better. I agree 4-man party should be where it is at.


Read the topic please.
=> combats would be faster if you don't add ennemies. You don't have to add ennemies. That's not primarily how you balance a game difficulty.
=> it would increase replayability because you'll have way more possible combination. That's mathematics.

That's facts so please, try not to base your thoughts on invalid arguments...
Posted By: Ghorunt Re: Party Size Discussion - 14/10/20 09:55 AM
Originally Posted by RKane

So don't play in a 6 man party. What he's advocating for is the ability to do so. I think you're both shooting down the idea in spite of the fact that the game will be balanced around 4 people anyway so your experience wont change


If you balance the game around 4 characters but allow a party of 6, everyone will have 6 characters in their party anyway, and this would make the game too easy. If you want to go that route, it makes more sense allowing this option with a mod instead.

If the combats would scale their difficulty automatically based on party size, I think the option of 6 is fine. That being said, it's a tall order for Larian, which makes me doubt they will take this route:
  • Balancing this system would be very work intensive
  • Companions are very well fleshed out. Having to add more is once again very work intensive. And allowing hirelings just to fill out a party of 6 seems... odd.


EDIT
If people feel combat is too hard, that is a different problem in my opinion. That does not necessarily need to be solved by adding more party members. It could instead be solved by making the encounters easier.
Posted By: Aurgelmir Re: Party Size Discussion - 14/10/20 09:57 AM
And here my first multi player play through was with just 3 members.
My current playthrough don't have the rogue, Gale has 14 dex, he can pick those locks.


While I get the idea, and wanting to cover all the bases, I think that's the exact reason why you shouldn't have it. DnD 5e is interestingly balanced. You can play almost any combination of classes, and still win.
Larian has done a great job of adding "many ways to Rome" for most situations.
Many classes can fill two roles too. Clerics are great tanks, Warlocks and Wizards can do lots of sneaky things (especially a Wizard with invisibility and high Dex)

What I think is more needed is the ability to respec the origin characters, because their stat distribution is... not god.
Posted By: arion Re: Party Size Discussion - 14/10/20 10:34 AM
Originally Posted by Ghorunt




I could not have said it better. I agree 4-man party should be where it is at...

...in trash basket
Posted By: Riandor Re: Party Size Discussion - 14/10/20 10:46 AM
Let's be honest though, either way the controlling of the party has to be improved and ten fold if we are to integrate more paty members.

I need to dig Tuco's other thread out, because having now played the EA, managing the party is a nightmare. I will save the sailient points for the other thread, but if we are going to have more obstacles/surface gunk, then party management is king. SO Yes to more characters in a party, but ONLY in combination with improvements to the handling of said group. Otherwise I will reduce my party to solo or MP with friends so that my stupid party members don't run back and forth to a new leader just because I didn't unchain them all and decided to move jump them individually around obstacles.
Posted By: Tuco Re: Party Size Discussion - 14/10/20 11:34 AM
Originally Posted by Riandor
Let's be honest though, either way the controlling of the party has to be improved and ten fold if we are to integrate more paty members.

I need to dig Tuco's other thread out, because having now played the EA, managing the party is a nightmare. I will save the sailient points for the other thread, but if we are going to have more obstacles/surface gunk, then party management is king. SO Yes to more characters in a party, but ONLY in combination with improvements to the handling of said group. Otherwise I will reduce my party to solo or MP with friends so that my stupid party members don't run back and forth to a new leader just because I didn't unchain them all and decided to move jump them individually around obstacles.

Yeah, as you can imagine I agree. There's a reason if I said in previous replies that better party control should be basically perceived as a pre-requirement to even BEGIN to discuss party size (and frankly as a necessity even if Larian stubbornly decides to stick with 4 men as absolute limit, despise the overwhelming amount of people who started asking for six since the first reveal).
Posted By: RKane Re: Party Size Discussion - 14/10/20 11:53 AM
Originally Posted by Ghorunt
Originally Posted by RKane

So don't play in a 6 man party. What he's advocating for is the ability to do so. I think you're both shooting down the idea in spite of the fact that the game will be balanced around 4 people anyway so your experience wont change


If you balance the game around 4 characters but allow a party of 6, everyone will have 6 characters in their party anyway

How do you know?

Originally Posted by Ghorunt

and this would make the game too easy. If you want to go that route, it makes more sense allowing this option with a mod instead.


Why do you care if it makes the game easier for a group of 6? You're not asking for this feature so you have no business talking about balance

Also, I should point out that in divinity, the number of people who did lone wolf duo's seemed to be just as many people looking for 4. In fact, I'd be interested in the ratio between the number of 2:3:4 man games played. I would put money on the fact that full 4 man runs would have the lowest percent as it seemed impossible to find a group of 4 people to actually commit to the entire game.

Also, as I've said in a previous quote, and countless times, balance is a completely pointless criticism to an otherwise reasonable and valid suggestion / request. It's not your job to worry about such a trivial task. Anything can be balanced after the fact.

Opposing a feature request because you 'worry about the balance' is childish and annoying. It's a deadweight opinion based on an entirely selfish desire to cockblock others for no reason whatsoever.


TL;DR, I've yet to see any valid reasons to oppose this idea. If your only concern is balance, just say "I'd wouldn't mind as long as the balance is done right". Don't go round saying "I oppose this because I worry they might ruin the balance for a situation I never intend to play". It's really selfish. Stop offering dead weight opinions and use your head. There is a very simple solution to this and would be trivial to keep everyone happy.
Posted By: Tuco Re: Party Size Discussion - 14/10/20 12:04 PM
Originally Posted by RKane


Opposing a feature request because you 'worry about the balance' is childish and annoying. It's a deadweight opinion based on an entirely selfish desire to cockblock others for no reason whatsoever.


TL;DR, I've yet to see any valid reasons to oppose this idea. If your only concern is balance, just say "I'd wouldn't mind as long as the balance is done right". Don't go round saying "I oppose this because I worry they might ruin the balance for a situation I never intend to play". It's really selfish. Stop offering dead weight opinions and use your head. There is a very simple solution to this and would be trivial to keep everyone happy.

It's especially jarring as a bogus argument because, among other things, it seems to assume that currently the balance is in a state of Holy Perfection and nothing should be done to upset it, which is obviously silly at best.
Posted By: jonn Re: Party Size Discussion - 14/10/20 12:43 PM
Originally Posted by RKane
Originally Posted by Ghorunt
Originally Posted by RKane

So don't play in a 6 man party. What he's advocating for is the ability to do so. I think you're both shooting down the idea in spite of the fact that the game will be balanced around 4 people anyway so your experience wont change


If you balance the game around 4 characters but allow a party of 6, everyone will have 6 characters in their party anyway

How do you know?

Originally Posted by Ghorunt

and this would make the game too easy. If you want to go that route, it makes more sense allowing this option with a mod instead.


Why do you care if it makes the game easier for a group of 6? You're not asking for this feature so you have no business talking about balance

Also, I should point out that in divinity, the number of people who did lone wolf duo's seemed to be just as many people looking for 4. In fact, I'd be interested in the ratio between the number of 2:3:4 man games played. I would put money on the fact that full 4 man runs would have the lowest percent as it seemed impossible to find a group of 4 people to actually commit to the entire game.

Also, as I've said in a previous quote, and countless times, balance is a completely pointless criticism to an otherwise reasonable and valid suggestion / request. It's not your job to worry about such a trivial task. Anything can be balanced after the fact.

Opposing a feature request because you 'worry about the balance' is childish and annoying. It's a deadweight opinion based on an entirely selfish desire to cockblock others for no reason whatsoever.


TL;DR, I've yet to see any valid reasons to oppose this idea. If your only concern is balance, just say "I'd wouldn't mind as long as the balance is done right". Don't go round saying "I oppose this because I worry they might ruin the balance for a situation I never intend to play". It's really selfish. Stop offering dead weight opinions and use your head. There is a very simple solution to this and would be trivial to keep everyone happy.


I'm only opposed to it until the devs come out and say that it is something they will be able to manage along with all the other improvements they want to make. Until then it is a possibility, no matter how much you shout, scoff and name-call, that this could use up resources that could be better used elsewhere. For me and many others the extra party size isn't that big of a deal.
Posted By: HustleCat Re: Party Size Discussion - 14/10/20 02:11 PM
Balance is a valid concern. Calling a point of view moronic or selfish because it doesn't line up with your's is unhelpful and hypocritical.

So with 6 people, you'd have 50% more firepower.
So now to balance that you'd need 50% more or stronger enemies. Which would negate any time saving. At best, fights would last just as long

Now with 6 you also have 2 more people you have to gear up and manage their build and relationship. That can add a lot to play time in a game that already has a slow pace.

Playing DOS2, Lone Wolf games went noticebly quicker than 4 player ones.

DOS2 also had more freedom with its rules and could balance out lone wolf with double stats and more AP

Now with BG3 they're more restricted where the more they stray from dnd rules, the more upset people could be. That's where balancing can get complicated. So add more ideas to help with that, rather than leaving it up to the devs or throwing insults.

Maybe less EXP for bigger parties and more for smaller ones
Posted By: Maximuuus Re: Party Size Discussion - 14/10/20 02:14 PM
Originally Posted by HustleCat

Maybe less EXP for bigger parties and more for smaller ones


That's exactly how it works in D&D and in the old BG.
I'm sure Larian know it.
Posted By: odesseiron81 Re: Party Size Discussion - 14/10/20 02:20 PM
I don't mind a 4 person party. It's not the worst thing in the world. But 5 would be far more comfortable and also make for more diverse party compositions.

I'm going to make a comparison to MMO's. Completely different genre, I know and that might not be fair. But the Problem is very similar and relates. Particularly compared to FFXIV Online. But it is a problem many "new" (post WoW) MMO's have.

That is called the Trinity. Let's say you have a raid, you have 2 tanks, 2 healers, 4 DPS. There are no utility jobs. Or if there are, they are niche and not desired to be in the party. But in most cases with MMO's nowadays, again, using FFXIV as an example, a Bard is considered a DPS. A red mages is a DPS, and so on. It's a set group of those 3 kinds of jobs. No room for a true support job. Those classes may have support abilities integrated into them, but they're still a DPS. Certain jobs are preferred over others. Because there is no room for a class that doesn't offer the maximum amount of optimal output.

Final Fantasy XI Online did it extremely well. A standard party is 6. A tank, mage, healer, 2 DPS, support job. In that game there were several support jobs. You were encouraged to experiment. Much of the content in that game required support based classes.

Granted BGIII isn't a MMO but I feel a similar can occur. Instead of a Trinity we have a Rectology? lol. Or Rectangle based system. By having only 4 members, you limit the ability to designate someone to a utility/support job. Granted we can still have a varied composition of members, but many people are presumably less likely to experiment with classes. The average player will probably go Warrior/Rogue/Damage Dealer x2. Otherwise they might think their damage output is too low. Or survivability. Adding even 1 extra slot to party members creates a possibility of so much more diversity and party experimentation. I hope 5 members at the very least get considered.
Posted By: Tuco Re: Party Size Discussion - 14/10/20 02:22 PM
Originally Posted by Maximuuus
Originally Posted by HustleCat

Maybe less EXP for bigger parties and more for smaller ones


That's exactly how it works in D&D and in the old BG.
I'm sure Larian know it.

More specifically, since in Larian games basically only the main character levels up and others simply keep up with him, what you are supposed to do is to adjust how much exp he gets according to how many partners he carries around.
Which is the norm. People talking about it as an obscure method that would require the longest, most elaborate inspection when it has been tried and tested over YEARS of practical use are ridiculous.


Vaguely legitimate worries, if any, would rather be that:
- you can eventually exploit this system levelling up faster and THEN grouping more companions anyway.
- at some point all characters are going to hit a level cap anyway.

To both the most appropriate response is "SO FUCKING WHAT?"
It's irrelevant. Just more fake concerns, in practical terms. These games are never "finely tuned" to make possible barely edging them. There's always a massive headroom making them completable at any skill level with a far from optimal setup.
Posted By: coredumped Re: Party Size Discussion - 14/10/20 02:36 PM
Hi, I am also in favour of having a maximum of 6 party members.

As many people have already argued here, using the argument that it slows down the game is silly. What slows down the game is the fact that they turned this into a turn based game (I think it's a horrible approach, but not gonna get into that here). The combat is already incredibly slow and dull with a 4 man party. And guess what... It's even slower and duller the more you reduce the party size because you have to wait longer and longer for the enemies to finish whatever they're doing before you can play again. So, if the issue at hand was merely the fact that it would "slow down the game", it would in fact improve it in every way as you can dispose of enemies faster, have more synergies and most important of all, you can actually play more often during combat.

Using balance as an argument is pretty uninformed (I guess it's the best way to put it without using other less cordial terms). Balance is something for the developers to worry about. We as early access players giving feedback are pretty much a sweat-shop QA team. Our job as individuals who want to better the game is give the suggestions we feel would do exactly that. We are not here to babysit them and say "oh, but the poor lonely devs already have other Jira cards open in their dashboard... let's not give them more work". That's... stupid. A 6 man party would better the game for a great variety of reasons which have already been stated here, so if you're gonna argue, use arguments that actually have an impact in the GAMEPLAY AND THE PLAYERS, not the developers. This is their job, they are paid to do it, and you pay for the end product.
Not to mention that balancing in this area of party members has been done for many years successfully. As anyone who's played the original Baldur's Gates can tell you, and they are over 20 years old.

With these issues aside, I feel the biggest problem with having a 4 man party as a maximum is that it is extremely restrictive to the player. Most people will want to have a balanced party. I don't care if you can make Gale into a swiss-army man and have him lockpick, disarm traps, charge a boss on a flaming unicorn wielding a staff and magic missiles. To me this just seems like I'm playing DOS 2 again, where every character does everything. This just removes uniqueness from your companions and the idea of roles (which I feel most people who enjoy DnD games like) kinda goes out the window. DnD games are amazing for many reasons and party management is one of them. 4 man means you're locked into a core that you can't really change without gimping yourself in effectiveness and/or fun. You'll most likely want a front liner to deal melee damage and/or tank (say a fighter), a support which can buff, heal, disable (e.g. cleric or druid), someone with utility for exploring, scouting, lockpicking, disarming traps, etc. (like a rogue) and a spell caster. Sure you have a party that can finish the game but you have no room for imagination or fun.

Also, regarding the mods argument: Sure, eventually modders can make a mod for the party to have a maximum of 6 members if Larian does nothing about this, but it is much better to have the actual people who are developing the game and have the insight and ability to fine tune it and balance it properly to do so as it would no doubt lead to a much better experience for everyone.
Posted By: Sir Sparhawk Re: Party Size Discussion - 14/10/20 02:55 PM
Originally Posted by Afaslizo
Originally Posted by Gray Ghost
I'm someone with several years of experience with cRPGs, a modest understanding of D&D and I certainly do not think I could make it through the game without Shadowheart and Lae'zel.
I killed Lae on my second character because I hated her on my first try because she is a stupid evil rage machine. Shadowheart is useful for acting as a bind tank and I take her along for that (she got Lae's plate armor) but her spells fail most of the time or do not matter so I don't really care for her(her personality is at least a bit wittier than the vampire torture porn fetichist and the aforementioned stupid evil warrior so I do not cringe every time she opens her mouth). The wizard is stupid but useful for crowd control. The warlock is useful for starting encounters. I can't bring myself to care for them beyond their carrying capacity and body mass to trick the AI in wasting turns they should use to take me down.

The game is beautiful, the plot interesting and I love cthulhumanoids but the party has far less personality combined than the red prince from Divinity Original Sin 2 and I loved that you could play the original characters in multiplayer. If that would be possible in this game I guess I could even like stupid Githyanki and emo vampire because playing as them might endear them to me. And i don't like Astarion either, thats why my PC is a rouge so I don't have to take him, I'm almost to the point where I recruit him and I'm hoping one of the options lets me kill him.


At some point the origin characters will be playable, they are even options in the character creation screen they have just not been implemented yet. I can't say anything about multiplayer as I haven't tried it but I don't see why they wouldn't be options when you can pick them to play as in single player.
Originally Posted by Alon Binyamin
I love how Tuco is all over the forums. Just posting like he's been training for this his whole life.
Tuco, you have more posts on this than the original poster - you probably care more about this as well XD.
Go you!


Yes Tuco is great, so many people are better at articulating my points than I am, and if I have nothing to add to someone else's comments I tend to just move to the next. I have found myself really wishing this forum had some kind of rating system as so many comments on here would get a thumbs up from me. This is a topic I am passionate about and I believe that Larian has the staff, budget and ability to add six player parties to the game as an option without it too much of a hassle and them relying on modder to force it into the game wrong, too many developer on pc seem to have "let the modders fix/do it". This is a full price AAA relese and at that point it is Larians responsibility not modders. but unfrotunatly my time is limited so I can't spend as much time as I'd like arguing this point on here, I've only just recruited Shadowheart in game so I haven't even had much chance to play sadly.
Originally Posted by HeavensBells
Originally Posted by Stabbey
I did the "local LAN game" trick to create four custom characters, and I was almost immediately struck with decision paralysis. My main character is a Rogue (AT), and I'm taking a Cleric as well, and then I had two slots to decide on some combination of Dwarf Fighter, Human Warlock, and Tiefling Wizard.

Can a Cleric alone be my front-line fighter? If I take the Warlock, how will he be able to see in the dark without the Light cantrip? I eventually went for Rogue/Cleric/Warlock/Wizard, but now I am worried if this is actually viable, because If I'm wrong, there's no way I can fix it later. Especially if I tried it in the full game where the rest of your companions go away.

Some people say that you don't need a dedicated Cleric or Rogue in the party, and you can multi-class and use backgrounds to cover roles... but how are people unfamiliar with D&D 5e supposed to understand the right way to build characters to do that? The choices made at character creation cannot be easily undone.

I really feel like I need at least 5 people in the party to feel comfortable. Four is too small.

****

In terms of the UI, the game already perfectly handles 6 portraits at the lower left. Lal'ezl and Us were added to my 4-person party without issue.

For the character panels, that's also not impossible to workaround. Display 4 panels as normal, and arrows at the edges so you can shift to show the other two. Like so:

[A B C D] E F
[B C D E] F A
[C D E F] A B
[D E F A] B C
[E F A B] C D

You'll still be able to compare any two party members together.


Thank you for that addition to the thread, it's exactly my point and done so beautifully.

By they way it need to be adressed there will be 12 classes (13 if they include the Artificer) in the game. How am I going to feel only being able to choose 3 more classes out of those 12 and have a good agency of my part if I'm really restricted? Multiclassing? Sometimes you don't wanna multiclass specially if BG3 will go until level 20.

I should also say that, this limite on party member will be so hurtful to the RPG aspect of the game people are actually going to min max choose which ones they bring and which characters they create (yeah hey you Shadowheart I like you but your stats are a mess for a Trickery Cleric). When more companions come around we might see some companions just never being a part of any playthrough only because you're so damn much restricted and forced to choose into specific roles instead of having one or two jack of all trades spot (hello bards).

Larian has already confirmed that the level cap is 10 and I know you really want Artificer, I've seen you bring them up a few times but I think if it is added it will probably be post launch and as most likely as a DLC since it's not one of the 12 announced classes for launch. But heres to hope, the more classes and choice the better.
Posted By: HustleCat Re: Party Size Discussion - 14/10/20 03:14 PM
Originally Posted by Tuco
Originally Posted by Maximuuus
Originally Posted by HustleCat

Maybe less EXP for bigger parties and more for smaller ones


That's exactly how it works in D&D and in the old BG.
I'm sure Larian know it.

More specifically, since in Larian games basically only the main character levels up and others simply keep up with him, what you are supposed to do is to adjust how much exp he gets according to how many partners he carries around.
Which is the norm. People talking about it as an obscure method that would require the longest, most elaborate inspection when it has been tried and tested over YEARS of practical use are ridiculous.


Vaguely legitimate worries, if any, would rather be that:
- you can eventually exploit this system levelling up faster and THEN grouping more companions anyway.
- at some point all characters are going to hit a level cap anyway.

To both the most appropriate response is "SO FUCKING WHAT?"
It's irrelevant. Just more fake concerns, in practical terms. These games are never "finely tuned" to make possible barely edging them. There's always a massive headroom making them completable at any skill level with a far from optimal setup.


That is true. You could level up with 2 early on and then turn act 3 into butter with your high level group of 6. I like a more challenging and less exploitable game. I think DOS2 had extra game options you could select that would change the game, but disable achievements. Maybe they could do that for 6 player party mode
Posted By: pincup Re: Party Size Discussion - 14/10/20 03:41 PM
I'm content with 4 companions, someone at Reddit summed it up nicely but judging by responses, this forum is filled with die hard fans of 6 members and no matter arguments everyone against them will hit a wall laugh so why bother. 4 that's the number and I hope it stays that way


Posted By: Sir Sparhawk Re: Party Size Discussion - 14/10/20 03:47 PM
Originally Posted by zsuszi
If we got more companion later 4 is extremly few and lacking, especially if u make your own hero (and why the hell not) . Plus yes I not really bothered the updated DOS engine + combat, and to be honest I think its really fitting for BG3 and close to the tabletop type gameplay BUT with bigger party size would be mor BG for me too.


When they announce that Larian was making BG3 I just assumed that it would be a six player party since it was BG3 and not DOS3, been an old school player and growing up with the original BG games I was really against it been turn based instead of RTwP but have since come round to the idea and am willing to give it a fair chance, but for this to feel like BG over DOS you are absolutely right that 6 party members will go a long way.
Originally Posted by PumatsHole
-1

Adding a dissenting voice here. You do not "need" a mage / cleric / any one role in a game based on the 5e system. The difference between a party of 4 and party of 5 is massive and will trivialize most encounters in a way that cannot be fixed by simply adding more HP. A party of 6 in this game would be preposterous.

You can heal by eating food (let alone by resting essentially at any time for free), and the game is much more combat focused than a traditional session of D&D where skills and utility spells are not nearly as significant. There is much less need here for a balanced party that covers all possible bases than there is in D&D 5e, which is already very forgiving in terms of party composition needs.

Originally Posted by tieboyx
The tabletop recommends a party size of 4, and in the turn based system, trash encounters would become a slog if they were balanced for 6 players, since they would have to add more mobs in each encounter to compensate.


Are you absolutely against a six man party under all circumstances? I agree maybe four would be a good base the game to be built on but do you disagree with even just the option to increase the party size for those that want it?

And I don't think bringing up D&D in its TTRPG form is a good argument, their you have a flesh and blood DM that can tweak every aspect of the game on the fly to accommodate the party and even fudge his own dice roles behind the screen to make things easier or harder as needed, where as every encounter in a computer game will be pretty much set in stone where suboptimal party builds will either not be viable or require immense amounts of grinding to overcome the challenges, where the DM around the table can naturally and seemlessly taylor the difficulty to said suboptimal party build.
Originally Posted by YelloB
+1

I understand there are arguments for a 4 man party max, having to do with encounter length and people apparently having trouble keeping up with managing 6 characters and their abilities. At least some such arguments were being made when Pillars of Eternity wanted to cut down the party from 1 to 2. Also there is and argument for wanting to limit the tools a party has at their disposal to encourage creative solutions to problems and Larian seem to like that kind of thing. But the truth is this will lead to pretty much every party being the same utility based one with 1 healer 1 rogue and the other 2 switching depending on the PC class.

6 characters wont take away the utility party problem entirely. Even with Baldur's Gate 1&2 There is always high pressure to have at least the healer and rogue. But atleast 6 party members leaves some slack there to play with.

Now BG3 is obviously turn based which makes the encounter length problem more prominent than in the real time with pause titles. But I would rather leave this up to the player and perhaps inform the player that with a bigger party combats will likely take longer.

I disagree with the OP about just plonking in the option for 6 party members without any balance considerations. I'd actually prefer a tweakable difficulty with the option for the player to increase the amount of enemies in combat situations. Give the player some of the DM's balancing power so to speak. I recently played BG1 again and I was kinda sad that I could not simply increase enemy amounts and would have been forced to also give them more health. I wanted core rules but with a bit more enemies.

Ofcourse this also puts a bit more pressure for having more companions. BG1 had tons, and I'm still not sure I've ever met them all. BG1 companions were also super simple with just a few combat barks and no dialogue. So it is going to require way more resources from Larian to add a full fledged companion. Pros and cons.



Originally Posted by Zress
The thing with 4 characters is that you are kinda forced to take specific members. In my playthrough I feel forced to take Shadowheart, Astarion and Lae'zel because they add something I need like a frontliner and healer and a rogue that can lockpick and find traps. But I would really rather hang around with Wyll and Gale which are much more nice and friendly and interesting to me. But in a way I feel I can't because then combat and exploration will be really really hard.


Please don't mistake my OP, I would dearly love for a six player party game to be properly balanced, but I think that if the difficulty settings are varied and good enough Larian wont have to do to much them selves to balance it as it will be achievable in the difficulty settings, if you can increase enemy group sizes or have it so stronger or evolved forms or better classes of the same enemies appear there will be a lot we can do with game rules to balance a party of six our selves.
Posted By: Tuco Re: Party Size Discussion - 14/10/20 03:49 PM
Originally Posted by pincup
I'm content with 4 companions, someone at Reddit summed it up nicely, though judging by responses there is lots of die hard fans of 6 members and no matter arguments everyone against them will hit a wall smile so why bother. 4 that's the number

Well, a GOOD argument for four would go a long way.
Too bad there can't be anything else than half-hearted bullshit arguments for it, because we aren't talking about guessing randomly and taking a stab in the dark, here.

People who want a six-men party already played games that had them, have solid reasons to think it's better than the alternative and have tested their expectations in reality over and over across the years.


So when the "modern game designer" who watched five episodes of Gamemaker's Toolkit on youtube comes in, winks at you and tell you knowingly "Trust me, you don't really want a party of six, that would mess up TEH PERFECT BALANCE" he can't really expect anything more than being welcomed with loud burps.
Posted By: Maximuuus Re: Party Size Discussion - 14/10/20 03:51 PM
Originally Posted by pincup
I'm content with 4 companions, someone at Reddit summed it up nicely, though judging by responses there is lots of die hard fans of 6 members and no matter arguments everyone against them will hit a wall smile so why bother. 4 that's the number.


That's fun, I think the exact same about those saying that 4 is the number and that explain it with totally invalid arguments...

The only valuable argument I read for a strict limitation to 4 characters comes from players that really like limitations. They see it as a challenge because they have to choose "more wisely". Why not, I can hear that...

But everything else (probably 80%+) comes from totally invalid and thoughtless argument.
(More variety with 4, slower combats, everything has to be balance again... If only it was atm...)
Posted By: Riandor Re: Party Size Discussion - 14/10/20 04:01 PM
Originally Posted by Tuco
Originally Posted by pincup
I'm content with 4 companions, someone at Reddit summed it up nicely, though judging by responses there is lots of die hard fans of 6 members and no matter arguments everyone against them will hit a wall smile so why bother. 4 that's the number



So when the "modern game designer" who watched five episodes of Gamemaker's Toolkit on youtube comes in, winks at you and tell you knowingly "Trust me, you don't really want a party of six, that would mess up TEH PERFECT BALANCE" he can't really expect anything more than being welcomed with loud burps.


Story balance / interaction.
It’s why I initially said 4 core plus extras up to 6. If you have a party of custom characters, less issue (and a whole other subject), but 6 origin characters all interacting the way I believe they are intended to, that potentially creates a workload headache Larian would prefer not to touch.

Again, you could limit it and say max 4 origin characters, though I hope for more work on customs so that they too have more interaction, or 2 mercs or whatever, but that’s the reason for 4 as I see it.

Larian know how to get 4 to work from experience, anything likely creates a timeline issue.

Just thinking out loud, I obviously don’t know either way, just trying to answer your question!
Posted By: Druid_NPC Re: Party Size Discussion - 14/10/20 04:03 PM
Well playing Devil's advocate here but the only decent arguments to be made for only 4 imo:

- Less micromanagement.

- More replayability.

The first is solved by listening to the feedback the players are already giving to inventory and movement.
The second, well, there will be custom characters and it is a Role Playing Game after all.
Posted By: arion Re: Party Size Discussion - 14/10/20 04:03 PM
Originally Posted by Sir Sparhawk

Larian has already confirmed that the level cap is 10

already confirmed it is not 10
Posted By: Roarro Re: Party Size Discussion - 14/10/20 04:04 PM
I just love these arguments-4 person party was good enough in DOS, why change? Well maybe ask Larian to make another DOS game and leave Baldurs Gate to us ?
Posted By: jonn Re: Party Size Discussion - 14/10/20 04:07 PM
Just reading through the suggestions pages for DOS 1 & 2. Interestingly, I'm struggling to find any requests there at all for increasing the party size. Almost as if it's not critical to the game's enjoyment level in this engine.
Posted By: Flashistatouille Re: Party Size Discussion - 14/10/20 04:17 PM
Originally Posted by Roarro
I just love these arguments-4 person party was good enough in DOS, why change? Well maybe ask Larian to make another DOS game and leave Baldurs Gate to us ?


Originally Posted by jonn
Just reading through the suggestions pages for DOS 1 & 2. Interestingly, I'm struggling to find any requests there at all for increasing the party size. Almost as if it's not critical to the game's enjoyment level in this engine.


My 2 cents : it's not the same game, and not the same system.
In DOS and DOS2, classes are "fluid" : you can chose your skills the way you want.

Here, you have monolithic role for your companions, and monolithic needs (a frontliner, a rogue for traps and locks, a healer and a spellcaster, at the very least).
It's the reason why I feel, and I'm not alone, that a party of 4 is a little bit too restrictive here. With a party of 5, you have extra room in order to improvise and test some synergies.
A class like warlock (not really a frontliner, or a rogue, or a healer, and a limited spellcaster) can easily be included in a party of 5 ; it's harder to include a warlock in a party of 4.

Maybe this need will disappear with the possibility to multiclass?




Posted By: kanisatha Re: Party Size Discussion - 14/10/20 04:32 PM
It's clear to me what's missing in these discussions is that four takes away from those who like six, but six does NOT take anything away from those who like four. They can still play their game with four (or less). As for game "balance," you just balance the game for whatever number you decide as the developer, and then have a warning with the toggle to increase party size that says: hey, doing this may make your combat unchallenging. Including choices so different players can play and enjoy their game as they want is NEVER a bad thing. Not ever.
Posted By: pincup Re: Party Size Discussion - 14/10/20 04:35 PM
Originally Posted by Tuco
Originally Posted by pincup
I'm content with 4 companions, someone at Reddit summed it up nicely, though judging by responses there is lots of die hard fans of 6 members and no matter arguments everyone against them will hit a wall smile so why bother. 4 that's the number

Well, a GOOD argument for four would go a long way.
Too bad there can't be anything else than half-hearted bullshit arguments for it, because we aren't talking about guessing randomly and taking a stab in the dark, here.

People who want a six-men party already played games that had them, have solid reasons to think it's better than the alternative and have tested their expectations in reality over and over across the years.


So when the "modern game designer" who watched five episodes of Gamemaker's Toolkit on youtube comes in, winks at you and tell you knowingly "Trust me, you don't really want a party of six, that would mess up TEH PERFECT BALANCE" he can't really expect anything more than being welcomed with loud burps.


I doubt that. I'm pretty sure some good arguments were already posted and similar to Reddit, those arguments were downvoted to oblivion smile . Personally, ,if 4 provides deep companion relationship, be it cutscenes with companions breaking in, rich dialogue options, etc. but 6 would not, then the choice is simple for me - 4.

And why 6 would not? running business revolves around money but everyone seems to forget about that, maybe you are just too young laugh
but again, 4 is just perfect for deep companion relationship
Posted By: Uncle Lester Re: Party Size Discussion - 14/10/20 04:36 PM
Originally Posted by Flashistatouille
Originally Posted by jonn
Just reading through the suggestions pages for DOS 1 & 2. Interestingly, I'm struggling to find any requests there at all for increasing the party size. Almost as if it's not critical to the game's enjoyment level in this engine.


My 2 cents : it's not the same game, and not the same system.
In DOS and DOS2, classes are "fluid" : you can chose your skills the way you want.


Also... D:OS2 had less companions. We don't know how many it's going to be in the final game, but it's at the very least 7. Not a huge difference at this minimum, but BG3 is supposed to have more companion interactions, so the combinations of companions will matter much more, and a bigger party size is going to enable us to see more of those. In terms of replayability... there's no need to artificially inflate it, the game is going to have insane replayability anyway.
Posted By: kondenado Re: Party Size Discussion - 14/10/20 04:36 PM
I would completely agree with a 6-party member, or 5 party members.

IMHO it lets you to "bond" more with all companions it lets you more versatility (e.g a bard is generally a good 5th member of a party but almost never a pick for the 1-4 slot).

Posted By: pincup Re: Party Size Discussion - 14/10/20 04:41 PM
you lot are just like children who were denied cookies and don't understand that everything revolves around MONEY smile
Posted By: Tuco Re: Party Size Discussion - 14/10/20 04:41 PM
Originally Posted by pincup


I doubt that. I'm pretty sure some good arguments were already posted and similar to Reddit, those arguments were downvoted to oblivion smile .

Reddit is reddit, but maybe they weren't so good to begin with.

Quote
Personally, ,if 4 provides deep companion relationship, be it cutscenes with companions breaking in, rich dialogue options, etc. but 6 would not, then the choice is simple for me - 4.

You are basically saying "If 4 was done well and 6 was garbage I would prefer 4".
Well, no shit.

Originally Posted by jonn
Just reading through the suggestions pages for DOS 1 & 2. Interestingly, I'm struggling to find any requests there at all for increasing the party size. Almost as if it's not critical to the game's enjoyment level in this engine.

It's almost like they were entirely different games based on different rules and skill systems.
I wasn't a fan of 4 in DOS 1 and 2 either, but they are VERY different mechanically.

Originally Posted by pincup


And why 6 would not? running business revolves around money but everyone seems to forget about that, maybe you are just too young laugh
but again, 4 is just perfect for deep companion relationship


I'm 42, I've been into this genre since I was 12 or so starting with series like the old Ultima games and I'm also starting to get the impression you are running your mouth for the sake of it at this point.
"Money" is not an argument for anything here. You are just trying to sound smug without any real understanding of what you are talking about.

Posted By: pincup Re: Party Size Discussion - 14/10/20 04:49 PM
Originally Posted by Tuco


I'm 42, I've been into this genre since I was 12 or so starting with series like the old Ultima games and I'm also starting to get the impression you are running your mouth for the sake of it at this point.
"Money" is not an argument for anything here. You are just trying to sound smug without any real understanding of what you are talking about.



I'm sorry but i'm not the emotional one in here and if you think that money is not a good argument then there is nothing else that I have to add smile on top of what I already wrote and you only proved my point

Posted By: Tuco Re: Party Size Discussion - 14/10/20 04:52 PM
Originally Posted by pincup

I'm sorry but i'm not the emotional one in here and if you think that money is not a good argument then there is nothing else that I have to add smile on top of what I already wrote and you only proved my point


Let me reword my objection: "money" would be a compelling argument if you were making a meaningful point about it, stressing how one solution clearly leads to way more money than the other.

You weren't.
You made a clumsy attempt to sound insightful while spouting some random nonsense about "kids who don't understand money" while acting like a smug fool.
Posted By: Grim Gaddy Re: Party Size Discussion - 14/10/20 04:54 PM
+1
Posted By: AleXty Re: Party Size Discussion - 14/10/20 05:22 PM

if I remember correctly even the old bgs were a maximum of 4, but I could be wrong. Honestly with a group of 4 there is a lot more strategy and I personally like it. Six would be too much, they should increase the difficulty of the mobs and should increase the mobs to face.
Posted By: arion Re: Party Size Discussion - 14/10/20 05:25 PM
Originally Posted by kondenado
a bard is generally a good 5th member of a party but almost never a pick for the 1-4 slot).


same as Monk, Ranger, Warlock
Posted By: Ghorunt Re: Party Size Discussion - 14/10/20 05:28 PM
In a perfect world, I don't have an issue with 6 player parties. They could have the game the game perfectly balanced for a lone wolf style playthrough, 4 players or 6 players.

In practice, that balance is hard.
In BG1, the XP cap was easily reached even with a 6 man party, so running with anything less was shooting yourself in the foot.
in BG2, as a party of 4 (not so much with 5), you would get HLAs much earlier and you would get much more. This made a 4 man party considerably more powerful
in DOS2, lone wolf is considered to be a lot more powerful than 4 man party.

There is also another knock on effect. If you allow 6 man parties there need to be more companions available. Would you rather have more companions which are more shallow or fewer companions with more backstory and quests? I suppose this is down to personal preference, but I would choose the latter. Replaying BG2, I hate how shallow most NPCs are. Minsc, while much beloved, does not even have a side quest. He only has a couple of funny lines in dialogue now and then.

You also need to consider that the devs don't have infinite time to work on the game. Would you rather have them spend that time balancing the game for different player counts? Or would you rather have them spend that time on more side quests or adding more replayability?

I also do not agree with all the reasons for introducing higher player counts:
  • Higher player counts is not a solution for the difficulty of combat - that needs to be tweaked by itself
  • Atomic party is not that needed anymore - anyone can do rogue skills, almost all classes have access to (utility) spells. The most needed role is probably a healer with how much dmg you take in combat, but in theory, short rests were added in 5e to reduce the need for healing


In the end, while I am not opposed to 6 player parties, but I don't think it adds much value either. I guess we will have to agree to disagree...



Posted By: Hachina Re: Party Size Discussion - 14/10/20 05:32 PM
Originally Posted by Ghorunt
In a perfect world, I don't have an issue with 6 player parties. They could have the game the game perfectly balanced for a lone wolf style playthrough, 4 players or 6 players.

In practice, that balance is hard.
In BG1, the XP cap was easily reached even with a 6 man party, so running with anything less was shooting yourself in the foot.
in BG2, as a party of 4 (not so much with 5), you would get HLAs much earlier and you would get much more. This made a 4 man party considerably more powerful
in DOS2, lone wolf is considered to be a lot more powerful than 4 man party.

There is also another knock on effect. If you allow 6 man parties there need to be more companions available. Would you rather have more companions which are more shallow or fewer companions with more backstory and quests? I suppose this is down to personal preference, but I would choose the latter. Replaying BG2, I hate how shallow most NPCs are. Minsc, while much beloved, does not even have a side quest. He only has a couple of funny lines in dialogue now and then.

You also need to consider that the devs don't have infinite time to work on the game. Would you rather have them spend that time balancing the game for different player counts? Or would you rather have them spend that time on more side quests or adding more replayability?

I also do not agree with all the reasons for introducing higher player counts:
  • Higher player counts is not a solution for the difficulty of combat - that needs to be tweaked by itself
  • Atomic party is not that needed anymore - anyone can do rogue skills, almost all classes have access to (utility) spells. The most needed role is probably a healer with how much dmg you take in combat, but in theory, short rests were added in 5e to reduce the need for healing


In the end, while I am not opposed to 6 player parties, but I don't think it adds much value either. I guess we will have to agree to disagree...





Minsc is one of the most emblematic character ever in any RPG. He precisely show you that you don't need 10 sidequest to be unforgettable.You only need a few good lines and a hamster. I'd rather have 10 minsc that 2 boring character with sidequests.
Posted By: Tuco Re: Party Size Discussion - 14/10/20 05:57 PM
Originally Posted by AleXty

if I remember correctly even the old bgs were a maximum of 4

You don't.
Posted By: Sir Sparhawk Re: Party Size Discussion - 14/10/20 07:05 PM
Originally Posted by ultraulf
I personally really enjoy the party size, played through all of the early access and the difficulty seems just right.



I'm gald for you, you get to play your game how you like best, this thread isn't about taking that option away from you, it's about give people who like the six party member set up from the original BG games, How do you feel about the option to choose your party size be it 1, 4, 5 or 6 so everyone can play how they want?
Originally Posted by Tuco
Since I just mentioned it in my thread about party controls, I should probably give a quick reminder to anyone in favor of a six-members party:

don't overlook giving feedback on the issue of how the party is managed/moved around, because solving it is basically a pre-requirement to actually get the party expansion you want.
The chain/unchain system and its clumsy auto-follow work already poorly enough now. With six men in your party it would turn into an unmitigated disaster.



I'd be happy with selectable formations the same as in the old Infinity engine games, I think it worked really well in them and with a little tweaking could probably service this game quite nicely.
Posted By: Peranor Re: Party Size Discussion - 14/10/20 07:20 PM
Yeah. six character party is the way to go. Or at least five if there needs to be some kind of compromise.
If people are afraid that six character setups would make the game too easy, then maybe party size could be tied to the difficulty setting before you start your adventure?
Posted By: RKane Re: Party Size Discussion - 14/10/20 07:48 PM
Originally Posted by jonn

I'm only opposed to it until the devs come out and say that it is something they will be able to manage along with all the other improvements they want to make. Until then it is a possibility, no matter how much you shout, scoff and name-call, that this could use up resources that could be better used elsewhere. For me and many others the extra party size isn't that big of a deal.


I couldn't help but laugh at this. Literally earlier in this post I said this:
Originally Posted by RKane

Anyone who complains about 'balancing issues' when an idea is presented is a selfish moron. It's like the argument "It would take too much time to impliment" from people with no coding experience and surmounts to "I'm happy with it so why should I accomodate your idea".

You quite literally can't make any legitimate criticism other than the 2 most useless, unhelpful and innane responses.

1. Balance.
Unless it affects you, it shouldn't bother you.
It's perfectly reasonable to say "My only concern would be balance of 4 player games. I wouldn't play with 6" or something like that.
It's not okay to say "I oppose this idea and unless I get written proof from the devs that it won't detract from other things I wont change" is negative, argumentitive and arrogant. Like, who the hell do you think you are you spoiled brat?

2. Resources. Be it cost, time, or anything else.
Again, perfectly reasonable to say "I wouldn't use it therefore I'd rather the time was spent elsewhere"
But ultimately resources are not something for you to decide. It's the devs. And it relates to what I said about balance. They may or may not decide to do something based on how much work they have to get done. The devs will decide whether it's worth it based on that workload. They will decide whether something gets done based on resources, not you.

I'm not trying to pick a fight but these two responses are so commenly used to dismis valid feature requests / addons that would make others happy without affecting your gameplay. There is no reason for you to be opposed to the suggestion unless it affects your gameplay. Literally none. So stop picking a fight and talking crap about something you've already given your opinion on.
Posted By: Tomoya Re: Party Size Discussion - 14/10/20 07:50 PM
+1

I have to agree with the OP.

Having four in a DnD setting is very limiting and doesn't feel good. I would hope to be able to bring one or two additional classes that are not entirely combat optimized, but when you only have four slots its a tough ask.

If Larian is unwilling to do 6, I would at least like to see 5 implemented.
Posted By: Smash Dently Re: Party Size Discussion - 14/10/20 07:51 PM
Playing Baldur's gate I always ran 6 in my party, needed someone to take abuse, learn scrolls, heal, melee damage, range, and general support. 2nd editions rules kinda demanded it if you didn't want to miss out.

All that said I would prefer NOT to have 6 members in the party because the forced diversity simply isn't there. I can have my wizard/cleric heal/ranged dps (still getting used to wizard being able to heal) if I need a tank fighter or cleric covers it, ranged physical dps can be covered by fighter, ranger, rogue. Lock picking and trap disarming can really go to anyone with a decent sex score so far so each character really brings with it a lot more value with it.

The other thing to consider is that the original games rewarded exp according to party size and 3 is kinda built in a milestone fashion.

Really at the end of the day you're only limited by your creativity. I've run comps with no healer just fine (especially with food all over the place and short rests)
Posted By: Maximuuus Re: Party Size Discussion - 14/10/20 07:55 PM
Originally Posted by Smash Dently

Really at the end of the day you're only limited by your creativity. I've run comps with no healer just fine (especially with food all over the place and short rests)


But what if you want your healer, your tank, your caster DPS, your range DPS and more ?

"Because it works" is not a satisfying and valid answer to all those players that want more characters in their party...

The game itself limit my creativity...
Posted By: Stabbey Re: Party Size Discussion - 14/10/20 08:05 PM
Originally Posted by Smash Dently
I can have my wizard/cleric heal/ranged dps (still getting used to wizard being able to heal)


Don't, it's not staying.
Posted By: Sartoz Re: Party Size Discussion - 14/10/20 08:24 PM
This is a computer game... not a table top one. An active party of four is plenty for a number of reasons of which combat is (my subjective opinion) the main reason. Alowances need to be made for the new medium. Besides, you can have all of them in the camp (Early Access game).

Larian created meaty characters, well written (imo). They've shown their personalities and some their secrets . All are difficult nuts to crack. Two more in the party won't add anything except slow down combat even more. Besides, I'm starting to hear banter between them ( recent patches added the banter?). Plus, one of the characters I swapped in is hitting on the girls. Amusing... my dialogue options need to be updated stat.. (lol).
Posted By: Tuco Re: Party Size Discussion - 14/10/20 08:27 PM
Originally Posted by Sartoz
This is a computer game... not a table top one. An active party of four is plenty for a number of reasons

Well, you started making a right premise and used it to jump to the wrong conclusion.
The fact that is a computer game and not a live tabletop session is precisely why it shines the most if you add a larger party and cast of characters compared to the latter.
Posted By: Smash Dently Re: Party Size Discussion - 14/10/20 08:34 PM
Originally Posted by Stabbey
Originally Posted by Smash Dently
I can have my wizard/cleric heal/ranged dps (still getting used to wizard being able to heal)


Don't, it's not staying.

I can certainly live with this lol was gonna make me question ever rolling a different caster.
Posted By: jonn Re: Party Size Discussion - 14/10/20 08:43 PM
Originally Posted by RKane
Originally Posted by jonn

I'm only opposed to it until the devs come out and say that it is something they will be able to manage along with all the other improvements they want to make. Until then it is a possibility, no matter how much you shout, scoff and name-call, that this could use up resources that could be better used elsewhere. For me and many others the extra party size isn't that big of a deal.


I couldn't help but laugh at this. Literally earlier in this post I said this:
Originally Posted by RKane

Anyone who complains about 'balancing issues' when an idea is presented is a selfish moron. It's like the argument "It would take too much time to impliment" from people with no coding experience and surmounts to "I'm happy with it so why should I accomodate your idea".

You quite literally can't make any legitimate criticism other than the 2 most useless, unhelpful and innane responses.

1. Balance.
Unless it affects you, it shouldn't bother you.
It's perfectly reasonable to say "My only concern would be balance of 4 player games. I wouldn't play with 6" or something like that.
It's not okay to say "I oppose this idea and unless I get written proof from the devs that it won't detract from other things I wont change" is negative, argumentitive and arrogant. Like, who the hell do you think you are you spoiled brat?

2. Resources. Be it cost, time, or anything else.
Again, perfectly reasonable to say "I wouldn't use it therefore I'd rather the time was spent elsewhere"
But ultimately resources are not something for you to decide. It's the devs. And it relates to what I said about balance. They may or may not decide to do something based on how much work they have to get done. The devs will decide whether it's worth it based on that workload. They will decide whether something gets done based on resources, not you.

I'm not trying to pick a fight but these two responses are so commenly used to dismis valid feature requests / addons that would make others happy without affecting your gameplay. There is no reason for you to be opposed to the suggestion unless it affects your gameplay. Literally none. So stop picking a fight and talking crap about something you've already given your opinion on.


Listen, I'm entitled to my opinion just as much as you are. And nowhere am I claiming to be responsible for making a decision for the devs. I literally said it is for them to decide. My *opinion* is based on the fact that this game engine has been developed around 4 characters since way before BG3 was even an idea, and going back to the drawing board at this stage when it has taken them years just to get to this point (bearing in mind they have already delayed EA release by 6 months at this point) and still have so much to do yet, may not be entirely the best idea, no matter how many people are pissing their pants about it on the forum.

So scream at me all you like, but like I said, I will hold this opinion until the people that can actually answer (Larian) do so.
Posted By: Roarro Re: Party Size Discussion - 14/10/20 08:52 PM
Not that I nitpick but i think BG3 idea was way before even 1 Divinity game. Engine is not a problem, its literally made to add things to it xD. Problem are players of DOS demanding another DOS game on DOS rules. Go ask Larian to made it then, what's stopping you ?
Posted By: Smash Dently Re: Party Size Discussion - 14/10/20 08:53 PM
Originally Posted by Maximuuus
Originally Posted by Smash Dently

Really at the end of the day you're only limited by your creativity. I've run comps with no healer just fine (especially with food all over the place and short rests)


But what if you want your healer, your tank, your caster DPS, your range DPS and more ?

"Because it works" is not a satisfying and valid answer to all those players that want more characters in their party...

The game itself limit my creativity...


Just because you are given a smaller canvas does not mean you can not paint the same picture. Besides let's say they jump us up to 6 and rebalance the whole game around 6 characters the same argument could be made "I'm being limited by only having 6 characters" lol not to mention the fact that if you scout ahead you can plan things out and trade characters if you think someone isn't going to bring what you need to the table. You can bring and entirely different comp to every individual fight and none of your characters fall behind.
Posted By: KingNothing69 Re: Party Size Discussion - 14/10/20 09:33 PM
A party of up to six is the correct decision. Less than that and the game doesn't feel like Baldur's Gate. Solo the game, take only a few companions, or have a full party. That's how the original games worked. Leave it up to the individual and stop thinking that because a party size of four is enough for you that it is OK for everyone else.

And why are we pretending like the game is balanced as is in EA? Do people really think this is how the final game will be? That Larian won't change anything? That there won't be any difficulty sliders? That we can't opt into ways to make the game more or less challenging based on player preference? That's just crazy. It's also stupid to complain about how other people play the game not working with your play style or rudely pretending like you know the financials of these asks and that us peasants posting in the Suggestions & Feedback forum are too dumb to know what we want. Let people play the way they want. D&D is about giving people the power to create stories how they want. That's why the ruleset is so flexible and allows for homebrew (mods for tabletop).

Although if it ends up being that party is fixed after Act 1, then I'll really lose the desire to play this game. Party experimentation is KEY to Baldur's Gate. If you were stuck with the same party for the whole Bhaalspawn saga, then that would suck in a very major way and the pocket plane would be a very sad place.
Posted By: Smash Dently Re: Party Size Discussion - 14/10/20 09:47 PM
Originally Posted by KingNothing69
A party of up to six is the correct decision. Less than that and the game doesn't feel like Baldur's Gate. Solo the game, take only a few companions, or have a full party. That's how the original games worked. Leave it up to the individual and stop thinking that because a party size of four is enough for you that it is OK for everyone else.

And why are we pretending like the game is balanced as is in EA? Do people really think this is how the final game will be? That Larian won't change anything? That there won't be any difficulty sliders? That we can't opt into ways to make the game more or less challenging based on player preference? That's just crazy. It's also stupid to complain about how other people play the game not working with your play style or rudely pretending like you know the financials of these asks and that us peasants posting in the Suggestions & Feedback forum are too dumb to know what we want. Let people play the way they want. D&D is about giving people the power to create stories how they want. That's why the ruleset is so flexible and allows for homebrew (mods for tabletop).

Although if it ends up being that party is fixed after Act 1, then I'll really lose the desire to play this game. Party experimentation is KEY to Baldur's Gate. If you were stuck with the same party for the whole Bhaalspawn saga, then that would suck in a very major way and the pocket plane would be a very sad place.


I sincerely doubt Larian will lock us into a single party set up this go around. The relationships, the Camp, everyone staying equal level, it really doesn't lead me to believe we won't be able to change people out as long as we haven't run everyone else off with our decisions lol
Posted By: OneManArmy Re: Party Size Discussion - 14/10/20 09:54 PM
Guys, come on. The battles are already too long, and the balance is more or less normal. 6 characters in the party are:
1.) will make the passage of fewer characters more difficult;
2.) Will force developers to make enemies stronger
3.) a series of fights will be too easy or too hard
4.) Will slow down the battles even more
5.) you will have to constantly resurrect party members

4 characters in the party are fine with me, IMHO
Posted By: Hachina Re: Party Size Discussion - 14/10/20 10:12 PM
Originally Posted by OneManArmy
Guys, come on. The battles are already too long, and the balance is more or less normal. 6 characters in the party are:
1.) will make the passage of fewer characters more difficult;
2.) Will force developers to make enemies stronger
3.) a series of fights will be too easy or too hard
4.) Will slow down the battles even more
5.) you will have to constantly resurrect party members

4 characters in the party are fine with me, IMHO


1) no. Because the experience is shared equally among player, less companions = stronger companions. That how its worked in the original game.

2) They may have to do that. So what? its merely changing stats. Nothing gamebreaking here.

3) that's already the case . Actually, I don't know a single C-rpg that has perfect balance over all its fight.

4) No, its may actually make it faster. When you are fighting 26 gobelins, having a couple of more companions to quickly kill the trashmobs will reduce the number of turn the enemy take; To balance it out, you can make big enemy stronger. And anyways, when you have fight that are 4vs 26 , and you have to wait 3 minute every turn for the enemy to act, I don't think a couple of more companions are going to be much of a problem time wise.

5) Making the enemy 30% stronger isn't such a drastic change that they ll instagib character. Instead of doing 7 dmg, they ll do 10 . Instead of doing 20 , they ll do 26 . Instead of doing 2 dmg, they ll do 3 . This ll barely change the number of hit you can take.


But more character will benefit the game in many way :

A) more interractions between party member, In BG1 and 2 , Party member would often banter, quarrels, initiate friendly talk and whats not.

B) more battle combo options, synergic option.

C) allow for more exotic pick outside of cleric/rogue/fight/wizard usual core picks.

D) allow to discover more companion in a walkthrough. Personnally, I'm not a fond of redoing the whole game just to change one or two companion s(assuming you ll maybe keep one you like most).

E) may add replay values, as , as Iv said before, you have more synergy and battle option to work with.

F) allow for stronger single ennemy, which add to epicness and challenge.

H) Feels more like Baldurs gate. BG always was six character.

I) Give a better sense of scale for the fight.

6 Characters in a party would be fine, IMHO.

Posted By: OneManArmy Re: Party Size Discussion - 14/10/20 10:22 PM
Originally Posted by Hachina


6 Characters in a party would be fine, IMHO.



Thanks for the detailed answer, may be you convinced me. But it will depend on how many characters there will be in the game.

I want everyone to be well worked out, the quantity is not at the expense of quality. They must have own rich stories, dialogues, personal quests, romance opportunities. Companions like "we" from the prologue and mercenaries are not needed

If Larian can do it all, then it will be very cool
Posted By: Hachina Re: Party Size Discussion - 14/10/20 10:36 PM
Originally Posted by OneManArmy
Originally Posted by Hachina


6 Characters in a party would be fine, IMHO.



Thanks for the detailed answer, may be you convinced me. But it will depend on how many characters there will be in the game.

I want everyone to be well worked out, the quantity is not at the expense of quality. They must have own rich stories, dialogues, personal quests, romance opportunities. Companions like "we" from the prologue and mercenaries are not needed

If Larian can do it all, then it will be very cool


Your welcome . Yeah, I agree ! Would be great if we could have these companions with the quality you described. I'm hopeful, I think such an experienced and skilled team can pull it, but they may favour other stuff.
Posted By: arion Re: Party Size Discussion - 15/10/20 07:02 AM
Originally Posted by Smash Dently
Besides let's say they jump us up to 6 and rebalance the whole game

lol this argue again
what game they need to rebalance?
there no balanced game, all we have is EA which not balanced at all
Posted By: UnderworldHades Re: Party Size Discussion - 15/10/20 07:07 AM
Agree with Arion. Most of the encounters are terribly balanced in multiple ways atm.
Posted By: Tomoya Re: Party Size Discussion - 15/10/20 07:10 AM
The good news is even if Larian doesn't increase the party size by default, I am confident the modding community will due to the obvious demand.

Not saying I don't want Larian to include it themselves, but still it's something.
Posted By: arion Re: Party Size Discussion - 15/10/20 08:19 AM
just a note

https://www.dndbeyond.com/forums/d-d-beyond-general/general-discussion/21267-ideal-party-size

and good explanation why there no place for hybrid class in 4ppl party composition

https://ludusludorum.com/2016/10/16/perfect-party-size/
Posted By: Ormgaard Re: Party Size Discussion - 15/10/20 08:22 AM
Just put in a checkbox option in the game.
This is supposed to be an adaption to D&D any GM would be able to acommodate between those party sizes.
The code can allready handle it , i just made a playthough with 2 of my friends and kaezeland & Us joined the party as a 4th & 5th party members in the tuturial.

Checkbok for partysizes please (alongside alot of other checkboxes for us to customize the game)

1. Party size of 4
2. Party size of 5
3. Party size of 6
Posted By: coredumped Re: Party Size Discussion - 15/10/20 11:12 AM
Originally Posted by Sartoz

Larian created meaty characters, well written (imo). They've shown their personalities and some their secrets . All are difficult nuts to crack. Two more in the party won't add anything except slow down combat even more. Besides, I'm starting to hear banter between them ( recent patches added the banter?). Plus, one of the characters I swapped in is hitting on the girls. Amusing... my dialogue options need to be updated stat.. (lol).



I've seen some people say this regarding the companions in BG3 being well written and have secrets and whatnot (imo they're not. they're pretty generic and uninteresting with some being terribly written and just sound overly exaggerated and forced. Gale is the saving grace so far, but not by much) and use this as an argument for why 4 people in the party is the right amount.
Now, not to say that you can't enjoy what you're seeing in BG3 regarding the companions, but this really makes me feel like you haven't played a game that really did this properly. For instance, I'dd wager you never played the originals. You certainly haven't met Edwin, Korgan, Minsc, Keldorn, Jan, etc. Characters in BG2 had SO MUCH more depth and flavour than the ones seen here. Their writing and voice acting is so many times better than here... And guess what, they were absolutely amazing in BG2, especially in a 6 man party.

As to "slowing down the combat"... I've talked about this in other threads already but this is so wrong that it pains me how it's not immediately obvious to everyone. More companions would not only increase the pace of the combat encounters since you'dd have more tools at your disposal to deal with the opposition as well as make it much more interactive as you would have more turns per round due to more characters to play. Take for instance the fight against the Kuo-toa, or any other fight vs a significant number of goblins.. It feels like ages until I can do something in the fight again. Having to suffer through the time those buggers take throughout their turns becomes boring after some time, especially because they're meaningless trivial fights without any risk or difficulty. Most of those fights I thanked my lucky stars for having two monitors, as I did my turn and then could watch something else in the other monitor while the AI tries to do something. If people feel combat is slow (which it is) it is due to the nature of making this a turn-based game. In DOS turn based made sense since any one of your characters could do a bunch of actions in a single turn and had almost free movement skills that covered the entire battlefield. I feel it is not really suited for a DnD computer game since there really isn't a lot a character can do in a turn so you spend most of your time waiting for the AI to finish their stuff.

Someone also mentioned as an argument vs 6 man parties the fact that it would include more micro-management. I mean... I don't even really know how to respond to this as I feel this is just completely silly (for lack of a better word). You're complaining that you don't like having to do actions during your turns or that you want to have the minimum number of turns possible in a game like this where the whole point of these games is the complexity they have and the things you can do. By that logic let's just turn this into a clicker game where it plays by itself and you collect the coins. Fuck it, let's just make the max party size = 1, hey, it's less micro-management!
Posted By: JDCrenton Re: Party Size Discussion - 15/10/20 11:26 AM
Originally Posted by coredumped
Originally Posted by Sartoz

Larian created meaty characters, well written (imo). They've shown their personalities and some their secrets . All are difficult nuts to crack. Two more in the party won't add anything except slow down combat even more. Besides, I'm starting to hear banter between them ( recent patches added the banter?). Plus, one of the characters I swapped in is hitting on the girls. Amusing... my dialogue options need to be updated stat.. (lol).



I've seen some people say this regarding the companions in BG3 being well written and have secrets and whatnot (imo they're not. they're pretty generic and uninteresting with some being terribly written and just sound overly exaggerated and forced. Gale is the saving grace so far, but not by much) and use this as an argument for why 4 people in the party is the right amount.
Now, not to say that you can't enjoy what you're seeing in BG3 regarding the companions, but this really makes me feel like you haven't played a game that really did this properly. For instance, I'dd wager you never played the originals. You certainly haven't met Edwin, Korgan, Minsc, Keldorn, Jan, etc. Characters in BG2 had SO MUCH more depth and flavour than the ones seen here. Their writing and voice acting is so many times better than here... And guess what, they were absolutely amazing in BG2, especially in a 6 man party.

As to "slowing down the combat"... I've talked about this in other threads already but this is so wrong that it pains me how it's not immediately obvious to everyone. More companions would not only increase the pace of the combat encounters since you'dd have more tools at your disposal to deal with the opposition as well as make it much more interactive as you would have more turns per round due to more characters to play. Take for instance the fight against the Kuo-toa, or any other fight vs a significant number of goblins.. It feels like ages until I can do something in the fight again. Having to suffer through the time those buggers take throughout their turns becomes boring after some time, especially because they're meaningless trivial fights without any risk or difficulty. Most of those fights I thanked my lucky stars for having two monitors, as I did my turn and then could watch something else in the other monitor while the AI tries to do something. If people feel combat is slow (which it is) it is due to the nature of making this a turn-based game. In DOS turn based made sense since any one of your characters could do a bunch of actions in a single turn and had almost free movement skills that covered the entire battlefield. I feel it is not really suited for a DnD computer game since there really isn't a lot a character can do in a turn so you spend most of your time waiting for the AI to finish their stuff.

Someone also mentioned as an argument vs 6 man parties the fact that it would include more micro-management. I mean... I don't even really know how to respond to this as I feel this is just completely silly (for lack of a better word). You're complaining that you don't like having to do actions during your turns or that you want to have the minimum number of turns possible in a game like this where the whole point of these games is the complexity they have and the things you can do. By that logic let's just turn this into a clicker game where it plays by itself and you collect the coins. Fuck it, let's just make the max party size = 1, hey, it's less micro-management!


What you don't get my man is that all these ppl just want a watered down version of D&D which is precisely why Larian went for 5e in the first place. In other words they really just wanted D:OS3 instead of what we have atm. So you could say we even got lucky.
Posted By: Peranor Re: Party Size Discussion - 15/10/20 07:46 PM
Originally Posted by arion
Originally Posted by Smash Dently
Besides let's say they jump us up to 6 and rebalance the whole game

lol this argue again
what game they need to rebalance?
there no balanced game, all we have is EA which not balanced at all



Yeah, and even if it was. I don't think it would be terrible difficult to add some kind of dynamic balacing to the game that accomodate for your chosen party size. Maybe set it as a starting option when you start a new game. Choose between solo or 2-6 party members. And once the game is started the balance is set and you're locked to the maximum party size of your choise.
Posted By: Hachina Re: Party Size Discussion - 15/10/20 08:00 PM
Originally Posted by JDCrenton
Originally Posted by coredumped
Originally Posted by Sartoz

Larian created meaty characters, well written (imo). They've shown their personalities and some their secrets . All are difficult nuts to crack. Two more in the party won't add anything except slow down combat even more. Besides, I'm starting to hear banter between them ( recent patches added the banter?). Plus, one of the characters I swapped in is hitting on the girls. Amusing... my dialogue options need to be updated stat.. (lol).



I've seen some people say this regarding the companions in BG3 being well written and have secrets and whatnot (imo they're not. they're pretty generic and uninteresting with some being terribly written and just sound overly exaggerated and forced. Gale is the saving grace so far, but not by much) and use this as an argument for why 4 people in the party is the right amount.
Now, not to say that you can't enjoy what you're seeing in BG3 regarding the companions, but this really makes me feel like you haven't played a game that really did this properly. For instance, I'dd wager you never played the originals. You certainly haven't met Edwin, Korgan, Minsc, Keldorn, Jan, etc. Characters in BG2 had SO MUCH more depth and flavour than the ones seen here. Their writing and voice acting is so many times better than here... And guess what, they were absolutely amazing in BG2, especially in a 6 man party.

As to "slowing down the combat"... I've talked about this in other threads already but this is so wrong that it pains me how it's not immediately obvious to everyone. More companions would not only increase the pace of the combat encounters since you'dd have more tools at your disposal to deal with the opposition as well as make it much more interactive as you would have more turns per round due to more characters to play. Take for instance the fight against the Kuo-toa, or any other fight vs a significant number of goblins.. It feels like ages until I can do something in the fight again. Having to suffer through the time those buggers take throughout their turns becomes boring after some time, especially because they're meaningless trivial fights without any risk or difficulty. Most of those fights I thanked my lucky stars for having two monitors, as I did my turn and then could watch something else in the other monitor while the AI tries to do something. If people feel combat is slow (which it is) it is due to the nature of making this a turn-based game. In DOS turn based made sense since any one of your characters could do a bunch of actions in a single turn and had almost free movement skills that covered the entire battlefield. I feel it is not really suited for a DnD computer game since there really isn't a lot a character can do in a turn so you spend most of your time waiting for the AI to finish their stuff.

Someone also mentioned as an argument vs 6 man parties the fact that it would include more micro-management. I mean... I don't even really know how to respond to this as I feel this is just completely silly (for lack of a better word). You're complaining that you don't like having to do actions during your turns or that you want to have the minimum number of turns possible in a game like this where the whole point of these games is the complexity they have and the things you can do. By that logic let's just turn this into a clicker game where it plays by itself and you collect the coins. Fuck it, let's just make the max party size = 1, hey, it's less micro-management!


What you don't get my man is that all these ppl just want a watered down version of D&D which is precisely why Larian went for 5e in the first place. In other words they really just wanted D:OS3 instead of what we have atm. So you could say we even got lucky.


I'm not so sure about that. Baldurs gate was complicated, but not THAT complicated. I did the game as a 7years old. Anyone could do these game if he tried. If anything, people might be afraid of the ''relative complexity'', but once you try it, its not hard at all to catch on to the system and learn as the game goes. CA, THACO, party size, active pause, Turn by turn, whatever, all of that is easy enough for kids, so grown up should have a easy time learning it.

About the whole micro concern :. Micro refers to the controls of one unit. For example, there is a tons of micro in LoL : you re always controlling one champion, after all, and clicking like a madman to use spell and move. You micro all the time. Is it hard ? no. But its certainly harder than doing two actions in a Turn based game like BG3. Micro is only hard in games like STR where you have several units you need to control at once. That is not the case in BG3. BG3 micro is very easy. Controlling 4, or 6 heros one at a time is extremely easy. Because you can control one character at a time, at your own pace, there is no stress, there is no fast reaction or fast thinking needed, you can take your time.
Posted By: nation Re: Party Size Discussion - 15/10/20 09:37 PM
Originally Posted by Peranor
Originally Posted by arion
Originally Posted by Smash Dently
Besides let's say they jump us up to 6 and rebalance the whole game

lol this argue again
what game they need to rebalance?
there no balanced game, all we have is EA which not balanced at all



Yeah, and even if it was. I don't think it would be terrible difficult to add some kind of dynamic balacing to the game that accomodate for your chosen party size. Maybe set it as a starting option when you start a new game. Choose between solo or 2-6 party members. And once the game is started the balance is set and you're locked to the maximum party size of your choise.

+1 i think this would be a really good idea too - something like a 'Behind the DM Screen' pre campaign/character creation screen where you would be able to designate a variety of options that would carry over into the full campaign, many of which could potentially speak to a variety of the discussions and alleviate some concerns on these forums and could be really helpful when setting up a mp campaign specifically.

things that you could possibly toggle that would impact the campaign's 'difficulty/balance', but im sure others here could add to this list
-stat allocation - roll, buy, array
-feat at first level (id argue this could really open up gameplay but could warrant an overall campaign challenge increase)
-classes/races/feats/spell filter etc (more mp oriented tho)
-party size 1-6, but could see why 1,2,4,6 may be more feasible to include and 'balance' at this point (id argue that players should always be able to have a max of 6 open party slots bc enables more player choice and allow players to decide themselves to go 4 or 6, etc.)
-use healing potion as a bonus action
-scale of surface effects
-show/hide dice rolls - im not sure its a good thing to know a dc of a skill check or see that you failed that perception roll, but that being said id rather the dc be set and apply my bonus to the die roll instead of reducing the dc as i think it currently works (id also think this systems presentation may need some tweaking - not a fan of jumping away from the dialogue to just fail a die roll)
-limit info that can be gained from 'examining' npcs and enemies, such as hp or ac
-party interaction during dialogue and trading/bartering (maybe more mp tho)
-more specific class tweaks as the 'dm' allows (ie swapping warlock spells, respecs, multi-class requirements)

i feel the above list (outside maybe the scale of the surface effects) are all common dnd 'house rules' topics you discuss around the table that could also really work to refine an bg3 campaign to fit each persons playstyle. obviously this is all just thoughts/theorycrafting suggestions but i think in particular the discussion regarding having 4v6 party slots and possible required balancing could find solutions for both perspectives with a toggable pre-campaign dynamic balance as mentioned above by peranor

also, maybe tangentially related, but i think balance should be focused around encounters not party size or level - i want to adapt to the challenges and world of bg3 not the opposite way around
Posted By: Black_Elk Re: Party Size Discussion - 15/10/20 09:43 PM
They can't have failed to notice by now that it will be a real sticking point for a lot people. This is already one of the longest threads in this feedback section, and its been brought up in many others.

I'm not terribly inspired by the idea that if the devs don't do it, then motivated modders will be able to solve everything. This doesn't strike me as a game that will be particularly easy to mod. NWN was basically a modders dream, but lack of party control, with henchmen instead of a full party kinda sank it, despite all the other innovative things that were done. It was a perennial disappointment there even with like 3 expansions and a sequel, that we never got a party control system there. And that one was by the same developer. Larian is so much closer, much much closer to the BG vibe than NWN ever was, but they are kinda shooting themselves in the foot by hamstringing us with a party limited to 4.

4 makes it feel like Valkyrie needs food!

6 is what we want lol





Posted By: Tomoya Re: Party Size Discussion - 15/10/20 09:45 PM
Originally Posted by Black_Elk
They can't have failed to notice by now that it will be a real sticking point for a lot people. This is already one of the longest threads in this feedback section, and its been brought up in many others.

I'm not terribly inspired by the idea that if the devs don't do it, then motivated modders will be able to solve everything. This doesn't strike me as a game that will be particularly easy to mod. NWN was basically a modders dream, but lack of party control, with henchmen instead of a full party kinda sank it, despite all the other innovative things that were done. It was a perennial disappointment there even with like 3 expansions and a sequel, that we never got a party control system there. And that one was by the same developer. Larian is so much closer, much much closer to the BG vibe than NWN ever was, but they are kinda shooting themselves in the foot by hamstringing us with a party limited to 4.

4 makes it feel like Valkyrie needs food!

6 is what we want lol






Divinity has a simular mod available and the games are largely based on the same coding. You can expect the same level of mod support for BG III as they really embrace their mods, even adding a large number of them in free updates to the base game.

Again, I am not saying I wouldn't prefer them to do it themselves, but at least you can be somewhat assured you'll have the ability either way.
Posted By: Tuco Re: Party Size Discussion - 15/10/20 09:57 PM
"Don't worry, mods will fix it" has always been a bullshit "comfort argument", anyway.
1- There's no guarantee it will happen.
2- IF it happens not having full access to game code and dev tools limits strongly how well modders can make it work.
3- It's bound to be a sub-optimal, unpolished experience prone to bugs and UI limitations compared to something that a developer addresses dirctectly.

Also, for the people who were worrying about "having to redo everything from scratch", Swen has been on record openly stating that they already have the UI in place to scale up to six men, they just weren't confident on the idea to make it the default mode (never mentioned before because it's a video interview he made during a streaming that I never watched until few hours ago), so there's that too.
Let's hope this amount of feedback in favor of six will serve to give their "confidence" about this a boost.

And if anything, let 4-men party as the default for console players. AS people who never played a CRPG with a good control scheme, they may even be able to appreciate it the most.
Posted By: Tomoya Re: Party Size Discussion - 15/10/20 10:04 PM
Originally Posted by Tuco
"Don't worry, mods will fix it" has always been a bullshit "comfort argument", anyway.
1- There's no guarantee it will happen.
2- IF it happens not having full access to game code and dev tools limits strongly how well modders can make it work.
3- It's bound to be a sub-optimal, unpolished experience prone to bugs and UI limitations compared to something that a developer addresses dirctectly.

Also, for the people who were worrying about "having to redo everything from scratch", Swen has been on record openly stating that they already have the UI in place to scale up to six men, they just weren't confident on the idea to make it the default mode (never mentioned before because it's a video interview he made during a streaming that I never watched until few hours ago), so there's that too.
Let's hope this amount of feedback in favor of six will serve to give their "confidence" about this a boost.

And if anything, let 4-men party as the default for console players. AS people who never played a CRPG with a good control scheme, they may even be able to appreciate it the most.


You can already achieve a party of 5 possibly 6 in the tutorial.

If you play 3+ multiplayer and recruit the brain and Lae'zel.
Posted By: Tuco Re: Party Size Discussion - 15/10/20 10:08 PM
Originally Posted by Tomoya

If you play 3+ multiplayer and recruit the brain and Lae'zel.

Yeah, I've read something of that sort by Shabby.

I'd be interested to see how the CURRENT default UI behave in that case.
Do you have any screens?
Posted By: Tomoya Re: Party Size Discussion - 15/10/20 10:10 PM
Originally Posted by Tuco
Originally Posted by Tomoya

If you play 3+ multiplayer and recruit the brain and Lae'zel.

Yeah, I've read something of that sort by Shabby.

I'd be interested to see how the CURRENT default UI behave in that case.
Do you have any screens?


No but we finished the tutorial with no issue. My party was 3 PC's and Lae'zel and Us. I imagine it would work with 4 PC's the same.
Posted By: mysta6767 Re: Party Size Discussion - 15/10/20 11:13 PM
+1

I would really like to see 6 member parties as well. Loved the BG games which also had 6 party members. Even if 4 are custom created, and 2 slots for the in-game companions One thing I figure is that if it is bumped to 6 member parties, as I hope, the encounters will have to be modified to balance the combats, but it would be great thing. Wasteland 3 executed this wonderfully, basically going through the first section of the game with 2 team members then after the first area allow the creation of a couple more.
Posted By: Lenggao Re: Party Size Discussion - 16/10/20 04:00 AM
Honestly something Larian should consider is that for Do2 I loved it and supported them without hesitation.

But for this game.
The lack of 6 party members is the deal breaker for me, I probably won't buy the game tbh.

Also to the 4 player people and complainers, you played a 6 man party you guys said earlier and there was no issue, no long battles, it stills requires strategies, it's just as fun if not more. So I don't see any valid arguments besides the whole 4 player has been the norm so breaking thay 4 player norm code for video game is taboo. It's kind of ridiculous how that logic is holding back the 6 men option so much.

If you're an adamant hardcore 4 member party lover. Just play with 4.
People play solo too. No one complains besides those who only think and care about themselves. It's like saying since you're playing your game a certain way. We all have to do it too, because you're special, it's a ridiculous notion.

A lot of valid points has been made for 6 men. While 4 men arguments have all been quite childish and selfish imo.
If not lacking in information.
You guys bring up points that has been rebutted by others and Sven himself sometimes mate.
Posted By: arion Re: Party Size Discussion - 16/10/20 06:58 AM
Originally Posted by Tuco
Originally Posted by Tomoya

If you play 3+ multiplayer and recruit the brain and Lae'zel.

Yeah, I've read something of that sort by Shabby.

I'd be interested to see how the CURRENT default UI behave in that case.
Do you have any screens?

there
[Linked Image]
Posted By: OneManArmy Re: Party Size Discussion - 16/10/20 07:01 AM
In the end, what do we have?
Better if we are given the opportunity to take 6 characters in the party, it will be good; but if we decide to take 4 (with a maximum of 6), then we should not be infringed and inconvenience in any way
In Dragon Age has 4 characters at the same time
Posted By: arion Re: Party Size Discussion - 16/10/20 07:08 AM
Originally Posted by OneManArmy

In Dragon Age has 4 characters at the same time

so?

DAO has only 3 classes
Posted By: Black_Elk Re: Party Size Discussion - 16/10/20 08:06 AM
Originally Posted by arion
Originally Posted by Tuco
Originally Posted by Tomoya

If you play 3+ multiplayer and recruit the brain and Lae'zel.

Yeah, I've read something of that sort by Shabby.

I'd be interested to see how the CURRENT default UI behave in that case.
Do you have any screens?

there
[Linked Image]





OK so take that exact screen shot...

Now move the 6 party Character Portraits to the right side of the screen, with a vertical orientation.

Take the game management tabs (the ones currently under the minimap where they are almost too tiny to read), enlarge these and put them on the left side of the screen, again with a vertical orientation.

Now your UI looks roughly like the UI from the first 2 Baldur's Gate games, and players who are familiar with those games will instantly feel more at home.

This opens up the entire length of the screen at the bottom. This could be used to basically double size of the actions bar, the hotbar, and the opportunity bar. You'd also have room then for a dedicated Spell Casting Bar. Right now the Action bar, and hotbar are only 2 rows deep. They could easily be 3 rows deep.

The chat bar, seems to be a low priority in a game where everything is basically voice acted, but in the original games it was at the center of the screen, which gave a kind of primacy to text information being as central to the game as the combat buttons.

This game's UI just isn't taking advantage of the fact that all our monitors are now 16:9. There is plenty of real estate on the screen now for a BG UI organization to still leave a huge field of view, while preserving cohesion with the predecessors. In case anyone forgot, screen used to look like this in 1998...

[Linked Image]

Why do we need to ditch that general organization for the UI so completely?

You could preserve all the same basic functionality we have right now, just try to present it in a way that looks a little bit more like what remember from BG. More fidelity to the other Baldur's Gate games for the UI organization would really have an impact I think, and help to differentiate BG3 from your other DOS titles.


Posted By: arion Re: Party Size Discussion - 16/10/20 08:22 AM
That topic not about UI but original BG Ui is bad and outdated, I do not miss it at all.

Originally Posted by Black_Elk
and players who are familiar with those games will instantly feel more at home.

they feel more home when they will receive 2d game on infinity engine with the RTwP combat, based on 2e so on...there is no reason to try to please them, they will still be unhappy

Posted By: Demoulius Re: Party Size Discussion - 16/10/20 09:29 AM
Originally Posted by Sir Sparhawk
Good evening to all the staff currently working hard at Larian Studios.

I would like to take a few minutes of your time to talk about the current party size in game, my problems with it and also a possible solution for the future.

Note: this section got away from me and was far longer than expected. It is no essential and only helps to know my gaming history and mindset but can otherwise be skipped if you so choose.
But first I would like to give you a quick insight into my history and mindset in the hopes that it will give you a clearer idea of how I am approaching BG3.
I am 34 (born July of 1986) and I had lots of fun playing the original Baldur's Gate and to lesser extent Icewind Dale games as a child, I later played and absolutely adored Dragon Age: Origins, although coming to it with the mindset of it been the spiritual successor to Baldur's Gate I wish to this day that it had a six man party, to me that is it's only real flaw.
When I first heard that BG3 was going to be a reality I was fairly excited, and then upon hearing that it was going to be made by Larian I was apprehensive and then like many others when the first gameplay was shown I didn't like what I saw thinking it looked to much like Divinity: Original Sin, and was pretty much ready to write the game off as not for me as it was too different from what I was familiar with from the original BG games.
My experience with the D:OS games has been one of mostly confusion and I will be the first to admit that I have not given them a proper chance despite having pretty much every Divinity game in my Steam library. I put my bad experience down to not understanding the mechanics and systems of the games and never properly learning them. However since the announcement of BG3 I have gotten into the Fire Emblem games so now I'm more amenable to the idea of BG3 being a turn based game and the more I think about it lately the more I think it might actually be a good thing (in BG & BG2I remember leaving my mages in the back not contributing in most fights to conserve their spell slots, something that doesn't seem to be an issue in your game). And keeping up with the progression and development and have been slowly coming around to your vision of the game, I have bought the game and created a character but that is as far as I have gotten so far so I can come and write this. Character creation was much more straight forward and easier dew to me been familiar with the systems and mechanics of previous D&D titles and I'm looking forward to getting to grips with the game going forward.
I hope that this has helped some of you understand me a little better.


Now for the reason for this post: I would like to advocate for an option to have a six man party.
When forming a party of adventurers in games like this I like a well rounded and balanced party as I would imagine a great many players do as well. You need someone to tank and keep the enemies in place, you need a rouge or thief for picking locks and traps, and for obvious reasons a healer, leaving one slot available which I will most often fill with a spell caster and as such my party composition tends to look very much the same for every playthrough. Increasing the party limit to six not only brings it in line with the original games it also allows the player much more freedom, flexibility and creativity when creating a balanced party. It is my firm belief that a six man party is far superior over a four man party and gives much greater player agency.
And what may at first seem like a contradiction to you I am nod advocating for it to be the default way to play, I understand that you have a vision for the game and I will not argue that you are wrong in it because that is not something I believe in. A four man party or a six man party as a matter of preference and therefore is always the right way to go from each individuals perspective. I know there must be a great many people like me who much prefer a six man party and I would like to offer a suggestion on how you could possibly make both groups of players happy.
For early access and your balancing process keep working on it from the four man party perspective, make the game you have envisioned and focus all of your time up to full release on making it as good as you can, use the early access period to gather the data you need to make the game the way you envision it, make four man the default way to play.
and then when you are ready for full release have an option that can be turned on at the start of a campaign that allows for a six man party, don't spend your time around balancing this option, and when selecting this you can even have a warning that say's the game is not balanced around this size of party so it will probably be easier than intended and as such not compatible with achievements, all I'd like to request for this mode is that dialog sequences and cutscenes account for the increased party size. While mods will probably bring this option to us in the future it would be nice to have an officially supported option to do this implemented by the development staff so we would not have to worry about it not working properly or not playing well with cutscenes and dialog sequences, what I'm advocating for is you to give players the option of party size even if it's not properly balanced to allow for more choice and creativity when choosing who to bring along and so we can have a closer experience to the original games.

I would like to thank anyone who has taken the time to read my long somewhat rambling post and I would encourage anyone who has thoughts on my ideas and suggestions to add to a discussion of why you agree or disagree with me, I will be posting this on the Larian forums, Steam forums and GOG forums to try and get as much impute from as many players as possible to give Larian as much information on this subject as we can, then maybe if enough people want something like this or something similar Larian might consider its implantation when they have finished balancing the game for the full release. Your time is valuable and I thank you all for sharing a little of it with me today.

Ive seen this thread for a while now and see it reached 16 pages 0o Figured id add my opinion on this as well.

I agree with the OP. Moslty not bothered by the 4 man party limit BUT adding it as an option would imo be a great move. People can still take 6 man parties if they want. More options for the player is never a bad thing.

Likewise I think its abit silly that people 'tag along' but can end up only sitting in the camp all game. Would make more sense if they did exactly what they said 'tag along'.
Posted By: Tuco Re: Party Size Discussion - 16/10/20 09:44 AM
Originally Posted by arion
Originally Posted by Tuco


I'd be interested to see how the CURRENT default UI behave in that case.
Do you have any screens?

there
[Linked Image]


I meant more the internal panels (inventory, equipment and so on) rather than the basic UI, but still, thanks for the screen.
Posted By: Peranor Re: Party Size Discussion - 16/10/20 05:33 PM
Tweaking the UI to accommodate for 6 characters is proably the least of the problems.
Posted By: Tuco Re: Party Size Discussion - 16/10/20 05:38 PM
Originally Posted by Peranor
Tweaking the UI to accommodate for 6 characters is proably the least of the problems.

Let's face it, there aren't really that many "problems" to begin with, in any scenario where Larian would actually want to give it a try.
Posted By: Andric Re: Party Size Discussion - 16/10/20 05:44 PM
would very much like to have a party of 5 or 6. 4 is to anemic. Interactions between companions also should be less extreme particulalry at the start of the game when everyone obviously needs to work together.
Posted By: Black_Elk Re: Party Size Discussion - 16/10/20 09:40 PM
Originally Posted by arion
That topic not about UI but original BG Ui is bad and outdated, I do not miss it at all.

Originally Posted by Black_Elk
and players who are familiar with those games will instantly feel more at home.

they feel more home when they will receive 2d game on infinity engine with the RTwP combat, based on 2e so on...there is no reason to try to please them, they will still be unhappy



Fair enough, though I find that attitude kinda demoralizing lol. It presents returning fans as hopeless curmudgeons who could never be satisfied so why bother, when clearly the functionality already exists and it probably isn't all that hard to implement a party of 6 into the design. I know it's likely meant hyperbolically but still, sort of a burn to lock the 6'ers out of the clubhouse hehe. I get it, but this isn't like an MMO where you need the whole player base to be on the same page for everything in order for it to work. This one has always been SP/Co-Op by design, so if we can make more people happy by providing more options that cater to their wishes what's the real harm? Like why leave that loot on the table when we're still in EA?

There are certain touchstones like the 6-man party that could be used to shore up support and help the ease of use for your returning players, especially when the designers choose to depart from the older games more dramatically in other areas. I only mentioned UI organization because, like party size, it seemed like a similarly low hanging fruit. Why not allow for UI elements to be moved around, like many games do, so that players can change it to suit their tastes? Then we could have a "Modern" UI by default, or a "Classic" alternative that could be quickly toggled from a settings tab. Same deal with party size 1-6, why not let the player make that determination, with difficulty settings to match? I feel like its presented as a zero sum thing when it really needn't be.

I keep trying to imagine if it had gone the other direction, and they went with a party of 8 instead of 4 if I'd still be in here arguing for 6? I suspect not, since in my view a larger party provides way more interest across pretty much every dimension of gameplay (and combat not least) for a game with this playstyle where one player is meant to control the entire party (or half the party I guess in the case of Co-Op).

6 is just better in my view, but clearly I'm a partisan. I'd prefer my side to win the debate hehe

Just for a counter point I feel like maybe I'd get more traction arguing why they should cap the party at 3 rather than 4 members. Just to show the opposing logic in starker relief. I'm sure there are plenty of reasons that might make sense to do this from the average PnP/5e session perspective. The party of 3 has always been more common in PnP than 4, and certainly more common than 6.

But that doesn't really apply to Baldur's Gate, cause BG wasn't like an average session. BG was like one of those epic campaigns, the truly legendary ones, that are hella hard to organize and maintain, just because of how challenging it is to get 6 people and a DM all together in one place and keep it going for months and months on end. On the computer everyone got a chance to experience something sort of like that, with the broad archs and long sweeps, like one imagines went down in basements in the late 70s, when Satan still ruled! lol

It just always stings a bit worse when it feels like something is being taken away. We fixate on it more, and maybe more than we should relative to like when we get a bonus. But that's the way my brain works. Wanting something 'back' is just a different feeling, and I think it would register as a fairly massive win for my contingent of the playerbase if EA feedback resulted in a return to 6. Peeps would say 'hey, looks like they really are taking our feedback to heart!'

But I'll tap out now. I think I've posted more than a few times in this here thread. Batons need passing and I'm zorsted from sleep deprivation playing this game haha.

Best,
Elk

Posted By: Traycor Re: Party Size Discussion - 16/10/20 09:57 PM
I really hope the party size increases to 6. It's a Baldur's Gate game after all, and 4 is just a very tiny party. Especially since I like to experience all the companion's stories.

And now I'm seeing some insanity about locking the party after the first act? That's so crazy it almost sounds made-up. If they really are locking the party, then only a party of 4 is very sad, and makes playing an Origin almost mandatory to get a full story experience out of the game since custom PCs have no content.
Posted By: Tuco Re: Party Size Discussion - 16/10/20 10:24 PM
Originally Posted by Traycor
and makes playing an Origin almost mandatory to get a full story experience out of the game since custom PCs have no content.

People keep saying this but I honestly don't care that much about playing these origin stories.
HAving these characters in party and witnessing their questline? Great. Playing in their role? I don't care. I'd gladly give up on having all these "Origins" playable if it just meant having A LOT more companions.
Posted By: Traycor Re: Party Size Discussion - 16/10/20 10:33 PM
Originally Posted by Tuco
Originally Posted by Traycor
and makes playing an Origin almost mandatory to get a full story experience out of the game since custom PCs have no content.

People keep saying this but I honestly don't care that much about playing these origin stories.
HAving these characters in party and witnessing their questline? Great. Playing in their role? I don't care. I'd gladly give up on having all these "Origins" playable if it just meant having A LOT more companions.

A party size of 4 means only 3 characters that have stories unless you play an Origin, then you get 4 characters with a story. That's 25% more story content on a playthrough.

The whole line about custom PCs making their own story is just PR speak, because you also do that same thing if you play an Origin. I'll likely play a custom PC 100% of the time, so being restricted to only 3 companions is very punishing for a story based game.
Posted By: Tuco Re: Party Size Discussion - 16/10/20 10:36 PM
Originally Posted by Traycor

The whole line about custom PCs making their own story is just PR speak
I know exactly what to expect.
I don't give a shit. i played DOS 2 both with custom characters and premade origins.
I never found it a big deal. A couple of sidequests are the main difference between the two, and you could get plenty of "customized reactions" based on your background tags etc.

People who claim the experience was massively different sound delusional to me.
Posted By: st33d Re: Party Size Discussion - 17/10/20 12:44 AM
Originally Posted by Traycor
restricted to only 3 companions is very punishing for a story based game.


Someone needs to play Disco Elysium. The story was great and you only had 2 characters to play with. Trying to argue the benefits of a harem over monogamy is just silly. Just because a story isn't a six way gangbang doesn't mean it's less of a story.

Can we also drop the "just play with less characters" argument while we're at it? You're literally saying, "that's just your opinion man". You've given up the argument at that point - if you're going you're own way then you're throwing yourself off of the ship. You're not steering it.

-

I mean, with the fact that DOS had slower gameplay because you had a fatter "action economy wallet", I get what 6-party stans are on about. The pace of play with 4 characters is weirdly quick. D&D5 is designed to get turns done quickly.

That's why bonus actions have been abused by the designers - to give characters something to do on their turn.
Posted By: CMF Re: Party Size Discussion - 17/10/20 01:00 AM
A lot of the replies here are based on shorter/longer combat, convivence to the player, or being more aligned or not with table top gaming.

I am under the impression that the developers created a 4 man limitation to force choice on the players and make us have to decide what we are willing to lose.

Otherwise if the party size expands, we have TOO many tools available to us. If I have a character to excel at every skill available, I can just swap in and out to ensure highest chance of success at every social or combat encounter.

Choices like this are to encourage weakness and force limitations on players so that a challenge is presented and deliberate choices are made. It feels bad to have to give things up, but it is also good game design.

If a DM/GM gives everything to the players, there is no challenge and no sense of struggle to overcome which in turn becomes a sense of accomplishment.

Basically, if you let players be gods and perfect, the game is boring after a while. Limits create opportunity for variations and new experiences as you try new things for future playthroughs. Otherwise, why provide the illusion of choice if you let the players get everything, just get rid of dialog options and skill checks and make the game linear (I am sure you all don't want that).
Posted By: Traycor Re: Party Size Discussion - 17/10/20 02:12 AM
Originally Posted by CMF
A lot of the replies here are based on shorter/longer combat, convivence to the player, or being more aligned or not with table top gaming.

I am under the impression that the developers created a 4 man limitation to force choice on the players and make us have to decide what we are willing to lose.

Otherwise if the party size expands, we have TOO many tools available to us. If I have a character to excel at every skill available, I can just swap in and out to ensure highest chance of success at every social or combat encounter.

Choices like this are to encourage weakness and force limitations on players so that a challenge is presented and deliberate choices are made. It feels bad to have to give things up, but it is also good game design.

If a DM/GM gives everything to the players, there is no challenge and no sense of struggle to overcome which in turn becomes a sense of accomplishment.

Basically, if you let players be gods and perfect, the game is boring after a while. Limits create opportunity for variations and new experiences as you try new things for future playthroughs. Otherwise, why provide the illusion of choice if you let the players get everything, just get rid of dialog options and skill checks and make the game linear (I am sure you all don't want that).

I think party size was determined based off the old initiative system. If your whole team went at once and you had 6 players, you could destroy the opposition before they ever attacked. Now that each combatant rolls initiative, a part size of 6 should be fine.
Your other points are refuted by BG1 & 2. Those were great games.
Posted By: CMF Re: Party Size Discussion - 17/10/20 03:14 AM
Originally Posted by Traycor
Originally Posted by CMF
A lot of the replies here are based on shorter/longer combat, convivence to the player, or being more aligned or not with table top gaming.

I am under the impression that the developers created a 4 man limitation to force choice on the players and make us have to decide what we are willing to lose.

Otherwise if the party size expands, we have TOO many tools available to us. If I have a character to excel at every skill available, I can just swap in and out to ensure highest chance of success at every social or combat encounter.

Choices like this are to encourage weakness and force limitations on players so that a challenge is presented and deliberate choices are made. It feels bad to have to give things up, but it is also good game design.

If a DM/GM gives everything to the players, there is no challenge and no sense of struggle to overcome which in turn becomes a sense of accomplishment.

Basically, if you let players be gods and perfect, the game is boring after a while. Limits create opportunity for variations and new experiences as you try new things for future playthroughs. Otherwise, why provide the illusion of choice if you let the players get everything, just get rid of dialog options and skill checks and make the game linear (I am sure you all don't want that).

I think party size was determined based off the old initiative system. If your whole team went at once and you had 6 players, you could destroy the opposition before they ever attacked. Now that each combatant rolls initiative, a part size of 6 should be fine.
Your other points are refuted by BG1 & 2. Those were great games.



I made my comments from assessing the previous title, divinity original 2. Same party intro, make friends and then split the party with your select few occurred there.

Additionally I don't believe the existence of previous games "refute" the points. It is a game development decision. Give players everything, or give players nothing.

Both systems have been used in many games. I know JRPG games are very fond of grinding it out and getting every level, every class, every character, every item. Those games are largely popular in both western and eastern gaming communities.

I didn't sufficiently advocate for the limited acquisition model, by putting too much opinion on it and I too put that above one or the other. What I tried to do was bring insight on to "why" a decision was possibly made to limit size, beyond just initiative system or other limitations.

It is fine to disagree that a small party or a large party is better. It becomes a point of intent. Do they want to limit resources, or do they want to expand them?
To us the players, are we fine with limited resources or do we think expansion of resources is better? Balancing and addressing those concerns is good stewardship of a developer.
Posted By: Lenggao Re: Party Size Discussion - 17/10/20 03:29 AM
You do know that it makes no sense that it's faster pace having less party members right?
The game concept is totally different from DoS.
Having more actually lets you end battle sooner because of the limitations of DnD combat. Most can do one or two actions a turn, with more party members, it means you get to attack more.

If this was DoS, for sure, we'll watch this guy buff his character 20 times in one turn than finally proceed to wipe the map by himself, but so far the new battles is nothing like that.

Storywise the number of party members don't matter, it's all on the writer, we can have one member and it'll be a good story if the designer behind it does a good job. But comparing the two game makes no sense as well, one game does revolve around the idea of playing a tabletop game with others in a group, some folks have no friends we get it, so they like less of a crowd and now the other game... the other doesn't really relate at all to the game design, it's two different world. We only compare DoS to this because of the fact that it's the same company.

People do make a lot of valid points for 6 men, and tbh, if you want 5, 4 or 1, just do you, letting people choose and have more options is never a bad thing. I don't see why people whine about how other people plays,n when most likely, we'll never play together, we're more bound to play with our friends and family.
Posted By: Lenggao Re: Party Size Discussion - 17/10/20 03:39 AM
It goes both ways, having more allows more strategic thinking as well, you're not limited to having a core set of the same group that most other have, just hop onto YouTube, most people have the same exact setup more or less, there's more possibilities in a fight with more characters tbh. And a lot of what you said has been refuted by others already too. I'm not going to spend time going into it, but it goes back to the fact that having 6 members isn't an issue and people have the freedom to choose what they want. Just find those responses and rebutt them if you're very adamant about how you want us to play.

What you really are saying is that, you like it a certain way, and you want us to play that way only. Which is ironically kinda selfish. Let people play how they want. If you like less, go for less.

There's ways to make players struggle besides what you've mentioned too. Ways to make the game funner, but that's more personal preference.

Larian is cool enough to give options, there's those who plays solo too, and we don't see them complaining, nor are we hearing them force us to play with only a single character.

People seem to keep thinking this game is DoS.

Edit: JRPG is JRPG, totally different bro.
Some is good, some isn't.
Posted By: JDCrenton Re: Party Size Discussion - 17/10/20 05:10 AM
One game revolves around the idea of blowing up the whole planet with barrels and the other.....well...
Posted By: Victordeus Re: Party Size Discussion - 17/10/20 05:57 AM
There's a logical issue with the comparison to D:OS2 is though, because the characters in that game are somewhat specialized, but you can still have swiss army knife characters that are good at everything. Even if you specialize characters you have a crap load of scrolls and items that make it possible to go without spreading your points fairly easily. In D&D however those options are not as readily available, and nor should they be(even if it is a video game as the argument seems to go). In D&D people are forced into certain rolls that don't really change throughout play(Though there is some evolution), and I think the only thing that limiting the party size to four does is make the developers feel like they need to add more food and scrolls and potions to the game to make up for it. I think with a rebalance of resting and encounters (which apparently are done by an AI now) the game would be vastly improved with one or two more companions available. Then the need for items to keep yourself alive and barrels to give you the advantage(or outright cheese the system) would be somewhat mitigated.
Posted By: Black_Elk Re: Party Size Discussion - 17/10/20 06:20 AM
Baldur's gate is the most replayed D&D CRPG of all time

It had 25 recruitable companions and a full party of 6 members.

In terms of the possible party combinations, the "25 recruitable companions" is the more important part of the equation than the 6 member party cap, but they are both relevant.

As pointed out earlier in this thread there are many more combinations available with the cap at 6 than there are with the cap at just 4, provided we have a decent number of total companions available. The number of combinations practically doubles when going from 4 to 6 if the total number of companions is raised to say 10 rather than just the 5 currently available. This increases even more dramatically again if we go from a possible 10 companions to say 15 or 20 companions in the roster.

Right now initial impressions are being based on the 5 recruit-able companions currently available in EA, and a full party of 4 members. But there's no way it could end up just being 5 companions or just one or two beyond that thrown in later as some have suggested. That would be a crazy hard fail from the team holding the crown right now. They'd need like a dozen companions just for it to even hold a torch to the epic glory of BG1. So I fully expect them to double or triple the number of companions by the time this thing goes live just to do it justice by the BG standard. I mean they got what, a dozen writers on it? Seems about right.

It makes sense for Larian to tease them in smaller numbers like this too, so that their EA can focus on the party interactions/compositions they feel need the most feedback, and probably more importantly to give us a reason to keep tuning in when they drop their larger patches to expand the content. But there are bound to be a lot more companions, and if that's the case, a full party of 6 is going to give a huge amount of variety in party composition over just 4... even accounting for a few companion pairings that might not be compatible long term without things coming to blows inside the camp.

There are plenty of amazing ways to make an awesome 4 person game by design, or to make a game with only 2 characters when the goal is a Kurvitz style masterpiece. But we're not taking about just any game. This is the heavy weight title we're talking about! This is Baldur's Gate III

It really should be trying to distill the essence of what made the other two preceding titles so rad, and part of that was the variety of possible party compositions. I just can't see the logic that says giving us fewer characters in our group somehow gives us more choices, or better or more interesting choices. it just doesn't pencil for me. Closes off more doors than it opens and diminishes the replay in the long run. Creating a party building vibe that's concordant with the previous titles in the franchise, and building it out with those kinds of limits in mind is what I'd dig.

I really think the party of 4 is going to become more problematic later on, when the encounters scale to epic territory. This is why a lot of us are hearing the internal alarm bells sounding, and trying to argue for a fix now, while there is time to fix it. I mean we definitely expect a game with a Dragon combat or two eventually right? That's going to be a lot harder to pull off in style with just 4, while still maintaining a classically epic sensibility. I mean unless the plan is just to toss us a bunch of non controllable friendlies? This seems to be the go-to approach in many of these EA battles right now, and maybe it works alright when there are narrative reasons (like "the Blade of Frontiers!" sounding his horn, or NPCs that are part of the story) but as a player I feel less invested in the encounter when this is overused. I'd rather have a party of 6 that I can fully control and really work to defeat the opposing crew, than half a dozen random friendlies appearing in every other encounter, just to serve as fodder so that the combats can be balanced by teams/sides.

Just like a good DM, a good difficulty setting in the options should allow everything in these encounters to scale, whether the player elects to cruise with 6 people or just 4.

But still, if you really want it to hit the nostalgia button and go for broke, I'm chanting 6 6 6! Even though I know I said I'd tap out, the gravitational pull of this thread just seems inexorable for me lol






Posted By: MarcHicks Re: Party Size Discussion - 17/10/20 06:29 AM
I definitely agree that a 6 person party makes much more sense. Though, if they do take this route, then I hope they consider adding a few more potential party members to choose from in Acts 1 & early Act 2. After all, I do still like being faced with difficult choices.
Posted By: Peranor Re: Party Size Discussion - 17/10/20 03:03 PM
Originally Posted by MarcHicks
I definitely agree that a 6 person party makes much more sense. Though, if they do take this route, then I hope they consider adding a few more potential party members to choose from in Acts 1 & early Act 2. After all, I do still like being faced with difficult choices.



I've heard that they're planning on having a total of 12 or 13 companions or so. Not sure about the exact number, but htey will most definitely add more.
Posted By: brunotavm Re: Party Size Discussion - 17/10/20 03:06 PM
5 players seems okay, 6 could be a little OP and a lot of different inventories to manage
Posted By: Estel77 Re: Party Size Discussion - 17/10/20 03:31 PM
[
Originally Posted by vberge
I really really want this suggestion to go through. I want a party of 1 Tank (fighter or paladin), 1 cleric, 1 charisma caster(bard, sorc or warlock), 1 int caster, 1 rogue and 1 fun character (druid, barb, ranger).

4 just has too many limitation and I feel like I am forced into tank, healer caster and a rogue that kind of has to be arcane trickster at that point.This leaves no room for fun party compositions.

Please please please reconsider the 4 man limit.


+1
fully agree
Posted By: Phomane Re: Party Size Discussion - 17/10/20 03:48 PM
+1

6 in party = more fun creation group, alot subclass exist, very unfun to be limited with only 4. And please 3 story characters and 3 full created character. Give me back the freedom !
Posted By: Sir Sparhawk Re: Party Size Discussion - 17/10/20 07:41 PM
Originally Posted by MasterRoo09
For everyone who thinks having the option of 2 more party members is bogus or "makes the game or combat too long" or makes "it too easy" or "you can multiclass to fix most problems", hear me out a bit.
Here's my link to my thoughts on why I think it would be a lot of fun for the option of 6 party members.
http://forums.larian.com/ubbthreads.php?ubb=showflat&Number=685704#Post685704

I would like to add a few things to back that up.

1. 5e Core Rules

"The preceding guidelines assume that you have a party consisting of three to five adventureres... If the party contains six or more characters, use the next lowest multiplier on the table." - Page 83 D&D Dungeons Master's Guide

5e considers 4-5 to be standard while 6 or more being optional, totally up to the players and DM for party size. So Larian at the very least can give us max 5 party members if they're being picky with the rules. The reason why many players want the option (keyword option), is because it was an option in the original BG 1 and 2. This is a Baldur's Gate game, doesn't matter who's developing it. I wouldn't mind more elements from the original BG that would further improve BG3. (Party management and maneuvering being a few to list) I also would like to mention that many official WofC D&D adventure modules of both current and past editions are geared for 4-5 and/or 4-6 players. If you want "lore" to further prove my point, take a look at Drizzt companions. He has 5 total in his party. So what if players wanted to have fun and roleplay as Drizzt in BG3 and (hopefully have an option later to add fully other customize companions) his companions from the books?

2. Time management.

The fact that I have to sit and watch my clock during enemy turns against my party of 4 is bogus. For example: Goblin camp. That was about 25 enemies which would be considered a platoon (18-50 soldiers) against my 4 companions which is not even considered a squad (6*-10 soldiers), So already players are watching their clocks for the enemy to take their sweet time in current Early Access. If I had those extra 2 members, I would've had more chances taking out Goblins quickly.

3. Difficulty Levels

If players want a challenge, you have every right to do that and the option of 6 companions will not sour that experience. I honestly think the game should reward players who decide to take these challenges for a smaller party, just like in the original BG. The same amount of experience will be earned for encounters but if your party is smaller, each companion gets a bigger piece of the pie. So far it seems that the game rewards the same amount of exp. no matter how big or small the party size.

4. The game world is not designed for a bigger party

I'd beg to differ. Most battles have a large number of opponents and there is plenty of space for 2 more party members. If a warlock can have their minion and a ranger can have their pet in the same party of 4, It can fit more than four or even 6 playable characters in practically every area.
For many of the old-school BG players. Remember Firewine Ruins and how claustrophobic it was? You almost had to move the party in a single file line in that dungeon. BG3 EA hasn't had any dungeons or areas as claustrophobic as Firewine Ruins and if they did, I'm sure it would be a challenging dungeon. Also, I hope to God Larian fixes the party movement and controls.

I don't see how an optional party of 6 would sour your experience if you really hate that idea. In fact it gives you more options and variety on how you want to approach the game. I thought that was the whole reason why we love RPG's the variety of possibilities and customizations.

Larian, if you're reading this, at least let us know why this wouldn't be possible. Many people who don't like the idea say because it's also "balancing issue" and needs a lot of resources. I'm positive that is an issue but if that is true then let's hear it from the horse's mouth and let us know why.


you have argued my points far better than i could, thank you and I could not agree more.
Originally Posted by jonn
Originally Posted by RKane
Originally Posted by Ghorunt
Originally Posted by RKane

So don't play in a 6 man party. What he's advocating for is the ability to do so. I think you're both shooting down the idea in spite of the fact that the game will be balanced around 4 people anyway so your experience wont change


If you balance the game around 4 characters but allow a party of 6, everyone will have 6 characters in their party anyway

How do you know?

Originally Posted by Ghorunt

and this would make the game too easy. If you want to go that route, it makes more sense allowing this option with a mod instead.


Why do you care if it makes the game easier for a group of 6? You're not asking for this feature so you have no business talking about balance

Also, I should point out that in divinity, the number of people who did lone wolf duo's seemed to be just as many people looking for 4. In fact, I'd be interested in the ratio between the number of 2:3:4 man games played. I would put money on the fact that full 4 man runs would have the lowest percent as it seemed impossible to find a group of 4 people to actually commit to the entire game.

Also, as I've said in a previous quote, and countless times, balance is a completely pointless criticism to an otherwise reasonable and valid suggestion / request. It's not your job to worry about such a trivial task. Anything can be balanced after the fact.

Opposing a feature request because you 'worry about the balance' is childish and annoying. It's a deadweight opinion based on an entirely selfish desire to cockblock others for no reason whatsoever.


TL;DR, I've yet to see any valid reasons to oppose this idea. If your only concern is balance, just say "I'd wouldn't mind as long as the balance is done right". Don't go round saying "I oppose this because I worry they might ruin the balance for a situation I never intend to play". It's really selfish. Stop offering dead weight opinions and use your head. There is a very simple solution to this and would be trivial to keep everyone happy.


I'm only opposed to it until the devs come out and say that it is something they will be able to manage along with all the other improvements they want to make. Until then it is a possibility, no matter how much you shout, scoff and name-call, that this could use up resources that could be better used elsewhere. For me and many others the extra party size isn't that big of a deal.


I don't see why this should be such a big problem for them to implement, they are not a small indy dev that needs kickstarter to fund there games anymore. This is a AAA game with a AAA level amount of staff behind it, I believe they have over 200 people working on this so a few set aside to create a valid way to play with a six player party should not be too big of an undertaking for them or divert many resources away for the 4 man experience.

You say that for you and many others that the extra party members is not a big deal, but what about those of us that clearly want this quite a lot, do you deny us that option because you don't want it? Also what if it was a quarter of the player base that wanted this, or half, what then would you say to the party size been an option so people can choose what they want? Because thats all we want, the option to play how we want, not to take away the options already implemented that allow you to play how you want.
Posted By: Sir Sparhawk Re: Party Size Discussion - 18/10/20 01:01 AM
Originally Posted by odesseiron81
I don't mind a 4 person party. It's not the worst thing in the world. But 5 would be far more comfortable and also make for more diverse party compositions.

I'm going to make a comparison to MMO's. Completely different genre, I know and that might not be fair. But the Problem is very similar and relates. Particularly compared to FFXIV Online. But it is a problem many "new" (post WoW) MMO's have.

That is called the Trinity. Let's say you have a raid, you have 2 tanks, 2 healers, 4 DPS. There are no utility jobs. Or if there are, they are niche and not desired to be in the party. But in most cases with MMO's nowadays, again, using FFXIV as an example, a Bard is considered a DPS. A red mages is a DPS, and so on. It's a set group of those 3 kinds of jobs. No room for a true support job. Those classes may have support abilities integrated into them, but they're still a DPS. Certain jobs are preferred over others. Because there is no room for a class that doesn't offer the maximum amount of optimal output.

Final Fantasy XI Online did it extremely well. A standard party is 6. A tank, mage, healer, 2 DPS, support job. In that game there were several support jobs. You were encouraged to experiment. Much of the content in that game required support based classes.

Granted BGIII isn't a MMO but I feel a similar can occur. Instead of a Trinity we have a Rectology? lol. Or Rectangle based system. By having only 4 members, you limit the ability to designate someone to a utility/support job. Granted we can still have a varied composition of members, but many people are presumably less likely to experiment with classes. The average player will probably go Warrior/Rogue/Damage Dealer x2. Otherwise they might think their damage output is too low. Or survivability. Adding even 1 extra slot to party members creates a possibility of so much more diversity and party experimentation. I hope 5 members at the very least get considered.

I know exactly what you are trying to say and agree completely, I may be boring and not thinking outside the box if i want a rouge to open locks and disarm traps, and a cleric for healing with a wizard for offensive spells and a paladin as my tank, hell I like having two tanks and a fighter that can all hold the line and then a ranged backline that can rain hell down from above.

Also off topic side note: I've been a White Mage main since 2.0 PS3 beta, but my favourite FF job has always been Red Mage, however I never switched over when they added it because it didn't feel like the jack of all trades master on none it was meant to be, as a healer I was hoping for something that would fill the role of a healer in a pinch when desperate. But because it had to fit the trinity everything just feels lacklustre. But I do plan on my first or second character been a Bard in BG3, if they do it right I should be able to build it fairly close to the Red Mage archetype, they may even put in an appropriate feathered hat, or at least that's my hope.
My first two full playthrough is going to be Cleric and Bard because i'm boring and sticking to what I know and like.
Originally Posted by coredumped
Hi, I am also in favour of having a maximum of 6 party members.

As many people have already argued here, using the argument that it slows down the game is silly. What slows down the game is the fact that they turned this into a turn based game (I think it's a horrible approach, but not gonna get into that here). The combat is already incredibly slow and dull with a 4 man party. And guess what... It's even slower and duller the more you reduce the party size because you have to wait longer and longer for the enemies to finish whatever they're doing before you can play again. So, if the issue at hand was merely the fact that it would "slow down the game", it would in fact improve it in every way as you can dispose of enemies faster, have more synergies and most important of all, you can actually play more often during combat.

Using balance as an argument is pretty uninformed (I guess it's the best way to put it without using other less cordial terms). Balance is something for the developers to worry about. We as early access players giving feedback are pretty much a sweat-shop QA team. Our job as individuals who want to better the game is give the suggestions we feel would do exactly that. We are not here to babysit them and say "oh, but the poor lonely devs already have other Jira cards open in their dashboard... let's not give them more work". That's... stupid. A 6 man party would better the game for a great variety of reasons which have already been stated here, so if you're gonna argue, use arguments that actually have an impact in the GAMEPLAY AND THE PLAYERS, not the developers. This is their job, they are paid to do it, and you pay for the end product.
Not to mention that balancing in this area of party members has been done for many years successfully. As anyone who's played the original Baldur's Gates can tell you, and they are over 20 years old.

With these issues aside, I feel the biggest problem with having a 4 man party as a maximum is that it is extremely restrictive to the player. Most people will want to have a balanced party. I don't care if you can make Gale into a swiss-army man and have him lockpick, disarm traps, charge a boss on a flaming unicorn wielding a staff and magic missiles. To me this just seems like I'm playing DOS 2 again, where every character does everything. This just removes uniqueness from your companions and the idea of roles (which I feel most people who enjoy DnD games like) kinda goes out the window. DnD games are amazing for many reasons and party management is one of them. 4 man means you're locked into a core that you can't really change without gimping yourself in effectiveness and/or fun. You'll most likely want a front liner to deal melee damage and/or tank (say a fighter), a support which can buff, heal, disable (e.g. cleric or druid), someone with utility for exploring, scouting, lockpicking, disarming traps, etc. (like a rogue) and a spell caster. Sure you have a party that can finish the game but you have no room for imagination or fun.

Also, regarding the mods argument: Sure, eventually modders can make a mod for the party to have a maximum of 6 members if Larian does nothing about this, but it is much better to have the actual people who are developing the game and have the insight and ability to fine tune it and balance it properly to do so as it would no doubt lead to a much better experience for everyone.

But people in sweatshops actually get paid for their work, It might not be a lot but they still get something, whereas we are paying Larian for the privilege of been exploited. I agree with you on pretty much everything, and while modders could do it it would never not be janky, temperamental and or work as well as what Larion could do while they are still finishing off the game, they are big enough now and well funded enough that they should have the resources to do this themselves. Regardless of who is making the game it has the name Baldur's Gate attached to it so I expect it to feel like Baldur's Gate and not another part in their own franchise that they already have, differentiating the party size and allowing us the party flexibility and compositions we are used to from previous entries would go a long way to make it feel like a Baldur's Gate game, at least to me.
Originally Posted by HustleCat
Originally Posted by Tuco
Originally Posted by Maximuuus
Originally Posted by HustleCat

Maybe less EXP for bigger parties and more for smaller ones


That's exactly how it works in D&D and in the old BG.
I'm sure Larian know it.

More specifically, since in Larian games basically only the main character levels up and others simply keep up with him, what you are supposed to do is to adjust how much exp he gets according to how many partners he carries around.
Which is the norm. People talking about it as an obscure method that would require the longest, most elaborate inspection when it has been tried and tested over YEARS of practical use are ridiculous.


Vaguely legitimate worries, if any, would rather be that:
- you can eventually exploit this system levelling up faster and THEN grouping more companions anyway.
- at some point all characters are going to hit a level cap anyway.

To both the most appropriate response is "SO FUCKING WHAT?"
It's irrelevant. Just more fake concerns, in practical terms. These games are never "finely tuned" to make possible barely edging them. There's always a massive headroom making them completable at any skill level with a far from optimal setup.


That is true. You could level up with 2 early on and then turn act 3 into butter with your high level group of 6. I like a more challenging and less exploitable game. I think DOS2 had extra game options you could select that would change the game, but disable achievements. Maybe they could do that for 6 player party mode

That was what I said in my OP, make it a toggleable option before you start a new game that comes with a disclaimer about wonky balance and achievements will therefore be disabled.
Originally Posted by pincup
I'm content with 4 companions, someone at Reddit summed it up nicely but judging by responses, this forum is filled with die hard fans of 6 members and no matter arguments everyone against them will hit a wall laugh so why bother. 4 that's the number and I hope it stays that way



All we are asking for here is an option that a large portion of the player base wants, we don't want to take away your option to play with the settings that you find best and most fun, would you deny us even the possibility of having simply the option to play with the settings and party size we want?
Originally Posted by arion
Originally Posted by Sir Sparhawk

Larian has already confirmed that the level cap is 10

already confirmed it is not 10

when I made that the last I had heard Larian had confirmed a cap of 10 but it seems they are not sure anymore https://www.rockpapershotgun.com/20...-not-cap-player-levels-to-ten-after-all/ but until they have a definitive answer and number I think we should work under the assumption of 10 to avoid dissapointement for anyone wanting a higher level cap.
Originally Posted by Roarro
I just love these arguments-4 person party was good enough in DOS, why change? Well maybe ask Larian to make another DOS game and leave Baldurs Gate to us ?

Here here +1
Originally Posted by kanisatha
It's clear to me what's missing in these discussions is that four takes away from those who like six, but six does NOT take anything away from those who like four. They can still play their game with four (or less). As for game "balance," you just balance the game for whatever number you decide as the developer, and then have a warning with the toggle to increase party size that says: hey, doing this may make your combat unchallenging. Including choices so different players can play and enjoy their game as they want is NEVER a bad thing. Not ever.

I also think that thats what a lot of the people who like the 4 man set-up are missing, we only want the option to have 6 party members, and they never give an opinion on us simply have the option to choose how many people we can take with us.
Posted By: Sir Sparhawk Re: Party Size Discussion - 18/10/20 01:18 AM
Originally Posted by AleXty

if I remember correctly even the old bgs were a maximum of 4, but I could be wrong. Honestly with a group of 4 there is a lot more strategy and I personally like it. Six would be too much, they should increase the difficulty of the mobs and should increase the mobs to face.

The origional Baldur's Gate games both had 6 man parties as the default party size when you was done recruiting companions, as did the Icewind Dale games that where built on the same engine. If they where all based around a 4 man party then this wouldn't be such a big deal to all of us who loved the originals.
Posted By: Tuco Re: Party Size Discussion - 18/10/20 01:34 AM
Originally Posted by Sir Sparhawk
Originally Posted by AleXty

if I remember correctly even the old bgs were a maximum of 4, but I could be wrong. Honestly with a group of 4 there is a lot more strategy and I personally like it. Six would be too much, they should increase the difficulty of the mobs and should increase the mobs to face.

The origional Baldur's Gate games both had 6 man parties as the default party size when you was done recruiting companions, as did the Icewind Dale games that where built on the same engine. If they where all based around a 4 man party then this wouldn't be such a big deal to all of us who loved the originals.

Same for Torment, while Temple of Elemental Evil had a default party of 5 player-generated characters but you could hire up to three additional NPCs, if charisma allowed it.
Fun fact: ToEE had for years what was broadly considered as by far the best, most faithful implementation of the D&D combat system in a computer game (its flaws were all in other areas, frankly) and allowed for a bigger party *precisely* because turn-based combat made it more manageable and rewarding than real-time.

Posted By: Sir Sparhawk Re: Party Size Discussion - 18/10/20 01:59 AM
Originally Posted by KingNothing69
A party of up to six is the correct decision. Less than that and the game doesn't feel like Baldur's Gate. Solo the game, take only a few companions, or have a full party. That's how the original games worked. Leave it up to the individual and stop thinking that because a party size of four is enough for you that it is OK for everyone else.

And why are we pretending like the game is balanced as is in EA? Do people really think this is how the final game will be? That Larian won't change anything? That there won't be any difficulty sliders? That we can't opt into ways to make the game more or less challenging based on player preference? That's just crazy. It's also stupid to complain about how other people play the game not working with your play style or rudely pretending like you know the financials of these asks and that us peasants posting in the Suggestions & Feedback forum are too dumb to know what we want. Let people play the way they want. D&D is about giving people the power to create stories how they want. That's why the ruleset is so flexible and allows for homebrew (mods for tabletop).

Although if it ends up being that party is fixed after Act 1, then I'll really lose the desire to play this game. Party experimentation is KEY to Baldur's Gate. If you were stuck with the same party for the whole Bhaalspawn saga, then that would suck in a very major way and the pocket plane would be a very sad place.

I expect there will be 12 origin characters at launch, one for each class, and then i would expect a few more that are only available in acts 2 and 3, like you if you are locked in after act 1 ends I won't be impressed
Originally Posted by Peranor
Originally Posted by arion
Originally Posted by Smash Dently
Besides let's say they jump us up to 6 and rebalance the whole game

lol this argue again
what game they need to rebalance?
there no balanced game, all we have is EA which not balanced at all
Originally Posted by nation
Originally Posted by Peranor
[quote=arion][quote=Smash Dently] Besides let's say they jump us up to 6 and rebalance the whole game

lol this argue again
what game they need to rebalance?
there no balanced game, all we have is EA which not balanced at all



Yeah, and even if it was. I don't think it would be terrible difficult to add some kind of dynamic balacing to the game that accomodate for your chosen party size. Maybe set it as a starting option when you start a new game. Choose between solo or 2-6 party members. And once the game is started the balance is set and you're locked to the maximum party size of your choise.

+1 i think this would be a really good idea too - something like a 'Behind the DM Screen' pre campaign/character creation screen where you would be able to designate a variety of options that would carry over into the full campaign, many of which could potentially speak to a variety of the discussions and alleviate some concerns on these forums and could be really helpful when setting up a mp campaign specifically.

things that you could possibly toggle that would impact the campaign's 'difficulty/balance', but im sure others here could add to this list
-stat allocation - roll, buy, array
-feat at first level (id argue this could really open up gameplay but could warrant an overall campaign challenge increase)
-classes/races/feats/spell filter etc (more mp oriented tho)
-party size 1-6, but could see why 1,2,4,6 may be more feasible to include and 'balance' at this point (id argue that players should always be able to have a max of 6 open party slots bc enables more player choice and allow players to decide themselves to go 4 or 6, etc.)
-use healing potion as a bonus action
-scale of surface effects
-show/hide dice rolls - im not sure its a good thing to know a dc of a skill check or see that you failed that perception roll, but that being said id rather the dc be set and apply my bonus to the die roll instead of reducing the dc as i think it currently works (id also think this systems presentation may need some tweaking - not a fan of jumping away from the dialogue to just fail a die roll)
-limit info that can be gained from 'examining' npcs and enemies, such as hp or ac
-party interaction during dialogue and trading/bartering (maybe more mp tho)
-more specific class tweaks as the 'dm' allows (ie swapping warlock spells, respecs, multi-class requirements)

i feel the above list (outside maybe the scale of the surface effects) are all common dnd 'house rules' topics you discuss around the table that could also really work to refine an bg3 campaign to fit each persons playstyle. obviously this is all just thoughts/theorycrafting suggestions but i think in particular the discussion regarding having 4v6 party slots and possible required balancing could find solutions for both perspectives with a toggable pre-campaign dynamic balance as mentioned above by peranor

also, maybe tangentially related, but i think balance should be focused around encounters not party size or level - i want to adapt to the challenges and world of bg3 not the opposite way around

I like his idea, and yours as well, more options is always a good thing.
Originally Posted by Black_Elk
They can't have failed to notice by now that it will be a real sticking point for a lot people. This is already one of the longest threads in this feedback section, and its been brought up in many others.

I'm not terribly inspired by the idea that if the devs don't do it, then motivated modders will be able to solve everything. This doesn't strike me as a game that will be particularly easy to mod. NWN was basically a modders dream, but lack of party control, with henchmen instead of a full party kinda sank it, despite all the other innovative things that were done. It was a perennial disappointment there even with like 3 expansions and a sequel, that we never got a party control system there. And that one was by the same developer. Larian is so much closer, much much closer to the BG vibe than NWN ever was, but they are kinda shooting themselves in the foot by hamstringing us with a party limited to 4.

4 makes it feel like Valkyrie needs food!

6 is what we want lol






+1
Posted By: vyvexthorne Re: Party Size Discussion - 18/10/20 02:26 AM
The only reason I'd want 6 companions is if I also get to create my own party. Right now I'm fine with four because I'm not keen on dealing with pre-made companions. While I like games like Dragon Age and Mass Effect, I don't necessarily enjoy all the companion interactions. Overly written companions control the narrative too much.. If I get to create my own party like in IWD then that's more fun for me because it's my own soap opera that I'm creating. I get to create the characters personalities and stories as I play the game. If it's someone elses characters then my brain goes all grumbly whenever they do something out of character for the character I'm trying to play them as.
Posted By: nation Re: Party Size Discussion - 18/10/20 03:50 AM
Originally Posted by vyvexthorne
The only reason I'd want 6 companions is if I also get to create my own party. Right now I'm fine with four because I'm not keen on dealing with pre-made companions. While I like games like Dragon Age and Mass Effect, I don't necessarily enjoy all the companion interactions. Overly written companions control the narrative too much.. If I get to create my own party like in IWD then that's more fun for me because it's my own soap opera that I'm creating. I get to create the characters personalities and stories as I play the game. If it's someone elses characters then my brain goes all grumbly whenever they do something out of character for the character I'm trying to play them as.
like IWD, you could also create your own custom party in the original bg games too by essentially hosting your own mp campaign and filling in the party slots with self-made characters. i actually really enjoyed this being a part of those games too (including the black pits side-stories) as you mentioned it allowed the player to create their own party of custom made characters and then be able to act out the adventure and party dynamics as they went through the story, so i really hope larian does include this as an option too as part of the full game on launch - the og bg games were more restrictive on character creation than 5e, so it was really fun theory crafting all good/neutral/evil parties or just cool character concepts that i hadnt yet experienced in game (which you could also plan a party around when you had another 5 custom pc slots so even if characters werent 'optimal' you could still mold a party to fit your playstyle or pick up an appropriate npc companion among the dozen plus that both the originals had).

I also agree with what you were saying about playing with companions whom control the narrative too much or 'steal the spotlight' from my own pc - which i think the origin companion characters do to a certain extent. at this stage in the games development i dont think reducing the origin characters role is realistic or a good use of resources, however i do wish they would add some more game mechanics that made me feel like my own pc was more critical to the overall games plot, as currently it feels like if my pc never survived the ship crash they wouldnt even get a footnote in the history books, bc all the origin characters theoretically would just carry on with the story as they still would need to address the tadpole situation whether our pc was present or not, which to me just doesnt feel like bg - just for an example, in the originals if your main pc died you had to reload, no tpk required. im not saying that larian should implement this function, and 5e death mechanics present different tools for a dnd game today - im just highlighting that as an example of how the game's plot/narrative/story all revolved around your pc and your pc's interactions (that you decided and selected) with the environment/companions
Posted By: Kou The Mad Re: Party Size Discussion - 18/10/20 05:16 AM
Gonna have to side with the increase to 6 crowd, 4 kinda limits combinations.
Posted By: Peranor Re: Party Size Discussion - 18/10/20 07:12 PM
Originally Posted by vberge
I really really want this suggestion to go through. I want a party of 1 Tank (fighter or paladin), 1 cleric, 1 charisma caster(bard, sorc or warlock), 1 int caster, 1 rogue and 1 fun character (druid, barb, ranger).

4 just has too many limitation and I feel like I am forced into tank, healer caster and a rogue that kind of has to be arcane trickster at that point.This leaves no room for fun party compositions.

Please please please reconsider the 4 man limit.



Exactly
Posted By: Tuco Re: Party Size Discussion - 18/10/20 07:27 PM
We already talked about it in some of the previous pages (or maybe it was in the other big thread about this same topic?) but I want to stress a point again: it's not just about having an effective battle formation, it's also about putting a lot of great loot to good use, so you feel properly rewarded for what you find.

A party of six allows you to build a party where more or less all the range of weapon and armor types are used and useful.
In a party of 4 you either force this differentiation, limiting your options for a party composition even more, OR you'll end up with a lot of loot feeling useless because, for instance, you have one single character that can use "martial" equipment, no one wearing a certain category of armor, etc.
Posted By: Peranor Re: Party Size Discussion - 19/10/20 07:17 PM
Originally Posted by vyvexthorne
The only reason I'd want 6 companions is if I also get to create my own party. Right now I'm fine with four because I'm not keen on dealing with pre-made companions. While I like games like Dragon Age and Mass Effect, I don't necessarily enjoy all the companion interactions. Overly written companions control the narrative too much.. If I get to create my own party like in IWD then that's more fun for me because it's my own soap opera that I'm creating. I get to create the characters personalities and stories as I play the game. If it's someone elses characters then my brain goes all grumbly whenever they do something out of character for the character I'm trying to play them as.


It would be fun to create your whole party IWD style. With the risk of losing out on companion specific side quests and storylines though
Posted By: Wxdude77 Re: Party Size Discussion - 19/10/20 08:09 PM
I'll go ahead and add my +1 here.

I've always felt that 6 party members was the ideal DnD party in CRPGs... but if the devs feel like 6 is too many, I would be satisfied with 5.

Even having just 1 more party member would make a huge difference and would give a lot more freedom to players to play as they want rather than be forced to fill a certain roll in the party.
Posted By: TheThankfulDeath Re: Party Size Discussion - 19/10/20 08:59 PM
Another issue I have is that on Larians website, it says that once we pick a team, thats it, locked in after act 1. I'm against this.

I may be able to deal with 4 people if I didnt get locked into one party. I'd like to be able to swap, and have different teams for different situation.



Posted By: Lenggao Re: Party Size Discussion - 20/10/20 03:22 AM
The point about mods, is that, if they want 4 players to just be a thing for them, they can mod it in so that what they want to restrict people to can be a thing for them.
Posted By: Lenggao Re: Party Size Discussion - 20/10/20 03:30 AM
They lock it in to force us to replay the game with other characters probably, because I can't see why, because that's what the reason for DoS was.

If the game will require locking people out of characters, I wouldn't mind it, but would it be as great of a game as we expected it to be if it needs to lock out companions so that their story can be used for another playthrough?
Posted By: nizanegusa Re: Party Size Discussion - 20/10/20 04:51 AM
i am obviously in the minority here but i actually like smaller parties more.
my sweet spot is probably 3.
just wanted to add my opinion.
Posted By: Sir Sparhawk Re: Party Size Discussion - 20/10/20 05:01 AM
Originally Posted by Tuco
"Don't worry, mods will fix it" has always been a bullshit "comfort argument", anyway.
1- There's no guarantee it will happen.
2- IF it happens not having full access to game code and dev tools limits strongly how well modders can make it work.
3- It's bound to be a sub-optimal, unpolished experience prone to bugs and UI limitations compared to something that a developer addresses dirctectly.

Also, for the people who were worrying about "having to redo everything from scratch", Swen has been on record openly stating that they already have the UI in place to scale up to six men, they just weren't confident on the idea to make it the default mode (never mentioned before because it's a video interview he made during a streaming that I never watched until few hours ago), so there's that too.
Let's hope this amount of feedback in favor of six will serve to give their "confidence" about this a boost.

And if anything, let 4-men party as the default for console players. AS people who never played a CRPG with a good control scheme, they may even be able to appreciate it the most.

I'd like add a forth point
4- It makes devs lazy, why add much requested features and fix bugs and balance the game when the can go "fuck it the modders will do our job for free?"
Originally Posted by Black_Elk
Originally Posted by arion
That topic not about UI but original BG Ui is bad and outdated, I do not miss it at all.

Originally Posted by Black_Elk
and players who are familiar with those games will instantly feel more at home.

they feel more home when they will receive 2d game on infinity engine with the RTwP combat, based on 2e so on...there is no reason to try to please them, they will still be unhappy



Fair enough, though I find that attitude kinda demoralizing lol. It presents returning fans as hopeless curmudgeons who could never be satisfied so why bother, when clearly the functionality already exists and it probably isn't all that hard to implement a party of 6 into the design. I know it's likely meant hyperbolically but still, sort of a burn to lock the 6'ers out of the clubhouse hehe. I get it, but this isn't like an MMO where you need the whole player base to be on the same page for everything in order for it to work. This one has always been SP/Co-Op by design, so if we can make more people happy by providing more options that cater to their wishes what's the real harm? Like why leave that loot on the table when we're still in EA?

There are certain touchstones like the 6-man party that could be used to shore up support and help the ease of use for your returning players, especially when the designers choose to depart from the older games more dramatically in other areas. I only mentioned UI organization because, like party size, it seemed like a similarly low hanging fruit. Why not allow for UI elements to be moved around, like many games do, so that players can change it to suit their tastes? Then we could have a "Modern" UI by default, or a "Classic" alternative that could be quickly toggled from a settings tab. Same deal with party size 1-6, why not let the player make that determination, with difficulty settings to match? I feel like its presented as a zero sum thing when it really needn't be.

I keep trying to imagine if it had gone the other direction, and they went with a party of 8 instead of 4 if I'd still be in here arguing for 6? I suspect not, since in my view a larger party provides way more interest across pretty much every dimension of gameplay (and combat not least) for a game with this playstyle where one player is meant to control the entire party (or half the party I guess in the case of Co-Op).

6 is just better in my view, but clearly I'm a partisan. I'd prefer my side to win the debate hehe

Just for a counter point I feel like maybe I'd get more traction arguing why they should cap the party at 3 rather than 4 members. Just to show the opposing logic in starker relief. I'm sure there are plenty of reasons that might make sense to do this from the average PnP/5e session perspective. The party of 3 has always been more common in PnP than 4, and certainly more common than 6.

But that doesn't really apply to Baldur's Gate, cause BG wasn't like an average session. BG was like one of those epic campaigns, the truly legendary ones, that are hella hard to organize and maintain, just because of how challenging it is to get 6 people and a DM all together in one place and keep it going for months and months on end. On the computer everyone got a chance to experience something sort of like that, with the broad archs and long sweeps, like one imagines went down in basements in the late 70s, when Satan still ruled! lol

It just always stings a bit worse when it feels like something is being taken away. We fixate on it more, and maybe more than we should relative to like when we get a bonus. But that's the way my brain works. Wanting something 'back' is just a different feeling, and I think it would register as a fairly massive win for my contingent of the playerbase if EA feedback resulted in a return to 6. Peeps would say 'hey, looks like they really are taking our feedback to heart!'

But I'll tap out now. I think I've posted more than a few times in this here thread. Batons need passing and I'm zorsted from sleep deprivation playing this game haha.

Best,
Elk


Great post thank you for the input, I agree that if the party size was 8 instead of 6 I probably would not complain, but that would mostly be because I would have the choice of how many people to take with me, and if I wanted to recreate a classic party setup I enjoyed in the original games I would not be forced to go up to 8 and could limit myself down, I think what a lot of the people who prefer 4 don't realise is we don't want to take away what they like and want we just want the option to have the same as them, a way to play the way we like and want.
Originally Posted by Tuco
Originally Posted by Traycor
and makes playing an Origin almost mandatory to get a full story experience out of the game since custom PCs have no content.

People keep saying this but I honestly don't care that much about playing these origin stories.
HAving these characters in party and witnessing their questline? Great. Playing in their role? I don't care. I'd gladly give up on having all these "Origins" playable if it just meant having A LOT more companions.

I will probably try out playing as Gale as he seems pretty cool but otherwise I will probably always play as a custom character because that's what Baldur's Gate and D&D is to me, it's about putting my own character in some amazing and fantastical land, it's about telling my own story and seeing how my character reacts and adapts to the world not trying role play as some pre-created character, they are fine as foils for my guy to react off of but they will never be a main focus and I agree more companions overall would be time better spent over making them all origin characters to play as. As it is I'm hoping for recruitable companions in acts 2 and 3 just how in the original games as you went around the world and found new locations you found new and different people who you could bring along, normally before I start a BG campaign I decide what type of character I want to roll then look up and research a little who I'd like to come along and only recruit them, so sometimes i can spend large portions of the game with only a few companions.
Posted By: DistantStranger Re: Party Size Discussion - 20/10/20 05:03 AM
Originally Posted by Sir Sparhawk
Originally Posted by KingNothing69
A party of up to six is the correct decision. Less than that and the game doesn't feel like Baldur's Gate. Solo the game, take only a few companions, or have a full party. That's how the original games worked. Leave it up to the individual and stop thinking that because a party size of four is enough for you that it is OK for everyone else.

And why are we pretending like the game is balanced as is in EA? Do people really think this is how the final game will be? That Larian won't change anything? That there won't be any difficulty sliders? That we can't opt into ways to make the game more or less challenging based on player preference? That's just crazy. It's also stupid to complain about how other people play the game not working with your play style or rudely pretending like you know the financials of these asks and that us peasants posting in the Suggestions & Feedback forum are too dumb to know what we want. Let people play the way they want. D&D is about giving people the power to create stories how they want. That's why the ruleset is so flexible and allows for homebrew (mods for tabletop).

Although if it ends up being that party is fixed after Act 1, then I'll really lose the desire to play this game. Party experimentation is KEY to Baldur's Gate. If you were stuck with the same party for the whole Bhaalspawn saga, then that would suck in a very major way and the pocket plane would be a very sad place.

I expect there will be 12 origin characters at launch, one for each class, and then i would expect a few more that are only available in acts 2 and 3, like you if you are locked in after act 1 ends I won't be impressed
Originally Posted by Peranor
Originally Posted by arion
Originally Posted by Smash Dently
Besides let's say they jump us up to 6 and rebalance the whole game

lol this argue again
what game they need to rebalance?
there no balanced game, all we have is EA which not balanced at all
Originally Posted by nation
[quote=Peranor][quote=arion][quote=Smash Dently] Besides let's say they jump us up to 6 and rebalance the whole game

lol this argue again
what game they need to rebalance?
there no balanced game, all we have is EA which not balanced at all



Yeah, and even if it was. I don't think it would be terrible difficult to add some kind of dynamic balacing to the game that accomodate for your chosen party size. Maybe set it as a starting option when you start a new game. Choose between solo or 2-6 party members. And once the game is started the balance is set and you're locked to the maximum party size of your choise.

+1 i think this would be a really good idea too - something like a 'Behind the DM Screen' pre campaign/character creation screen where you would be able to designate a variety of options that would carry over into the full campaign, many of which could potentially speak to a variety of the discussions and alleviate some concerns on these forums and could be really helpful when setting up a mp campaign specifically.

things that you could possibly toggle that would impact the campaign's 'difficulty/balance', but im sure others here could add to this list
-stat allocation - roll, buy, array
-feat at first level (id argue this could really open up gameplay but could warrant an overall campaign challenge increase)
-classes/races/feats/spell filter etc (more mp oriented tho)
-party size 1-6, but could see why 1,2,4,6 may be more feasible to include and 'balance' at this point (id argue that players should always be able to have a max of 6 open party slots bc enables more player choice and allow players to decide themselves to go 4 or 6, etc.)
-use healing potion as a bonus action
-scale of surface effects
-show/hide dice rolls - im not sure its a good thing to know a dc of a skill check or see that you failed that perception roll, but that being said id rather the dc be set and apply my bonus to the die roll instead of reducing the dc as i think it currently works (id also think this systems presentation may need some tweaking - not a fan of jumping away from the dialogue to just fail a die roll)
-limit info that can be gained from 'examining' npcs and enemies, such as hp or ac
-party interaction during dialogue and trading/bartering (maybe more mp tho)
-more specific class tweaks as the 'dm' allows (ie swapping warlock spells, respecs, multi-class requirements)

i feel the above list (outside maybe the scale of the surface effects) are all common dnd 'house rules' topics you discuss around the table that could also really work to refine an bg3 campaign to fit each persons playstyle. obviously this is all just thoughts/theorycrafting suggestions but i think in particular the discussion regarding having 4v6 party slots and possible required balancing could find solutions for both perspectives with a toggable pre-campaign dynamic balance as mentioned above by peranor

also, maybe tangentially related, but i think balance should be focused around encounters not party size or level - i want to adapt to the challenges and world of bg3 not the opposite way around

I like his idea, and yours as well, more options is always a good thing.
Originally Posted by Black_Elk
They can't have failed to notice by now that it will be a real sticking point for a lot people. This is already one of the longest threads in this feedback section, and its been brought up in many others.

I'm not terribly inspired by the idea that if the devs don't do it, then motivated modders will be able to solve everything. This doesn't strike me as a game that will be particularly easy to mod. NWN was basically a modders dream, but lack of party control, with henchmen instead of a full party kinda sank it, despite all the other innovative things that were done. It was a perennial disappointment there even with like 3 expansions and a sequel, that we never got a party control system there. And that one was by the same developer. Larian is so much closer, much much closer to the BG vibe than NWN ever was, but they are kinda shooting themselves in the foot by hamstringing us with a party limited to 4.

4 makes it feel like Valkyrie needs food!

6 is what we want lol






+1
Posted By: Anfindel Re: Party Size Discussion - 20/10/20 07:29 AM
Folks keep saying that limiting it to 4 characters increases the replayability factor. However, there are some of us out here who have real life responsibilities that do not allow for massive replay time sink. Some weeks I'm lucky to get 5 to 10 hours of play time in - I want to maximize my time, experiencing a larger group of characters . I play many games, alternating which I am playing at any given time, depending on my mood, how much time I can devote that day, how many interruptions I can expect and so on. I see no reason I can't have the 6 character game I want, that would keep someone else from the 4 , 2 or 1 character game THEY want to play. That's the point of different difficulty levels, and the reward or lack thereof of splitting xp and loot among
a greater or fewer number of characters
Posted By: Peranor Re: Party Size Discussion - 20/10/20 02:54 PM
Originally Posted by TheThankfulDeath
Another issue I have is that on Larians website, it says that once we pick a team, thats it, locked in after act 1. I'm against this.

I may be able to deal with 4 people if I didnt get locked into one party. I'd like to be able to swap, and have different teams for different situation.




Indeed. If they do go through with the (terrible) idea to lock in the team after act 1, then the 4 people group limitation will be even worse.
Posted By: Tuco Re: Party Size Discussion - 20/10/20 02:56 PM
Originally Posted by Peranor
[quote=TheThankfulDeath]Another issue I have is that on Larians website, it says that once we pick a team, thats it, locked in after act 1. I'm against this.
Indeed. If they do go through with the idea to lock in the team after act 1, then the 4 people group limitation will be even worse.


Made the same argument in the past pages: it's a bad idea in general, but it becomes downright awful if you limit the party size to three companions.
Posted By: Sigi98 Re: Party Size Discussion - 20/10/20 02:56 PM
Originally Posted by Peranor
Originally Posted by TheThankfulDeath
Another issue I have is that on Larians website, it says that once we pick a team, thats it, locked in after act 1. I'm against this.

I may be able to deal with 4 people if I didnt get locked into one party. I'd like to be able to swap, and have different teams for different situation.




Indeed. If they do go through with the idea to lock in the team after act 1, then the 4 people group limitation will be even worse.



I agree, but I fear they won't budge on this because of a story reason that is already fixed smirk
Posted By: Peranor Re: Party Size Discussion - 21/10/20 06:21 AM
Originally Posted by Sigi98



I agree, but I fear they won't budge on this because of a story reason that is already fixed smirk



Yeah, that is what i'm afraid of as well. Doesn't mean I like it though smile
Posted By: Black_Elk Re: Party Size Discussion - 21/10/20 11:16 AM
Its been brought up before but just to highlight that when there is a party of 6 players you also get more opportunities to play different equipment or spell loadouts. I think it'd be particularly nice for spells and arcane casters esp since it makes preparing utility spells more viable. Right now they really need to focus on dmg but if you have like another wizard or bard in the group you can have one dude wrecking fire balls and another with like abjuration or going illusion style.

With 6 there is more room to redupilcate class but with a different focus, after the core 4 the fifth and sixth slot is where the party variety comes into play.

The prob with everyone can do everything, is that you have to long rest and change loadouts constantly if you want to try something off key. So instead you just go with whatever is most OP for that archetype.

In BG1 by the time you got to the Friendly Arm inn you had Charname, plus Imoen and Montaron/Xzar pairing. The Khalid and Jaheira pairing came soon as you got to the Inn. These were cool because they were already grouped together. So you had the Harpers or Zhents choice pretty early and a reason sometimes to see one chunked with amusing one liners from the other companion.

There was just way more gameplay nuance involved in selecting a party composition and who to ditch or switch. In the Beregost area you could pick up a Bard or another Fighter. There was a Ranger or Cleric just outside town. By the time you reached the mines you had already encountered like a dozen possible companions. That's the vibe that's missing right now for me with only 4.


Posted By: DZs7 Re: Party Size Discussion - 21/10/20 03:47 PM
Too be honest I don't see good reasons to change it now. From most players perspective party of 6 is old fashioned and mostly just matter of personal taste. From sales perspective Larian way of doing things works and most people agree with it.
Finally the most important from game design perspective everything is written, design (gameplay, multiplayer and so on), made and balance around party of 4. So chaining it now would created unnecessary chaos to please just the one group of people.

So making party of 6 a basic feature of the game? Big no. Making engine handle party of 6 so mods will allow it without any problems? Yes, go with it.
Posted By: nation Re: Party Size Discussion - 21/10/20 04:52 PM
Originally Posted by DZs7
Too be honest I don't see good reasons to change it now. From most players perspective party of 6 is old fashioned and mostly just matter of personal taste. From sales perspective Larian way of doing things works and most people agree with it.
Finally the most important from game design perspective everything is written, design, made and balance around party of 4. So chaining it now would created unnecessary chaos to please just the one group of people.

So making party of 6 a basic feature of the game? Big no. Making engine handle party of 6 so mods will allow it without any problems? Yes, go with it.
i agree with your thoughts that at this stage in the game it may be difficult to accomplish, particularly if larian has designed the game as you indicated above around a party of 4 (we sure this is the case?) - but respectfully i disagree and think that making 6 the party size should be the standard as it was the standard in the og bg games and this is supposed to be bg3 (altho reviewing some other posts i feel like some would prefer this as dos2: baldurs gate edition - i dont see enough significant enhancements/improvements to this game that would cause me to even call it dos3). also, please note that by making the standard be 6 slots still allows for players to have a 4 person party (or solo plays) so having a party of 6 isnt alienating a segment of the fan base whereas the reversal seems to be as a card carrying member of the pro6 party. and again, you say that the game is balanced around a party of 4, but larian themselves has said that you can recruit 'mercs' to round out a party and some have been able to get up to 6 in mp so does this argument really hold any weight?

i still struggle to see any concrete points as to why larian wouldnt want to bump the party size up to 6 other than
-resources/money (they just crushed their ea sales so i doubt that is the case - if anything it should show them the potential this game has and reinforce larians desire to work with the community to make the game even better than it is currently),
-timing (we are still a year out and this is the whole purpose of ea feedback, and larian has released multiple support patches post their dos1/2 launches so i suppose this could be done similarly, but i have my apprehensions),
-mods will do it (spending $60 on an ea game where one of the largest feedback points isnt being heard only so mods can support or what many consider fix a primary gameplay mechanic just doesnt sit well with me),
-balancing issues (which i dont think has a lot of weight given if you are lucky/save scum with die rolls you can bypass various encounters - i also dont think encounters [outside of random encounters/mobs, which is another game mechanic that larian seems to be moving away from relating to the og bg games] should scale either, as it detracts from a sense of character progression if the world levels with your party but thats a post for another thread)

i would just refer folks to the variety of valid and thought out posts that discusses the rationale and reasoning for having a party of 6 be the standard while still allowing for solo and party of four runs, and challenge ppl to give productive and constructive critiques, around both good and bad aspects of the game, instead of falling back on any of the above tired arguments against parties of 6 or saying that from a sales perspective that larians way of doing things works (debateable) and most ppl agree with it (again, debateable) as this just comes across as excuse making/fanboyism for larian and really isnt productive.
Posted By: DZs7 Re: Party Size Discussion - 21/10/20 07:18 PM
@nation

Will expand my thinking. You assumption is that party of 6 should be standard, because of few reasons:

* Because previous games were like that. Indeed they were, but why we should we really stick with it? Both of this games are now archaic and are long closed story. I'm fan of both previous Baldur's Gate games, but being honest here. Without sentimental aspect Baldur's Gate 1 is just good game with average story and it didn't pass the test of time. Baldur's Gate 2 looks much better in this aspect, but still it's a relic of the past. I won't go with all this seems like Divinity 3/ Divinity: Baldur's Gate talk- not only, because it isn't related to the topic at all, but also if someone remembers how many placeholders from DoS1 were in the EA for DoS2 then there is just no point to speak about it at this stage of game/EA. So I don't really see why we should hold argument like this at all.

* Without party of 6 some players will be alienated. Yes, maybe- maybe not. However, same will happen if they will change it to party of 6. Some people would say that now it's too much of party management, too chaotic or something else. Also if they will change it once then another group will rise saying something like make it party of 8 or party of 10, because system/game/universe XYZ haves it that way. Yes your argument here is valid, but same goes for any other party size. Also like you said that party of 4 being way to go is debatable, well same goes for party of 6 being consider fix for primary gameplay mechanic- it's debatable. No matter what someone won't like the final outcome.

* Is game really made around party of 4? Yes and overall fight balance is lesser concern here. We talking about things like story, narration, dialogue system and other mayor mechanics and aspects of the game. This project is huge already which is reflected in pure numbers and statistics (at least compared to theirs previous game). In the end changing it would consume set amount of manpower to once again please just one group of people in the end.

Another things why should they stick with party of 4 is overall vision for the game. They had something in mind and it's one of the core/ground rules/aspects for game like this. It's kind of like asking devs of Pathfinder to make game around party of 4 for various valid reasons. Sometimes creators just must go with things that thought will be the best for theirs game.



Valid solution would be adding another play mode with party of 6 and maybe things like Active Pause mode in Enhanced Edition sometime after the premiere. This game really needs valid polish and improvements, so there is just no time and it's unnecessary to try please everyone with very personal taste based things now.

Posted By: nation Re: Party Size Discussion - 21/10/20 10:00 PM
i appreciate the response my dude, and i do want to say that my earlier post didnt mean to single you out but instead to speak to some of the larger themes ive seen in ppls counterarguments to the base 6person party size (while still allowing for ppl to do solo and 4man runs using their 6 'party slots' - like how you can currently still do solo runs despite the 4party limit), so my apologies for that - but, respectfully i pretty much disagree or have issues with every position you made in your response lol
Originally Posted by DZs7
@nation

Will expand my thinking. You assumption is that party of 6 should be standard, because of few reasons:

* Because previous games were like that. Indeed they were, but why we should we really stick with it? Both of this games are now archaic and are long closed story. I'm fan of both previous Baldur's Gate games, but being honest here. Without sentimental aspect Baldur's Gate 1 is just good game with average story and it didn't pass the test of time. Baldur's Gate 2 looks much better in this aspect, but still it's a relic of the past. I won't go with all this seems like Divinity 3/ Divinity: Baldur's Gate talk- not only, because it isn't related to the topic at all, but also if someone remembers how many placeholders from DoS1 were in the EA for DoS2 then there is just no point to speak about it at this stage of game/EA. So I don't really see why we should hold argument like this at all.

* Without party of 6 some players will be alienated. Yes, maybe- maybe not. However, same will happen if they will change it to party of 6. Some people would say that now it's too much of party management, too chaotic or something else. Also if they will change it once then another group will rise saying something like make it party of 8 or party of 10, because system/game/universe XYZ haves it that way. Yes your argument here is valid, but same goes for any other party size. Also like you said that party of 4 being way to go is debatable, well same goes for party of 6 being consider fix for primary gameplay mechanic- it's debatable. No matter what someone won't like the final outcome.

* Is game really made around party of 4? Yes and overall fight balance is lesser concern here. We talking about things like story, narration, dialogue system and other mayor mechanics and aspects of the game. This project is huge already which is reflected in pure numbers and statistics (at least compared to theirs previous game). In the end changing it would consume set amount of manpower to once again please just one group of people in the end.

Another things why should they stick with party of 4 is overall vision for the game. They had something in mind and it's one of the core/ground rules/aspects for game like this. It's kind of like asking devs of Pathfinder to make game around party of 4 for various valid reasons. Sometimes creators just must go with things that thought will be the best for theirs game.



Valid solution would be adding another play mode with party of 6 and maybe things like Active Pause mode in Enhanced Edition sometime after the premiere. This game really needs valid polish and improvements, so there is just no time and it's unnecessary to try please everyone with very personal taste based things now.
this is all mainly related to the 6 v 4 person party debate:

-bc the previous bg games were like this - ya and this is supposed to be bg3, but i do agree that the bhaalspawn plot should be tossed

-bc the previous bg games are 'dated' and were just good or are currently looked at thru rose colored glasses - i just think this is plain false given that baldurs gate is credited with reviving the genre, has universal 4/5 or 9/10 star reviews, and is the standard which many like games are now compared to and from which many of the games since have drawn inspiration. bg was 'the' computer dnd game and was so good that now 20 years later they are still selling copies of the game (which as an aside speaks to the overall lack of 'new' or innovation in the gaming industry given all of the new definitive/enhanced/next gen rereleases of older games) and to be frank, i think the hype for this game had more to do with the title being bg3 than having larian as the developer. i understand that was adnd rules tho so i can be sympathetic to the issues in adapting 5e, but i didnt anticipate such a drastic departure in some aspects and could do with more 5e rules/mechanics in some of these areas (surfaces, food, elevation, etc.)

-i actually dont think theres enough innovation from dos2 in this game for it to get a new number, so i agree the dos3 talk is premature, but i think dos2: bg is valid given the merging of the game mechanics, origin v custom characters, shared limited party size, dos2 party and camera control, and dos2 like narrative weve got so far (ie shared plot/narrative with our companions with tadpoles in this instance, possible limited companion choice after the first act, act maps, even being a survivor on a beach) - but i agree also with what you said about this being ea so alot of things are subject to change so all we can really do is just theorycraft at this point

-without a party of 6 some players will be alienated - yes. thats it. you argue that the same will happen for ppl who prefer 4 over 6 - i agree that some ppl may, but i dont think this is correlated as you suggest. with having a party of 6, players can still opt in to just running a party with 4 members - you still have choice. by limiting party size to 4 you dont even have the option in the base game to have 6 companions. and if its too much party management, or chaotic, or 'something else' for a player, they can still opt to just run 4 and avoid such a hassle that 6 members may present.

-if they change it will ppl ask for them to increase it further? - maybe, thats true. i agree at some point that you would need to limit party size, but your rationale that xyz system or game has it doesnt carry much water if you ask me, as the xyz we should be caring about here is the og bg games (id like more allusions to the forgotten realms too just as an aside) which had up to 6members and shares the same name as this game. im actually having some difficulty thinking of any similar rpg game that has party dynamics that has 8-10 party members? any suggestions - being serious, actually sounds fun to play, lol

-i agree with your overall point that whats best for 4v6 is up for debate/interpretation/personal preference - but what i am arguing for and asking that larian implements is the option for you to still play with a party of 4 while allowing for a party of up to 6 so we both as players can win and enjoy the game, while those in the pro4 party seem to be advocating against players being able to have that option and thereby artificially limiting our choices/options. when framed this way, not considering costs/resources/etc. which is another facet of this question, i dont really think its up for debate. larian should implement up to 6 party members - can they and will they are two different questions.

-your next two points around if the game is really made around a party of 4 and their overall vision for the game - i think this is a larger discussion about what larians vision for the game was when they first began development to where it is now that they are receiving feedback from the community, so i guess my response to that is that i just disagree with what their vision for this game should be in regards to this specific party size topic as alot of other ppl have also voiced in the forum and this is purposefully the opportunity to give feedback in the hope that larian considers as they work to create the game? and i would say that the group of ppl in the pro6 or unaligned and dont care is the larger segment of the bg community and again this change wouldnt take away your ability to run4. regarding what the scope of such an overhaul may be in terms of resources, and larian isnt some small indie developer, idk if i have a lot of sympathy for that rationale, especially considering the numbers they just got from the ea. i am also skeptical about how 'difficult' implementing two additional characters to your party would be (frankly, i also think the game could do with more interparty interactions and companion input during dialogue encounters) or if it would really imbalance encounters (which is another topic) and again, it just comes off as empty rationalizing.

-i dont really care about the devs for pathfinder since we are talking dnd 5e here, but relating to creators sticking with their vision for a game thru to launch - for every one you can find im sure you could also find a multiple more that either made changes based on feedback and were better for it or didnt make changes and didnt make it. constructive feedback can only work to improve a game (or anything really) and saying things like 'sometimes creators just must go with things that thought will be the best for theirs game.' isnt in any way productive or meaningful feedback

-what you said about a valid solution being multiple game modes i agree with, and you also mention RTwP (which, lol oddly enough as someone who really enjoyed the og bg games im against as i think turnbased fits 5e and dnd better), but then you state that the game needs real polish and theres no time and its unnecessary to try to please everyone so lets wait and hope to get these in enhanced editions - i think that mentality sets such a low bar for larian and the expectations for what should be the re-invigoration of what has long been considered a flagship franchise in the genre, so i just dont prescribe to it.

to wrap, ill just say that i have been enjoying my experience playing this game in ea - for the most part it sounds like the majority of us all are, but i disagree with some of the changes in game design from the predecessors to larians iteration and havent really found any concrete or substantive reasoning as to why larians way of doing it is better
Posted By: Black_Elk Re: Party Size Discussion - 21/10/20 10:16 PM
Originally Posted by DZs7
Too be honest I don't see good reasons to change it now. From most players perspective party of 6 is old fashioned and mostly just matter of personal taste. From sales perspective Larian way of doing things works and most people agree with it.
Finally the most important from game design perspective everything is written, design (gameplay, multiplayer and so on), made and balance around party of 4. So chaining it now would created unnecessary chaos to please just the one group of people.

So making party of 6 a basic feature of the game? Big no. Making engine handle party of 6 so mods will allow it without any problems? Yes, go with it.


From a sales perspective, OK I mean they already got my 70 some odd bucks. I'm sure they could cash out now, not change anything substantial out of EA feedback, "stay true to their vision" or "stick to their guns" or insert whatever euphemism we like for essentially ignoring the feedback, even after consideration. But it'd also make me a lot less inclined to buy an expansion or sequel if that was their approach.

Party of 6 isn't a complete deal breaker for me, though I really do think its better on the merits and not just purely based on my nostalgia for the archaic. 4 does not feel Epic enough for me, but perhaps if they listen to feedback in other substantive areas my disappointment about that can be allayed. I actually think it will be better for the points like narration, story, dialogue system and every other mechanic I can think of to have 6. Most issues I have with micromanagement currently have way more to do with UI organization and pathing fails, than the number of PCs I'm controlling in the party. Everyone is already following me to camp anyway, so I basically already do have a party of 6, at least for many of the narrative components, I just don't get to have them along for the ride when actually playing. It may be a matter of taste, but I'd much rather have 5 companions than 3, since I think it would be more engaging all around.

I bought this thing mainly because I wanted to support the franchise and have high hopes for BGIII. I fully expected the EA to be half baked, and this still feels very much like an incomplete game atm. I've enjoyed it, but its also missing many features that I would have expected and the lack of the 5th and 6th party slot is not the clunkiest of clunky things going on right now.

They need to work on stuff like camera control and party movement pathing, inventory and spell management, hotbars and general UI stuff too. Which all seems way more important to me than scaling the difficulty levels around a particular party size or balancing combats etc just yet. Balancing is a long haul. How much balancing are they going to be able do anyway if we are only testing a 3rd of the game in EA? I'd prefer 6, maybe I'm old fashioned though I don't know. I think this is low hanging fruit, and would likely please more people than it would annoy, but that's just my anecdotal sense of things. For everyone motivated enough to actually post on forums, leave a review, or join a discord to yammer away about stuff there are probably a couple dozen players who just go with what's given and wouldn't be chiming in. I don't have a sense of what most people want, but I know what matters to me. I think they'd be unlikely to get another 70 bucks out of me at this point. Especially if its just like thanks for the feedback and for helping us to find and crush all these bugs, but we're going to hard pass on making any major changes due to already sunk costs. If its take 'it or leave it', I'm already taken I guess, but it leaves a bit of a bitter taste, since I really do have high hopes for this one. Plus it just seems like not particularly complicated to pull off. It not like they have to rebuild it from the ground up to make this happen. If its already in the MP game it should be there in SP too.
Posted By: Poecile Re: Party Size Discussion - 21/10/20 11:11 PM
+1
Posted By: Peranor Re: Party Size Discussion - 22/10/20 02:40 PM
I doubt it would require that much effort from Larian to adjust the game engine to handle 6 character groups. If a modder with no access to the source code can enable it for D:OS2 then I'm sure Larian can manage it for BG3 as well.
Not sure what they have planned for the story though and how having a 6 character party would affect that. But hopefully we will get some clarification from them soon. This is a popular topic after all.
Posted By: arion Re: Party Size Discussion - 22/10/20 06:04 PM
Originally Posted by Tuco


I meant more the internal panels (inventory, equipment and so on) rather than the basic UI, but still, thanks for the screen.

from reddit

https://imgur.com/a/PLaS50O#PSmcfxK

little late, but. its scales pretty fine, so not problem here for larian i think

Posted By: RagnarokCzD Re: Party Size Discussion - 23/10/20 09:33 AM
I thik we should at last try it ...
Especialy when the world is still young and adaptable.
Posted By: Maximuuus Re: Party Size Discussion - 23/10/20 11:10 AM
Originally Posted by RagnarokCzD
I thik we should at last try it ...
Especialy when the world is still young and adaptable.


I agree with that.
It would be complicated to try it later.
Posted By: Sir Sparhawk Re: Party Size Discussion - 23/10/20 12:41 PM
Originally Posted by Black_Elk
Baldur's gate is the most replayed D&D CRPG of all time

It had 25 recruitable companions and a full party of 6 members.

In terms of the possible party combinations, the "25 recruitable companions" is the more important part of the equation than the 6 member party cap, but they are both relevant.

As pointed out earlier in this thread there are many more combinations available with the cap at 6 than there are with the cap at just 4, provided we have a decent number of total companions available. The number of combinations practically doubles when going from 4 to 6 if the total number of companions is raised to say 10 rather than just the 5 currently available. This increases even more dramatically again if we go from a possible 10 companions to say 15 or 20 companions in the roster.

Right now initial impressions are being based on the 5 recruit-able companions currently available in EA, and a full party of 4 members. But there's no way it could end up just being 5 companions or just one or two beyond that thrown in later as some have suggested. That would be a crazy hard fail from the team holding the crown right now. They'd need like a dozen companions just for it to even hold a torch to the epic glory of BG1. So I fully expect them to double or triple the number of companions by the time this thing goes live just to do it justice by the BG standard. I mean they got what, a dozen writers on it? Seems about right.

It makes sense for Larian to tease them in smaller numbers like this too, so that their EA can focus on the party interactions/compositions they feel need the most feedback, and probably more importantly to give us a reason to keep tuning in when they drop their larger patches to expand the content. But there are bound to be a lot more companions, and if that's the case, a full party of 6 is going to give a huge amount of variety in party composition over just 4... even accounting for a few companion pairings that might not be compatible long term without things coming to blows inside the camp.

There are plenty of amazing ways to make an awesome 4 person game by design, or to make a game with only 2 characters when the goal is a Kurvitz style masterpiece. But we're not taking about just any game. This is the heavy weight title we're talking about! This is Baldur's Gate III

It really should be trying to distill the essence of what made the other two preceding titles so rad, and part of that was the variety of possible party compositions. I just can't see the logic that says giving us fewer characters in our group somehow gives us more choices, or better or more interesting choices. it just doesn't pencil for me. Closes off more doors than it opens and diminishes the replay in the long run. Creating a party building vibe that's concordant with the previous titles in the franchise, and building it out with those kinds of limits in mind is what I'd dig.

I really think the party of 4 is going to become more problematic later on, when the encounters scale to epic territory. This is why a lot of us are hearing the internal alarm bells sounding, and trying to argue for a fix now, while there is time to fix it. I mean we definitely expect a game with a Dragon combat or two eventually right? That's going to be a lot harder to pull off in style with just 4, while still maintaining a classically epic sensibility. I mean unless the plan is just to toss us a bunch of non controllable friendlies? This seems to be the go-to approach in many of these EA battles right now, and maybe it works alright when there are narrative reasons (like "the Blade of Frontiers!" sounding his horn, or NPCs that are part of the story) but as a player I feel less invested in the encounter when this is overused. I'd rather have a party of 6 that I can fully control and really work to defeat the opposing crew, than half a dozen random friendlies appearing in every other encounter, just to serve as fodder so that the combats can be balanced by teams/sides.

Just like a good DM, a good difficulty setting in the options should allow everything in these encounters to scale, whether the player elects to cruise with 6 people or just 4.

But still, if you really want it to hit the nostalgia button and go for broke, I'm chanting 6 6 6! Even though I know I said I'd tap out, the gravitational pull of this thread just seems inexorable for me lol







well said, I'm expecting at least 12 origin characters at launch, one for each class and if there aren't more people able to be recruited in later chapters I will be extremely disappointed.
Posted By: Sir Sparhawk Re: Party Size Discussion - 23/10/20 01:32 PM
Originally Posted by nizanegusa
i am obviously in the minority here but i actually like smaller parties more.
my sweet spot is probably 3.
just wanted to add my opinion.

Your opinion is totally valid and I champion the choice to play the way you want. In most CRPGs be it Dragon Age, D&D, Pathfinder or D:OS anyone who likes to play with a more compact and refined party as all the tools at their disposal to do so and that is great, I just wish that developers would consider giving people who like a bigger party an option to play how they want as well.
Originally Posted by Black_Elk
Its been brought up before but just to highlight that when there is a party of 6 players you also get more opportunities to play different equipment or spell loadouts. I think it'd be particularly nice for spells and arcane casters esp since it makes preparing utility spells more viable. Right now they really need to focus on dmg but if you have like another wizard or bard in the group you can have one dude wrecking fire balls and another with like abjuration or going illusion style.

With 6 there is more room to redupilcate class but with a different focus, after the core 4 the fifth and sixth slot is where the party variety comes into play.

The prob with everyone can do everything, is that you have to long rest and change loadouts constantly if you want to try something off key. So instead you just go with whatever is most OP for that archetype.

In BG1 by the time you got to the Friendly Arm inn you had Charname, plus Imoen and Montaron/Xzar pairing. The Khalid and Jaheira pairing came soon as you got to the Inn. These were cool because they were already grouped together. So you had the Harpers or Zhents choice pretty early and a reason sometimes to see one chunked with amusing one liners from the other companion.

There was just way more gameplay nuance involved in selecting a party composition and who to ditch or switch. In the Beregost area you could pick up a Bard or another Fighter. There was a Ranger or Cleric just outside town. By the time you reached the mines you had already encountered like a dozen possible companions. That's the vibe that's missing right now for me with only 4.



+1 This is why I'm hoping for more recruitable companions in later chapters, it was always so much fun to build your team over the course of the game.
Posted By: Peranor Re: Party Size Discussion - 23/10/20 04:32 PM
Originally Posted by Sir Sparhawk

+1 This is why I'm hoping for more recruitable companions in later chapters, it was always so much fun to build your team over the course of the game.



I truly hope so. If Larian have us pick our 3 companions during chapter 1 and then lock us to those 3 companions for the rest of the game , then the 4 character party limit will feel even worse.
Posted By: VhexLambda Re: Party Size Discussion - 23/10/20 04:55 PM
I really do hope that if they increase the party limit size we could get some better party controls and group jump.

Because currently the party managing thing, lock/unlock stuff from DOSII is just annoying.
Posted By: lvl20DM Re: Party Size Discussion - 23/10/20 07:49 PM
I'd love party size to be increased to 5 (or 6, though that really is quite a bit for a game like this). I believe that Wizards of the Coast has said that the typical D&D party is 1 DM and 5 players, on average. For that reason I'd like to see a bigger party (because that is what I see at my tables).

That said - in 5e you don't "need" certain classes in the same you did in the last 2 editions. In 5e, you even have multiple options for a "healer" character - cleric, druid, bard, paladin and even Sorcerer and Warlock (if you use options from Xanathar's Guide like the Celestial warlock patron). A "tank" role can be filled by lots of classes, including some Clerics and Monks. Most classes are capable of high damage.
Posted By: brunotavm Re: Party Size Discussion - 23/10/20 07:52 PM
5 would be perfect: tank/healer/rogue/wizard/whatever you wanna be

Posted By: Maximuuus Re: Party Size Discussion - 23/10/20 08:22 PM
Originally Posted by Peranor
Originally Posted by Sir Sparhawk

+1 This is why I'm hoping for more recruitable companions in later chapters, it was always so much fun to build your team over the course of the game.



I truly hope so. If Larian have us pick our 3 companions during chapter 1 and then lock us to those 3 companions for the rest of the game , then the 4 character party limit will feel even worse.


Sorry, I missunderstood smile
Posted By: White.Kelevra Re: Party Size Discussion - 24/10/20 02:47 AM
+1 - but 5 it's ok.
(look like PoE-II)
Posted By: Jalthran Re: Party Size Discussion - 24/10/20 03:08 AM
+1
Posted By: virion Re: Party Size Discussion - 24/10/20 06:05 PM
TBH the amount of different characters you can choose from matters but the max amount of companions within the party straight up doesn't matter after me. Yes, storywise it helps since you can have more interactions in there and between the characters.

But on the mid-maxing side of things it makes it harder. I made 1 run with 6 characters in BG 1&2 , ended up with a 4 man party very quick ^^. Mostly because BG1&2 had a very silly solution for exping in the game lol.

Originally Posted by Aeridyne
Originally Posted by Seraphael
Finally, a smaller party makes the party selection/character build decisions matter more. Larian has got this.



Baldurs Gate I & II had a ton of different party members you could pick up which
And again one more time, just because you CAN get by with a 4 person party you can make the same argument for even smaller parties too until you are only playing the main character and your other party members if any are just uncontrollable NPCs. But would that game be BG? Not really. Would a 4 member party game be BG? Not really. Would a game that doesn't have a plethora of party members to choose from like the previous ones be BG? Not really. But would a game with a 6 character party and lots of different characters to choose from be BG? Well yes it would! Ding ding ding, we have a winner.


Posted By: Maximuuus Re: Party Size Discussion - 24/10/20 09:34 PM
Originally Posted by virion
TBH the amount of different characters you can choose from matters but the max amount of companions within the party straight up doesn't matter after me. Yes, storywise it helps since you can have more interactions in there and between the characters.

But on the mid-maxing side of things it makes it harder. I made 1 run with 6 characters in BG 1&2 , ended up with a 4 man party very quick ^^. Mostly because BG1&2 had a very silly solution for exping in the game lol.


You mean that the official D&D "exping" system is bad ?
BG allow you to play from 1 to 6 character with this "silly" mecanics wink
Posted By: ChickenInSpace Re: Party Size Discussion - 25/10/20 12:12 AM
A party of six would be the best choice for a number of reasons:

It offers a much greater tactical variety to gameplay though composition.
It offers a much greater social variety to gameplay, also because you can get more different people to hang out so to speak.
The PC (Player Character) will be much less pigeon-holed into certain builds due to what characters you can recruit/have in party.
It will alleviate much of the "miss-frustration" when you have two more potential hits.

I do not believe the added management will be detrimental in the slightest - just look at Wasteland 3! Brand new game with six people to handle and it's smooth and doesn't bog down the game in any way when comparing to DOS1 and 2.

5e adventures normally state four as a minimum number. Anyone who has played or DM'd a group of three for whatever reason can easily testify that it's borderline impossible without seriously re-balancing many things. With four, it can be pretty tight and you really need to tailor the party to a much larger extent, so much so that some players may end up not really playing what they want to play. The sweetspot is really around five to six players which allows rather diverse skillsets, maybe some doubles (which isn't at all bad, double dipping some skills in the party is Very useful).

Having the extremely low number of four with DnD ruleset is mostly a pain which cuts right into fun-time. Larian says it's easy to mod into six? Maybe they should mod it to six themselves, then? I'm very OK with waiting if it takes longer to implement.
Because Larian is used to doing four character parties should not be a reason to go with four. Saying it's because of the nature of how fleshed out the characters are shouldn't be a reason either - and it IS fine if some characters are less fleshed out than others. Not every character will have a massively interesting background or super intricate plotline designed to them.
For some characters, this adventure COULD be their interesting background. "Yeah, back in my younger days, I joined up with the hero who fought the Mindflayers. What a time. What a time..." *sips ale*. This offers at least one character/position of being quite fresh out the factory, so to speak, and will potentially instead be formed much more from what they experience through the game. This, to me, sounds like a very interesting take.

As a closing statement I'd say that I'll even take five character party, although I feel it's not optimal for fun purposes. Just not four. Four is simply too few.
Posted By: etonbears Re: Party Size Discussion - 25/10/20 02:29 PM
While I understand the reasons for preferring a larger party, I can't say I think it would be an improvement in BG3.

EA seems to play OK with a party of four; if you expand the party size, I can see 2 problems related to the turn-based combat being used.

- the number of enemies in encounters would also increase, leading to even longer encounter resolution, when some of them are pretty turgid already. This could, perhaps, be alleviated by using fewer, but more powerful enemies.

- increased party size would exacerbate problems with party characters blocking each other, which you can't resolve because of the limitations of turn-based movement. This is less easy to alleviate, as it would mean re-working the game world to have less choke points, many of which are related to the significantly vertical nature of the game world.
Posted By: nation Re: Party Size Discussion - 25/10/20 03:06 PM
Originally Posted by etonbears
While I understand the reasons for preferring a larger party, I can't say I think it would be an improvement in BG3.

EA seems to play OK with a party of four; if you expand the party size, I can see 2 problems related to the turn-based combat being used.

- the number of enemies in encounters would also increase, leading to even longer encounter resolution, when some of them are pretty turgid already. This could, perhaps, be alleviated by using fewer, but more powerful enemies.

- increased party size would exacerbate problems with party characters blocking each other, which you can't resolve because of the limitations of turn-based movement. This is less easy to alleviate, as it would mean re-working the game world to have less choke points, many of which are related to the significantly vertical nature of the game world.
i am pro having 6 open slots for your party, which then allows the players to decide themselves if they want to roll 4, 6, or even solo. i agree with the two most significant issues that you cited (which you also go on to provide solutions for), as these are also other common critiques that ppl have cited in other places in the forums without even considering the party size - ie. rebalance combat related encounters (id argue using more 5e based rules would help alot here) and the limitations and frustrations that the current combat movement (and overall party movement control using the dos2 'chaining' system) controls present (not considering how the current camera controls can also compound this problem). im not sure how much feedback we can expect larian to take from these forum posts (idk when the last time we heard from larian was) but i do hope that the concerns and suggestions that you posted are relayed to the devs as alot of folks agree with the points you made (outside of the party of 4 choice wink )
Posted By: KillerRabbit Re: Party Size Discussion - 25/10/20 06:20 PM
I played with a 6 party mod and it worked great right up until the point it failed to launch the grove party. The game is already set up to accommodate 6 party members.

There were some things that would need to fixed

-- party management. A couple of times my toons did a little dance trying to find where to stand
- the default party formation was the bowling pin one
- party inventory, with six people the items got so small I had a hard time seeing them
- minor graphic glitch during conversations where the extra two party members merge into another NPC

But I got what I wanted, more banters / conversations and it felt a bit more like Baldur's Gate.

Posted By: FaultyValve Re: Party Size Discussion - 25/10/20 06:24 PM
I agree that adding one or two party members would make the game more fun. As a four person party I often have to choose which class functionality to leave behind to bring one of the NPCs for their quest. example, in my current play-through I'm a wizard, so my main party is me, Lae'zel, Shadowheart, and Astarion. So when either Gale or Wyll need a quest done, (like Wyll wanting to kill the goblin leaders) I basicaly have to pick between Lae'zel or Astarion to leave behind...because ya'know... healer.
A 5 person party would fix this completely and wouldn't require much difficulty tweaking at all.
Posted By: MatronPain Re: Party Size Discussion - 25/10/20 06:44 PM
When you are playing in rl then 4 players can do most things as players have unlimited minds. They can do anything they can think of and if they can surprise the DM they might even live through some of them.

Computer games are severely limited in that respect. For me 6 is better in a game like this as you get more playing options, instead of just tank, heal, trap, cast (or variations there of). With 4 you feel you are leaving things out of your party.

And as they have decided to call this BG3 and are selling the game as BG3 then it should at least be similar to BG1 and 2.

Its only a pity we don't have 2nd ed rules as well as a six man party.
Posted By: Tuco Re: Party Size Discussion - 25/10/20 09:38 PM
Originally Posted by MatronPain
When you are playing in rl then 4 players can do most things as players have unlimited minds. They can do anything they can think of and if they can surprise the DM they might even live through some of them.

Computer games are severely limited in that respect. For me 6 is better in a game like this as you get more playing options, instead of just tank, heal, trap, cast (or variations there of). With 4 you feel you are leaving things out of your party.

And as they have decided to call this BG3 and are selling the game as BG3 then it should at least be similar to BG1 and 2.

Its only a pity we don't have 2nd ed rules as well as a six man party.


Pretty much.
That's precisely why "Pen & paper sessions are usually tuned for four players" is a bogus argument to bring to the table.
Because they are two very different scenarios. In tabletop sessions four persons agree on how to build up a team from scratch and they are limited only by their imaginations on the way they can interact with each other.
In a computer game you make up your party out of the limited options offered by a certain number of premade companions and their mutual interactions across the entire campaign are limited to a (more or less dynamic) handful of pre-established scenarios.

It's like arguing that in a RTS you shouldn't control more than a vehicle because in reality driving more than a car at once is almost impossible.


Posted By: Clawfoot Re: Party Size Discussion - 25/10/20 09:52 PM
Why on Earth are people saying that the game would have taken years longer to develop if it had 6 party memebers? That makes no sense. How would increasing the party size from 4 to 6 require years worth of programming? Don't be silly.

4-man party size in D&D video games has always been awful because the game is designed around the assumption that a party will contain at least one of each of the four core archetypes, so when that's already a full party, it leaves very little room for party makeup variety. While you can play through the game without a rogue or warrior or whatever, it's pretty obvious that D&D isn't meant to be played that way. That works alright in tabletop where there isn't the same need for replayability, but in a game that belongs (nominally, at least) to a franchise whose entire essence is the notion of replayability for literal decades, a 4-man party size is an extremely bad design decision. This is not D:OS where every character can learn any skill.
Posted By: FatePeddler Re: Party Size Discussion - 25/10/20 10:01 PM
Originally Posted by Tarorn
I think its 4 because of the amount of background, options, dialogue, pathways to play that they are bringing to the table & it would literally be to expensive to go to 6 man party - either that or we will be waiting another 2 years for the finished game.


The gameplay would be broken as it is now if there were 6 party members. Larian would have to completely remake every single aspect of the gameplay to accomodate 6 party members. Even the terrain does not accomodate more than 4 at times. All the fights would be severely broken and ridiculously easy with 6.

It is an enormous task to ask Larian to rework the game to have 6 party members.

Maybe when the game is completed, but when they are still making the game 4 party members is enough. Unless you want the game to be delayed and delayed and dealyed some more.
Posted By: Tuco Re: Party Size Discussion - 25/10/20 10:04 PM
Originally Posted by Clawfoot
Why on Earth are people saying that the game would have taken years longer to develop if it had 6 party memebers? That makes no sense. .

You're right. It doesn't.
Even the argument that it would make battles "longer and more tedious" is mostly baseless bullshit. In particular in a game where the initiative queue is mixed and if anything having more characters under your control would mean that you as a player can "inject" more often in the mid of lsequences of NPC moves.
A lot of people just love to make up this sort of stuff, for some reason.
Posted By: Tuco Re: Party Size Discussion - 25/10/20 10:12 PM
Originally Posted by FatePeddler

The gameplay would be broken as it is now if there were 6 party members. Larian would have to completely remake every single aspect of the gameplay to accomodate 6 party members.

No, it wouldn't. And no, they wouldn't, either.
Also, all this "concern trolling" about upsetting the current balance is laughable, as there's very little balance to begin with and all the encounters currently available are basically an open work in progress that will require more tuning for months to come regardless of possible party expansions.


Quote
Even the terrain does not accomodate more than 4 at times. All the fights would be severely broken and ridiculously easy with 6.

Another made up and entirely baseless claim, that among other things ignore that managing a party of six wouldn't even be this "crazy experimental idea" but a standard countless games already road-tested for years.

Quote
It is an enormous task to ask Larian to rework the game to have 6 party members.

No, it's not. Modders can already have a six-men party working now, and that's without even a mere fraction of the resources, manpower and access to the game's code Larian would have in its favor.
It would require a rework of the controls, on the other hand. Which it does anyway, because the current ones are the stuff nightmares are made of.
Posted By: Ulla G Re: Party Size Discussion - 25/10/20 10:19 PM
Originally Posted by Tuco

No, it's not. Modders can already have a six-men party working now, and that's without even a mere fraction of the resources, manpower and access to the game's code Larian would have in its favor.
It would require a rework of the controls, on the other hand. Which it does anyway, because the current ones are the stuff nightmares are made of.


I was just watching this interview with Sven from back in September and they are aware of modders upping the party number, and he implied they would leave that to mods, saying they can offer a better experience with only 4 characters.

https://youtu.be/S5__muccL1c?t=1498
Posted By: Tuco Re: Party Size Discussion - 25/10/20 10:26 PM
Originally Posted by Ulla G


I was just watching this interview with Sven from back in September and they are aware of modders upping the party number, and he implied they would leave that to mods, saying they can offer a better experience with only 4 characters.

https://youtu.be/S5__muccL1c?t=1498


Yeah, I know what he said. It's just one of the many times I disagreed with him.
I disagreed with him about the brilliance of the chain/unchain system to control the party (see my signature for more details).
I disagreed with him on the merits of the armor system in DOS 2.
I disagreed with him about a day/night cycle being superfluous and a low priority for immersion
I disagreed with him about randomly generated loot being better than unique handìplaced items in DOS 1 and 2.

This is just going to add to that pile.
I wonder if even this time the epilogue is going to be the same: with Larian sticking to their guns and then coming back two years later saying "Boy, we were wrong and that feature surely sucked, but what's done is done".

And to be clear, no, I'm not happy nor satisfied with "leaving it to mods", because while having a theoretical limit of six can easily be scaled back and rebalanced for a smaller party or even a solo game (as, you know, the previous BG games did) the opposite is not true: a game tuned around a max of four characters is going to feel TRIVIALLY easy played with six.

Posted By: Ulla G Re: Party Size Discussion - 25/10/20 10:51 PM
Originally Posted by Tuco

Yeah, I know what he said. It's just one of the many times I disagreed with him.
I disagreed with him about the brilliance of the chain/unchain system to control the party (see my signature for more details).
I disagreed with him on the merits of the armor system in DOS 2.
I disagreed with him about a day/night cycle being superfluous and a low priority for immersion
I disagreed with him about randomly generated loot being better than unique handìplaced items in DOS 1 and 2.

This is just going to add to that pile.
I wonder if even this time the epilogue is going to be the same: with Larian sticking to their guns and then coming back two years later saying "Boy, we were wrong and that feature surely sucked, but what's done is done".

And to be clear, no, I'm not happy nor satisfied with "leaving it to mods", because while having a theoretical limit of six can easily be scaled back and rebalanced for a smaller party or even a solo game (as, you know, the previous BG games did) the opposite is not true: a game tuned around a max of four characters is going to feel TRIVIALLY easy played with six.



Yeh I have been accompanying that thread as well, hopefully they will take all this feedback into consideration, specially with this intended companion lock on Act 2 and on, I don't know how would the system work with mods if the story is getting affected by that, even if they left the option in the system, there are limitations to what can be done. I wish I had recorded when I summoned Connor the zombie and he started playing chase with Gale and Shadowheart for a solid 3 minutes to corroborate how bad the movement is currently, on that note.
Posted By: kanisatha Re: Party Size Discussion - 25/10/20 11:50 PM
Originally Posted by KillerRabbit
I played with a 6 party mod and it worked great right up until the point it failed to launch the grove party. The game is already set up to accommodate 6 party members.

There were some things that would need to fixed

-- party management. A couple of times my toons did a little dance trying to find where to stand
- the default party formation was the bowling pin one
- party inventory, with six people the items got so small I had a hard time seeing them
- minor graphic glitch during conversations where the extra two party members merge into another NPC

But I got what I wanted, more banters / conversations and it felt a bit more like Baldur's Gate.

This is very encouraging.
Posted By: ChickenInSpace Re: Party Size Discussion - 26/10/20 02:21 AM
6 is preferred, 5 is OK. 4 is too low and too constrictive for the Baldur's Gate feel and play.

As it stands now, my fears that this is DOS3 seem to be accurate.

Also, stop merging DOS mechanics with 5th ed. You're just doing yourself a disservice by saying you're going to do a 5th ed game and then just break mechanics from DnD.
Posted By: ChickenInSpace Re: Party Size Discussion - 26/10/20 02:30 AM
Encouraging, sure. But not good, really.

Just making the game for six, heck even five, would be very encouraging and make this game great again.

As it stands this, plus the divinity arrows, divinity barrels, divinity skills on weapons, and divinity surfaces is a dealbreaker. I won't enjoy the game and am not inclined to buy it.

I wanted the advertised 5th ed experience. Not a DOS3 with DnD flavors.
Posted By: KillerRabbit Re: Party Size Discussion - 26/10/20 02:59 AM
Anyone can try for themselves -- I found Norbyte's Divinity engine export tool on github.

Make a new PC, get to the first autosave (don't know why it needs to be an autosave and not a regular one), close the game, load the export tool, find and load the autosave, scroll down to line 841. Change the party size value from 4 to 8. Save the autosave file and see if you prefer running a game with 4, 6 or 5 members. You will get pops telling you the save has been modified but it worked for me right up until the point of starting the "we saved the grove" party. Your mileage and all that smile

For me the battles were more fun and ended sooner because the larger party could take out large numbers of enemies without using barrelmancy.
Posted By: Clawfoot Re: Party Size Discussion - 26/10/20 05:29 AM
Originally Posted by ChickenInSpace


As it stands this, plus the divinity arrows, divinity barrels, divinity skills on weapons, and divinity surfaces is a dealbreaker. I won't enjoy the game and am not inclined to buy it.

I wanted the advertised 5th ed experience. Not a DOS3 with DnD flavors.


Unfortunately, DOS3 is what we're getting. I think DOS was a pair of crap RPGs that catered to the lowest common denominator that thinks it's awesome that everything is weird and silly and meme-filled, and when it was announced that Larian would do BG3, I was immediately concerned that it would just be more of the same. I gave them the benefit of the doubt, but my fears came true: this game really is just Divinity 3 with different mathematics under the hood, and I don't think they intend to change that. It'll remain what we see now in EA, just with bugfixes coming up. The spirit and soul of Baldur's Gate is gone, because Larian never intended to carry that torch, they just wanted to boost the sales of their new RPG and chose to hijack a beloved franchise to accomplish it. This game has everything that was bad about DOS and little of what was great about BG.

Just look at the trash-tier writing. If this game had been a movie, it would be laughed out of the insdustry. The acting is so painfully awful and the story itself is like something written by a 14 year old who just wants to cram as much superficial epicness into it as possible with no sense whatsoever of taste or pacing. Nothing is believable, nothing is immersive, nothing is grounded in realism. It's just all a bunch of the most low-hanging fruit of RPG clichés. Every character over-acts to extreme degrees, every NPC is a hamfisted stereotype, every area feels fake and videogamey, and there's just not a grain of organic quality to the product. It's one giant pile of campy bullshit concocted by people who can't write for shit and don't have the slightest interest in respecting the legacy of the franchise they hijacked. This is to D&D RPGs what McDonald's is to the restaurant industry.

The 4-man party size is just one of countless examples of what I mean. There's no ideological reason to stick with that. There's no sensible argument for it. Reducing party size from 6 to 4 does not improve gameplay, but it's what they had in DOS so it's what we'll get in BG3. That's the sum total of what it boils down to. That's how it was in DOS and so that's how it will be in BG3, because BG3 is really DOS3. It's awful for the game, but Larian never truly meant to make the next Baldur's Gate, they simply meant to make the next Divinity and rake in some extra money from calling it Baldur's Gate 3. It's pathetic and disappointing, but it's very obvious as well, and we saw it coming a mile off. Ever since the first preview, I knew this would be the case, and they did nothing to acknowledge the complaints that were raised at the time of how this game felt nothing whatsoever like BG.

This is not a good game. The writing is garbage, the mechanics are weak, the gameplay is boring, and they haven't even lived up to their own promise of respecting the D&D rules. There's a superficial likeness to the ruleset, but they've taken so many liberties with it that one cannot conclude anything other than the fact that they didn't really give a shit about D&D. Eating food for healing? Elemental surfaces? Unlimited consequence-free rests anywhere, anytime? Half the spells and abilities are different from their D&D counterparts, and the more I scratch the surface, the more I realize that they only did just exactly enough to be able to say that the game is even based on D&D at all. There's a few things that they might chance throughout EA in this regard, but a lot of it is clearly how they want the game to be. Don't expect much more than bugfixes. What you see is what you'll get.
Posted By: ChickenInSpace Re: Party Size Discussion - 26/10/20 08:18 AM
Originally Posted by Clawfoot
Originally Posted by ChickenInSpace


As it stands this, plus the divinity arrows, divinity barrels, divinity skills on weapons, and divinity surfaces is a dealbreaker. I won't enjoy the game and am not inclined to buy it.

I wanted the advertised 5th ed experience. Not a DOS3 with DnD flavors.


Unfortunately, DOS3 is what we're getting. I think DOS was a pair of crap RPGs that catered to the lowest common denominator that thinks it's awesome that everything is weird and silly and meme-filled, and when it was announced that Larian would do BG3, I was immediately concerned that it would just be more of the same. I gave them the benefit of the doubt, but my fears came true: this game really is just Divinity 3 with different mathematics under the hood, and I don't think they intend to change that. It'll remain what we see now in EA, just with bugfixes coming up. The spirit and soul of Baldur's Gate is gone, because Larian never intended to carry that torch, they just wanted to boost the sales of their new RPG and chose to hijack a beloved franchise to accomplish it. This game has everything that was bad about DOS and little of what was great about BG.

Just look at the trash-tier writing. If this game had been a movie, it would be laughed out of the insdustry. The acting is so painfully awful and the story itself is like something written by a 14 year old who just wants to cram as much superficial epicness into it as possible with no sense whatsoever of taste or pacing. Nothing is believable, nothing is immersive, nothing is grounded in realism. It's just all a bunch of the most low-hanging fruit of RPG clichés. Every character over-acts to extreme degrees, every NPC is a hamfisted stereotype, every area feels fake and videogamey, and there's just not a grain of organic quality to the product. It's one giant pile of campy bullshit concocted by people who can't write for shit and don't have the slightest interest in respecting the legacy of the franchise they hijacked. This is to D&D RPGs what McDonald's is to the restaurant industry.

The 4-man party size is just one of countless examples of what I mean. There's no ideological reason to stick with that. There's no sensible argument for it. Reducing party size from 6 to 4 does not improve gameplay, but it's what they had in DOS so it's what we'll get in BG3. That's the sum total of what it boils down to. That's how it was in DOS and so that's how it will be in BG3, because BG3 is really DOS3. It's awful for the game, but Larian never truly meant to make the next Baldur's Gate, they simply meant to make the next Divinity and rake in some extra money from calling it Baldur's Gate 3. It's pathetic and disappointing, but it's very obvious as well, and we saw it coming a mile off. Ever since the first preview, I knew this would be the case, and they did nothing to acknowledge the complaints that were raised at the time of how this game felt nothing whatsoever like BG.

This is not a good game. The writing is garbage, the mechanics are weak, the gameplay is boring, and they haven't even lived up to their own promise of respecting the D&D rules. There's a superficial likeness to the ruleset, but they've taken so many liberties with it that one cannot conclude anything other than the fact that they didn't really give a shit about D&D. Eating food for healing? Elemental surfaces? Unlimited consequence-free rests anywhere, anytime? Half the spells and abilities are different from their D&D counterparts, and the more I scratch the surface, the more I realize that they only did just exactly enough to be able to say that the game is even based on D&D at all. There's a few things that they might chance throughout EA in this regard, but a lot of it is clearly how they want the game to be. Don't expect much more than bugfixes. What you see is what you'll get.


I see that we're of the same mind here. Reading that they WotC turned down Oblivion in favor of Larian is gutting when I get to see what Larian is doing with the BG3 name (and by extension, legacy).

Larian can still turn this ship around, I think. There IS balance in the 5th ed rules. Just copy them - it's probably not overly hard when you've reached this far in development. You don't really have to deal with different power spikes for different classes either if the game ends up at (guesswork) 12-15th max level as early spikers mellow out and early weaksauce gain significant power later on.

Larian should really start to consider the possibility of a PR disaster from deviating this far from 5th ed rules and general Baldur's Gateness. I know there are many DnD-lovers out who are just assuming it's gonna be totally 5th ed and all the Baldur's Gate goodness. Disappointing these people (who are certainly not few) could tarnish the Larian name quite well.

One of the worst things is that purchasing the EA can make Larian feel validated in their decisions to disregard all DnD stuff in favor of DOS3. However, if they had not released an EA, we would not know the potential shipwreck this could be. Double edged sword galore.

Posted By: Firesnakearies Re: Party Size Discussion - 26/10/20 10:52 AM
It is no longer true that you need a balanced party of certain specific roles. I think it's been untrue for a good long while in D&D. It's just something that people believe. With good tactics that play to the strengths of the party you HAVE, you can do well in D&D (and in BG3) with virtually any party composition. Some parties may have to be more cunning, may take longer, may need to use more consumables, but I don't think any party will be completely un-viable to complete the content.
Posted By: Tuco Re: Party Size Discussion - 26/10/20 11:54 AM
Any worry about "perfect balance" is worthless in the first place because this has never been a perfectly balanced system to begin with.
Any degree of intimate knowledge of the system can help an experienced player to break encounters in countless ways, and sometime breaking things is precisely part of the fun.
So when people act as worrywarts about how a change could "compromise the current balance" in a game that is still one year away from release and incredibly far away from being finalized in most of its aspects, they deserve to be mocked for it.
Posted By: Tuco Re: Party Size Discussion - 26/10/20 06:42 PM
Aside for any personal preference, a sudden realization just hit me a couple of hours ago while checking the "six-men mod" (which is actually more a save edit than a proper mod).

Why is Larian NOT taking advantage of the fact that this is an Early Access build, precisely to give us an option at the beginning of a new game to pick between the "standard and supported" party of 4 and an "experimental and unstable" six characters mode"?
No rebalance or tweaking of any sort required. Just that, an experimental option.

That would give them a chance to see what people choose, what they tend to stick with, how much they enjoy it, etc. All through client-integrated telemetry.
Isn't that what a EA is supposed to be about? Or is it more that they just can't be bothered to try it regardless of what people want, at some point?
Posted By: Peranor Re: Party Size Discussion - 27/10/20 07:18 PM
Originally Posted by Tuco
Aside for any personal preference, a sudden realization just hit me a couple of hours ago while checking the "six-men mod" (which is actually more a save edit than a proper mod).

Why is Larian NOT taking advantage of the fact that this is an Early Access build, precisely to give us an option at the beginning of a new game to pick between the "standard and supported" party of 4 and an "experimental and unstable" six characters mode"?
No rebalance or tweaking of any sort required. Just that, an experimental option.

That would give them a chance to see what people choose, what they tend to stick with, how much they enjoy it, etc. All through client-integrated telemetry.
Isn't that what a EA is supposed to be about? Or is it more that they just can't be bothered to try it regardless of what people want, at some point?



I'm starting to wonder that myself. When they announced BG3 for EA I though Larian did that because they genuinely wanted player feedback abut game mechanics, rules interpretation and impelentation and stuff like that. But it now seems that they just wanted people in the EA to test out pure technical issues.
Posted By: Serpentear Re: Party Size Discussion - 28/10/20 12:13 AM
Just meet in the middle and have 5 characters.
Posted By: Fikoley Re: Party Size Discussion - 28/10/20 01:54 AM
I always have found 6 character so much chaos and confusion and don't understand why people are nursing about rules that much. In my pretty party design, i ll create a frontline warrior paladinlike, a healer wizard enchanter or cleric, a rogue of course in different shapeways and a guy with very devourer destruction skills. But 4 character is very limited in a rpg fantasy world ı can see that. 5 is the best in my opinion, you can add whatever you want far from any limitation, and no such chaos as 6.
Posted By: Tuco Re: Party Size Discussion - 28/10/20 01:59 AM
Originally Posted by Fikoley
I always have found 6 character so much chaos and confusion and don't understand why people are nursing about rules that much. In my pretty party design, i ll create a frontline warrior paladinlike, a healer wizard enchanter or cleric, a rogue of course in different shapeways and a guy with very devourer destruction skills. But 4 character is very limited in a rpg fantasy world ı can see that. 5 is the best in my opinion, you can add whatever you want far from any limitation, and no such chaos as 6.

Seems quite the arbitrary line to draw in the sand.

Still, I'd be fine with five as a lukewarm compromise.
Six is still the superior option by a landslide. Not to mention it makes party formation symmetric (which totally counts) and it's the only option among the three that implicitly allow the other two to exist without any particular issue.
Posted By: rodeolifant Re: Party Size Discussion - 28/10/20 06:54 AM
Yeah.. I am undecided. My gut says "six", or at least five. because I like my cleric, but I also like my Druid.(*) In a four man team, there is little room for overlap (although two battlemasters tear through a horde of goblins like butter), and you"ll rarely see the interaction between the two.

With five, one can have the balanced four man party, and then add someone when the situation calls for it, without having to kick my best friends out.

(*)Eh.. Halsin will be on my team right? Come on, big buff custom model Elf.. The guy looks like Orion from Warhammer. No way you're just letting him provide counsel and health potions? Right?
Posted By: Warlord999 Re: Party Size Discussion - 28/10/20 07:56 AM
4 is really enough (fighter, two damage dealers and a healer), 6 is already a clutter, means that developers need to have 50% more enemies in every battle making battles longer and screen more cluttered.

Maybe 5 would be a compromise, but 6 party members is an outdated game mechanic already.
Posted By: rodeolifant Re: Party Size Discussion - 28/10/20 08:34 AM
Hmmm. What's the origin roster?
Wyll, Gale, Lae'Zel, Shadowheart, Astarion.. I'd say five is a perfect compromise. You can bring the whole gang playing as one of these or bench one if you bring Tav.

I'd bench Wyll. Warlocks, I just don't get them.
Posted By: Maximuuus Re: Party Size Discussion - 28/10/20 08:55 AM
Originally Posted by Warlord999
4 is really enough (fighter, two damage dealers and a healer), 6 is already a clutter, means that developers need to have 50% more enemies in every battle making battles longer and screen more cluttered.

Maybe 5 would be a compromise, but 6 party members is an outdated game mechanic already.


LOL let's say it to Owlcat, Inxile and Obsidian (ok, 5 in POE2, but it was 6 in POE1 5 years ago)
Posted By: Tuco Re: Party Size Discussion - 28/10/20 10:23 AM
Based Temple of Elemental Evil (so far the best implementation of D&D turn-based combat in a videogame) had a party of 5 user-generated characters that could expand up to 8 (with enough charisma) by hiring NPCs across the adventure.
It was glorious.

"Six is outdated" is one of these baseless claims that came out of nowhere.

Then again, as I said several times across the half dozen of threads on this same topic, before even beginning to discuss any party expansion Larian should be in desperate need to address their atrocious control scheme and throw the goddamn chain/unchain system in the gutter.

Posted By: mr_planescapist Re: Party Size Discussion - 28/10/20 10:31 AM
ROFL. Everyone is dancing around the problem.
In BG3 theres what 6 maybe 7 playable NPCs?????? Versus 15 in BG2 plus tons of modded NPCs.
Theres your answer why its a 4 character party game.
Frankly, Im surprised it isn't a 3 character max party.

Cherry on top is, you will NEVER get modded extra playable NPCs, unless Larian makes more. Thanks in part to cinematic dialogues.
Posted By: AnonySimon Re: Party Size Discussion - 28/10/20 03:35 PM
I want it to be a 6 party game. If you feel like having 6 is too much to handle, you could always just choose not to adventure with the other two members. Nobody is forcing you to travel with a full adventuring party.
Posted By: mrfuji3 Re: Party Size Discussion - 28/10/20 04:20 PM
Originally Posted by Warlord999
4 is really enough (fighter, two damage dealers and a healer), 6 is already a clutter, means that developers need to have 50% more enemies in every battle making battles longer and screen more cluttered.

Larian could make enemies deal more damage instead. This wouldn't make the fights last longer. Also see the end of my post re: individual exp auto-balancing encounters.
Originally Posted by rodeolifant
Hmmm. What's the origin roster?
Wyll, Gale, Lae'Zel, Shadowheart, Astarion.. I'd say five is a perfect compromise. You can bring the whole gang playing as one of these or bench one if you bring Tav.

I mean, how will this argument work when we have 8+ companions: then we should have a party size of 9? XD
Originally Posted by AnonySimon
I want it to be a 6 party game. If you feel like having 6 is too much to handle, you could always just choose not to adventure with the other two members. Nobody is forcing you to travel with a full adventuring party.

In order for this to happen, Larian should implement individual exp. They balance encounters for 4-5 PCs. If you take 6, fights are initially easier, but you level up slower. This brings the difficulty of the latter fights back to normal. The opposite for a party of 1-3: initially fights are harder, but you'd level up faster.
Everyone wins.
Posted By: ned7000 Re: Party Size Discussion - 29/10/20 01:59 AM
+1

Four is the minimum for a D&D party and pretty much assures that the characters will be of the four core classes since these roles must be covered. A 6-member party allows a bit of variety and encourages play of rangers and warlocks, plus whichever classes get added later (like paladins and druids).
Posted By: Traycor Re: Party Size Discussion - 30/10/20 12:25 AM
A huge plus to 6 characters is that you will get a lot more interjections in conversations, and a lot more cross-party banter and inter-party conflicts. That will make the game much more alive.
Posted By: Dreygor6091 Re: Party Size Discussion - 30/10/20 02:59 AM
Remember, this is the Divinity engine. This is most likely due to a restriction of the engine used and will not be able to be changed.
Posted By: Tuco Re: Party Size Discussion - 30/10/20 04:09 AM
Originally Posted by Dreygor6091
Remember, this is the Divinity engine. This is most likely due to a restriction of the engine used and will not be able to be changed.
Bogus.
Not only there’s no “engine restrictions” in place (how do people even come up with this stuff when it doesn’t make a lick of sense technically speaking?) but the game does support party of six characters already by save file editing.

And yes, the UI scales appropriately too.

And no, that’s not an ideal solution, which is why we are asking for proper official support.
Posted By: Kablizzy Re: Party Size Discussion - 30/10/20 04:13 AM
I'll be a naysayer here and argue rather that a large expansion of possible NPCs rather than a raise in party number would be far more preferable, particularly with interactions between NPCS (Like Shadowheart and Lae'el and how Shadowheart leaves if Lae'zel joins) would be highly preferable to me.
Posted By: ned7000 Re: Party Size Discussion - 30/10/20 04:16 AM
Originally Posted by Tuco
Originally Posted by Dreygor6091
Remember, this is the Divinity engine. This is most likely due to a restriction of the engine used and will not be able to be changed.
Bogus.
Not only there’s no “engine restrictions” in place (how do people even come up with this stuff when it doesn’t make a lick of sense technically speaking?) but the game does support party of six characters already by save file editing.

And yes, the UI scales appropriately too.

And no, that’s not an ideal solution, which is why we are asking for proper official support.


I ended up with a bug after having Sovereign Glut in the party and raising two duergar with his spores. After they (the duergar) died in combat, I raised them with the scrolls of resurrection and they were added as party members. They showed up on the inventory screen and everything. Based on that, I'm really not sure there is a hardcoded party size limit.
Posted By: Tuco Re: Party Size Discussion - 30/10/20 04:23 AM
Originally Posted by Kablizzy
I'll be a naysayer here and argue rather that a large expansion of possible NPCs rather than a raise in party number would be far more preferable, particularly with interactions between NPCS (Like Shadowheart and Lae'el and how Shadowheart leaves if Lae'zel joins) would be highly preferable to me.

I have absolutely no idea of what makes you think they would be mutually exclusive.
If anything these features would go hand to hand.
Posted By: Tuco Re: Party Size Discussion - 30/10/20 04:25 AM
Originally Posted by ned7000


I ended up with a bug after having Sovereign Glut in the party and raising two duergar with his spores. After they (the duergar) died in combat, I raised them with the scrolls of resurrection and they were added as party members. They showed up on the inventory screen and everything. Based on that, I'm really not sure there is a hardcoded party size limit.

Well, because there isn’t.
Posted By: Traycor Re: Party Size Discussion - 30/10/20 05:57 PM
Originally Posted by Kablizzy
I'll be a naysayer here and argue rather that a large expansion of possible NPCs rather than a raise in party number would be far more preferable, particularly with interactions between NPCS (Like Shadowheart and Lae'el and how Shadowheart leaves if Lae'zel joins) would be highly preferable to me.

I do like when party members get mad at each other and leave, but there are far fewer companions this time around so losing one is a much bigger blow. Also, with a 4 member limit, you drop 1/4 of your party when someone bails until you go back to camp. That's a crippling blow.

6 party members actually supports characters leaving better. Both because you have a larger team that can take the hit, but also because you are more likely to have NPCs at the same time who conflict with one another. Drama!
Posted By: Topgoon Re: Party Size Discussion - 30/10/20 06:12 PM
I personally prefer smaller parties (3 or 4), but I can't help but see that allowing a 6-people party is by far the better option.

Simply put, if you want to play with 4 in a 6-people maximum, you can always just leave 2 slots open. Ideally, the game rewards you with extra XP (many other RPGs already do that).

6-People Party Pros:
- More class builds/role combinations are viable
- More companion banter permutations and overall story

4-People Party Pros:
- Smaller/Faster combat encounters
Posted By: Demoulius Re: Party Size Discussion - 30/10/20 06:45 PM
Im personally not that bothered by the 4 man party limit. Dnd is roughly balanced for that party size and have sat at many dnd tables with 4 man groups.

But more options to choose from for parties is always good and gives you so many more tactical options, it would be great!

Maybe Larian can offer an additional mode for 6 man groups? Dident DOS 2 have an option for more AP per turn and the like which was accompanied with a 'the game isent balanced for this' popup if you clicked it. Something simular could work just fine imo smile
Posted By: zolop0 Re: Party Size Discussion - 31/10/20 11:16 AM
I want to add my agreement to the 6 man party size. IT does not need to be full featured companions for the additional increase in party size. For example it could be the player hiring mercenaries that go along with the 3 companions. They do not need to have conversations with the other party members and it could be woven into the story somehow. As a example you could have the mercenaries recovering from a mind flayer removal and their mind being emotionless so they have no input on the actions of the party, Then you could make it so at the end of the story their have alignment personalities that reflect to what their personality will be at the end of the BG3 story. This could translate into DLC, as now the characters want to find out where they came from and then they make choices based on the alignment they have become in the story. It add to the complexity of the battle the player could have and allows for a lot more creativity in battle with strategy.

This game feels too much like Divinity orginal sin with just 4 party members. At least Pillars of eternity 2 did not shrink down to 4 (pillars of eternity 1 had 6 party members) and let the player hiring mercenaries to fill in the slots where needed. I know its a lot more work to have 5 full featured companions in the game, but their are ways, like Pillars of Eternity 2 did, that can make it work. The player also did not have to take 5 party members in that game if he or she wanted to, it just had the option of having 5 party members (6 would be better).
Posted By: ned7000 Re: Party Size Discussion - 01/11/20 05:35 AM
Originally Posted by zolop0
I want to add my agreement to the 6 man party size. IT does not need to be full featured companions for the additional increase in party size. For example it could be the player hiring mercenaries that go along with the 3 companions. They do not need to have conversations with the other party members and it could be woven into the story somehow. As a example you could have the mercenaries recovering from a mind flayer removal and their mind being emotionless so they have no input on the actions of the party, Then you could make it so at the end of the story their have alignment personalities that reflect to what their personality will be at the end of the BG3 story. This could translate into DLC, as now the characters want to find out where they came from and then they make choices based on the alignment they have become in the story. It add to the complexity of the battle the player could have and allows for a lot more creativity in battle with strategy.

This game feels too much like Divinity orginal sin with just 4 party members. At least Pillars of eternity 2 did not shrink down to 4 (pillars of eternity 1 had 6 party members) and let the player hiring mercenaries to fill in the slots where needed. I know its a lot more work to have 5 full featured companions in the game, but their are ways, like Pillars of Eternity 2 did, that can make it work. The player also did not have to take 5 party members in that game if he or she wanted to, it just had the option of having 5 party members (6 would be better).


I really like this idea.
For one, it fits in with what early editions of Basic (B/X) D&D and AD&D 1e did with hirelings and mercenaries. For another, it's similar to Gale (without being Gale) in that Gale has to be "paid" in magic items. Mercenaries and hirelings might have similar requirements. They might consume the party funds in gold, or like the dialogue with Lump the Enlightened implies, in food. They could also require certain types of magic items be assigned to them, or only be available until they receive a certain quest item or fulfill a certain story condition. In that way, they would be similar to regular NPC characters, but in a more limited way. Sovereign Glut is a good example of this. He has his own reason for joining the party, is there for a specific amount of story time, and then leaves once his goals are met.
Posted By: FaultyValve Re: Party Size Discussion - 01/11/20 05:46 AM
I still think 5 players would be fine. D&D game, mostly, have a warrior/tank, a rogue to pick locks/ more dps, a wizard, and a healer. That's the basic meta party. If my main character is a mage, then who do I leave behind when heading into the goblin fort with Wyll (cause of his quest)? In my first playthrough I left Astarion behind... just meant I had to go through it all again with him for the locks and stuff. Just seems kind of arbitrarily annoying.
Just one extra spot would be enough, and shouldn't require THAT much of a difficulty tweak to make it work.
Posted By: Archaven Re: Party Size Discussion - 01/11/20 06:01 AM
+1

So far the game seems like a downgrade version of DOS2.
Posted By: Fikoley Re: Party Size Discussion - 01/11/20 06:11 AM
Same here! 5 is the best.
Posted By: Tuco Re: Party Size Discussion - 01/11/20 06:51 AM
Originally Posted by FaultyValve
I still think 5 players would be fine.
Originally Posted by Fikoley
Same here! 5 is the best.


Given that Larian probably won't give us either, why settle for the mediocrity of 5 when we can dream the excellence of 6?
Also, six gives us a symmetric formation, which totally counts as a bonus.
Posted By: Tarorn Re: Party Size Discussion - 01/11/20 09:07 AM
Nah - 4 is perfect, 6 would change the entire nature of the game....this Just works so well ..
Posted By: Tuco Re: Party Size Discussion - 01/11/20 09:54 AM
Originally Posted by Tarorn
Nah - 4 is perfect, 6 would change the entire nature of the game....this Just works so well ..

No, it isn't.
No, it wouldn't.
And no, currently it really doesn't.

Just being bold in stating bullshit doesn't turn it into a proper argument.
Posted By: Black_Elk Re: Party Size Discussion - 01/11/20 01:45 PM
With a 4 man party virtually every spell that requires concentration just blows. Doing pretty much anything breaks concentration, and its not like pnp where the dm can scale things on the fly based on what the PCs are doing on the regular. The way they have the combats set up here, I don't even know why they bothered implementing concentration as a thing. But at least if we had 6 its somewhat more viable for one party member to be running interference. Give the priests a reason to cast something other than guiding bolt lol.

I wish they'd at least try it before deciding apriori that it would hose everything they've built so far.

I keeping hearing how 5e on the table top is balanced for 4, or 3-5 which the dmg calls "ideal." That's because in PnP most DMs will have trouble prepping and managing a campaign for more than 5 people.
A typical dining room table seats 6. So sure, 5 seats for the players and the gamemaster at the head probably is ideal in PnP. But this is a computer game!

Why should we settle for less than the max? 6 is the max

6 is generally acknowledged to be upper limit, and its of course harder to run a campaign for a party that size. But again, this is a computer game, it isn't one dude running the show. This is more like having 20 DMs, who had a year just to plan out the campaign. They should be able to make it work for an epic size party, which is 6.

The party dynamic runs differently in a single player cRPG than it does on the table top. Here's a great article extolling the merits of smaller parties in a typical table top session... very little of it actually applies to our situation, for the simple reason that we don't really have 4 players. We have one player controlling 4 PCs. But it'd be cooler if they were controlling 6!

https://www.dungeonsolvers.com/2018/06/22/the-ideal-party-size-for-dd-5e/

Seriously, I just go down the list there and nod, but with the caveat that this situation isn't typical and this isn't like a standard session. This is Baldur's Gate

While on caveats, I do think Multiplayer has different needs on balance, and 4 is maybe more appropriate. But I don't think even there that most people will log a 4 man MP session. Co-Op I'm sure is just much easier to organize. But BG really has to nail it for SP, and for that they just can't go wrong with 6. 6 is the money play!

A full party of 6 also mean they can't just gimp out with lemming style controls for party movement. If there are 6 PCs + summons on the screen that means they need solid pathing for the party movement. Right now they can maybe get away with ham fisted controls and body blocking chain magnets individual jumps and whatever. Whereas to do 6 they'd need to streamline and make it hum proper. They should be doing it now so there is time to iron out the kinks.

Isn't that the whole point of doing an EA anyway, to see how far they can take it?

Push it the limit!

Sextus!

Heheh


Posted By: Tuv Re: Party Size Discussion - 01/11/20 03:46 PM
There is a world of difference between 4 Humans and one Human + 3 NPC.

With only simulated people it's a safe thing to go with 50% more to get similar dynamics. Computers are great at combat but there can't be any actual spontaneous situations and no matter how great banter has been written, it doesn't add up to the table-top experience
Posted By: KillerRabbit Re: Party Size Discussion - 01/11/20 04:03 PM
Originally Posted by Black_Elk
Give the priests a reason to cast something other than guiding bolt lol.


Exactly. Notice that they had to institute the homebrew rules to make up for the smaller party. With the lowered AC the need to cast bless and others buffs is reduced. Make one cleric front liner, another support Same goes for abjurer wizards -- so far the class is inferior to evoker but in a 6 party one wizard could blast and another protect.

More members means more banters and more tactical combat because there are strategies to used with two members of the same classes. And there just isn't a place for a bard in a 4 person party -- bards do lots of things but no one thing very well.


Originally Posted by Black_Elk
I keeping hearing how 5e on the table top is balanced for 4, or 3-5 which the dmg calls "ideal."


And yet the modules say 4-5 or 4-6 and critical role runs with 6 or more. And I also think we need to keep marketing in mind, this ideal number is designed to say "look you don't need to convince everyone and their dog to join your game you can do with a few friends".

And I'll say it again, it's not just D&D it's Baldurs Gate which has always had a party of 6.
Posted By: Seraphael Re: Party Size Discussion - 01/11/20 05:05 PM
-1

This is an issue of balance between the camp that complains about combat taking too long and the ones who complain more is better.

I'm in the camp of wanting choices to matter, wanting to be mindful of party composition as opposed to just blurting out yes please.
I'm in the camp of wanting fewer companions rather than more because the latter invariably leads to each being given less development time and thus tend to be less interesting.

I'm pro companion as opposed to camp-follower though, if we have many companions I don't appreciate an arbitrary limit on how many we could use. I want a realistic roleplaying reason as to why we leave that grizzled warrior, that powerful mage, or more likely...Shadowheart in camp while the rest of the party risk their lives.
Posted By: Kraydenvar Re: Party Size Discussion - 01/11/20 05:34 PM
I see lots of good arguments being made on various points here on this issue. So I won't get into too much of the stuff that has already been covered. With the current 4 party size, I haven't had much issue. Sure, sometimes larger battles can at times make me wish the enemy AI would move faster so I can do a turn again. Those battles, sometimes give a feeling that having a bigger pool of characters to act with would be nice, especially when it feels like one of the turns is being wasted picking up or healing a downed character over and over. Fights where the enemy spawns more such as the phase spider and mephits really have me feeling party size, but that again comes down to the turn ratio kind of issue. Ability to get any set of enemies' HP down hasn't been an issue. Times where my whole party manages to fail a perception check are annoying, but I am unsure if more party would help much in that area.

I'm on the fence right now with this debate on party size, perhaps when there are more companions revealed it will be easier to feel out the need for more slots. It would open up a luxury of opening a little bit more battle role versatility for clerics/shadowheart if they didn't as often have to be the dedicated healer. That said, as much as I like the notion of having more people in my party to be able to explore the respective characters banter,clashes and class abilities in one playthrough, I have to recognize that multiple playthroughs are encouraged by a restriction in that area.
Posted By: Tuco Re: Party Size Discussion - 01/11/20 05:35 PM

Originally Posted by Seraphael
-1

This is an issue of balance between the camp that complains about combat taking too long and the ones who complain more is better.

I'm in the camp of wanting choices to matter, wanting to be mindful of party composition as opposed to just blurting out yes please.
I'm in the camp of wanting fewer companions rather than more because the latter invariably leads to each being given less development time and thus tend to be less interesting.

I'm pro companion as opposed to camp-follower though, if we have many companions I don't appreciate an arbitrary limit on how many we could use. I want a realistic roleplaying reason as to why we leave that grizzled warrior, that powerful mage, or more likely...Shadowheart in camp while the rest of the party risk their lives.


Man, this could very be the worst post in the thread, even among the ones on the WRONG side of this argument (because yes, there's a wrong one).
Posted By: T2aV Re: Party Size Discussion - 01/11/20 05:49 PM
4 fits fine.
Posted By: Tuco Re: Party Size Discussion - 01/11/20 05:50 PM
Originally Posted by T2aV
4 fits fine.
Fits what?
We aren't filling holes here.
Posted By: Demoulius Re: Party Size Discussion - 01/11/20 07:04 PM
Originally Posted by Tuco

Originally Posted by Seraphael
-1

This is an issue of balance between the camp that complains about combat taking too long and the ones who complain more is better.

I'm in the camp of wanting choices to matter, wanting to be mindful of party composition as opposed to just blurting out yes please.
I'm in the camp of wanting fewer companions rather than more because the latter invariably leads to each being given less development time and thus tend to be less interesting.

I'm pro companion as opposed to camp-follower though, if we have many companions I don't appreciate an arbitrary limit on how many we could use. I want a realistic roleplaying reason as to why we leave that grizzled warrior, that powerful mage, or more likely...Shadowheart in camp while the rest of the party risk their lives.


Man, this could very be the worst post in the thread, even among the ones on the WRONG side of this argument (because yes, there's a wrong one).

The statement that there is such a thing as a wrong side in a argument about party seems rather wrong to me... whats next, people are going to say there is such a thing as a wrong opinion?
Posted By: Tuco Re: Party Size Discussion - 01/11/20 09:38 PM
Originally Posted by Demoulius

The statement that there is such a thing as a wrong side in a argument about party seems rather wrong to me... whats next, people are going to say there is such a thing as a wrong opinion?

Of course there is.
Most opinions that come from a position of ignorance and are built on wrong assumptions are completely worthless, for instance.
Well, unless your goal is to poll "What clueless people think" on a given topic.
Posted By: KillerRabbit Re: Party Size Discussion - 01/11/20 10:04 PM
Tuco, I rue the day you and are opposite sides of an issue. Luckily, in this instance we are both on the side of objective truth. wink

I find the "less is good enough" position baffling. Why would you use EA time to say "good enough"? I mean really, it take me back. You can't argue that 4 feels like BG. You can't argue that 4 is ideal for D&D and the can't argue that give you more content. The closest thing to argument is repeating what the devs had said "combat last too long" but I don't think that's much of an argument. Or isn't one at all. With 6 parties you can use different strategies, combine the strengths of different classes and *even if that all seems wrong* you can still just take 4 along. But it wrong as anyone who tried the mod knows.

My honest to goodness best guess is that "4 is fine" sentiment springs from a desire to side with devs and show that you know how video games work. I really can't think of another reason.
Posted By: Tuco Re: Party Size Discussion - 01/11/20 10:23 PM
They will never admit it until it's done, but here's a poorly kept secret: even a good portion of the "4 is fine" crowd once actually offered the option in the game would gladly bring along five companions, not three.

It makes for more interesting party compositions, more diversified battle strategies, gives to the AI more targets diminishing the focus on your "squishy characters" (or giving you more options to actively protect them) and gives you more occasions to inject the action queue between enemies moves; it gives you significantly more chances to use more types of valuable equipment, it allows you to progress concurrently on more companions quests and hear more banters and interactions between characters at any given time.

What's the downside, again? Oh right... It may upset the current shitty balance, for encounters that need to be retuned anyway.
And it MAY force the devs' hand into actually making controls out of combat bearable. Oh, the horror.
Posted By: Cendre Re: Party Size Discussion - 02/11/20 04:05 AM
That's probably the only thing that bothers me for the moment in the game. I just finished my second run with Shadowheart, Astarion, Gale, and myself as another wizard. Cause i need someone to talk about magic in my groupe and Will is kinda thick in this matter. It's playable, and i think my next run where i'll play a warlock and be the only profan caster in the groupe will be playable too... So Larian/DnD5e made a good job at making groups of 3-4 playable. But i can't imagine i will ever recruit in my group something like a ranger, a sorcerer, a bard, a druid, a monk... And it's sad.

Just throw at me twice the numbers of gobelins and let fights last another hour, i don't care, because you made a great game and it's fun to meet your characters and lead them into battle, learning how they interact <3
Posted By: Traycor Re: Party Size Discussion - 02/11/20 05:04 AM
Originally Posted by Black_Elk
They should be able to make it work for an epic size party, which is 6.

6 is epic? Not saying you're wrong, but 6-8 seems like a common number.
Posted By: Tarorn Re: Party Size Discussion - 02/11/20 05:42 AM
Originally Posted by Tuco
Originally Posted by Tarorn
Nah - 4 is perfect, 6 would change the entire nature of the game....this Just works so well ..

No, it isn't.
No, it wouldn't.
And no, currently it really doesn't.

Just being bold in stating bullshit doesn't turn it into a proper argument.


Play nice - Im not stating bullshit im stating what I believe & 4 is perfect as far as im concerned - i dont believe a 6 member party is needed & yes it would change the game - you'd steamroll the content unless there were major overhauls to all the encounters - wouldn't that be the case ?
If its so easy & costs virtually nothing to implement then im sure Larian would have considered it already & be champing at the bit to tell all you 6 man party people that it's in the pipeline - in which case great ! just as long as I can play with 4 & it isn't out of balance for my game.

Im not a 5E expert but many things ive seen & read suggest 5E is based around a 4 man party - is that not the case ??

Im not against 6 people in a party & alot of people appear to want that - for me personally im happy with 4 it works really well - you wont change my view on that, but I hope you get what you want as this game needs to appeal to as wide an audience as it can - get massive sales & be hugely successful so we get more DLC & more D&D CRPG's.
Posted By: jayn23 Re: Party Size Discussion - 02/11/20 05:54 AM
Originally Posted by Tuco

It makes for more interesting party compositions, more diversified battle strategies, gives to the AI more targets diminishing the focus on your "squishy characters" (or giving you more options to actively protect them) and gives you more occasions to inject the action queue between enemies moves; it gives you significantly more chances to use more types of valuable equipment, it allows you to progress concurrently on more companions quests and hear more banters and interactions between characters at any given time.


Id love a 6 man party for all the roleplaying elements listed above which are more important to me than the combat, so even if no rebalance is done give us the option for 6 party members please.
Posted By: Tarorn Re: Party Size Discussion - 02/11/20 06:29 AM
Originally Posted by KillerRabbit
Tuco, I rue the day you and are opposite sides of an issue. Luckily, in this instance we are both on the side of objective truth. wink

I find the "less is good enough" position baffling. Why would you use EA time to say "good enough"? I mean really, it take me back. You can't argue that 4 feels like BG. You can't argue that 4 is ideal for D&D and the can't argue that give you more content. The closest thing to argument is repeating what the devs had said "combat last too long" but I don't think that's much of an argument. Or isn't one at all. With 6 parties you can use different strategies, combine the strengths of different classes and *even if that all seems wrong* you can still just take 4 along. But it wrong as anyone who tried the mod knows.

My honest to goodness best guess is that "4 is fine" sentiment springs from a desire to side with devs and show that you know how video games work. I really can't think of another reason.



Ok here's my reason - I get bored of managing 6 characters it just gets tedious after a while - 4 to me is more engaging, I really enjoy watching my characters develop & feel more drawn into the experience. To me the 6 party camp is also the - I like to switch out characters all the time ...probably because you're not as invested in them cause there's too many & it gets boring.....

I tried to enjoy POE 2 I really did - only turn based mode, but in the end it just couldnt hold my interest - BG3 on the other hand I find seriously engaging & I put some of that down to a 4 man party (& the fact its D&D).........for me it just works - I dont side with Larian at all - I just prefer a 4 man party.

Plain & simple ....
Posted By: Tuco Re: Party Size Discussion - 02/11/20 06:54 AM
Fun fact: currently it's quicker and easier to manage six characters in Kingmaker than doing the same with even just two or three in BG3.
Point and click, drag to select and controlling multiple characters at the same time go a long way to make these tasks effortless.
And I should probably stress that I play KIngmaker exclusively with turn-based combat, which means that NO, I'm not talking about "slow turns".

So maybe let's address the shitty control scheme of the game, rather than ask to cripple the side of party management/composition to make thing simpler and duller.

Also, Larian has yet to confirm that they will allow "swapping characters in and out of the party". In the end I expect that they will, but so far the last official word on the topic suggested the contrary ("Player will have to commit to their choice after Act 1") which would make a limit of 4 characters even more shitty.
Imagine playing a long-ass single player campaign ranging anything between 60-100 hours and 3 companions would be the only degree of variety offered to you outside of lame custom "mercenaries".



Posted By: KillerRabbit Re: Party Size Discussion - 02/11/20 07:03 AM
@Taron. I get that, thanks. I'm hoping we can the option for either.

Like @jayn23 I like the additional banters and RP.
Posted By: TheHero Re: Party Size Discussion - 02/11/20 08:16 AM
I would then suggest making a Party of six for/as
an EXTRA Mode called f.e. like LEGACY or similar and reduce the Character interactions to allmost ZERO.

No more Story Content for the 6 Mainchars. Treat them like you would have 6 Custom Characters.
But then theres the Problem about Character Storys like with Shadowhearts Artefact etc.
Those must be rewritten that those items or Storys are somehow connected to our adventure but found or introduced by another way in this LEGACY mode.

All Ideas which can bring this Gamemode on the run, make it work, can be either made by modders or Larian himself.
But i strongly think it would bring the classic RPG feeling back for many people even myself (also played Curse of the Azure Bonds in the 80ies last Century on C64). But dont make it have autobattles which take more then an hour wink
Posted By: Anfindel Re: Party Size Discussion - 02/11/20 08:43 AM
Still can't quite comprehend the insistence on an either/or on this issue. If the game only permits 4 party members max, the folks who want 4 will be happy - everyone else will be less so. If there is a 6 party member max, those who want 4 will be happy, as will those that want more. Where balance is a concern regarding party size, feel free to crank up or down the difficulty level in accordance with personal taste (or sadomasochism)- You (general you) should not have to play the game according to my desires, not should I be limited by yours. It's all about options - you want to blow up barrels left and right as your strategy, knock your socks of...while I have yet to use a single barrel in my play through. You'd think we were computers, with only a 1 or 0 as options.
Posted By: Kishqui Re: Party Size Discussion - 02/11/20 12:24 PM
+1
Posted By: Black_Elk Re: Party Size Discussion - 03/11/20 03:46 PM
If it launches out of EA without some form of native support for a party of 6, it will be really hard not to feel that our EA feedback was basically ignored.

Whether or not this should really be the test case for how well they respond to EA suggestions, I think it will nevertheless end up being just that. Mainly because its so cut and dry, relatively straightforward to accommodate, and a very easy thing to point to. Either peeps will say "look! See how they totally listened" or "look! See how they didn't listen." And it will probably be emblematic in that way. Whether what so many people in their EA asked for week after week was taken up or not. It will color the whole "You asked! So we listened" angle, and likely serve as a bellweather for what kind of official support we can actually expect for other feature requests and EA critical feedback, vs how much the game will just be dependant on unofficial mods for its afterlife.

They can leave it to the mods, sure, but that will have knock on effects.. it would also signal to me that I'll probably have to wait another year or two even after it comes out of EA for some rogue gang of modders to do the hard work, build and balance the things that the team of pro devs should have just built into it in the first place. Some unpaid modder or team of modding enthusiasts will have to do the heavy lifting, and while I hope they can pull it off, it won't be the same thing, or engender the same kind of goodwill or sense of being heard by the powers that be.

I worry that the party management and movement control issues that I'm constantly fighting with right now will just go unaddressed, and that they will use their smaller "tighter" party concept as a cop out. Giving us fewer companions and just sticking us with a bunch of followers or random friendlies we can't control, because its simpler than fixing the pathing, targeting, UI, and combat scaling that would be needed to make a full party of 6 work well.

I still hope they're keeping tabs, and that interviews given in September before EA even launched aren't the final word on this one.

Best
Elk





Posted By: dspsr1970 Re: Party Size Discussion - 03/11/20 09:31 PM
I agree on a six player party. I am sure if it doesn't happen, then someone will mod it!
Posted By: KillerRabbit Re: Party Size Discussion - 03/11/20 09:47 PM
Quote
If it launches out of EA without some form of native support for a party of 6, it will be really hard not to feel that our EA feedback was basically ignored.


This. We need native support and not a mod.

It's clear they are going for a "easy to mod" option right now but that isn't sufficient. You can get a party of 6 by changing just one variable and it works pretty well except that items inventory screen is too small to be seen clearly (on my monitor at least) and 6 emphasizes the flaws with party management -- flaws that need to be corrected anyway.
Posted By: Alodar Re: Party Size Discussion - 03/11/20 10:07 PM
Originally Posted by Black_Elk
If it launches out of EA without some form of native support for a party of 6, it will be really hard not to feel that our EA feedback was basically ignored.



What it would mean is they listened to the feedback from a very small group of individuals and didn't agree with it.
These threads can create an echo chamber where folks think their feedback is more popular than it actually is.
Out of the million plus folks who got early access what percentage have given the feedback that they want two extra players in their party? (Answer: An incredibly small percentage)

I would hate a party of 6 as it would lengthen every combat even if you only took three companions (as the game would have to be tougher to accommodate a party of 6.)
Party of 4 is perfect for me and I sincerely hope they don't change that.

Larian is not ignoring EA feedback.
Your feedback is just not universal (nor is mine)
In the end Larian will make the game that they want to play and that they think is the most fun for the most people.
Posted By: KillerRabbit Re: Party Size Discussion - 03/11/20 10:39 PM
Given that this is a successor to two of the most popular games in the history of RPGs and both of those were 6 party games it's unlikely that 6 person party is minority. "Give us less" isn't as a popular a slogan as one might guess.
Posted By: mr_planescapist Re: Party Size Discussion - 03/11/20 11:00 PM
Originally Posted by Warlord999
4 is really enough (fighter, two damage dealers and a healer), 6 is already a clutter, means that developers need to have 50% more enemies in every battle making battles longer and screen more cluttered.

Maybe 5 would be a compromise, but 6 party members is an outdated game mechanic already.


6 party members outdated?? in what way??
Like saying having more than 5 classes is outdated...day/night cycles outdated....using the mouse is outdated...
Posted By: Tuco Re: Party Size Discussion - 03/11/20 11:14 PM
Originally Posted by Alodar
Originally Posted by Black_Elk
If it launches out of EA without some form of native support for a party of 6, it will be really hard not to feel that our EA feedback was basically ignored.



What it would mean is they listened to the feedback from a very small group of individuals and didn't agree with it.
These threads can create an echo chamber where folks think their feedback is more popular than it actually is.
Out of the million plus folks who got early access what percentage have given the feedback that they want two extra players in their party? (Answer: An incredibly small percentage)


The whole "just an echo chamber" fallacy, also known as the "just a vocal minority" defense, that a lot of people love to parrot on fan forums every single time it's convenient to their side of an argument is pointless, disingenuous bullshit, mostly for a reason:
since the dawn of modern entertainment "vocal minorities" are precisely what drives the inert masses.
Do you know why most of the casual audience will not even mention a 4 or 6-men party at all? Because they are not even aware it could be an option. They are blissfully unaware of what could be, in the same way they couldn't consciously tell apart any broken mechanic from a fairly balanced one.
They just don't have the tools: experience, knowledge, understanding of the impact of certain design decisions, etc.

Does that mean that doing things better is a wasted effort because they will be happy anyway? No, it doesn't. Not after the initial honeymoon.
Because they may be clueless, come in with zero expectations and set an incredibly low bar to be initially pleased (basically "as far as it looks polished enough"), but as they'll stick around for a while and gain familiarity with the systems they will learn to discern the faulty mechanics and their limitations.
No one will need an intimate understanding of "action economy" and to read an essay on "why disengage as a bonus action is unfaithful to the original manuals" to quickly get the grasp that a combat where the most effective strategy is to constantly leapfrog around has some issues.

In the same way, there won't be any need for a long history of familiarity with the CRPG subgenre to quickly realize that carrying on an entire 80+ hours single player campaign with just the same three companions sticking around will be POISONUS for the long term variety, sense of scale, etc.

And having a day/night cycle? Pff. Most of them barely have a vague grasp on the meaning of the sentence. But they WILL start to realize that the game world seems to be frozen in a single moment in time and it will grate on them over time.

This, all putting aside that your personal claim that "a six-men party would lengthen the combat" is generally speaking a baseless stinking pile of crap, but this was a point discussed dozens of times already.

Posted By: Alodar Re: Party Size Discussion - 03/11/20 11:40 PM
Originally Posted by Tuco
Originally Posted by Alodar
Originally Posted by Black_Elk
If it launches out of EA without some form of native support for a party of 6, it will be really hard not to feel that our EA feedback was basically ignored.



What it would mean is they listened to the feedback from a very small group of individuals and didn't agree with it.
These threads can create an echo chamber where folks think their feedback is more popular than it actually is.
Out of the million plus folks who got early access what percentage have given the feedback that they want two extra players in their party? (Answer: An incredibly small percentage)


The whole "just an echo chamber" fallacy, also known as the "just a vocal minority" defense, that a lot of people love to parrot on fan forums every single time it's convenient to their side of an argument is pointless, disingenuous bullshit, mostly for a reason:
since the dawn of modern entertainment "vocal minorities" are precisely what drives the inert masses.
Do you know why most of the casual audience will not even mention a 4 or 6-men party at all? Because they are not even aware it could be an option. They are blissfully unaware of what could be, in the same way they couldn't consciously tell apart any broken mechanic from a fairly balanced one.
They just don't have the tools: experience, knowledge, understanding of the impact of certain design decisions, etc.


Ah so you are much smarter and wiser than the ignorant masses. If only they knew what you knew.
Sounds like the start of every conspiracy theory.

Quote

Does that mean that doing things better is a wasted effort because they will be happy anyway? No, it doesn't. Not after the initial honeymoon.
Because they may be clueless, come in with zero expectations and set an incredibly low bar to be initially pleased (basically "as far as it looks polished enough"), but as they'll stick around for a while and gain familiarity with the systems they will learn to discern the faulty mechanics and their limitations.

People who don't agree with you are clueless?
Your arrogance seems to know no bounds.

Quote

No one will need an intimate understanding of "action economy" and to read an essay on "why disengage as a bonus action is unfaithful to the original manuals" to quickly get the grasp that a combat where the most effective strategy is to constantly leapfrog around has some issues.

In the same way, there won't be any need for a long history of familiarity with the CRPG subgenre to quickly realize that carrying on an entire 80+ hours single player campaign with just the same three companions sticking around will be POISONUS for the long term variety, sense of scale, etc.

So there have been no successful games with fewer than six party members. That's an interesting position to take -- wrong but interesting.

Quote

And having a day/night cycle? Pff. Most of them barely have a vague grasp on the meaning of the sentence. But they WILL start to realize that the game world seems to be frozen in a single moment in time and it will grate on them over time.

There's that arrogance again.

As an FYI BioWare ditched the day night cycle in Throne of Bhaal because they didn't feel it added anything to the game and more often than not players would end up waiting around for the shops to open causing frustration. Perhaps they only had a vague grasp on the meaning of the sentence as well.

The 6 person party will be modded in eventually.
I would suggest waiting until then or perhaps writing the mod yourself.

Posted By: nation Re: Party Size Discussion - 03/11/20 11:46 PM
Originally Posted by Alodar
Originally Posted by Black_Elk
If it launches out of EA without some form of native support for a party of 6, it will be really hard not to feel that our EA feedback was basically ignored.



What it would mean is they listened to the feedback from a very small group of individuals and didn't agree with it.
These threads can create an echo chamber where folks think their feedback is more popular than it actually is.
Out of the million plus folks who got early access what percentage have given the feedback that they want two extra players in their party? (Answer: An incredibly small percentage)

I would hate a party of 6 as it would lengthen every combat even if you only took three companions (as the game would have to be tougher to accommodate a party of 6.)
Party of 4 is perfect for me and I sincerely hope they don't change that.

much love fam, but i find it ironic that you say that the threads create an echo chamber where ppl think their own feedback is more popular than it is - and then you go on to state your opinion/feedback thinking its the popular take (but that couldve been the goal, lol).

tbh, unless there is a larian official survey that posits these alternatives (4v6) for ea players response with results that are public facing (ie 67percent are in favor of option x) there is no way to verify any of the metrics that you cite in your post in support for either opinion (although i would be happy to be wrong here if just so we can get an official larian response). in fact, i would argue that the majority of ea users dont create accounts for online forums to give feedback so by extension you are already working with a smaller percentage (and usually also more invested percentage than your 'standard consumer') of the population to even begin with.

i would prefer having 6 open slots and allow the player to fill as they prefer, and while i dont have an easy answer to your balancing concern (which is a whole issue in of itself before you even consider player party size - which can apparently already go up to 6 in multiplayer so is making the game 'tougher' really a constraint in implementation here?), i would say that the process of balancing should be expected at this stage of an ea game so thats why ppl are here giving feedback - and since the updates we have gotten from larian largely dont respond to any of the hot topics cited in these forums, its understandable that a community that was eager to provide feedback for a long awaited IP have begun to become disenchanted with the ea process and feel ignored by devs/the studio - sure, we are still early in ea, but the sooner the better for video game development and its not that difficult to shoot out a quick tweet - how long can larian stay in character creation? they have time to tweet about their new board games wink

Originally Posted by Alodar

Larian is not ignoring EA feedback.
Your feedback is just not universal (nor is mine)
In the end Larian will make the game that they want to play and that they think is the most fun for the most people.

also, im glad we circled back in your original post and acknowledge that ppl have differing opinions, which is the basis for why we are all here posting in the forums so larian can reference and identify whats most important for the success of bg3 at this stage in development, but i think your last statement walks a dangerous line for game developers in general - they shouldnt be making a game that 'they/larian' wants to play they should be making a game that the community consensus wants to play, and that part about what is most fun for the most ppl should happen organically bc of the feedback that larian is getting from here and other community feedback portals helping to improve the game.

your echo chamber metaphor can also apply in reverse to larian here where feedback that may be critical of 'larian's fun' in an effort to improve the game may be ignored or poorly rationalized away to the detriment of the community and the final product.
Posted By: Alodar Re: Party Size Discussion - 04/11/20 12:37 AM
Originally Posted by nation
Originally Posted by Alodar
Originally Posted by Black_Elk
If it launches out of EA without some form of native support for a party of 6, it will be really hard not to feel that our EA feedback was basically ignored.



What it would mean is they listened to the feedback from a very small group of individuals and didn't agree with it.
These threads can create an echo chamber where folks think their feedback is more popular than it actually is.
Out of the million plus folks who got early access what percentage have given the feedback that they want two extra players in their party? (Answer: An incredibly small percentage)

I would hate a party of 6 as it would lengthen every combat even if you only took three companions (as the game would have to be tougher to accommodate a party of 6.)
Party of 4 is perfect for me and I sincerely hope they don't change that.

much love fam, but i find it ironic that you say that the threads create an echo chamber where ppl think their own feedback is more popular than it is - and then you go on to state your opinion/feedback thinking its the popular take (but that couldve been the goal, lol).


The only opinion I represented was my own.

I asked what percentage of the people that have purchased EA have posted their desire for a party of 6 and factually stated it was a very small percentage.
That tells me the issue is only important to a small number of people, it says nothing about what the folks that didn't post would prefer.
I then stated my personal opinion -- I never claimed to speak for anyone but myself.


Quote

Originally Posted by Alodar

Larian is not ignoring EA feedback.
Your feedback is just not universal (nor is mine)
In the end Larian will make the game that they want to play and that they think is the most fun for the most people.


also, im glad we circled back in your original post and acknowledge that ppl have differing opinions, which is the basis for why we are all here posting in the forums so larian can reference and identify whats most important for the success of bg3 at this stage in development, but i think your last statement walks a dangerous line for game developers in general - they shouldnt be making a game that 'they/larian' wants to play they should be making a game that the community consensus wants to play, and that part about what is most fun for the most ppl should happen organically bc of the feedback that larian is getting from here and other community feedback portals helping to improve the game.

your echo chamber metaphor can also apply in reverse to larian here where feedback that may be critical of 'larian's fun' in an effort to improve the game may be ignored or poorly rationalized away to the detriment of the community and the final product.


Larian's "echo chamber" is the only one that matters. It's their company that's on the line, their financial risk. They listen to feedback more than most companies but In the end they need to make games they are passionate about making and hope that there is an audience that likes the games they make.
Posted By: whalesecrets Re: Party Size Discussion - 04/11/20 01:05 AM
I don't know why this is such a thing. Four seems fine in my book, and I mean, to get to 6 players wouldn't they have to retool the difficulty on everything. Make a choice, you don't have to play all the classes at once.
Posted By: Tuco Re: Party Size Discussion - 04/11/20 01:40 AM
Originally Posted by Alodar

Ah so you are much smarter and wiser than the ignorant masses. If only they knew what you knew.
Sounds like the start of every conspiracy theory.

Look, aside for the fact that if your main counter-argument is whining and bitching that other people are arrogant, maybe you don't have such a strong position to defend, you also seem to lack basic reading comprehension, since at not point during that post I was talking about *me* specifically, just addressing the usual, trite and frankly quite idiotic argument "niche opinions don't matter" in terms of "dedicated fanbase" against "casual audience".

Quote
People who don't agree with you are clueless?
Your arrogance seems to know no bounds.

Here you are, again, bitching without making a proper point.
What did you expect, exactly? That I would feel bad? Guilty?

Quote
So there have been no successful games with fewer than six party members. That's an interesting position to take -- wrong but interesting.

Well, if worst comes to worst, at very least it can't be more wrong than your attempt to understand it.
But you can keep beating the strawman instead of having a proper discussion about it.

Quote
There's that arrogance again.

Man, fine, Let's concede I'm arrogant. So fucking what? At some point you'll have to stop crying about it and make a proper point.

Quote
As an FYI BioWare ditched the day night cycle in Throne of Bhaal because they didn't feel it added anything to the game and more often than not players would end up waiting around for the shops to open causing frustration. Perhaps they only had a vague grasp on the meaning of the sentence as well.

Aside for the fact that I positively don't give a shit about what Bioware did (as if they weren't already been topped at their own game in other areas) you may have missed the fact that Throne of Bhaal was set in a confined pocket dimension where demigods went along doing a slugfest every three steps.
If you didn't miss it, you are at very least overlooking it.

Not exactly the most demanding of all settings, in terms of internal coherence and immersion.


Quote
The 6 person party will be modded in eventually.

The 6-men party can ALREADY be modded into the game right now with a trivial savefile edit. Which is irrelevant, anyway, because we are asking Larian for proper official support instead.
If you aren't interested feel free to stick to 4 or play even solo, as long as you won't wave around this pretense that everyone should be happy about an annoying design limitation just because you are.
Posted By: Tuco Re: Party Size Discussion - 04/11/20 01:44 AM
Originally Posted by whalesecrets
I don't know why this is such a thing. Four seems fine in my book, and I mean, to get to 6 players wouldn't they have to retool the difficulty on everything. Make a choice, you don't have to play all the classes at once.

For the hundredth time, concerns about "keeping the balance" in an early alpha where no encounter can be considered finalized and set in stone are laughable.

What's worse, these probably come from the same people who think that there's absolutely no problem with asking for four different difficulty levels in the final game, but god forbid if there's a group (a fairly big one) that wants to control a larger party.
I mean, the dedicated thread is just the most popular in the entire feedback subforum by a landslide, after all, dwarfing everything else.

And that's without taking into account the dozen of clone-threads talking precisely about the same topic, such this one.

Posted By: nation Re: Party Size Discussion - 04/11/20 02:06 AM
Originally Posted by Alodar
Originally Posted by nation
Originally Posted by Alodar
Originally Posted by Black_Elk
If it launches out of EA without some form of native support for a party of 6, it will be really hard not to feel that our EA feedback was basically ignored.



What it would mean is they listened to the feedback from a very small group of individuals and didn't agree with it.
These threads can create an echo chamber where folks think their feedback is more popular than it actually is.
Out of the million plus folks who got early access what percentage have given the feedback that they want two extra players in their party? (Answer: An incredibly small percentage)

I would hate a party of 6 as it would lengthen every combat even if you only took three companions (as the game would have to be tougher to accommodate a party of 6.)
Party of 4 is perfect for me and I sincerely hope they don't change that.

much love fam, but i find it ironic that you say that the threads create an echo chamber where ppl think their own feedback is more popular than it is - and then you go on to state your opinion/feedback thinking its the popular take (but that couldve been the goal, lol).


The only opinion I represented was my own.

I asked what percentage of the people that have purchased EA have posted their desire for a party of 6 and factually stated it was a very small percentage.
That tells me the issue is only important to a small number of people, it says nothing about what the folks that didn't post would prefer.
I then stated my personal opinion -- I never claimed to speak for anyone but myself.


Quote

Originally Posted by Alodar

Larian is not ignoring EA feedback.
Your feedback is just not universal (nor is mine)
In the end Larian will make the game that they want to play and that they think is the most fun for the most people.


also, im glad we circled back in your original post and acknowledge that ppl have differing opinions, which is the basis for why we are all here posting in the forums so larian can reference and identify whats most important for the success of bg3 at this stage in development, but i think your last statement walks a dangerous line for game developers in general - they shouldnt be making a game that 'they/larian' wants to play they should be making a game that the community consensus wants to play, and that part about what is most fun for the most ppl should happen organically bc of the feedback that larian is getting from here and other community feedback portals helping to improve the game.

your echo chamber metaphor can also apply in reverse to larian here where feedback that may be critical of 'larian's fun' in an effort to improve the game may be ignored or poorly rationalized away to the detriment of the community and the final product.


Larian's "echo chamber" is the only one that matters. It's their company that's on the line, their financial risk. They listen to feedback more than most companies but In the end they need to make games they are passionate about making and hope that there is an audience that likes the games they make.
appreciate the response fam! i think we both can agree that we want bg3 to succeed, so my please dont take critics too personal and sorry for any misrepresentation of your initial post, but i still disagree with your conclusions - which is fine, its what ea is all about - i just hope that when/if larian sees these posts they lean more towards my side than yours wink

my apologies again for any misrepresentation, but i still am having issues getting to the same conclusions? yes, it is likely that a very small percentage of current players are posting this specific feedback (4v6 - although i would be interested if we have had a poll here on the forums to see what the consensus is? - i may have missed it), but i have a hard time inferring that this small, and specific type of consumer (ea access and forum posting) creating threads and commenting about a 6slot preference now in ea means that it will remain important to only a small number (or percentage) of the eventual overall player base - we simply cant draw those conclusions at this point - you even say 'it says nothing about what the folks that didnt post would prefer' and it works both ways. id likely have to search through the forums, and who knows how reliable such data would be, but overall my impression in the forums here is that a larger percentage of ea players prefer 6slots/more player choice than limited to only 4slots - but i could be wrong (which gets back to itd be a nice nod to the community if larian included some related comments in future updates, even if brief)

your second response i just flat out disagree with, lol. im of the opinion that 'the customer is always right' - and sure there are some outlandish and unreasonable requests by fans, but i dont think a 6slot party falls into that category. a video game developer that makes games with the strategy of being successful built on the 'hope that there is an audience that likes the games they make' is great and all, but that doesnt sound like you are giving yourself much room for error, arent giving alot of credit or agency to your player base, and i would also argue doesnt work to build much rapport or engagement with your player base either.

as the game stands now, i enjoy it, but regarding this specific game design it just is not the game i was expecting (or hoping for years we'd ever possibly get). granted i may not be as familiar with larians history as some others may be, but does the studio have a history of listening to and incorporating community driven feedback in advance of full game launches or do they usually go with their own vision? and there is more than just larian's financial risk on the line here, wotc's investment/branding for one, as well as general investors/supporters of larians.

lastly, the whole 'echo chamber' is mentality is bad imo - like in life. idk how you can grow as a game developer (or person) if you only always listen to your own opinion/perspectives that align with your own without any critique or introspective.
Posted By: Lenggao Re: Party Size Discussion - 04/11/20 02:39 AM
+1
Posted By: LoneSky Re: Party Size Discussion - 04/11/20 04:59 AM
I support this for others, but until party UI isn't fixed I wouldn't want 6 characters, 4 is too much already. Party UI makes me to solo most of the time anyway (just before a fight starts I move the rest). Seems like off-topic, but party without proper UI is a nightmare.

Default party can be any size. Game can be balanced for any, if stays 4 is no problem. And then allow as optional party 5 & 6.
Feels like a different game with a proper party composition.

Also adds another layer to difficulty options: easy with party of 4, hard with party of 6 and so on.
Posted By: Dez Re: Party Size Discussion - 04/11/20 05:17 AM
Friendly newbie here with a newbie perspective! (Obviously, in the end I speak for no one but myself, though c: )

I've read the entire discussion on this thread, and these are my thoughts:

A party of 6 makes sense in many scenarios. Personally, 6 would be too many for me - at least in my current state - but I really don't see why they wouldn't introduce the OPTION for 6 party members. Especially cause this allows you to both take the team setup into consideration (getting a front liner, healer/support, heavy damage, assassins, whatever more one would like) while still leaving room to bring along additional characters that one could want just cause of their personalities. I mean, imagine the following: you really enjoy the roleplaying of a cleric character. But at the same time, you really wanna bring Shadowheart along cause you enjoy her ... Personality. But having 2/4 party members in a group being clerics is... Well, ehm, maybe not optimal. Oooor if you want to play a wizard, but really wanna bring Wyll and/or Gale along cause of their ... Personalities. Having a party restricted to 4 members forces you to choose either functionality or from a roleplaying perspective, ALTERNATIVELY forces you to make your own character fill a specific slot to fit the party (which might not be ideal for many, I know it is not for me!). Obviously, if you wanna bring Wyll, Gale and your own wizard, you're free to do so - but that's not an ideal party setup either, especially not for the less experienced player (such as myself).

In a roleplaying game, I'd argue that, on the easier difficulties, roleplaying should be the first priority. Having a larger party size makes that possible, as you can fit both functionality AND personality-preferences. While also allowing players to properly appreciate the depth of more companion-characters - win-win!

If people are worried about balance (why would you go 4 if you can go 6 for those who prefer 4-man party ) then they could introduce the solution that MrFuji3 came up with:
* To have the exp split between party members, causing a party of 6 members to require more exp than a party of fewer members.
* Alternatively I thought that they could simply introduce a party buff that increases base stats depending on the number of party members. So, if you run solo = strong buff. If you run with 6 members = no buff / very, very weak buff.
* Oooor, they could use the Diablo system (entirely different game, I know - using it as an example) - making enemies just scale up in flat HP and power depending on the amount of party members (within reasonable parameters of course).

Personally (and this is probably not gonna be the meta-opinion here xD) - I prefered the DOS2 system where you could have pretty much any character doing pretty much any role. As in, you got to choose their role when they entered your party for the first time (and then you could change it around as you wished along the way). I get that this is not suitable for BG3 in particular though, and hence I would not even ask Larian to consider introducing this as it is simply not a part of this universe - but it made it much easier to focus on characters of interest without sacrificing the team composition. A bigger party size is an alternative way to handle this dilemma, while staying true to the BG3 universe. c:
Posted By: Firesnakearies Re: Party Size Discussion - 04/11/20 05:17 AM
I like smaller parties. But if they gave the option for a larger party, it wouldn't bother me.
Posted By: Tuco Re: Party Size Discussion - 04/11/20 05:22 AM
Originally Posted by Dez
Friendly newbie here with a newbie perspective!

I've read the entire discussion on this thread, and these are my thoughts


There's this one too, and far more points about balance, etc are touched across it: https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=679595&page=1

EDIT- And then there's this one as well, that starts with the exact opposite request ("six is too much, limit it") but sees most of the replies disagreeing with the OP (and rightfully so, I'd say): https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=690281#Post690281

After all one of these propositions leaves a door open for the alternate option, while the other doesn't.




Posted By: Dez Re: Party Size Discussion - 04/11/20 05:23 AM
Originally Posted by Tuco
Originally Posted by Dez
Friendly newbie here with a newbie perspective!

I've read the entire discussion on this thread, and these are my thoughts


There's this one too, and far more points about balance etc are touched across it: https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=679595&page=1


I shall read this! Thank you! laugh
Posted By: Dez Re: Party Size Discussion - 04/11/20 05:36 AM
+1 ! ^_^
Posted By: Lisentia Re: Party Size Discussion - 04/11/20 05:47 AM
So... after 22 pages of discussion, have we come to a consensus yet? Are we supposed to suck it up and accept only 4 characters, or will it get expanded to 6?
Posted By: KillerRabbit Re: Party Size Discussion - 04/11/20 06:09 AM
Yeah, I really think that one of the threads needs to get pinned. Even with 4 loooong threads I'm worried that "Jess Larian" or whoever reports on these things will miss them.
Posted By: Fikoley Re: Party Size Discussion - 04/11/20 06:18 AM
This is exact my idea. I am really consider my companions origin and actually this has an equal value with his/her class for me to picking which one of them. I am sure about that most of us have got confused when we had to pick a companion.
I want to pick Wyll because ı really like his backstory but also ı am a warlock. So what should ı do because game itself doen't allow me to gather 2 people in same class, 4 people is so narrow and ı need other classes for functionality.

This why ı want 6 or at least 5 character but I am not compulsive about the old games.

It feels like a huge limitation and this wasn't exist in Dos2. We can pick classes of our companions with origin backstory there and then 4 character didn't seem to a insufficient number because ı did not to think about the issues which ı wrote up here.
Posted By: Archaven Re: Party Size Discussion - 04/11/20 02:57 PM
+1 for 6 party characters.
Posted By: Sheriff1965 Re: Party Size Discussion - 04/11/20 03:50 PM
True Baldur's Gate is 6 party members.
Posted By: nation Re: Party Size Discussion - 04/11/20 04:10 PM
+1 repost party
Posted By: Balinor Re: Party Size Discussion - 05/11/20 12:25 AM
+1 for 6 members.
Posted By: ned7000 Re: Party Size Discussion - 05/11/20 12:35 AM
Originally Posted by Lisentia
So... after 22 pages of discussion, have we come to a consensus yet? Are we supposed to suck it up and accept only 4 characters, or will it get expanded to 6?


Worse. Larian has decided to throw the whole discussion out and just make the game an MMO. wink
Posted By: Tarorn Re: Party Size Discussion - 06/11/20 06:58 AM
They were called the fantastic four for a reason....ain’t nobody heard of the fantastic six !,

Just sayin.
Posted By: Tuco Re: Party Size Discussion - 06/11/20 10:28 AM
Originally Posted by Tarorn
They were called the fantastic four for a reason....ain’t nobody heard of the fantastic six !,

Just sayin.


...

Neeext!
Posted By: nation Re: Party Size Discussion - 06/11/20 03:59 PM
Originally Posted by Tarorn
They were called the fantastic four for a reason....ain’t nobody heard of the fantastic six !,

Just sayin.
theres the sinister six tho...
Posted By: ferzupo Re: Party Size Discussion - 06/11/20 04:20 PM
Saying there will be more companions and more classes but having only 4 slots in your party is a contradiction. In BG1/2 there are so many characters that you are troubled to choose who will be in your party of 6. And here in BG3 you will be even more troubled. More companions but less slots is a contradiction. Escape the LArian formula
Posted By: Commodore_Tyrs Re: Party Size Discussion - 09/11/20 07:34 PM
6 Man Party. That should be the goal for maximum for variety and camaraderie value.
Posted By: Sordak Re: Party Size Discussion - 09/11/20 08:04 PM
its not that im not monitoring this thread, its more that all has been said.
It should be a six character party, no whats n iffs.
So there realy is no point for this side of the argument to make that many more posts.
Posted By: FaultyValve Re: Party Size Discussion - 09/11/20 08:07 PM
If only one or a few people said it, then Larian might think only one or a few people wanted a 6 person party.

+1 for six person party.
Posted By: kanisatha Re: Party Size Discussion - 09/11/20 08:27 PM
Yeah that's one thing I wish the mods would do in this subforum, namely merging all same-topic threads. It would be so much more efficient for everyone concerned if we didn't have so many separate threads for some of the issues being raised.
Posted By: Sadurian Re: Party Size Discussion - 09/11/20 08:33 PM
Originally Posted by kanisatha
Yeah that's one thing I wish the mods would do in this subforum, namely merging all same-topic threads. It would be so much more efficient for everyone concerned if we didn't have so many separate threads for some of the issues being raised.

It's like cutting off the hydra's heads; every head dealt with seems to sprout two new ones. In addition, the admin team are real people with real lives.

It would be helpful if people didn't start new threads before looking to see if the subject has been covered before. Sometimes people don't know how to do this, some don't think to do this, and others just want 'their' thread to stand out, if only briefly.
Posted By: kanisatha Re: Party Size Discussion - 09/11/20 10:26 PM
Originally Posted by Sadurian
Originally Posted by kanisatha
Yeah that's one thing I wish the mods would do in this subforum, namely merging all same-topic threads. It would be so much more efficient for everyone concerned if we didn't have so many separate threads for some of the issues being raised.

It's like cutting off the hydra's heads; every head dealt with seems to sprout two new ones. In addition, the admin team are real people with real lives.

Really?!! Huh. Wonders never cease. I was sure you guys were robots. wink
Posted By: TheBalzan Re: Party Size Discussion - 10/11/20 12:21 PM
I would prefer larger parties, not for some game mechanic reason, but because I love to have as many party members interacting as much as possible.
I don't give a flying red dragon if there's a change in difficulty, I want to be able to have those interactions go off as much as possible. I love Baldur's Gate for the characters and story not the mediocre ADnD game system, I played NWN, I loved NWN:SoU not for the clanky and painful 3E interpretation, I love NWN2 for their characters not the mediocre 3.5E translation.
I will love BG3 but it is all based on the characters and their interactions, combat can such an egg as long as the companions are deep and interesting. The more interactions they have the happier I will be with the game, so sign me up for 6 party.
Because even with 6 party members O will replay the shit out of this game and I will play it with Minsc every single time, just like BG2, (as long as the rumours are true).
Posted By: Sir Sparhawk Re: Party Size Discussion - 10/11/20 11:38 PM
Originally Posted by Lisentia
So... after 22 pages of discussion, have we come to a consensus yet? Are we supposed to suck it up and accept only 4 characters, or will it get expanded to 6?

we will probably never have a consensus, those of us that want this will argue for it until we are blue in the face despite the futility of it. And most who like it how it is will argue against it as they only see ways it will take away from their experience or just believe that a studio the size of Larian with a large budget and one of the biggest IPs out there dont have the resources to spear and should just let modders do it
Posted By: Tuco Re: Party Size Discussion - 11/11/20 12:34 AM
Yeah, it's hard to tell what people actually like at times, and even talking about it can only offer so much data.
If only there was some situation where we could have a temporary, incomplete state of the game in the hands of its audience and take this peculiar chance to experiment with features and options to see how the user base interacted with it.

We could call it "anticipated introduction" or "premature entrance" or something of that sort.
Posted By: Firesnakearies Re: Party Size Discussion - 11/11/20 05:15 AM
Originally Posted by Tuco
Yeah, it's hard to tell what people actually like at times, and even talking about it can only offer so much data.
If only there was some situation where we could have a temporary, incomplete state of the game in the hands of its audience and take this peculiar chance to experiment with features and options to see how the user base interacted with it.

We could call it "anticipated introduction" or "premature entrance" or something of that sort.



I see what you did there.
Posted By: jayn23 Re: Party Size Discussion - 11/11/20 05:49 AM
Originally Posted by Tuco
Yeah, it's hard to tell what people actually like at times, and even talking about it can only offer so much data.
If only there was some situation where we could have a temporary, incomplete state of the game in the hands of its audience and take this peculiar chance to experiment with features and options to see how the user base interacted with it.

We could call it "anticipated introduction" or "premature entrance" or something of that sort.


They should have included an option in character creation to choose between a 4 and 6 party limit (for EA only of course), that would have been great at launch and would have supplied feedback from hundred's of thousands of people which cant be ignored what ever the results would have been, unfortunately that ship has sailed, now you have what 20k people playing?? that might not be enough to change their minds if they believe these 20k dont represent the majority
Posted By: mrfuji3 Re: Party Size Discussion - 11/11/20 06:15 AM
Originally Posted by jayn23
They should have included an option in character creation to choose between a 4 and 6 party limit (for EA only of course), that would have been great at launch and would have supplied feedback from hundred's of thousands of people which cant be ignored what ever the results would have been, unfortunately that ship has sailed, now you have what 20k people playing?? that might not be enough to change their minds if they believe these 20k dont represent the majority

To be fair, that would have required having at-launch encounters balanced for both 4- and 6-character parties. Otherwise the balance and gameplay data, including player experiences, would be way off. Either players using 4-man parties would feel the game is impossibly difficult, or players using parties of 6 would find it way too easy. Given that (I assume) Larian is using EA to test encounter balance, having two party limits seems like it'd just make everything more difficult.

This sounds like something to try once they've gotten a handle on how to balance 5e encounters, around when they're testing different difficulty levels and have decided more about the various acts' level caps.
Posted By: Tuco Re: Party Size Discussion - 11/11/20 08:54 AM
Originally Posted by mrfuji3

To be fair, that would have required having at-launch encounters balanced for both 4- and 6-character parties.

No, it wouldn't.
First, because a system of scaled exp would address the problem implictly.
Second, because no one is asking to keep the "double choice" at release (not yet, at least).
Third, because no one is asking to offer the encounters in two versions now. If anything it would be a great chance to just see what people pick and how they manage with the current balance, precise to decide what types of fight work better, what could use improvements and retuning, etc.

Last but not least, let's concede that would be the case. They already had different encounters tied to different difficulty levels in their previous games. This would be a big problem now... Why, exactly?
Posted By: Peranor Re: Party Size Discussion - 11/11/20 04:49 PM
Originally Posted by Tuco

Last but not least, let's concede that would be the case. They already had different encounters tied to different difficulty levels in their previous games. This would be a big problem now... Why, exactly?


Well... you know.. because of "the game engine" presumably (What has worked before is not relevant, its always "the engine"). And of course it would take years and years plus millions of money and resources to implement. (or not)
Posted By: mrfuji3 Re: Party Size Discussion - 11/11/20 09:06 PM
Originally Posted by Tuco
Originally Posted by mrfuji3

To be fair, that would have required having at-launch encounters balanced for both 4- and 6-character parties.

No, it wouldn't.
First, because a system of scaled exp would address the problem implictly.
Second, because no one is asking to keep the "double choice" at release (not yet, at least).
Third, because no one is asking to offer the encounters in two versions now. If anything it would be a great chance to just see what people pick and how they manage with the current balance, precise to decide what types of fight work better, what could use improvements and retuning, etc.

Last but not least, let's concede that would be the case. They already had different encounters tied to different difficulty levels in their previous games. This would be a big problem now... Why, exactly?

I agree with you that scaled exp is the best way to have encounters balanced for both 4- and 6-character parties. But I don't think the start of EA would be the best time for Larian to try their hand at implementing it (DOS games were party exp, right?) as this adds another variable for Larian to consider. Simply dividing exp between party members probably isn't sufficient for balance; likely there will have to be additional adjustments to encounters (possibly fewer encounters with an extreme # of enemies to prevent overwhelming action economy imbalance)

I assume difficulty levels are implemented nearly last in EA, after the "normal" mode is balanced, the story is fixed, the level caps are determined, etc. Doing it this way prevents needlessly creating higher/lower difficulties multiple times after changing mechanics/etc. Variable party size testing should come later in EA after Larian has determined the exact combat mechanics/surfaces presence/etc.
Posted By: AceVentura Re: Party Size Discussion - 11/11/20 10:00 PM
I think this thread is really important and the 6man party, or even 8 would be nice
Posted By: Vrai133 Re: Party Size Discussion - 11/11/20 11:18 PM
I got to page six before I realized that everyone who wants a party size bigger than 4 has this weird assumption that they need a tank, healer, rogue, and caster.

Guys, this game is based on D&D, not an MMO. You don't need to have a tank or a healer or a rogue or a caster. There are no tanks in D&D anyway! The closest you can get is a paladin with sentinel and a polearm, but that's it. I can't tell you how many times I sat down with two life clerics, or or two wizards, or three wizards (because everyone loves wizards for some reason). And you make it work. You solve your problems with the tools you have available. It makes it different every time because you don't have the same party every time you play.

The fact that so many people are spreading misinformation tells me they never played D&D 5e, which this game is based on. You don't need a rogue to pick a lock. That's just a DEX check. Being proficient with thieves' tools just adds your proficiency modifier (which you can get from a background, meaning anyone can get it). You don't need a "tank" because there's no such thing as AGGRO in D&D. Smart mobs go after the highest threat, which is usually the character with the LEAST armor. Dumb mobs go after whatever is in front of them. You don't even need a healer because Healing Potions are 50g and anyone can get a Medicine Kit. There's even a feat that allows you to heal with it. And lastly, you don't need any spellcaster because you can just buy SPELL SCROLLS.

For the record, I don't care if they party is four or five or six (though I'd prefer four). But don't spew this toxic misinformed nonsense saying you NEED a fighter, rogue, cleric, and wizard.

Honestly guys, go play some adventures league and then we can talk.
Posted By: KillerRabbit Re: Party Size Discussion - 11/11/20 11:28 PM
With respect, you are rong.
Lae'zel is a tank. Until HP bloat / AC reduction is corrected she, and not Gale, is the biggest threat.

Who are we going to use for that dexterity check? Shadowheart? I guess I could give up my stat boost or class specific feat to make myself a second class thief. But I don't really want a swiss army knife? Even with flexibility of 5th ed it makes sense to have a finesse character.

You missed the bit about more banters and the fact that this is putatively the continuation of 6 party game and not a mod on top a 4 party game.

Same with healing -- feats are precious. Why waste them on making a so so healer?
Posted By: Tuco Re: Party Size Discussion - 11/11/20 11:39 PM
Originally Posted by Vrai133
I got to page six before I realized that everyone who wants a party size bigger than 4 has this weird assumption that they need a tank, healer, rogue, and caster.


Well,, when your entire argument starts with a strawman there isn't really much to discuss.
Posted By: Vrai133 Re: Party Size Discussion - 12/11/20 12:15 AM
Originally Posted by KillerRabbit
With respect, you are rong.
Lae'zel is a tank. Until HP bloat / AC reduction is corrected she, and not Gale, is the biggest threat.

Who are we going to use for that dexterity check? Shadowheart? I guess I could give up my stat boost or class specific feat to make myself a second class thief. But I don't really want a swiss army knife? Even with flexibility of 5th ed it makes sense to have a finesse character.

You missed the bit about more banters and the fact that this is putatively the continuation of 6 party game and not a mod on top a 4 party game.

Same with healing -- feats are precious. Why waste them on making a so so healer?



But that was what my comment was about. You don't need to pass DEX checks. If you fail the DEX/STR check in the intro scene with the intellect devourer, you don't get an additional companion, but you don't need it. If you fail a Charisma check at the crypt you have to fight your way in instead of getting the upper hand with the rest of the guys inside. But either way the story progresses, and there is no wrong answer. It does change the game through, which is fun and interesting (at least to me). My drow rogue was able to talk her way through everything, but my dwarf ranger was not, and he ended up fighting a lot more.

There is no "waste". If you don't have a healer then maybe you have 2 mages who can do A LOT of AOE damage, and so you shift your strategy that way, or maybe you have 2 rogues who will murder someone before the fight starts. My point is that you don't a rogue or a dex character at all.

Also, I want to reiterate that I'm not against the 6 person party. I really don't care. I just hate when people say that you "need" a certain class when you really really don't. You don't in D&D 5e and you don't in this game.

Edit: Forget to add this. Just because some one has a high AC and health doesn't make them a "tank." It doesn't matter how many hits you can take it no one is hitting you, right? And you may be right in this game. The way they code the mobs may make them attack whoever's in front in them, but in D&D that's not the case. Most intelligent mobs recognize spellcasters as a higher threat than someone with a sword and shield and take them out first. Likewise if they recognize someone is capable of healing. If Larian codes the monsters to be dumb like in MMOs where they attack the "tank" then you're right. I'm making my opinions on the assumption that since they're basing this game off of 5e that they'll also make mobs work in a similar fashion.
Posted By: Verte Re: Party Size Discussion - 12/11/20 12:29 AM
Even in mmos mobs tend to attack high DPS dealers if tank doesn't do his job or aggro is somehow broken.
Posted By: Vrai133 Re: Party Size Discussion - 12/11/20 03:20 AM
Originally Posted by Verte
Even in mmos mobs tend to attack high DPS dealers if tank doesn't do his job or aggro is somehow broken.


Yeah, that's true. And since everyone gets to disengage as a bonus action in this game it's pretty impossible to make a mob stick to your tank. I see it as a good thing. It makes CC and tactics important. The best tank in D&D isn't even a fighter. It's a totem or ancestral barbarian. At high levels a wolf totem barbarian imposes disadvantage on all attacks against party members within 5ft, which makes mobs REALLY annoyed and focus on the barbarian. Combined with their high health pools and damage resistance, they're way better tanks than fighters, who actually excel at dealing damage thanks for sharpshooter/great weapon master eldrich knights doing 9 attacks in one turn.
Posted By: Firesnakearies Re: Party Size Discussion - 12/11/20 03:51 AM
Originally Posted by Vrai133
And since everyone gets to disengage as a bonus action in this game it's pretty impossible to make a mob stick to your tank.



People keep saying this, I've seen this over and over. The Disengage change, so far, has no effect on the AI enemies. They don't Disengage, except for Goblins, who already had that as a racial ability even in pen-and-paper 5e. Nothing else really Disengages. My melee characters get attacks of opportunity all the time.
Posted By: JonasC Re: Party Size Discussion - 12/11/20 08:31 AM
Agree
Posted By: Bleeblegum Re: Party Size Discussion - 12/11/20 08:55 AM
There's already a way to modify save files instructions can be found here and you can test for yourself how 6 feels or even 5 w/e your want. https://www.nexusmods.com/baldursgate3/mods/16
Posted By: Lenggao Re: Party Size Discussion - 16/11/20 12:43 PM
There's even a build for people based on abusing the attack of opuntunity for fighters.
Posted By: Sharp Re: Party Size Discussion - 16/11/20 12:58 PM
Whilst this topic doesn't personally concern me in either direction (I usually like to play these games solo), I see no real reason to restrict the party size to 4, other than these possible problems.

1. Cinematic Dialogues with party interjections becoming strained the more party members you have.
2. Encounters designed for one party size not scaling well in comparison to another party size.
3. Combat "feeling too tedious" when you have to handle lots of characters.
4. They want to enforce a particular game experience, which they can do by limiting the party size to 4. Lowering the maximum party size makes decisions between which classes you want to take more stringent, which might be something they want to achieve.

Of these 4, I feel the hardest to address is the 1st one. I would guess that if this is something they are unwilling to budge on, it is the reason they are most likely against it. If there is a solution that deals well with this, then I could see a larger party size being allowed.

The 2nd 1 can be partially addressed by dividing XP between party members so the more party members you have, the less XP you get. This does not entirely solve the problem however, because in these types of game character's power does not scale linearly with level and so a party of 3 who is 1 level higher than a party of 6 is probably a bit stronger, especially at break points like 4 and 5. So if you were to balance party size this way, you would probably have to balance the experience around the maximum allowable party size, where reducing the number of party members would then also lead to a reduced difficulty for the player.

The third point is an entirely self inflicted problem by Larian, because they want us to watch fancy animations. If you add an option to skip combat animations, which pretty much every turn based strategy game has, then combat would actually be much, much faster.

The 4th point, you can implement as a soft enforcement. Have maximum allowable party size be a toggle in the options menu and set the default setting for it, to be whatever value provides their intended experience. For those that want to get their own experience, they can then manually override it. I also see no particular reason for the maximum to be 6 here, why not let people go up to 8 or even higher if they want to override this?

Posted By: Peranor Re: Party Size Discussion - 16/11/20 04:50 PM
Originally Posted by Sharp
Whilst this topic doesn't personally concern me in either direction (I usually like to play these games solo), I see no real reason to restrict the party size to 4, other than these possible problems.

1. Cinematic Dialogues with party interjections becoming strained the more party members you have.
2. Encounters designed for one party size not scaling well in comparison to another party size.
3. Combat "feeling too tedious" when you have to handle lots of characters.
4. They want to enforce a particular game experience, which they can do by limiting the party size to 4. Lowering the maximum party size makes decisions between which classes you want to take more stringent, which might be something they want to achieve.

Of these 4, I feel the hardest to address is the 1st one. I would guess that if this is something they are unwilling to budge on, it is the reason they are most likely against it. If there is a solution that deals well with this, then I could see a larger party size being allowed.

The 2nd 1 can be partially addressed by dividing XP between party members so the more party members you have, the less XP you get. This does not entirely solve the problem however, because in these types of game character's power does not scale linearly with level and so a party of 3 who is 1 level higher than a party of 6 is probably a bit stronger, especially at break points like 4 and 5. So if you were to balance party size this way, you would probably have to balance the experience around the maximum allowable party size, where reducing the number of party members would then also lead to a reduced difficulty for the player.

The third point is an entirely self inflicted problem by Larian, because they want us to watch fancy animations. If you add an option to skip combat animations, which pretty much every turn based strategy game has, then combat would actually be much, much faster.

The 4th point, you can implement as a soft enforcement. Have maximum allowable party size be a toggle in the options menu and set the default setting for it, to be whatever value provides their intended experience. For those that want to get their own experience, they can then manually override it. I also see no particular reason for the maximum to be 6 here, why not let people go up to 8 or even higher if they want to override this?



I guess point nbr 3 would depend on how Larian handle combat balance. If they could balance it without just adding more enemies then I think that combat could feel more interactive and have a better flow to it with 6 party members instead of 4.
Posted By: mrfuji3 Re: Party Size Discussion - 16/11/20 05:23 PM
Originally Posted by Sharp
Whilst this topic doesn't personally concern me in either direction (I usually like to play these games solo), I see no real reason to restrict the party size to 4, other than these possible problems.

1. Cinematic Dialogues with party interjections becoming strained the more party members you have.
2. Encounters designed for one party size not scaling well in comparison to another party size.
3. Combat "feeling too tedious" when you have to handle lots of characters.
4. They want to enforce a particular game experience, which they can do by limiting the party size to 4. Lowering the maximum party size makes decisions between which classes you want to take more stringent, which might be something they want to achieve.
[...]
The 2nd 1 can be partially addressed by dividing XP between party members so the more party members you have, the less XP you get. This does not entirely solve the problem however, because in these types of game character's power does not scale linearly with level and so a party of 3 who is 1 level higher than a party of 6 is probably a bit stronger, especially at break points like 4 and 5. So if you were to balance party size this way, you would probably have to balance the experience around the maximum allowable party size, where reducing the number of party members would then also lead to a reduced difficulty for the player.


2.) I would vote for directly balancing around 4 party members instead of "the maximum allowable." This will ensure that parties of 6 or 2 are not too unbalanced since these party sizes are not that far off from 4. (If you directly balance around 6 party members, then a party of 2 will probably be very unbalanced)

3.) Assuming divided exp, the # of enemies in each encounter doesn't have to change. Thus, combat will actually feel faster with a larger number of players, because you're effectively taking more turns per combat round! You get to do more stuff more often (This is the same argument for why implementing pop-up reactions doesn't really slow things down)

4.) Currently, I would argue that Larian making party-class composition less important. 5e already is pretty flexible on what classes you need. Then Larian has further reduced class differences by giving out additional bonus actions, weapon actions, and the large amount of consumables. So I don't think #4 is a problem...
Posted By: Sharp Re: Party Size Discussion - 16/11/20 05:38 PM
Originally Posted by mrfuji3

2.) I would vote for directly balancing around 4 party members instead of "the maximum allowable." This will ensure that parties of 6 or 2 are not too unbalanced since these party sizes are not that far off from 4. (If you directly balance around 6 party members, then a party of 2 will probably be very unbalanced)

I mean, I don't really think we are voting for anything here, since regardless of what we want they going to make their own decision :P

I would probably do something like this. Party XP is divided by 1+the total number of characters in the party. If there are 4 party members, its divided by 5, if there are 5 party members, its divided by 6. You get the idea. This creates a slightly more compact XP spread than if you were straight up dividing by the number of party members. A party of 1 would only earn 3.5 times as much XP as a party of 6. They would obviously balance the XP awarded around the party size they want (in this case, lets say 4), but in my opinion, figuring out how to divide it is the more important part and you want the amount of XP awarded to not scale as high up as it would in smaller parties if you just did straight division.
Posted By: mrfuji3 Re: Party Size Discussion - 16/11/20 05:52 PM
Originally Posted by Sharp
I mean, I don't really think we are voting for anything here, since regardless of what we want they going to make their own decision :P

I would probably do something like this. Party XP is divided by 1+the total number of characters in the party. If there are 4 party members, its divided by 5, if there are 5 party members, its divided by 6. You get the idea. This creates a slightly more compact XP spread than if you were straight up dividing by the number of party members. A party of 1 would only earn 3.5 times as much XP as a party of 6. They would obviously balance the XP awarded around the party size they want (in this case, lets say 4), but in my opinion, figuring out how to divide it is the more important part.

Lol fair. But in an ideal world, Larian would tally the "votes" expressed in the forums/steam reviews/etc to determine how loved/hated any mechanic is.

Sure, figuring out how to divide exp is the most important. If you do it correctly, you don't need to make any other adjustments to preserve balance.

However, I think that your solution is worse than an unadjusted exp division where you simply divide by # of party members. Keep in mind that 5e levels are not linear. Each level requires more and more experience. I think that this already works to create the "more compact exp spread" that you want, and your solution would double this effect.

e.g., A party of 4 that just reached level 5 (6500 exp).
In a party of 2, each member would have 13000 exp, which is still level 5!
A solo player would have 26000 exp, which is only level 7. I'm skeptical that a single level 7 party member could take on a CR 5 encounter....

In your solution, each member in that party of 2 would have [6500*(4+1)/(2+1)] = 10800 exp, which is even further from level 6.
--a solo player would have 16250 exp, which is level 6. This person would get murdered by a CR 5 encounter.
Seems like ^ would unduly punish small parties.
Posted By: Sharp Re: Party Size Discussion - 16/11/20 05:59 PM
Originally Posted by mrfuji3
Originally Posted by Sharp
I mean, I don't really think we are voting for anything here, since regardless of what we want they going to make their own decision :P

I would probably do something like this. Party XP is divided by 1+the total number of characters in the party. If there are 4 party members, its divided by 5, if there are 5 party members, its divided by 6. You get the idea. This creates a slightly more compact XP spread than if you were straight up dividing by the number of party members. A party of 1 would only earn 3.5 times as much XP as a party of 6. They would obviously balance the XP awarded around the party size they want (in this case, lets say 4), but in my opinion, figuring out how to divide it is the more important part.

Lol fair. But in an ideal world, Larian would tally the "votes" expressed in the forums/steam reviews/etc to determine how loved/hated any mechanic is.

Sure, figuring out how to divide exp is the most important. If you do it correctly, you don't need to make any other adjustments to preserve balance.

However, I think that your solution is worse than an unadjusted exp division where you simply divide by # of party members. Keep in mind that 5e levels are not linear. Each level requires more and more experience. I think that this already works to create the "more compact exp spread" that you want, and your solution would double this effect.

e.g., A party of 4 that just reached level 5 (6500 exp).
In a party of 2, each member would have 13000 exp, which is still level 5!
A solo player would have 26000 exp, which is only level 7. I'm skeptical that a single level 7 party member could take on a CR 5 encounter....

In your solution, each member in that party of 2 would have [6500*(4+1)/(2+1)] = 10800 exp, which is even further from level 6.
--a solo player would have 16250 exp, which is level 6. This person would get murdered by a CR 5 encounter.
Seems like ^ would unduly punish small parties.


I know the XP per level is not linear, but the power per level is not linear either. I personally (as someone who is playing the EA solo and will be playing the game solo on release), feel like the balance would be better if XP was not just divided by the party size, because to me it feels like you gain far more power per level than if you just did straight division. I mean, think about it from the perspective of a caster. How many goblins would it take to kill say a level 8 wizard? The moment the wizard throws fireball, most of the goblins will be dead.

I play small parties because I like managing less characters, not because I want an easier game and XP division in most games results in a much easier game when you play them with a smaller party.
Posted By: mrfuji3 Re: Party Size Discussion - 16/11/20 06:34 PM
Originally Posted by Sharp
I know the XP per level is not linear, but the power per level is not linear either. I personally (as someone who is playing the EA solo and will be playing the game solo on release), feel like the balance would be better if XP was not just divided by the party size, because to me it feels like you gain far more power per level than if you just did straight division. I mean, think about it from the perspective of a caster. How many goblins would it take to kill say a level 8 wizard? The moment the wizard throws fireball, most of the goblins will be dead.

I play small parties because I like managing less characters, not because I want an easier game and XP division in most games results in a much easier game when you play them with a smaller party.

I mean, the difference in levels between a party of 4 and a party of 2 is not going to be that much, 1 at most. I don't think there is much danger of a smaller party becoming too powerful.

It's unrealistic that you'd face any # of goblins as an 8th level wizard (XP equivalent to a 4th or 5th level party). A more apt comparison would be facing 2-3 minotaurs. Do you think a level 8 wizard could easily kill 2-3 minotaurs?

And sure, you might play small parties because you like managing less characters. But I'm arguing that the game might be impossible to play with this lessening of exp for small parties. I'm not arguing that solo players should have an easier time than party-of-4 players.

Now, encounter balance is difficult, so you might be right. This is something that only detailed encounter testing can reveal.
Posted By: Sharp Re: Party Size Discussion - 16/11/20 06:52 PM
Originally Posted by mrfuji3

I mean, the difference in levels between a party of 4 and a party of 2 is not going to be that much, 1 at most. I don't think there is much danger of a smaller party becoming too powerful.

It's unrealistic that you'd face any # of goblins as an 8th level wizard (XP equivalent to a 4th or 5th level party).


Well, if the XP during the EA was done off of a split instead of the way it is done now, you potentially would. Its possible to get to level 4 before the goblin camp already, quite easy in fact.

Originally Posted by mrfuji3
A more apt comparison would be facing 2-3 minotaurs. Do you think a level 8 wizard could easily kill 2-3 minotaurs?

Yes, because I have no issues killing the 2 minotaurs in the Underdark at level 4 on a Wizard, Ranger or Warlock solo, without abusing stealth, during the EA as is.
Originally Posted by mrfuji3

And sure, you might play small parties because you like managing less characters. But I'm arguing that the game might be impossible to play with this lessening of exp for small parties. I'm not arguing that solo players should have an easier time than party-of-4 players.

Now, encounter balance is difficult, so you might be right. This is something that only detailed encounter testing can reveal.

I would be surprised if it is impossible, considering it would be awarding more XP than is currently awarded now and its already possible.
Posted By: mrfuji3 Re: Party Size Discussion - 16/11/20 07:04 PM
Originally Posted by Sharp
Well, if the XP during the EA was done off of a split instead of the way it is done now, you potentially would. Its possible to get to level 4 before the goblin camp already, quite easy in fact.

I do think that the XP gain needs to be reduced for the EA areas. Especially for the earlier levels. You can go from level 1 to 3 in like, what, an hour or two?
They'll definitely need to adjust exp if they don't want people to reach level 6-7 by the end of Act 1 (I'm assuming Moonrise Tower is technically in Act 1..?)

Originally Posted by Sharp

Originally Posted by mrfuji3
A more apt comparison would be facing 2-3 minotaurs. Do you think a level 8 wizard could easily kill 2-3 minotaurs?

Yes, because I have no issues killing the 2 minotaurs in the Underdark at level 4 on a Wizard, Ranger or Warlock solo, without abusing stealth, during the EA as is.

Hmm okay. I stand corrected. Ranger I can understand (animal companion?), but how do you do it as wizard/warlock? I'm curious. Kiting back using misty step and mirror image??
Posted By: Sharp Re: Party Size Discussion - 16/11/20 07:15 PM
Originally Posted by mrfuji3
Originally Posted by Sharp
Well, if the XP during the EA was done off of a split instead of the way it is done now, you potentially would. Its possible to get to level 4 before the goblin camp already, quite easy in fact.

I do think that the XP gain needs to be reduced for the EA areas. Especially for the earlier levels. You can go from level 1 to 3 in like, what, an hour or two?
They'll definitely need to adjust exp if they don't want people to reach level 6-7 by the end of Act 1 (I'm assuming Moonrise Tower is technically in Act 1..?)

Originally Posted by Sharp

Originally Posted by mrfuji3
A more apt comparison would be facing 2-3 minotaurs. Do you think a level 8 wizard could easily kill 2-3 minotaurs?

Yes, because I have no issues killing the 2 minotaurs in the Underdark at level 4 on a Wizard, Ranger or Warlock solo, without abusing stealth, during the EA as is.

Hmm okay. I stand corrected. Ranger I can understand (animal companion?), but how do you do it as wizard/warlock? I'm curious. Kiting back using misty step and mirror image??


Yeah kiting with misty step then killing with Magic Missiles using the amulet for wizard. Warlock is a bit tougher, you need to break line of sight occasionally and it relies a lot more on EB spam.
Posted By: mrfuji3 Re: Party Size Discussion - 16/11/20 07:26 PM
Originally Posted by Sharp
Yeah kiting with misty step then killing with Magic Missiles using the amulet for wizard. Warlock is a bit tougher, you need to break line of sight occasionally and it relies a lot more on EB spam.

Hmmm I partly take back my concession of "standing corrected".

Your BG3 wizard is much more powerful than a typical 4th level wizard would be. 5e raw if you misty stepped away, you wouldn't be able to also cast Magic Missile. So this method depends on whether Larian will leave in the ability to cast a non-cantrip spell and a bonus action spell in the same turn. If they don't, you're restricted to casting firebolt, which would do much less damage.
The magic missile amulet is also OP.

Pretty sure the ranger's summons are also fairly OP in BG3's current state.

Warlock...I'll give that to you. Although "breaking line of sight" sounds suspiciously like abusing the enemy AI :P
Posted By: guy Re: Party Size Discussion - 05/12/20 12:07 AM
I've been thinking about this and chewing on it a bit, and....
Fights are going to get harder.

Action economy for 4 members is not going to keep up.

I mean, the minotaurs themselves, if you fight them legit... they wreck you.

But could a 6 man party take the minos?

It changes things, doesn't it? having those two extra rez bots?

Anyway. My final thought, after hitting 100 hours. 6 person is the way to go.

Maybe it will be added when more party members are available to choose from.
Posted By: AceVentura Re: Party Size Discussion - 05/12/20 01:41 PM
I also wish for a bigger party but... I know Larian won't ever make it possible
Posted By: guy Re: Party Size Discussion - 05/12/20 01:42 PM
Who knows.

Not a deal breaker for me.

Jut feedback
Posted By: AceVentura Re: Party Size Discussion - 05/12/20 01:44 PM
Oh yeah, BG games used to have 6 members parties and it was nice.
But it's not BG anymore it's using it's name and it's skin but it's a doppelganger
Posted By: guy Re: Party Size Discussion - 05/12/20 02:10 PM
Originally Posted by mrfuji3
Originally Posted by Sharp
Yeah kiting with misty step then killing with Magic Missiles using the amulet for wizard. Warlock is a bit tougher, you need to break line of sight occasionally and it relies a lot more on EB spam.

Hmmm I partly take back my concession of "standing corrected".

Your BG3 wizard is much more powerful than a typical 4th level wizard would be. 5e raw if you misty stepped away, you wouldn't be able to also cast Magic Missile. So this method depends on whether Larian will leave in the ability to cast a non-cantrip spell and a bonus action spell in the same turn. If they don't, you're restricted to casting firebolt, which would do much less damage.
The magic missile amulet is also OP.

Pretty sure the ranger's summons are also fairly OP in BG3's current state.

Warlock...I'll give that to you. Although "breaking line of sight" sounds suspiciously like abusing the enemy AI :P


The rangers summons seem OP first glance... they go well against gobs.
But in the underdark?
Not as much.
Posted By: flick40 Re: Party Size Discussion - 05/12/20 03:18 PM
None of the fights require 6 characters, 4 is fine. The issue is that every fight catches most people off guard and un prepared. Once you know what's up you handle them all just fine with 4.
Posted By: Verte Re: Party Size Discussion - 05/12/20 04:23 PM
From my perspective, 4 would be an issue only if I liked more companions and couldn't take them with MC because of limited space. Fights are perfectly fine with the party of four.
Posted By: kanisatha Re: Party Size Discussion - 05/12/20 04:54 PM
The combat is boring, and having a bigger party will make it easier, and therefore quicker, to get through them. That's a huge plus.
Posted By: Abits Re: Party Size Discussion - 05/12/20 06:52 PM
Originally Posted by kanisatha
The combat is boring, and having a bigger party will make it easier, and therefore quicker, to get through them. That's a huge plus.

That's sounds like a different problem altogether
Posted By: Maximuuus Re: Party Size Discussion - 05/12/20 07:10 PM
Originally Posted by Abits
Originally Posted by kanisatha
The combat is boring, and having a bigger party will make it easier, and therefore quicker, to get through them. That's a huge plus.

That's sounds like a different problem altogether


Not really.
He's right... With more party members you deal more damages/turn so combats are faster and easier.
Combats would be way less boring with two more companions.

If.you want bigger encounter in a TB game, you have to play with more characters.
At the moment many combats are boring because it's too slow and because nothing happen except waiting.

And the difficulty of the game doesn't mean "more ennemies"... Solo bosses are usually harder than groups of trash mobs even if there are alone (because they have more HP, deal more damages, are harder to hit, have better spells or strategy,...)
Posted By: KillerRabbit Re: Party Size Discussion - 05/12/20 09:04 PM
Right. Combat will probably be over quicker. But I just don't buy the long combat = bad combat. If we were to consistently apply the "more = longer = worse" we should eliminate summons, familiars, undead, etc. because those are drags on combat completion.

Said it before and I'll say it again -- you use different, more diverse and more interesting strategies with larger parties. More party members = more fun.
Posted By: kanisatha Re: Party Size Discussion - 06/12/20 03:31 AM
Originally Posted by KillerRabbit
Said it before and I'll say it again -- you use different, more diverse and more interesting strategies with larger parties. More party members = more fun.

I don't disagree with this even while still also holding to my point.

What I was ultimately getting at is that there's more than one reason why a bigger party is better.
Posted By: KillerRabbit Re: Party Size Discussion - 06/12/20 06:28 AM
Agreed. The reasons for a six member party are many. smile

(another topic but combat has gotten better since the correction of the cantrips. The DOS feeling is considerably lessened)
Posted By: kanisatha Re: Party Size Discussion - 06/12/20 02:32 PM
Originally Posted by KillerRabbit
Agreed. The reasons for a six member party are many. smile

(another topic but combat has gotten better since the correction of the cantrips. The DOS feeling is considerably lessened)

That is good news. Now they need to take a close look at environmental elemental interactions more broadly.
Posted By: https://drive.go Re: Party Size Discussion - 06/12/20 09:07 PM
I play D&D and RPG Games for almost 30 years now and I absolutely agree with the first post: a party size of 6 players is almost a must-have for BG3.
And I would like to see it especially in the possibility to play a 6 person co-op game (and you can create 6 characters from scratch for your party).

Keep it up, we just tried BG3 in a 3player coop game this weekend, it's very very promising. Hoping to be able to invite our whole party when the game ships. wink
Posted By: Eirhead Re: Party Size Discussion - 07/12/20 07:04 AM
I'm undecided.

I like the number 4. And I think the game is clearly being balanced for 4 player party sizes, so that's a major point (and the whole "party formation" part of the game becomes obsolete in single player if they don't add more friendly characters with a 6 player party size). I think they could workaround the combat/gameplay advantages by maybe adding a modifier to groups larger than 4. Like -1 on all rolls for each party member above 4. Skill checks become tougher, magic missiles becomes trash tier in a 6-man.

Additionally, I don't really think 4 party members is all that restrictive. You can pretty much cover all skills and proficiencies with just 4 characters.

Lastly, we only have half of the classes so far. And with bard, druid and paladin all coming in the final release, I think there is going to be plenty of healing power, making the "healing slot" almost trivial... heck you could have 2 healers, maybe 3 healers... they're all gonna be able to fight anyways.
Posted By: Maximuuus Re: Party Size Discussion - 07/12/20 09:45 AM
Originally Posted by Eirhead
I'm undecided.

I like the number 4. And I think the game is clearly being balanced for 4 player party sizes, so that's a major point (and the whole "party formation" part of the game becomes obsolete in single player if they don't add more friendly characters with a 6 player party size). I think they could workaround the combat/gameplay advantages by maybe adding a modifier to groups larger than 4. Like -1 on all rolls for each party member above 4. Skill checks become tougher, magic missiles becomes trash tier in a 6-man.

Additionally, I don't really think 4 party members is all that restrictive. You can pretty much cover all skills and proficiencies with just 4 characters.

Lastly, we only have half of the classes so far. And with bard, druid and paladin all coming in the final release, I think there is going to be plenty of healing power, making the "healing slot" almost trivial... heck you could have 2 healers, maybe 3 healers... they're all gonna be able to fight anyways.


This is a role playing game.
Variety in parties is the point. Cover all skills and proficiency is not.
Posted By: Capt.Wells Re: Party Size Discussion - 07/12/20 02:25 PM
Geralt of Rivia ventured solo. The Warden/Hawke/The Inquistor were all a part of a four member party. The Arisen and his/her pawn could be accompanied by two hirelings.

Basically in other games, four member groups is what I am most familiar with, so I can't imagine what a party of six would be like. So to Larian as a new player of Baldur's Gate games on Stadia ...... I would certainly like to find out how a party of six felt?
Posted By: Ghonroth Re: Party Size Discussion - 07/12/20 07:17 PM
+1

As I remember, gained experience points distributed among characters. So, playing solo or with 5 companion have different effects on the game. BG is a roleplaying game and not all characters are needed in fight IMO.
Posted By: DragonMaster69 Re: Party Size Discussion - 07/12/20 07:25 PM
Originally Posted by Ghonroth
+1

As I remember, gained experience points distributed among characters. So, playing solo or with 5 companion have different effects on the game. BG is a roleplaying game and not all characters are needed in fight IMO.



I couldn't agree with you more. I've been doing great with my Trisha<Ranger/Knight; Shadowheart<cleric>, Gale<mage>, and Astarion<thief> Since I've learned the gameplay mechanics of the game the party has been able to pretty much handle any situation for which they have run into. Of course, we've not been to the Underdark yet.<LOL> But it seems that 4 is a good number any more than that would just be a pain in the ass.
Posted By: MsMisinformation Re: Party Size Discussion - 07/12/20 10:02 PM
Honest question, I see a pretty clear split within the overall fantasy RPG genre between top-down isometric RPGs like OG BG and Pillars of Eternity using a max-6 party* and 3D games like the various Dragon Age titles capping at 4 at most. Is there a 3D RPG that uses 6? Not counting any summons, of course, as in both cases there are optional summonable creatures/familiars that don't count towards party size, depending on your choices.

*Or 5 for PoE2, but I'm still counting it.
Posted By: Black_Elk Re: Party Size Discussion - 08/12/20 05:43 AM
Sadly not that I can think of, which is why it would have been cool for BG3 to be that game.

I feel like I've already seen this game with the party of 4 or 3 or 1+henchman done several times now. Its sort of same old same old at this point, and not particularly Baldur's Gate in the feel. A 3D game built with a full party of 6 in mind would have been more of an innovation.


Posted By: Maximuuus Re: Party Size Discussion - 08/12/20 12:46 PM
Originally Posted by DragonMaster69
Originally Posted by Ghonroth
+1

As I remember, gained experience points distributed among characters. So, playing solo or with 5 companion have different effects on the game. BG is a roleplaying game and not all characters are needed in fight IMO.



I couldn't agree with you more. I've been doing great with my Trisha<Ranger/Knight; Shadowheart<cleric>, Gale<mage>, and Astarion<thief> Since I've learned the gameplay mechanics of the game the party has been able to pretty much handle any situation for which they have run into. Of course, we've not been to the Underdark yet.<LOL> But it seems that 4 is a good number any more than that would just be a pain in the ass.


A pain because control are terrible... Everything is not about combats and difficulty.
This is a party management game and 6 companions gives better party management opportunities.

5 is also a better number than 4...
4 is way too limited and works in game that have a very limited number of class/subclasses or suit to players that will play the game way more than once.

This is D&D, not DoS... There are so many classes and many won't have the opportunity to play with less common classes with only 3 companions...
Druid, barbarian, monk, bard,... These are usually classes you choose as a 5th or 6th companions if you don't know the game and play a "classic" party composition.

That's exactly why a lot of us love BG1/2.
I could always play with the characters I liked (fighter, Ranger/Rogue, Wizard, Cleric/Druids) AND add a little bit variety and/or originality in the team (paladins, druids + cleric, barbarian, more than only 1 caster,...)
Posted By: OneManArmy Re: Party Size Discussion - 08/12/20 10:17 PM
Maybe we need a party at 3 people? Like Mass Effect!
4 is somehow a lot, this like in all other RPG games, "classics of the genre".
Posted By: AzAthena Re: Party Size Discussion - 09/12/20 07:34 PM
Originally Posted by https://drive.go
I play D&D and RPG Games for almost 30 years now and I absolutely agree with the first post: a party size of 6 players is almost a must-have for BG3.
And I would like to see it especially in the possibility to play a 6 person co-op game (and you can create 6 characters from scratch for your party).

Keep it up, we just tried BG3 in a 3player coop game this weekend, it's very very promising. Hoping to be able to invite our whole party when the game ships. wink


though one of the hardest parts of getting into bg3 was the 4 vs 6 party size. i would be grateful for it, given some shifts.

currently including npcs we have 6 people. perhaps once the game opens up this is alraedy going to be adressed, i dont know, yet vidoes of someone making a single player party of four, show a fifth while on nautloid as it was an npc. there is room on that bracket space for 6... it may be intended especially since the fifth ( npc ) easily plopped in.

my actual concerns are not shared experience... let the thieves get that lil boost for disarming that trap. let the warrior who kicks the door down get his warrior exp etc. if everyone levels up at the same pace... why give them seperate exp bars. ( i know the answer why they do, im backing up my point to have them not level together 100% ) this will make having 6 members more fruitful, ill want to pick who really is with me, maybe swap em out from time to time. thats how i play. i dont want to add someone back to find out we are all equally as powerful, when homegirl sat at the camp all day untill i needed that paladin.
Posted By: T2aV Re: Party Size Discussion - 09/12/20 08:25 PM
6 would make the game a cakewalk. its already easy solo.
Posted By: Etruscan Re: Party Size Discussion - 10/12/20 11:34 AM
Chiming in with another opinion that probably nobody needs to hear but anyway...

I'm firmly in the camp that believes a 4 person party feels too restrictive; certainly in terms of feeling forced to squeeze as balanced a party a possible into 4 characters and also because of the general RP flavour, party interactions, etc. It's by no means set in stone as we have the freedom to compose our party however we see fit but the standard composition of a balanced 4 person party might be: Melee specialist, Caster, Healer, Rogue. I find this creates a quandary of who do you take/who do you leave out? Bards, Rangers and Druids have some crossover with the aforementioned classes but are more hybrid.

For example, with 4 people max you are either forced to take a rogue or try to create another class which specialises in locks/traps and that just feels...strange? I can understand that certain classes (Ranger, Bard) might have have some ability in these particular skill sets but in general you would expect someone who has dedicated their life to a particular study/vocation would be an expert in what they have studied/practised. Generally speaking a Cleric, Mage, Fighter, etc. would not be expected to be an expert in lock picking and disarming traps...though of course you can roll a character to have these skills, at the expense of others you might require in game.

6 would be ideal but I would happily compromise on 5.
Posted By: nation Re: Party Size Discussion - 11/12/20 02:20 PM
+1 repost for 6 open slots for party members - let the players decide how many companions they want to roll with
Posted By: Evil_it_Self Re: Party Size Discussion - 13/12/20 01:58 PM
a party of 6 will make the fight

longer and more tedious.

you have to increase the number of enemy too

will not happen "officially" but surly with mods

individual initiative is bad when there is 27 + enemy


we would need "group" initiative
Posted By: radioactive_lego Re: Party Size Discussion - 13/12/20 04:12 PM
Originally Posted by Earthsong
+1
It'd be good to have options besides Tank, Mage, Rogue, Healer.
5 or 6 man allows for bards, rangers, etc.


I +1 your specific +1.
Posted By: radioactive_lego Re: Party Size Discussion - 13/12/20 04:25 PM
Originally Posted by Evil_it_Self
a party of 6 will make the fight

longer and more tedious.

you have to increase the number of enemy too

will not happen "officially" but surly with mods

individual initiative is bad when there is 27 + enemy


we would need "group" initiative


Please explain how increasing potential output of a party by 50% "make[s] the fight longer and more tedious" when the number of enemies stays constant.

Why do you have to increase the number of enemies? If the reason is because "this would make most (current) combat encounters too easy" then modify the encounters (increase difficulty) without increasing the number of enemies.

This is 'DM has to adjust campaign to accommodate an additional player' basic 101. ...Strahd is gonna get 10% more HP and now does 1d10+5 damage with his main (unarmed) attack.
Posted By: Eireson Re: Party Size Discussion - 13/12/20 07:55 PM
Originally Posted by T2aV
6 would make the game a cakewalk. its already easy solo.


The idea would be to rebalance the encounters so that difficulty level was unchanged which would be relatively easy given that only one chapter has even been semi-finalised. Hence why people are advocating for an increase in party size now - the further into game development the greater the amount of work to rebalance the game would require. If they don't want a bigger party for whatever reason I'd rather they say so up front and give us their reasoning rather than just let the debate drag on until the point where making the required changes would simply be too time consuming.

As for letting the mod community solve the problem - that's basically just dodging the issue. I can't see someone modding the game to allow a larger party and then go through every single encounter in the game to balance it out, and do a good job of it, aside from the additional time that would take after the game launched.
Posted By: YT-Yangbang Re: Party Size Discussion - 15/12/20 09:35 AM
I'd be cool with a party of 6. I think it would make for some really awesome additional fun in adventuring. But! There's got to be way more companions, and way more companion on companion interactions.

I believe the game is most likely just gonna stay a 4 member group game tho. Its a staple and works well enough.
Posted By: fylimar Re: Party Size Discussion - 17/12/20 09:18 AM
I agree about a party of 6. I think, the difference between a D&D game and Dragon Age for example is, that's A only has 3 classes. So you can have them and maybe another mage with a different skill set or a dual wielding and an archer rogue... and you are fine. In a D&D game you have a variety of classes and I want a) try them all out and b) have a character for every situation-a cleric or druid for healing, a thief for traps, a fighter standing in the front, a bard for buffs, a mage or a Ranger for ranged attacks and or crowd control... it's a much more complicated class system and I think if the encounters are scaled to a party of 6, that could be a lot of fun.
Posted By: Ianthebea Re: Party Size Discussion - 17/12/20 11:25 AM
also afaik D&D started out as an army game simulator and the first 2 editions had whole rulesets for commanding whole armies and encounters could have 300 enemies I know 3e and onwards focussed more on parties but to be locked to a small group of 4 with people saying 'oh you're too full up' is incredibly weird to me knowing the history of the game, the current party is rather anemic and missing a lot of options, even in act 1 I find myself swapping in and out party members constantly because they're actually bringing something interesting to the story beats rather than silent companions + if you actually want to follow up on their stories you need to be bringing them constantly for approval & for them to actually open up their background stories as some of those are locked behind reactions they have to your actions or things you encounter during the game.
Posted By: Lenggao Re: Party Size Discussion - 19/12/20 01:15 AM
No update on if 6 men will be a thing?
Posted By: LodurOfTheSquids Re: Party Size Discussion - 19/12/20 05:54 AM
YA - They need to make this game just LIKE D&D... As many or few players as you want.

I'm sure the UI technology can handle this now... This aint no 80s gold box game.
Posted By: Etruscan Re: Party Size Discussion - 19/12/20 12:20 PM
Originally Posted by LodurOfTheSquids
YA - They need to make this game just LIKE D&D... As many or few players as you want.

I'm sure the UI technology can handle this now... This aint no 80s gold box game.

I agree but I read elsewhere that the 4 person party limit might have to do with the co-op play mechanics of BG3 and also a potential console port down the line. If that is the case and it stays as 4 max, then it is a real shame. I would like to know the stats on percentages of people who play solo and those who play co-op.
Posted By: Black_Elk Re: Party Size Discussion - 19/12/20 07:03 PM
If balancing encounters and mechanics for co-op gameplay on consoles truly is their main rationale for maxing at 4, that would indeed be a shame. Like why not just develop the thing for consoles in that case, and be up front about it? Or target the EA at PC players with controllers now, instead of punishing us with a controller style scheme that's forced into a mouse and keyboard experience here?

I think it would be more expedient to develop the encounters with a full party of 6 in mind, if only because in a video game there are more ways to manage the challenge for a scaled down party (at the players discretion) than are for a scaled up party after the fact with mods. Like it doesn't always have to be about adding or subtracting monsters in encounters (although it could be if they wanted). For example a smaller co-op party might just be given additional special starting equipment, like say a ring that provides bonuses or buffs, or some other reward for rolling with a tighter crew at the outset. Things that might make sense in-universe without busting immersion. This could be something that happens when you launch a game as co-op and knowing it will max at 4 because that's how consoles are geared, with the settings scaled to match the playstyle.

Also aren't co-op and single players both probably more interested in ways to increase the challenge generally (by rolling with a smaller crew) than they are in decreasing the challenge by rolling with a larger crew than intended? Like esp if the only option for the later is via mods?

Like its a silly logic, but if the idea is that a game geared for 4, is really more about making sure its still fun for a party of 2 or 3 (which is probably more likely in co-op) then the game is probably less engaging when you actually do manage to get 4 people together at the same time. And I guess its also a shame if you happen to have a 5th friend, who just doesn't make the cut because 'not enough controllers dude!' lol.

Why does this have to be Golden Eye in the living room? Don't we have the internet for that now? Hehe

It just seems weird to fixate on strict balancing for a party 4, when there is a ready solution in the DMG and most materials for adapting campaigns to parties of different sizes... like say 3 vs 5. Or if a party is just demonstrably too weak to handle the campaign and the PCs keep getting their asses handed to them... like if they are just going to get TKO'd in every encounter, you'd kind of expect the DM to make an effort and adjust some of the CRs in the encounters to fit the actual group, so it remains enjoyable, instead of just being a sadist about it. Or from the other end, if its the players who are being all masochistic and opting to roll light in a game balanced around 6 party members, that's a ready way for players to make things more interesting/challenging for themselves with a party of 2 or 3 or 4 handled that way. But there's no encounter scaling in this one that I've seen.

I'm with Ianthebea on this one, but mainly because 6 just fits my idea of what a Baldur's Gate game should be. Its a significant source of disappointment for me with the current game and I worry that its just going to mean fewer companions, worse party management controls, and a generally 'less than epic' vibe later if they don't start shoring it up here.
Posted By: Etruscan Re: Party Size Discussion - 20/12/20 12:07 AM
Originally Posted by Black_Elk
If balancing encounters and mechanics for co-op gameplay on consoles truly is their main rationale for maxing at 4, that would indeed be a shame. Like why not just develop the thing for consoles in that case, and be up front about it? Or target the EA at PC players with controllers now, instead of punishing us with a controller style scheme that's forced into a mouse and keyboard experience here?

...

I'm with Ianthebea on this one, but mainly because 6 just fits my idea of what a Baldur's Gate game should be. Its a significant source of disappointment for me with the current game and I worry that its just going to mean fewer companions, worse party management controls, and a generally 'less than epic' vibe later if they don't start shoring it up here.


Well said (I abbreviated your full post for space saving purposes only).

I got so carried away with the notion of being able to play BG3 (after so many years I doubted BG3 would ever be made), that the more I played the more I realised there were several things missing that left me feeling rather deflated about the whole thing. The party limit is just one of them.
Posted By: Ianthebea Re: Party Size Discussion - 22/12/20 07:29 PM
the one thing I see interfering with a possible solution is sadly the origin characters idea that they are both companions and pseudo player characters storywise, this prevents them from just functioning as companions to player characters fully and allows for incredibly weird out of character dialogue options when playing as them thus not fully fulfilling both roles, the reason why? because otherwise these companion characters could just function as companion characters and circumvent the party limit by adding them as a minion type to the party rather than take a player character slot, there is plenty functionality at the moment for a party of 8 and bigger if you find the spider egg and pop it open you get to command up to 5 spiders (so much for the 1 creature summon limit lol) but the pathfinding and AI while following is incredibly wonky at the moment, however this does mean that technology wise we do not have to be limited to only 4 characters in a party,

this is however only if the things in your party are pure companions and not their own player characters in the story on their own, you see when you have 4 players doing co-op and all pick an origin character you now have a full party, if 4 players pick custom characters and no origin character there is now 0 room for any companion storyline of any kind thus the players are quite literally just being deprived of 4 companion characters worth of story/writing/voice acting/ having to consider their approval etc, this means that storywise you're now missing a gith unless a player made one as their char, if the companion characters were pure companion characters they would still be able to join up with the party storywise.

Knowing how the DMG has whole adjustments based on the # of player characters in the party it seems doable to add scaling mechanics for monster CR/abilities etc based on the #of controllable player characters + companions in use.

I mean this is how NWN handled its co-op adjustments iirc tho its implementation admittedly was rather wonky.
Posted By: spectralhunter Re: Party Size Discussion - 23/12/20 01:37 AM
I would also prefer the party to be expanded to six people. But even if it's feasible at this point, if it will delay the full launch of this game significantly, I'd tolerate four. If there are future expansions or what not, I'd like to see an expansion of the group.
Posted By: Ianthebea Re: Party Size Discussion - 23/12/20 03:18 AM
also 1 other thing, if I was playing D&D and players at my table would be acting like lae'zel & shadowheart do when they're in the group (treating them like player characters here) I'd quit the table or ask the DM to get those 2 to pipe down their overtly hostile RP.

If they are companion characters however they can throw as many insults at each other as they want, again I really feel that the origin characters being pseudo player characters is throwing things off here.

I can only imagine how weird a session of 4 actual players controlling lae'zel and shadowheart / other origin characters (gonna play a good vampire or evil wyll and let wyll go "oh it's not my sense of justice but oh well go ahead kill the child then kagha", ie be incredibly out of character) would be compared to just letting them be the NPCs they're clearly intended to be.

also picking a prepackaged character sheet with origin story seems like it's pretty far removed from D&D as well, in case you can't tell I don't want origin stories to be pickable as main character, actual full player characters, sure fine, they're all the main characters, but already I feel the same thing that happened in DIV OS 2 happening in act 2 in which some really contrived excuse is gonna get used to force you to drop all the characters you don't have with you at event X or Y, there was a mod that removed this restriction and honestly besides 1 bossfight it barely affected the story, I'd really rather not have to wait for a mod to fix a core design decision that I don't see giving any merit, in DIV OS 2 it was a decision that affected.... who showed up at a boss fight in another act as ghosts because they died and thus also their story and quests died with them..... why exactly? again the mod that removes the restriction and allows you to retain your party members and expands the size of said party does unbalance combat significantly but storywise everything keeps on chugging along just fine? what did that decision impact again? who's story/voice acting/side quests I'd have to miss out on and force a 2nd playthrough? I'd really rather not have to wait for a mod to fix that with BG3 and I hope they find some way to adjust the UI for scalable party sizes I can see some workarounds and storywise I've so far encountered 0 reasons after several playthroughs as to why a party has to be trimmed down to 4 chosen ones, and it's getting really annoying having to swap out characters in and out whenever I know from experience now that characters like Wyll have unique interactions with certain goblins as it pertains to his side quest or personal quest w/e you wanna call it, I gotta swap in astarion when I find some drained wildlife for a unique interaction, I gotta swap in shadowheart at the shrine to selune and pass a check for her to confess she's a shar whorshipper and lae'zel starts to get seriously pissed off whenever you progress her personal quest (resets approval to neutral every time you progress shadowhearts personal quest from what I can tell), I gotta swap in gale whenever I acquire certain magically charged items so he can have his snack, I gotta constantly juggle party members around just like in DIV Os2 to get their unique interactions out of them when the mod just allowed me to have all party members with me and enjoy their personal quests & unique interactions with other NPCs.

edit clarifying lingo here: NPC here to mean non player character as opposed to non playable character as is usual with video games.
Posted By: Solotiongame Re: Party Size Discussion - 24/12/20 03:16 AM
+1 IMO increase party size or retitle to DoS3
Posted By: bullse Re: Party Size Discussion - 24/12/20 10:56 AM
IMO, anything more than current established party size just makes a game that can already be easily beaten with current established party size a cake walk joke.

This is like asking for a lonewolf mode when the game can already be wrecked with a lone solo character without lonewolf mode......
Posted By: Ianthebea Re: Party Size Discussion - 24/12/20 02:39 PM
Originally Posted by bullse
IMO, anything more than current established party size just makes a game that can already be easily beaten with current established party size a cake walk joke.

This is like asking for a lonewolf mode when the game can already be wrecked with a lone solo character without lonewolf mode......


there are adjustments literally in the Dungeon master guide for adjusting difficulty based on # of party members and knowing larian you'll get your tactical mode of 'totally not gonna savescum every combat encounter' dw dude


also you're talking 100% out of your ass lol, no way you're beating 2 minotaurs with double attack at lvl 5 when you're capped at 4 without barrelmancy or other cheats/exploits when flying solo so go off by all means dude
Posted By: bullse Re: Party Size Discussion - 25/12/20 12:51 PM
Originally Posted by Ianthebea
Originally Posted by bullse
IMO, anything more than current established party size just makes a game that can already be easily beaten with current established party size a cake walk joke.

This is like asking for a lonewolf mode when the game can already be wrecked with a lone solo character without lonewolf mode......


there are adjustments literally in the Dungeon master guide for adjusting difficulty based on # of party members and knowing larian you'll get your tactical mode of 'totally not gonna savescum every combat encounter' dw dude


also you're talking 100% out of your ass lol, no way you're beating 2 minotaurs with double attack at lvl 5 when you're capped at 4 without barrelmancy or other cheats/exploits when flying solo so go off by all means dude


100% huh? Want links to videos or is your ability to use a search engine still intact? Cause be assured, there are a number of EA BG3 players beating the 2 Minotaurs with solo 'lonewolf' toon's/character's using no cheat/exploits. As the Windmill deep gnome would say, "Ignorance is alive and well, it seems...."

DrNew
Sin Tee
Ami xp
etc.
etc.
Posted By: Source Re: Party Size Discussion - 28/12/20 07:46 PM
I agree, surely staying true to the Baldurs Gate series should allow a 6 person party size. Please stay true to the roots of the game. I would be happy to spend more time in combat and enjoying the experience while having a more varied party. It stays true to even Baldurs Gate 1!
Posted By: gaymer Re: Party Size Discussion - 28/12/20 08:44 PM
I prefer 4 characters. 6 is too much to manage with Larian's style.
Posted By: T2aV Re: Party Size Discussion - 28/12/20 11:11 PM
I solo and duet the game, as 4 is way too easy. I don't cheese at all (as I feel it cheapens my experience). 6 is way too much, Even in old Baldur's gate 1-2, I solo' ...at most I use 2-3 total (including myself)party members.
Posted By: Black_Elk Re: Party Size Discussion - 29/12/20 06:35 AM
Players should be getting straight nuked if they roll with fewer than 4 PCs. The fact that the game can be soloed already should give them pause. It means that the challenge for 4 is barely passing. Peeps can already meta game the hell out of the first Act since there's nothing else to do right now, so I think that should be anticipated. They need to start kicking around ideas for their hardest game settings so it can be run through in the EA. I'm really curious how they're going to approach that.

I'd much prefer that selecting a harder difficulty meant more challenging encounters and more enemies, rather than just nerfing the PCs and calling it a day. I also want the world to scale up to meet the PCs, rather than seeing the PCs simply get gimped so the world can stay the same, if that makes sense. It should feel difficult even for the full party proceeding along the standard path, and way harder if you just start skipping off into the woods by yourself. The fact that they didn't seem to really entertain the idea of 6 seriously at the start and decided to just go with what they were used to with 4 is a shame. I don't want lose out on one of the defining features of the earlier games with a large party, tons of companions, and where the combat is challenging enough to make that work, just because someone wants to lone wolf it.

They should start large and design the interface and combat challenges for 6 at the high end and 4 at the low end. Because that leaves room for people who want to meta the thing and make it harder for themselves by rolling with 1-3.

Or similarly if players find the idea of managing more than 4 PCs to be the thing of nightmares under the current scheme, that should indicate that there are problems with the interface and party controls that should be addressed ASAP.

On the harder difficulty scales I'd also like to see a companion get chunked every once in a while in the more intense battles, with enough other companions left around that the game can still proceed to completion with a replacement if the player opts not to reload. I'll also admit that I never touched anything other than the default 'normal' and 'core rules' difficulty settings in BG1/2, but found the playpace enjoyable for 6 or solo there (that was more because of the way XP worked for overlevelling since the old games had the split reward). In Tutu I did opt for the revamped AI mods eventually, but that was like a decade later and well into weidu era. I really don't care much for Ironman wheel of pain settings, but know that some really love those, so it would be nice for them to have that setting so they can give feedback on it specifically, instead of trashing through the default. Give them their horror show ultra death mode setting so they can feedback on it instead of the default difficulty.

I'd much prefer they get this thing dialed for 6 and truly think 4 is stopping short. Though I guess I've made that pretty clear by now.

In the interviews they talked about this consideration, with 4 as something they decided on because they felt they could 'deliver a better experience for the players' with 4. But that felt like a bit of a cop out to me. Sort of like double speak, admitting that 6 was just too hard for them to handle in an elegant way. Like I just immediately find myself asking why they can't deliver for 6? And if the devs can't deliver it, that probably means a simple mod to expand/unlock two more slots by itself will be weaksauce without a massive encounter/inferface overhaul. That's going to take forever with Mods.

I want them to work harder on it so they can deliver. I had really hoped that this would be a thing they patched in sooner rather than later, so they could start building out the difficulty scale at the high end, rather than the low end. I feel like they should be changing the encounters too and getting us used to seeing that mixed up from time to time in the EA, particularly in the earlier areas.

Right now I honestly think they pushed out the EA too early. They probably should have let it cook a bit longer. This is what happens when you share a WIP with too many people. Its like publishing a rough draft or framing a sketch, screening dailies to the public, or selling tickets to premier a play that stops at the intermission. The crits are going to be all over the place and runs the risk of losing the initial vision and dampening enthusiasm by showing it off too soon, which I think is what's happening to some degree. I'd have happily waited till Halloween 2021 to play something more put together, but its too late for that now. What I think they need to do now is demonstrate some serious ambition, and hype the idea that what we've seen far is 'just the begining'

Increasing the party size to 6 with UI and controls to match, along with updated encounters would signal that I think.

I also really want to know if they have plans for Companions that are not Origins characters, and if so what that might look like. If we could recruit a couple companions who weren't Origin PCs that would have me breathing an instant sigh of relief.
Posted By: T2aV Re: Party Size Discussion - 29/12/20 10:30 PM
Why should you be straight nuked? Every game can be Solo'd pretty much. Dos1/Do2, PoE1,Poe2, bg1-bg2. I solo all of these games on the hardest setting possible. Bigger party size just means you're not very good and need the extra help
Posted By: Black_Elk Re: Party Size Discussion - 30/12/20 12:04 AM
What I mean is that I wish the game was designed primarily with the large party challenge in mind, rather than the small party or single character. I'm not opposed to solo'ing these games at all, since summons and abilities at the higher levels usually make that enjoyable. Its entertaining to find ways to run through it with a single character, especially in the afterlife of a game of this sort. Level quickly through the meta knowledge of replay, and then slash the material that is targeted at lower level characters till you can crush whatever. Experience cap also plays into it. Right now the cap is pretty low. Since a single well equipped lvl 4 PC, is better than having say 2-4 level 1-2 PCs for handling many situations, and you cap out anyway well before the material is through, there is an incentive to roll light and see if you can beat it that way just for kicks. Everything or at least most of the stuff we can access now is targeted at the entry level scale and easier. There are fights that feel challenging on the first run, but then you learn the cutty moves and how to trash the encounters and skirt to the finish line. Then eventually its trying to play out the game with no reloads or perma death and things of that sort. But from what I've seen so far I still think it would be better if they jump it to 6 and increase the scale or difficulty of the encounters to account for that. I think it would benefit the single character or small party run through in the end, if they aim higher at 6 PCs.

It should also be expected that the new player is not going to be very good. So yes, having a larger party also helps with that too, and to engage the new player with more combinations of classes so they can discover what they like while not getting totally murdered. But if we can coast through with 4, the solution should be to pump up the challenge of the game for targeted at 6. So when you roll with 4 or fewer its more entertaining with a longer shelf life.

Anyway, I wish for this game to have the feel of the large party lineage like BG and the old Gold Boxes, whereas focus on the single character feels more like Everquest or NWN or DoA type lineage to me, like games with AI henchmen rather than full party control. I understand why they have to make a game that scales for the single MC. But I want there to be a game that is actually tough for the large group of PCs to handle too. And I'd rather have 6 PCs than AI controlled friendlies on my team during large engagements.
Posted By: Black_Elk Re: Party Size Discussion - 30/12/20 03:46 AM
Originally Posted by CAGE

this is baldur's gate!!


Hehehe fair point, well taken!

That was hilarious
Posted By: Source Re: Party Size Discussion - 30/12/20 05:52 PM
+1
Posted By: vonTreppenwitz Re: Party Size Discussion - 01/01/21 07:24 PM
-1 to this.

Well know is that D&D pen & paper rules do best cater to 6 man parties of 2 tanks, 2 healers, 1 mage, 1 rogue teams. That multiclass XP gain is so slow skills are wasted compared to specialists, Unless... they almost break the entire game.
In BG1 I carried a warrior/rogue/wizard wood elf for the entire game to fully use it's stealth in the end boss fight to mute the mage minions spellcasting, that's how far D&D rules exploits can go and you mislead players unaware of pen & paper rules. Larian made a point about come as you are. Play who you want to be. There is no late game XP penalty on any start screen choice.

This 6 player party - no compromises makes for a very boring stereotypical Diabolo style hack & slay gameplay of defined job roles w/o any need for compromise. Tha's rather boring and need for compromise is painful but good for the game. It's not Diabolo style hack 6 slay. it's a story driven game.

You can switch companions or ven your player character with no XP penatly back at camp anytime. Larian got a neat solution for it by simply allowing your camp inhabitants to level up for free.

All player characters choice of class and culture fully plays out in cutscenes and skill roles available. More companions exponentially multiplies the hard work for Larian and simple blows the budget on actors and cut scenes through the roof. Check out the videos on the studio techniques used, Additionally it just makes balancing multiplayer and the whole game excessively harder for the studio.

It has always been an issue that a ranger is useless in a city chapter as much as a rogue is useless in the wilderness chapters. XP on wilderness characters is wasted late game in city environs Badurs Gate. A very bad trade off and it hurts new players experience badly. Larian clearly doesn't want to recommend classes, race or role choice by players. They made a clear point: Be who you want to be in the gaame. Come as you are.

The result is a way better game experience and consistnet quality of diaalogue. For the trivial trade off needing to click back to camp and switch a companion. if you chose a mage (terrible D&D hack & slay early game guaranteed) you'll find 2 useful tanks in your camp. You can rightfully enjoy being a pacofost druid. I never had this freedom in any fantasy game where that initial choice made the game much harder. For me that's the best deal in D&D rules based game I ever got - no wasted XP on whatever choice a made at player character selection. No need to ever start all over again mid or late game.

Sure, the cheap BG1 style D&D paper rules exploit you guys have been advocating is gone. Enjoy the addtional challenge. Took me a while to accept and enjoyl - no offense to you who upvoted this. I'm sure Larian Studios will stick with their choice for the better of us all.
Posted By: Hachina Re: Party Size Discussion - 01/01/21 08:02 PM
Originally Posted by T2aV
Why should you be straight nuked? Every game can be Solo'd pretty much. Dos1/Do2, PoE1,Poe2, bg1-bg2. I solo all of these games on the hardest setting possible. Bigger party size just means you're not very good and need the extra help

Its not about performing. I did solo BG2 with a lot of different class, I still enjoy it quite a bit with six characters. Having banter, a true party, and a normal level scaling (and not a demigod overpowered character) makes up for an entirely different experience. Solo game are unbalanced, you get the best loot, quickly get at a way highter level than you should and 95% of the game is too easy. If anything, having 6 companions in Baldurs gate 2 makes the game harder than playing it solo, because they have normal stats.


And quit talking about ''being good'' at this kind of game. It really doesn't require much. Anyone can do BG2 solo after looking at a Kensai/mage build on internet. Pickup CromFayr, Robe of Vecna and a few other item, there, you're set . If you wanna brag about being good at video game, do it on real competitive game like shooter, MOBA, fighting game or RTS. Who cares if you can beat the AI on a solo RPG ?
Posted By: TripSin Re: Party Size Discussion - 03/01/21 07:57 PM
+1. I would also prefer even just 5 characters for the party.
Posted By: bullse Re: Party Size Discussion - 04/01/21 05:35 PM
Originally Posted by Hachina
Originally Posted by T2aV
Why should you be straight nuked? Every game can be Solo'd pretty much. Dos1/Do2, PoE1,Poe2, bg1-bg2. I solo all of these games on the hardest setting possible. Bigger party size just means you're not very good and need the extra help

Its not about performing. I did solo BG2 with a lot of different class, I still enjoy it quite a bit with six characters. Having banter, a true party, and a normal level scaling (and not a demigod overpowered character) makes up for an entirely different experience. Solo game are unbalanced, you get the best loot, quickly get at a way highter level than you should and 95% of the game is too easy. If anything, having 6 companions in Baldurs gate 2 makes the game harder than playing it solo, because they have normal stats.


And quit talking about ''being good'' at this kind of game. It really doesn't require much. Anyone can do BG2 solo after looking at a Kensai/mage build on internet. Pickup CromFayr, Robe of Vecna and a few other item, there, you're set . If you wanna brag about being good at video game, do it on real competitive game like shooter, MOBA, fighting game or RTS. Who cares if you can beat the AI on a solo RPG ?

You solo'd the game yet or you still getting full party wiped? You talk about how you have played solo, etc. and yet, utterly fail at acknowledging that solo'ing a game that is meant for 4+ full party takes a different mindset, an understanding of game and class mechanics, preparation, planning, etc. as compared to what I see from full party playthroughs via Youtube and Twitch where most are just haphazardly doing sh*t and then when all goes to crap, going 'OMG, WTF happened!?' Further, playing solo means I have less options (spells, etc.) at my disposal than running around with a party with a crap ton of options for any given situation or encounter......and still getting full party wiped, ironic, huh? Maybe, it is you that needs to "quit talking"?

And T2av not too far off imho: if you can't beat the game or struggle at beating the game with 4 party members what the hell makes you think your struggles are going to be any less with a party of 5-6? Conversely, if one can beat the game solo, running a full party for one that has done it solo makes the game even more of a joke.
Posted By: Baldurs-Gate-Fan Re: Party Size Discussion - 11/01/21 09:32 AM
There is no reason not to have a 6 man party. If you want less then play with less Charakters or even solo. Adjust difficulty down and everything is fine.

But ruining fun of people who are used to 6 man party’s in dnd games just because it’s divinity3 styled is nonsense
Posted By: Skeletonized Re: Party Size Discussion - 11/01/21 11:41 AM
Just want to voice my support for a 6-man party.

+1
Posted By: GiksTheTerrible Re: Party Size Discussion - 11/01/21 05:50 PM
+1

6 man parties are always my preference.

Especially with companions with fixed classes I want some flexibility.
Posted By: Maximuuus Re: Party Size Discussion - 11/01/21 06:53 PM
People complaining that we don't have enough to do during our turn with only 1 action/turn should try the game with more companions smile
Posted By: EstherEloise Re: Party Size Discussion - 13/01/21 07:20 PM
I think gather your party of just 4 party members is just too lame.
Posted By: wellgoodmorning Re: Party Size Discussion - 14/01/21 05:45 PM
I play BG type RPGs for the story more than extreme difficulty. I'd rather have 6 party members with me bantering and reacting to situations. If you want to feel amazing because you beat the game solo on "raped in the ass there's no way you could beat this with 20 party members" difficulty then hurray for you, go ahead and do it. How does the option of having a larger party for those who want it affect you?
Posted By: TheFoxWhisperer Re: Party Size Discussion - 15/01/21 10:55 AM
For those people who are so concerned about the difficulty and brag about being able to solo the game: If the party size becomes 6, I would assume the game would be balanced around this. This means that solo playthroughs would be even more challenging (you are at 1/6th of the strength is is balanced with, rather than just 1/4th). So for you people, this would be a win as you get an extra layer of difficulty and challenge. It is maybe worth thinking about rather than worry about how strangers on the internet play their game and on what difficulty, I think.

I prefer 6 characters in a party too, for several reasons. First, it would make the battles go faster ultimately, due to having more actions. Some fights right now are such a drag and slog already. There would be more agency in a fight and you get more chances to do -something- rather than watch the AI move and think. This is a thing mentioned before by many others too, as an argument against how combat would get even slower.

It also allows for more fun party compositions, with trying less than optimal builds or subclasses that are just fun to play, while not being mechanically that strong. With a larger party size you can experiment more with this without ending with a suboptimal party (this includes going full custom party, with these compositions). Having played the old BG games as well as IWD many times, this is how I keep it interesting and fresh, with strange combinations or to use some underrated/underused kits or classes. If you use the companions, it also allows to use companions you would not use otherwise, be it due to them not fitting party composition, or not liking them as much as ones you always use. Or because you do not use them because the AI beelines for them all the time)

I personally like a slow progression throughout a story, which is not neccesarily based around just exp (at least in BG3, opposed to the older infinity engine games. You get a fixed exp per character where in the old games the exp was divided across the party, so slower levelling). In BG3 the progression is there through gear as well, you have more characters who you need to divde your gear for. It means you cannot just load all your gear unto 1 character and the more people you havce, the slower the gear progresses. This likely also means you have less money and need to think more about your purchases, be it potions, gear or whatever, which makes money and the economy slightly more relevant. Or, if you find a cool magic item you would have to think about who to give it too rather than just giving it to your one fighter, or your one mage (Also, it means more of the magic loot gets used, rather than have so much of it be reduced to vendor-trash or Gale Snacks)
This in effect does affect the difficulty, though not by neccesarily making it easier as you have a group of average/moderatly equiped characters rather than 1 character who has all the good gear loaded unto him/her. Your larger party consists ultimately of more vulnerable characters, which (assuming proper encounter balancing) balances somewhat out with the increased action economy. Also, there will be difficulty sliders (At least that is what I thought) so you can adjust either way.

And having a party of 6 does nothing to prevent me to solo the game either, a person can like both. Sometimes they want a challenge and that accomplishment of a solo run, sometimes they want to just chill and have a party of adventurers with some fun classes that may not be fully combat optimized. No playstyle is right or wrong and they can co-exist.
Posted By: Scribe Re: Party Size Discussion - 15/01/21 04:26 PM
Originally Posted by bullse
Originally Posted by Hachina
Originally Posted by T2aV
Why should you be straight nuked? Every game can be Solo'd pretty much. Dos1/Do2, PoE1,Poe2, bg1-bg2. I solo all of these games on the hardest setting possible. Bigger party size just means you're not very good and need the extra help

Its not about performing. I did solo BG2 with a lot of different class, I still enjoy it quite a bit with six characters. Having banter, a true party, and a normal level scaling (and not a demigod overpowered character) makes up for an entirely different experience. Solo game are unbalanced, you get the best loot, quickly get at a way highter level than you should and 95% of the game is too easy. If anything, having 6 companions in Baldurs gate 2 makes the game harder than playing it solo, because they have normal stats.


And quit talking about ''being good'' at this kind of game. It really doesn't require much. Anyone can do BG2 solo after looking at a Kensai/mage build on internet. Pickup CromFayr, Robe of Vecna and a few other item, there, you're set . If you wanna brag about being good at video game, do it on real competitive game like shooter, MOBA, fighting game or RTS. Who cares if you can beat the AI on a solo RPG ?

You solo'd the game yet or you still getting full party wiped? You talk about how you have played solo, etc. and yet, utterly fail at acknowledging that solo'ing a game that is meant for 4+ full party takes a different mindset, an understanding of game and class mechanics, preparation, planning, etc. as compared to what I see from full party playthroughs via Youtube and Twitch where most are just haphazardly doing sh*t and then when all goes to crap, going 'OMG, WTF happened!?' Further, playing solo means I have less options (spells, etc.) at my disposal than running around with a party with a crap ton of options for any given situation or encounter......and still getting full party wiped, ironic, huh? Maybe, it is you that needs to "quit talking"?

And T2av not too far off imho: if you can't beat the game or struggle at beating the game with 4 party members what the hell makes you think your struggles are going to be any less with a party of 5-6? Conversely, if one can beat the game solo, running a full party for one that has done it solo makes the game even more of a joke.

Of course if you have the game mechanic, encounter knowledge, and you can metagame and minmax to the degree required to solo it, it would be easier with 4 or 6 members, what's the argument?

That is should be balanced around that ability to metagame every encounter??
Posted By: ZetaZeta Re: Party Size Discussion - 16/01/21 07:19 PM
Some people like a larger party for story reasons or gameplay-fun reasons (ie. they enjoy managing more people and having access to more abilities to combine in interesting ways), rather than for balance reasons.

Though it obviously introduces balance concerns.
Posted By: Starsmith Re: Party Size Discussion - 18/01/21 03:38 AM
I would think a D&D game would have at least 5 party members. Well, if Larian doesn’t add them, I am sure a mod will.
Posted By: booboo Re: Party Size Discussion - 19/01/21 11:39 AM
The standard 5E party encounter 'challenge rating' assumes 4 characters - but there are rules to scale encounters. I'm happy with 4 (played through with two different party combos, both worked fine) , but if they went with 5 that would be cool too (we play with 5 chars in my table top group, because there are 5 of us..if there were six, we'd play with 6). But they need to make a decision and the balance the game around the ''recommended party size".
Posted By: gorto Re: Party Size Discussion - 22/01/21 03:29 PM
Dont mind me just adding my +1
Posted By: DiDiDi Re: Party Size Discussion - 22/01/21 03:46 PM
+0.5

I think 5 might be the right number, given the turn-based combat system. Fighter-type, arcane caster, divine caster, rogue + flavour (bard, another spellcaster or anyone else).
Posted By: kanisatha Re: Party Size Discussion - 24/01/21 03:46 PM
I still don't get why it has to be just one and only one number. Why not have it be that 4 is the default party size around which the game is built, and then let us - the players - decide whether it should be 5 or 6 or obviously something less than 4, that is best for us? I am yet to read a rational argument for why this would be bad for the game.
Posted By: nation Re: Party Size Discussion - 24/01/21 04:16 PM
Originally Posted by kanisatha
I still don't get why it has to be just one and only one number. Why not have it be that 4 is the default party size around which the game is built, and then let us - the players - decide whether it should be 5 or 6 or obviously something less than 4, that is best for us? I am yet to read a rational argument for why this would be bad for the game.
+1 not going to get into the weeds of game balance v party size, but i agree with kanisatha that players should be able to decide how many party members they want to bring. but since the current build of the game only allows a total of four member slots, those players whom would prefer an increased party size beyond four currently have no larian ingame mechanics (that im aware of) that would allow for increased party size, and tbh based on my experience participating in the ea i dont have really have high expectations for larian to budge on this game design which is frustrating.

obligatory - in the og bg games you had 6 party slots and could use those slots as the player prefers, either solo, or anywhere between 2-6 party size - wouldve hoped this continued in bg3

as an aside kanisatha - have you gotten a chance to play the ea yet? wink
Posted By: kanisatha Re: Party Size Discussion - 25/01/21 06:49 PM
Originally Posted by nation
as an aside kanisatha - have you gotten a chance to play the ea yet? wink
As a matter of principle for me, I do not ever buy/play an EA game. So I have been reading very carefully both the Larian updates as well as the threads in this forum to get a sense of what I like or dislike about the game.
Posted By: CopperCrate Re: Party Size Discussion - 27/01/21 03:28 PM
Mod edit: Thread merged, original title; "Party Size Question"


I've noticed random rumblings here and on the subreddit about the possibility of them increasing party size. This may be just my imagination. I'd always prefer to have a party of 6 over a party of 4 myself, especially in a turn based game. It's certainly not a deal breaker, but it might help to give us more to do on the player side in the larger battles (instead of waiting for 7 goblin turns in between each PC turn). Anyone else? Thoughts?
Posted By: nation Re: Party Size Discussion - 27/01/21 03:47 PM
+1 please come lend your support to the 28 page mega thread discussion about party size. the og bg games allowed you to travel with up to a 6person party.
Posted By: Maximuuus Re: Party Size Discussion - 27/01/21 04:18 PM
You're not alone.

https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=679595&page=1

I already tried the game with a party of 5 and 6 and it's way more fun.
More things to do during combats, more action point/round, faster combats more synergies between characters, more interactions, more variety,...

The only con- is that the game is even more easy but with a better balance and less OP mechanics, it could be amazing.
Posted By: RBarbare Re: Party Size Discussion - 27/01/21 04:35 PM
Originally Posted by Maximuuus
I already tried the game with a party of 5 and 6 and it's way more fun.

OK, how? The only mod I see on Nexus requires save file editing... yuck.
Posted By: CopperCrate Re: Party Size Discussion - 27/01/21 04:36 PM
Ah! Thanks for the directions.
Posted By: Maximuuus Re: Party Size Discussion - 27/01/21 04:38 PM
Originally Posted by RBarbare
Originally Posted by Maximuuus
I already tried the game with a party of 5 and 6 and it's way more fun.

OK, how? The only mod I see on Nexus requires save file editing... yuck.

With the nexus mod.
It's not so hard to install and you can copy your save first.
Posted By: CopperCrate Re: Party Size Discussion - 27/01/21 04:50 PM
+1 I like a lot of the gigantic combats in this game, but they'd be more fun and more balanced with 6 player turns a round than 4. The counterargument is that every combat would have to be beefed up for a 6 PC group, but I'm ok with that. I also think that it'd be more interesting to see the interplay between 6 characters, especially if we're still going to "lock in" our party after Act 1. If we're going to have "Lock in" and the "hireling Companions" that can be custom built (an idea they have acknowledged they're considering) I think we should definitely have at least 6, even if it's only in camp. I like the hireling idea so that I can fiddle with different party builds, but I'd hate to have to sacrifice Companion interactions.

And did I read somewhere that they're now actually considering this?
Posted By: Maximuuus Re: Party Size Discussion - 27/01/21 04:55 PM
Not sure what you read, but the last patch introduced a new system to "improve" the UI when you have more than 4 companions (improve or not, but it's different than before).

Does that mean they consider it ? I don't know, I haven't read anything official about it.

Their last word about the party size is still "mods".
Posted By: mrfuji3 Re: Party Size Discussion - 27/01/21 05:30 PM
Originally Posted by CopperCrate
+1 I like a lot of the gigantic combats in this game, but they'd be more fun and more balanced with 6 player turns a round than 4. The counterargument is that every combat would have to be beefed up for a 6 PC group, but I'm ok with that. I also think that it'd be more interesting to see the interplay between 6 characters, especially if we're still going to "lock in" our party after Act 1. If we're going to have "Lock in" and the "hireling Companions" that can be custom built (an idea they have acknowledged they're considering) I think we should definitely have at least 6, even if it's only in camp. I like the hireling idea so that I can fiddle with different party builds, but I'd hate to have to sacrifice Companion interactions.

And did I read somewhere that they're now actually considering this?

1.) They would not necessarily have to beef up encounters for a 6-PC group. Simply divide experience gotten between all PC participants, such that each member of a 6-person party would get less exp than each member of a 4-person party.
e.g., At the end of act 1, a party of 4 would be level 5 whereas a party of 6 would all be level 4.
It wouldn't automatically be perfectly balanced, but it'd be fairly close. This would also scale to smaller but higher-leveled parties.

2.) I also remember Larian saying they plan to implement hirelings (but still a party limit of 4).
Posted By: Lastman Re: Party Size Discussion - 27/01/21 10:24 PM
Yes please 6 man party so i can do combos!!!
Posted By: CJMPinger Re: Party Size Discussion - 28/01/21 01:30 AM
This is a common viewpoint that I definitely agree with, even just one more at 5 would help a lot in making this game feel like a Baldur's Gate Title (though for me 6 is ideal). Hopefully with patch 4 they test implement this or respond to the feedback about party size.
Posted By: Aeridyne Re: Party Size Discussion - 10/02/21 05:48 AM
Hey, be nice to Sadurian! Offer cookies! Apparently someone IS reading...

In my defense of originally creating this thread, at the time, I can only recall seeing one other thread at that time after having read about half way through the entirety of all threads, which was somewhere between 7 to 13 pages in I believe, although my memory isn't the most fantastic, maybe that wasn't half way. Various boards seem to have their own special preferences for starting new threads and not necro raising old threads and some want folks to search and comment on old ones. Sometimes you never know until you see others scolding for doing whatever. Sometimes I think it's quite overbearing myself but then I'm not a board mod and maybe I'd be more rigid if I was, who knows. Anyway, the other one seems pretty pooped out and argument prone so I made another. Had I known there was one preference over another perhaps I'd have only posted in the other one. I don't recall seeing any rules or suggestion stickies noting a preference to not make additional threads if something has been mentioned previously.

Apparently this one as far as I believe Tuco or someone else said on a previous page has grown to be the largest. Perhaps folks will simply continue to focus on this one, which would be nice. And I'm sure as it sounds that would make mods happy as well if it stayed that way.

Sounds like maybe no one actually gets paid to moderate this board?!? Suppose I'd have never guessed if that be the case and would surely be a shame.

I'm not sure I know of any boards that have mods actively collecting topics into relegated "bins". That is supposed to be done by the users themselves into whatever categories are available to post in.

But anyway, glad someone IS listening at least, even if they only pop up to tell you they are apparently short on time... Not that keeping up with just the BG forums isn't likely a fairly monumental task to read all of daily. I'm sure it certainly could be depending on how many people and how much time are allotted to doing so.

Maybe you need a 6 person party too?

Couldn't help it... MUCH LOVE. smile

Hope I get to play the game with my lady before I kick the bucket...
Posted By: nation Re: Party Size Discussion - 10/02/21 02:37 PM
+1 for 6 party slots. another long (13 page) thread about party size - lets hope larian considers the feedback here and in the other community spaces (like the 28 page merged party discussion mega thread also in this forum) concerning party size. imho, the direction that larian takes here has trickle down impact for alot of the games mechanics, so i hope we get some direction where they are leaning here.

admittedly im biased as pro-6 party slots, but itd almost be a deal breaker for me if we were limited to only 4 total party members.
Posted By: TripleKill Re: Party Size Discussion - 10/02/21 02:51 PM
I don't really get why people wants 6 player party its too crowded considerin how long the combats are as they re with 4 now, u ll need to add more monsters to balance but this will mean gale will surely die in 1st round laugh Jokes aside its not 2nd or 3rd edition anymore you dont need a rogue for traps or lockpick, basically anyclass can handle that, pick the lock with the correct background. You just need to perception check to see traps and shoot an arrow thats it.

You got tons of potions and scrolls dont even need a cleric just rest more..There will be some crafting included possibly in future aswell.

4player party is already too strong for hard diffuculty

you just need 1 tank 1 caster and 2 random classes, ofc in the end of the day we want to play with all the available classes but the playability..so to me

1 Fighter/ Ranger / Paladin / Barbarian
2 Cleric / Druid /
3 Wizard / Sorceror / Warlock

Thats all you need and +1 for spicing things up.
Posted By: spectralhunter Re: Party Size Discussion - 10/02/21 02:59 PM
Originally Posted by TripleKill
I don't really get why people wants 6 player party its too crowded considerin how long the combats are as they re with 4 now, u ll need to add more monsters to balance but this will mean gale will surely die in 1st round laugh Jokes aside its not 2nd or 3rd edition anymore you dont need a rogue for traps or lockpick, basically anyclass can handle that, pick the lock with the correct background. You just need to perception check to see traps and shoot an arrow thats it.

You got tons of potions and scrolls dont even need a cleric just rest more..There will be some crafting included possibly in future aswell.

4player party is already too strong for hard diffuculty

you just need 1 tank 1 caster and 2 random classes, ofc in the end of the day we want to play with all the available classes but the playability..so to me

1 Fighter/ Ranger / Paladin / Barbarian
2 Cleric / Druid /
3 Wizard / Sorceror / Warlock

Thats all you need and +1 for spicing things up.

That’s great for you but there are others who’d like more in their party. If it’s possible, why not?

You can always opt to run with just four. Heck, go solo for hard mode!
Posted By: Maximuuus Re: Party Size Discussion - 10/02/21 03:03 PM
Add more monster to balance what ? At the moment the difficulty of this game is a joke... what is there to balance ?

Why would they have to add more monsters ..?
Don't you ever have encountered a solo boss harder than a group of 6 ennemies in video games ?

Just add more powerfull monsters ? Give them additionnal damages ? Improve their AI ?
Or just do nothing so the game is gonna be a normal game mode for new players (and for everyone when they'll remove/rework all their free OP cheats... free advantages, free dipping, tons of potions and scrolls,...)

If 4 is too strong... Just increase the difficulty. The difficulty is the problem, not the party size.
It's totally stupid to restrein the party size to increase the difficulty...

Don't you ever play any harder games than BG3 in which the party size is 5 or 6 ?

Reducing the party size to increase the difficulty is something players can do in any case. The party size is not what define the difficulty of a game.

It's so boring to read everywhere again and again those same unthinked arguments.
Hope Larian won't follow the opinion of those that apparently never played any other video games than this one.
Posted By: Zarna Re: Party Size Discussion - 10/02/21 08:56 PM
Originally Posted by TripleKill
I don't really get why people wants 6 player party its too crowded considerin how long the combats are as they re with 4 now, u ll need to add more monsters to balance but this will mean gale will surely die in 1st round
If they can greatly speed up the combats and fix the party AI to not run around like idiots, then idc if they add more people to the party. It would be a matter of choice to use more or less. Personally I am fine with the 4 and prefer solo since I can go and do other things in rl while waiting for my turn, if there were 6 party members right now it would be even more tedious. There would be some rebalancing needed with the larger party but I am not sure adding more monsters would fix anything.

Originally Posted by Maximuuus
Don't you ever play any harder games than BG3 in which the party size is 5 or 6 ?
Most games I have played have less than that and it works fine. DA series had 4 and ME series had 3 and they had different difficulty settings. Couldn't really get into the first BG games but having RTwP made it a lot better to have 6 party members. If those were TB I probably would have lasted only a few minutes trying to play with a full party. Hells, even my current DnD game has 2 players and 1 npc party member. Do you have any examples of TB games with 5 or 6? They are not what I usually play. I am curious how the combats are in them and if they go faster than here.

I would say maybe 5 people would be a fair compromise, but only if they speed up the enemy turns. Could even make party size yet another menu option, 4 as the standard and a toggle for maybe 6.
Posted By: FuryouMiko Re: Party Size Discussion - 10/02/21 09:10 PM
Originally Posted by Zarna
Do you have any examples of TB games with 5 or 6? They are not what I usually play. I am curious how the combats are in them and if they go faster than here.

I would say maybe 5 people would be a fair compromise, but only if they speed up the enemy turns. Could even make party size yet another menu option, 4 as the standard and a toggle for maybe 6.

Pathfinder: Kingmaker was originally RTwP, but they recently added a turn-based mode derived (with permission) from a mod that added it. It goes relatively quickly, and keeps quite close to the tabletop Pathfinder rules (although flanking is severely simplified).
Posted By: Maximuuus Re: Party Size Discussion - 10/02/21 10:02 PM
Originally Posted by Zarna
Originally Posted by TripleKill
I don't really get why people wants 6 player party its too crowded considerin how long the combats are as they re with 4 now, u ll need to add more monsters to balance but this will mean gale will surely die in 1st round
If they can greatly speed up the combats and fix the party AI to not run around like idiots, then idc if they add more people to the party. It would be a matter of choice to use more or less. Personally I am fine with the 4 and prefer solo since I can go and do other things in rl while waiting for my turn, if there were 6 party members right now it would be even more tedious. There would be some rebalancing needed with the larger party but I am not sure adding more monsters would fix anything.

Originally Posted by Maximuuus
Don't you ever play any harder games than BG3 in which the party size is 5 or 6 ?
Most games I have played have less than that and it works fine. DA series had 4 and ME series had 3 and they had different difficulty settings. Couldn't really get into the first BG games but having RTwP made it a lot better to have 6 party members. If those were TB I probably would have lasted only a few minutes trying to play with a full party. Hells, even my current DnD game has 2 players and 1 npc party member. Do you have any examples of TB games with 5 or 6? They are not what I usually play. I am curious how the combats are in them and if they go faster than here.

I would say maybe 5 people would be a fair compromise, but only if they speed up the enemy turns. Could even make party size yet another menu option, 4 as the standard and a toggle for maybe 6.


Wasteland, Pathfinder (TB game mode), Pillars of Eternity (TB game mode), Temple of Elemental Evil, Xcom, The Banner Saga, Blackguards, ...

Combats aren't necessarily faster, it depends on many things... but they surely aren't easier.

You should try BG3 with a party of 6.
You'll probably notice that it's very too easy... But it's also more fun because 1) you're less passive 2) you kill your ennemies faster.

More companions = more action points = more gameplay
But more action points = easier game. If the game is too easy, increase the difficulty, certainly not the number of ennemies.

I'd rather play more and watch less during combats. At the moment we don't play enough and we just watch too much. That's a part of the slowness of combats.

According to me the exact same setting with a party of 5 could be fine. I tried it and if you don"t use all cheats Larian implemented, the difficulty looks "normal".
Posted By: Zarna Re: Party Size Discussion - 11/02/21 06:50 AM
I think I have access to a couple of those, will check them out at some point. Hopefully combats feel more fluid. Doubt I will bother trying the mod for 6 here unless they add a hard mode and better AI. Already had the snoozefest with stealth play. :P Perhaps they could add a menu option to skip watching enemy turns, maybe make it work like a fast forward button for people like me who are impatient. smile
Posted By: kanisatha Re: Party Size Discussion - 11/02/21 02:02 PM
Originally Posted by TripleKill
I don't really get why people wants 6 player party its too crowded considerin how long the combats are as they re with 4 now, u ll need to add more monsters to balance but this will mean gale will surely die in 1st round laugh Jokes aside its not 2nd or 3rd edition anymore you dont need a rogue for traps or lockpick, basically anyclass can handle that, pick the lock with the correct background. You just need to perception check to see traps and shoot an arrow thats it.
Perhaps because you and I play these kinds of games for very different reasons?

I don't play these games for their combat. Period. I tolerate the combat parts so that I can play the game for everything in it that is outside of combat. And the most important, interesting, and personally enjoyable parts of a game are developing and interacting with my party-members. As such, a party of six gives me significantly more pleasure from playing the game than a party of four. Yes, there is such a thing as a party that is too large to be reasonably managed. But that cutoff line is six, not four. Six is optimal, the perfect middle-point between what would be too big and what is too small.
Posted By: Aishaddai Re: Party Size Discussion - 11/02/21 02:27 PM
@Maximuuus

I wouldn't use pathfinder or pillars as examples of good turn based combat at all. Those games are built for rtwp and it really shows when you switch modes. Many battles are a slog. I mean legitimate 1 hour slogs and not because of difficulty either. Ambushes, for example, in rtwp you can pause right away, but the same encounter in turn based has your whole party regardless of initiative lose a turn not counting the suprise turn so 2 turns gone.

Encounters need to be designed as a base from the get go for 6 and I don't think it is. Turning up the difficulty does not change design philosophy.

Wasteland is a good turn based combat example because it is designed for 6 man. Xcom as well I think. Its been awhile so I don't remember much about Xcom.

I have no problem with 4 or 6 man parties, but don't act like pathfinder or pillars are good turn based games. Most answers to problems with turn based combat in those games simply tell you to switch to rtwp which in it self a failure full stop. More on pathfinder of course. Pillars is more ai priority than anything and you cant switch in that. Ai simply focus the mc till dead regardless of team existence, position, or class.

If they do 6 man then it must be a base not add on or you will forever fight uphill.
Posted By: Maximuuus Re: Party Size Discussion - 11/02/21 04:33 PM
I never tried Pillars or Pathfinder in TB so I don't Say they're good TB games.

I personnaly just don't know, but I know that many players like those games in TB (Wrath of the Righteous is made with an official TB mode).
Posted By: Aishaddai Re: Party Size Discussion - 11/02/21 06:41 PM
Yeah the paid beta is out right now. All I'm saying, in my opinion, turn based combat in those franchises are not good. The dev's already confirmed that Wrath of the Righteous is a rtwp first and foremost. Which is fair. All encounters are with rtwp in mind only.

Your other examples seem good to me though. At least the ones I've played. The panel next week should reveal some info. Maybe Larian will talk about party intricacy.
Posted By: KillerRabbit Re: Party Size Discussion - 11/02/21 08:36 PM
Sure there is a problem with using RtwP examples but TOEE did just great with larger parties. TOEE had lots of problems but combat wasn't one of them.

Get onto the Solasta forums right now and you will find people discussing how to build characters to replace the thief -- do you build the ranger into the lockpicker / trap disabler or is better to give that to the greenmage? It's a problem I'd rather not deal with. I liked the BG2 party -- lockpicker, meat shield, healer, archer, mage, wildcard.

In a 4 person party I just don't have space for wildcard (sorry bard) and I don't like the building against class strengths -- yeah you can make the bard the trap disabler or have the mage pick locks but that's just not as much fun as having a thief in the party.
Posted By: Black_Elk Re: Party Size Discussion - 12/02/21 05:04 AM
The 6 basic attributes also kind of imply a full party of six, so you can roll with an exemplar of each.
Posted By: Aeridyne Re: Party Size Discussion - 12/02/21 06:40 AM
Well...

Apparently they CAN combine threads. A bit wonkily since everything is just kinda jumbled together now but reading back through it all I guess it's not too terribly incoherent.

I wanted to try and summarize a few things, maybe, I'm not sure it's possible after reading most of the day with a brain turned to jello now... but I'll try for a few things I think at least.


1. Char Number Options - 6 players doesn't have to detract from those that prefer less. Having the option there would be really nice though for those that DO want to play with a larger party size. You can always play with less but you can't just add more if it's not build into the game. Yes mods are possible however I always greatly prefer something actually be built into the game, primarily for stability but also overall functionality & integration. Well after DOSII had been out we tried using mods to increase party size and monsters etc and it was WONKY in multiplayer. We didn't even make it off the island before the game was so broken it wasn't possible to progress. In singleplayer we were able to make them work but it took a few play through to figure out how to balance monsters so that char were about the same level they should be and combat was still challenging. It wasn't THAT hard though such that some people make it sound like it would be impossible or take forever or something. Two regular arse casual gamers didn't have too bad of a time figuring it out...

2. Story - My gf has never played the original baldurs gate games, however she has played the crap out of DOSII. What was the first thing she wanted to do with the game? Mod it so she could have ALL the story characters in her party at once and do all of their stories in one play through. (This required messing around with balancing mods quite a lot, which is another issue.) Neither of us minded bigger battles, more monsters (Some people actually enjoy more/longer combat when it's well implemented.) Of course those that want less, can always just do the game with less characters, 2, 4, whatever. It was interesting to me how much she really liked all of the characters and their stories. She also bought the book with more of the stories they have. Would she have liked the game as much with less characters? I guess I don't know. Would she have liked it as much more? I again don't know but the answer logically seems yes, and it wasn't so much the number of playthroughs to achieve that because she's played through it a ton of times, apparently she just likes having more characters in the story in each of those playthroughs.

I thought it was interesting being that she's not really a big gamer but absolutely loves that game and has played it multiple times now with those mods on for basically more everything; more story, characters, monsters, combat. She has no issues managing what like 9 inventories and does so happily (with the special container mod on). Is this for everyone? Of course not. But she absolutely loves to play it that way so if the options were there, some people would enjoy them as opposed to the idea that anything over 4 is heresy and micromanagement sin. No one has to play that way or another if there are options, and options would be nice to have at the start.

3. Slog / Combat / Scaling / XP - There could be various difficulties & or a slider for number of monsters even & or a slider for monster stats, or all 3. Recommended presets for various party numbers. Or whatever combination of those options they wanted to present with. Experience can also be however they want to customize in relation to party based on the options available. Like you could adjust for larger party size with simply more monsters and thus there is your extra exp so chars are basically same level as a 4 char party would be at any given time so that exp can be split among party members but you can make it basically same for larger party by just adding more monsters, or you could have same number of monsters and just make them stronger & worth a little more XP to spread out relatively the same. Use a 2 char party with the normal 4 char number of monsters and level a bit faster if you want to play 2. Or try even more monsters and level even faster if you can survive. The slider could even be adjustable just like difficulty level at any time in between battles maybe. Doing these things would be like basically taking a lot of the best mods for DOSII and building them right into the game which would be FANTASTIC and help to suit someone that wants to play solo as much as those who would prefer all the wonderful flavor of a 6 character party along with a level of challenge the player prefers.

4. Time / Resource / I want mine no not yours - As others have pointed out many of the arguments against 6 characters seem to be based around being ok with 4. That's great you get what you want and you don't want it changed, but what about everyone else? A lot of people that I feel kind of mainly representing a younger demographic have primarily only had 4 player games, while a lot of the older games, ones us old farts remember and love, were 6. I've stated before that frankly I've been quite tired of 4 players seeming to be the unspoken maximum number of players for like 10+ years in games now and it drives me batty. Maybe it won't matter as much to me because I literally might not be around but that's been something that has irked me for a while as a sort of trend. I come from a large family and we frequently pass on games that are limited in the number of players because too many are left out. I digress. Anyway, arguments that time could be better used for this vs that is a matter of opinion and clearly there are lots of people that would definitely like some of that time/resources dedicated to at the very least making 6 characters an option and I think the option is the best compromise. Or depending on how XP / monster scaling possibilities / monster number possibilities maybe it doesn't so much have to be an option as the other options. You could have up to 6 and adjust the difficulty/number of monsters/monster strength however you like for the number of characters you plan to run. Everyone is happy. Or should be, anyway. No one HAS to run 6, but you can, there are 6 slots available and you can fill them all, or run with as few as you want. No one HAS to get more, or less XP, or more, or less combat/monsters, but you can. (Suggested presets might be nice to kind of help maintain homogeneous party level in various areas so battles don't start to get too easy / party over leveled with large parties.) If that seems like too many options then they could perhaps just integrate it all into the difficulty mostly or just have difficulty + monster number OR difficulty + monster strength scaling rather than all 3. Or, perhaps not best but simplest, build it all into difficulty.

So some may say, well I'm ok with 4 so I just want more of whatever they can add ignoring spending any time on accommodating six, but the counter argument for everyone who would like to have six is just as valid and actually imho a bit less selfish since players who want to play with 4 don't lose their ability to do that. PLUS, you get the chance for more characters (& their stories) to go through the story within a single play through so any potential theoretical loss of story can be mitigated by having a few more party members making things more interesting & more different interaction possibilities.

Of course, this is also supposed to be BGIII, not DOSIII. Because of the turn based combat, it's going to look/feel potentially a bit similar. To me, other than obvious D&D rules & world, one distinction that also harkens to the originals could be six character party possible.



I'm sure I could have done a better job summarizing a left some things out but after reading for the better part of the day I think my brain is going numb.
Posted By: kanisatha Re: Party Size Discussion - 12/02/21 04:05 PM
Originally Posted by KillerRabbit
Get onto the Solasta forums right now and you will find people discussing how to build characters to replace the thief -- do you build the ranger into the lockpicker / trap disabler or is better to give that to the greenmage? It's a problem I'd rather not deal with. I liked the BG2 party -- lockpicker, meat shield, healer, archer, mage, wildcard.

In a 4 person party I just don't have space for wildcard (sorry bard) and I don't like the building against class strengths -- yeah you can make the bard the trap disabler or have the mage pick locks but that's just not as much fun as having a thief in the party.
+1 to all of this.
Posted By: Aeridyne Re: Party Size Discussion - 12/02/21 07:28 PM
Originally Posted by kanisatha
Originally Posted by KillerRabbit
Get onto the Solasta forums right now and you will find people discussing how to build characters to replace the thief -- do you build the ranger into the lockpicker / trap disabler or is better to give that to the greenmage? It's a problem I'd rather not deal with. I liked the BG2 party -- lockpicker, meat shield, healer, archer, mage, wildcard.

In a 4 person party I just don't have space for wildcard (sorry bard) and I don't like the building against class strengths -- yeah you can make the bard the trap disabler or have the mage pick locks but that's just not as much fun as having a thief in the party.
+1 to all of this.

I agreed with that as well. While I'd like to play Solasta I'm not real excited about it for a few reasons. 1. The exploration enigma doesn't sound very fun to me. Metroid like puzzle stuff to find your way around the dungeon... Eh. Sounds like a bit of a drag to me, not being a fan of lots of puzzles. 2. Only 4 characters... 3. It also just kinda looked a bit drab.


*Had another 'possibly' great idea for how to do party XP - each battle is just a flat amount predetermined in the game and each character gets that XP (regardless of how many monsters there are or difficulty/toughness). That way, a party of 4 or 6 would always be the same level after X number of battles with the same creatures/fights. More monsters being more challenging for the 6 character party helps to make the fight similar in difficulty as it would be for the 4 char party (but yield the same XP for each char per fight regardless of monster number) and they would get a little more monster loot to help keep those extra 2 characters geared decently. Kind of like if the DM just adjusted XP to be the same for each battle in the game but vary the number of monsters / difficulty of monsters for larger parties. OR if a smaller party wanted a bigger challenge they could go for it and try to fight more monsters, or they could adjust it down to fight less if it was too much. Either way, the party ends up the same level any other party would be throughout the game. Of course alternatively the monsters could just be tougher for larger parties instead of more but I personally think more probably makes a little better sense. The big idea here being that each encounter ends up yielding the same XP per character regardless. Some folks might not like this and want to play 2 characters specifically to level faster, maybe that could be an exception if playing LESS than 4, or they could just make it relatively simple and flat so that characters are a sort of predictable level wherever they have progressed into the game for all party sizes and if players want they can adjust more/less monsters or difficulty.
Posted By: Scribe Re: Party Size Discussion - 12/02/21 11:02 PM
Originally Posted by KillerRabbit
Sure there is a problem with using RtwP examples but TOEE did just great with larger parties. TOEE had lots of problems but combat wasn't one of them.

Get onto the Solasta forums right now and you will find people discussing how to build characters to replace the thief -- do you build the ranger into the lockpicker / trap disabler or is better to give that to the greenmage? It's a problem I'd rather not deal with. I liked the BG2 party -- lockpicker, meat shield, healer, archer, mage, wildcard.

In a 4 person party I just don't have space for wildcard (sorry bard) and I don't like the building against class strengths -- yeah you can make the bard the trap disabler or have the mage pick locks but that's just not as much fun as having a thief in the party.

To be fair, the 4 party member dynamic with the stock roles does pose an entertaining challenge.

Tank
Heal
Blaster
Lockpick/Trap

One of my favorites if you are into the various subclasses.

Paladin Tank (Oath of Conquest)
Druid (Circle of Wildfire)
Divine Soul Sorcerer
Bard, with thief skills.

Covers everything, and even gets you a little flame pet. This is what I will put together if/when we get to have our own party from the start, depending on if we can add in our own Classes via Mods, I'll replace the druid with a melee/divine class I am writing up for my own setting. laugh
Posted By: Pandemonica Re: Party Size Discussion - 22/02/21 11:26 PM
Originally Posted by Tarorn
Round two...

I wont argue that 4 is somehow better than 6 as the people who want a six man party ..want a six man party...my views are:

1. If you love BG1&2 and that is your benchmark then you need to potentially view this as a whole new D&D game as Larian Studios are not trying to make BG3 in the same literal sense as 1&2. This is their game,20 year later & you can just see how much it means to them & how much effort is going into the game - watch panel from hell.
2. I stopped playing D&D 15-20 years ago but from what I can tell 5E is designed for a 4 party crew - Solaster seems to be doing the same thing.
3. Yes the game will of course use some of Larian studios IP but to say its just a re-skin is nonsense - do they have unlimited funds..no..they do have 300+ people (who they are paying salaries to) working on the game - they cannot do everything, I think Sven mentioned limitations on a couple of occasions during the latest discussion.
4. Absolutely its D&D everything they are doing is trying to bring 5E rules as closely as they can (& in a format that works for video gaming) it has a massive D&D vibe - you cant say it has any other, its a D&D game plain & simple.
5. It may not be in EA but multi classing is coming to the game 4 party members can realistically play as more than 4 (well give you more variants & play styles) & at level 10 max you wont overly penalise your character build (now im going back a long time here but as I recall multi classing could be weaker at higher levels - not so much earlier on...but alot of fun to play).


Ok..hit me with it...

1> Totally agree.
2> About the same with me in regards to quitting it was a while ago
3> I am actually playing another round of DOS2 JUST so I can see if there is any valid points to people saying this is just DOS3, I really haven't found any besides BG3 is using a modified version of the same engine.
4>I really am not a fan of the group being larger than 4. If people don't want to play a melee/or casing class, they can still group up with the same class companions, the companion can just be set up with a different discipline.
5> Ok so HERE is where it gets tricky, because I have done some reading on this. First, you will not be able to simply choose a casting class if say you are a warrior, at a certain level, IF you have to requirements, you can choose a secondary class. Which means, in order to raise your INT to the required level, you will have to gimp your Warriors strength from the start to put points in INT. I am not a fan of multiclass, but at least that requirement makes it at least somewhat balanced. Second, Swen seemed very particular about his words, and I am guessing it is because multiclassing will only be available to the player character, NOT the companions. Which again, I am all for, because personally, I think multiclassing is cheese in 5e standards, I much preferred the multiclass limitations in 2nd edition with the race requirements etc.
Posted By: Etruscan Re: Party Size Discussion - 23/02/21 12:06 AM
Originally Posted by Tarorn
Round two...

I wont argue that 4 is somehow better than 6 as the people who want a six man party ..want a six man party...my views are:

1. If you love BG1&2 and that is your benchmark then you need to potentially view this as a whole new D&D game as Larian Studios are not trying to make BG3 in the same literal sense as 1&2. This is their game,20 year later & you can just see how much it means to them & how much effort is going into the game - watch panel from hell.
2. I stopped playing D&D 15-20 years ago but from what I can tell 5E is designed for a 4 party crew - Solaster seems to be doing the same thing.
3. Yes the game will of course use some of Larian studios IP but to say its just a re-skin is nonsense - do they have unlimited funds..no..they do have 300+ people (who they are paying salaries to) working on the game - they cannot do everything, I think Sven mentioned limitations on a couple of occasions during the latest discussion.
4. Absolutely its D&D everything they are doing is trying to bring 5E rules as closely as they can (& in a format that works for video gaming) it has a massive D&D vibe - you cant say it has any other, its a D&D game plain & simple.
5. It may not be in EA but multi classing is coming to the game 4 party members can realistically play as more than 4 (well give you more variants & play styles) & at level 10 max you wont overly penalise your character build (now im going back a long time here but as I recall multi classing could be weaker at higher levels - not so much earlier on...but alot of fun to play).


Ok..hit me with it...

I'd like to address some of these points, sorry couldn't actually find your original post so quoted form the post above.

1. Nobody is expecting a replica of a 20 year old game but speaking for myself I was a hoping for a sequel which continued in the same vein; a great story, adventure, exploration, an interesting range of companions that felt real, an immersive game world that felt alive. So far the map feels a little too like an amusement park.

Sorry but I found the Panel from Hell stream a bit of an amateur anti-climax. I'm not for a minute doubting their commitment to creating a great game, it's just that they seem to have infused it with much of their own interpretation of 'fun' and Larian style OTT mechanics. Some love it, I happen not to.

2. I have never played tabletop but from what I have read in these forums, DnD 5e is designed for 4-6 players?

3. Can't really add anything here.

4. They might well be trying to translate 5e rules closely but it would seem, judging from those far better informed than myself, that they have made plenty of changes under the guise of video game translation, that have ended up imbalancing a number of things. Combat is almost all about gaining high ground advantage, jumping behind enemies to gain advantage, buff/debuff spells are basically redundant. Those are just a few examples. I'd wager a bet that battles in DnD aren't about jumping constantly behind enemies? Also, the combat mechanics have homogenised somewhat the individual feel of classes.

5. I don't quite understand how multi classing characters in a 4 person party somehow makes up for the extra 2 people that would be in a party of 6?
Posted By: Pandemonica Re: Party Size Discussion - 23/02/21 01:11 AM
Originally Posted by Etruscan
2. I have never played tabletop but from what I have read in these forums, DnD 5e is designed for 4-6 players?

From everything I have read, the common consensus is that 5e is more focused on 4 players. It is something you can google. I was curious after reading different views from different posters.
Posted By: nation Re: Party Size Discussion - 23/02/21 02:18 AM
using similar arguments ive seen posted in other threads, the common consensus that pnp 5e is more focused on 4 players shouldnt preclude larian from being able to adapt the rules to a video game for a party size of 6 (and id also argue the whole wotc recommended player size, like challenge rating, should be taken lightly in a game where a gm can create any campaign scenario they desire and most gms would be thrilled with more players at their table - altho during covid times with social distancing that may be difficult wink )

+1 again for increased six person party size, as again, those whom prefer four can still run that group size, although i do agree that an increased party size may further exacerbate some other current bg3 ea mechanics (ie party movement controls with the link/chain, camera controls, current ui/inventory layout, limited companions/npc roster, possible camp/resting mechanics, you could include general combat/encounter balancing and mechanics here, but id argue thats a larger issue in of itself and of possible lvling pacing/progression issues in an act1 ea build)

as an aside, id also like if the next panel from hell/larian update the studio detailed further the map/party locks planned post act 1 that was discussed earlier in ea. personally im not really a fan, but i suppose it could depend on larian's implementation
Posted By: The_BlauerDragon Re: Party Size Discussion - 23/02/21 04:23 AM
I'd prefer 8-10 for party size (if there simply MUST be a limit at all)... but I'll certainly +1 the 6 member party idea. 4 is just too limiting in entirely too many ways, especially when you have NPCs that are programed to que off of each other and make certain comments when this person or that person is with the group.
Posted By: Maximuuus Re: Party Size Discussion - 23/02/21 04:30 AM
Quote
How many players do you need to play D&D?

Unlike most tabletop games, D&D doesn’t have a limit on the number of players you can have in a single group. This kind of decision really comes down to the individual discretion of the DM and the players, as striking a nice balance of players makes for a better experience for everyone involved.

Having too many players can result in an absolute mess where the DM can’t get a single word in edgewise, but not having enough can leave the party dynamic feeling severely lacking. As a rule-of-thumb, the best D&D parties tend to consist of around four to six players, plus the DM. This gives people enough to work with, whilst preventing the aforementioned roleplaying chaos.

Who cares in a video game....?

The "design for 4" is a very cheap arguments.
TT =/= Video game.

Nearly all campaign are designed for 4-6 players.
Not 4 "but you can 6 if you really wish".
Posted By: Pandemonica Re: Party Size Discussion - 23/02/21 04:00 PM
Originally Posted by The_BlauerDragon
I'd prefer 8-10 for party size (if there simply MUST be a limit at all)... but I'll certainly +1 the 6 member party idea. 4 is just too limiting in entirely too many ways, especially when you have NPCs that are programed to que off of each other and make certain comments when this person or that person is with the group.

Please list ANY game that offers 8-10 party members? OR even 6? I mean every RPG I can think of at the most has 4. Your not leading a posse...If having a party that size is so important, there is mods for it in every RPG I can think of. But in the last 10 years, I don't think there are any games that go above the 4 party limit. There is also console limitations they have to consider.
Posted By: Baldurs-Gate-Fan Re: Party Size Discussion - 23/02/21 04:34 PM
Originally Posted by Pandemonica
Originally Posted by The_BlauerDragon
I'd prefer 8-10 for party size (if there simply MUST be a limit at all)... but I'll certainly +1 the 6 member party idea. 4 is just too limiting in entirely too many ways, especially when you have NPCs that are programed to que off of each other and make certain comments when this person or that person is with the group.

Please list ANY game that offers 8-10 party members? OR even 6? I mean every RPG I can think of at the most has 4. Your not leading a posse...If having a party that size is so important, there is mods for it in every RPG I can think of. But in the last 10 years, I don't think there are any games that go above the 4 party limit. There is also console limitations they have to consider.

Funny and tells me you a not a old DND fan.

ALL DND games had Party of 8 possible slots logn ago.
You just created 6 of them and tehre were 2 free spots for NPC to join your party.
Basicaly all of the TSR DnD titles.
Posted By: Baldurs-Gate-Fan Re: Party Size Discussion - 23/02/21 04:36 PM
But another issue is.... we are at page 42 now on this thread and if you summarize you will see that abotu 90% say yes please 6 man party! And thats ONLY this forum! You can see similar thread accross all BG3 related Forums with same content.
And guess what? Larian shits on Comunity! They dont even care to talk about it.
Posted By: Sadurian Re: Party Size Discussion - 23/02/21 04:39 PM
Originally Posted by Baldurs-Gate-Fan
And guess what? Larian shits on Comunity! They dont even care to talk about it.
Please moderate your language. Offensive and insulting posts are contrary to forum rules, whether speaking about individual posters or anyone else. It is possible to express criticism without becoming offensive.
Posted By: Baldurs-Gate-Fan Re: Party Size Discussion - 23/02/21 04:46 PM
Originally Posted by Sadurian
Originally Posted by Baldurs-Gate-Fan
And guess what? Larian shits on Comunity! They dont even care to talk about it.
Please moderate your language. Offensive and insulting posts are contrary to forum rules, whether speaking about individual posters or anyone else. It is possible to express criticism without becoming offensive.

Ok I applogize.

Larian fully Ignores Community and cant care less about customers opinions as they dont even try to talk to them.

I hope thats more correct now. Sorry Sadurian.


Edit: Oh and by the way if the company that got our Money would be so responsive as their Moderator are..... threads like this wouldnt even exist.
Posted By: Maximuuus Re: Party Size Discussion - 23/02/21 05:15 PM
Originally Posted by Pandemonica
Originally Posted by The_BlauerDragon
I'd prefer 8-10 for party size (if there simply MUST be a limit at all)... but I'll certainly +1 the 6 member party idea. 4 is just too limiting in entirely too many ways, especially when you have NPCs that are programed to que off of each other and make certain comments when this person or that person is with the group.

Please list ANY game that offers 8-10 party members? OR even 6? I mean every RPG I can think of at the most has 4. Your not leading a posse...If having a party that size is so important, there is mods for it in every RPG I can think of. But in the last 10 years, I don't think there are any games that go above the 4 party limit. There is also console limitations they have to consider.

All the old IE games included their EE, The Temple of Elemental Evil, Pillars of Eternity, Tyranny, Pathfinder, Wasteland 2 and 3,...
Most of these exemples comes with 6 but one can have more (ToEE). I'm sure I can find more exemples.

There are also games with 5... And other "kind of rpg" like the Banner Saga, Fire Emblem, Valkyria Chronicles,...

Many of thoses games, including the IE games are available on console. I could even say that even on console, it's way easier and intuitive to control 6 characters in BG1 EE than in DoS2 lol.
Couldn't go further than the boat on nintendo switch because of this horrible chain mechanic.
Posted By: The_BlauerDragon Re: Party Size Discussion - 23/02/21 11:10 PM
Originally Posted by Baldurs-Gate-Fan
ALL DND games had Party of 8 possible slots long ago.
You just created 6 of them and tehre were 2 free spots for NPC to join your party.
Basically all of the TSR DnD titles.
Those were the days, were they not? Great stories, great design... crap graphics, admittedly... but those games endure in the hearts and minds of those who were lucky enough to play them when they were new for a very good reason. You could create and control a full sized party of 8 with versatility and utility (which you typically needed to do in order to survive) ...and you didn't start off with a 1st level companion character that had a 20th level background origin story.
Posted By: Black_Elk Re: Party Size Discussion - 24/02/21 12:15 AM
All the Gold Box FR and Dragonlance games from SSI and Stormfront used that formula of create six +1 or 2, including the original Neverwinter Nights which was the first MMO on AOL also based around the party of 6+ concept.

Even BG1/2 basically did the same with the heads up 7up, if you consider like Korax or Familiars in BG2 or other temp NPC types that are directly under the party's control. BG1 didn't have a summoning limit, it was more about whether your computer could handle it lol. BG2 had an overall limit at basically a dozen. I'm trying to recall if summoning a familiar occupied a permanent slot, or maybe it was capped at 11. But anyway there too, depending on how broad you want to think about 'the party' it was frequently controlling 6+ add ons. But yeah all the D&D computer games I can recall from the 80s and 90s were 6 and up. But in the late 90s early 2000s that changed when most games became either Solo focused, or solo + henchmen/followers, or group of 4.

Many of the older games that come to mind were for PCs. But I know most arcade games during the same period capped at 4 and still do. I can't think of any examples of a stand up arcade game with more, so perhaps there is something to that influence. After nintendo consoles kind of followed the arcade model rather than the PC one for a long time, except for a few titles in the jrpg lineage or until things like memory cards were more common. I think Dragon Age was probably a watershed for the 1-4 party. But I agree that it feels like its been 4 or bust for a while now. Like at least a decade or more
Posted By: Pandemonica Re: Party Size Discussion - 24/02/21 12:20 AM
Originally Posted by KillerRabbit
Sure there is a problem with using RtwP examples but TOEE did just great with larger parties. TOEE had lots of problems but combat wasn't one of them.

Get onto the Solasta forums right now and you will find people discussing how to build characters to replace the thief -- do you build the ranger into the lockpicker / trap disabler or is better to give that to the greenmage? It's a problem I'd rather not deal with. I liked the BG2 party -- lockpicker, meat shield, healer, archer, mage, wildcard.

In a 4 person party I just don't have space for wildcard (sorry bard) and I don't like the building against class strengths -- yeah you can make the bard the trap disabler or have the mage pick locks but that's just not as much fun as having a thief in the party.

This isn't Solasta, if I wanted to play Solasta, I would be playing Solasta. That comparison is just getting so old and used, it is practically Pamela Anderson. Every game has their interpretation on party size. The most common in ALL of them is 4.
Posted By: Pandemonica Re: Party Size Discussion - 24/02/21 12:24 AM
Originally Posted by Baldurs-Gate-Fan
Originally Posted by Pandemonica
Originally Posted by The_BlauerDragon
I'd prefer 8-10 for party size (if there simply MUST be a limit at all)... but I'll certainly +1 the 6 member party idea. 4 is just too limiting in entirely too many ways, especially when you have NPCs that are programed to que off of each other and make certain comments when this person or that person is with the group.

Please list ANY game that offers 8-10 party members? OR even 6? I mean every RPG I can think of at the most has 4. Your not leading a posse...If having a party that size is so important, there is mods for it in every RPG I can think of. But in the last 10 years, I don't think there are any games that go above the 4 party limit. There is also console limitations they have to consider.

Funny and tells me you a not a old DND fan.

ALL DND games had Party of 8 possible slots logn ago.
You just created 6 of them and tehre were 2 free spots for NPC to join your party.
Basicaly all of the TSR DnD titles.

I am not talking D&D tabletop, I am talking any RPG game on console or PC, that has that many party members? Maybe work a little harder on reading comprehension rather than trying to come up with some snark.
Posted By: Pandemonica Re: Party Size Discussion - 24/02/21 12:28 AM
Originally Posted by Baldurs-Gate-Fan
But another issue is.... we are at page 42 now on this thread and if you summarize you will see that abotu 90% say yes please 6 man party! And thats ONLY this forum! You can see similar thread accross all BG3 related Forums with same content.
And guess what? Larian shits on Comunity! They dont even care to talk about it.

Maybe because Larian knows that forums are about the WORST place to get an idea of public sentiment (besides maybe Twitter). Especially since the 90% you are referring too, are most the same posters. Not to mention, this is an open registration forum, so there is also the problem of sock puppets. Not to mention, pretty sure Larian has a better idea of game theory, game mechanics etc than a armchair DM that thinks that they know everything about how to make a successful game that actually makes money to the broadest number of purchasers?...Maybe?
Posted By: Black_Elk Re: Party Size Discussion - 24/02/21 02:06 AM
Well if we're going by posts in this thread I'm sure I've had plenty of repeats, anytime I can think of something I didn't think of before then 666 for sure. But Baldur's Gate and IWD were actually some of the last games in the 6+ party lineage to come out before it disappeared almost altogether, I guess until the attempted iso renaissance of more recent days. 4 or fewer feels like lowest common denominator from the consoles legacy. Like accepting the limits imposed by arcade games and consoles and the FPS line. Cause by the time BG1 came out the ship I think had already sailed, and it was almost only by accident of an RTS bridge (from games like the og Warcraft or Starcraft or Shogun) that kind of brought the concept of 6 or more back into it. Or even the idea of controlling a full-on army battle almost crept back into it, albeit on a much more limited scale in BG. But anyway, that was a big part of what made BG cool I thought. It was distinct from other games in the similar genre, but which went off from then on with the 4 cap in mind. Its just a different vibe. I do miss the '6+2more' concept of the old gold boxes though

I think of the og BG, IWD and NWN games in spiritual succession from these earlier ones

https://en.wikipedia.org/wiki/Gold_Box

https://en.wikipedia.org/wiki/Forgotten_Realms:_Unlimited_Adventures

With infinity engine and solstice kinda the last in that line

[Linked Image from i.ibb.co]
upload image

[Linked Image from i.ibb.co]

computer product heheh
Posted By: The_BlauerDragon Re: Party Size Discussion - 24/02/21 04:21 AM
Originally Posted by Pandemonica
I am not talking D&D tabletop
Neither were we.
As title suggests, I'm looking for a way to tweak the game files and have a full party of six in my next playthrough.

I know it can be done somehow, since people have been doing it from the start of the EA in October, but any attempt to google a guide about the topic brings me the the most useless results (including all the countless previous threads in this forum about people asking it as the default for the game. You know, the ones Larian will never pay any attention to).

If anyone could come up with a fool-proof guide about how to do it step by step I would greatly appreciate it.
Posted By: Seraphael Re: Party Size Discussion - 01/03/21 11:03 AM
Nexus usually has whatever. Party size 8 limit.

https://www.nexusmods.com/baldursgate3/mods/181
Posted By: Lenggao Re: Party Size Discussion - 02/03/21 03:08 AM
Actually I'm pretty sure there's a good chunk of us.
You just think you're special with your opinion.
I get your mom tells you that a lot.
I don't see how making a 6 man party an issue to you who would still be able to use a 4 man party.

Just because it's a common formula, doesn't really mean it's the only right one. Most games are copy and paste games anyway.

The biggest pro to a 4 man party, is that it's easier to manage, since most folks that like it aren't capable of doing any more, it'll overwhelm them. They're also tuned to that kind of playing style, the whole meatshield, typical mmorpg theme and think it's how it works for everything. The more simple and child friendly the better for you guys.

The only thing holding me back from actually buying the game is the six men party issue. What will make this game different from any of the other options tbh, I'm not a simp for game companies that's done well in the past. Look at CD project Red.

They didn't do so hot with Cyberpunk.

I kind of want something that stands out more, not another passive game that I just go through and not come back to, because the only difference is that I get to use other companions. That's a lame excuse to come back to a game.
Why not just give us one grand playthrough and be done with that.
It'll make you more interested in playing another grand adventure over the motif of playing again to see what It'll be like with a different companion that has maybe a a few hours of different dialogue only.

That's another Larian issue too, they have this you pick 3 companions and that's it theme going on now. They've mentioned multiple times how they want you to leave with who you wanna, since that's your permanent team, the rest of the squad is gone.

🤦🏻‍♂️🤷🏾‍♂️
Posted By: Amitaya Re: Party Size Discussion - 02/03/21 09:16 AM
I also prefer 6 party compositions. I'll mod them in if they won't be supported in vanilla.
Posted By: Maximuuus Re: Party Size Discussion - 02/03/21 10:59 AM
The problem is that the game is VERY easy with mods.
Posted By: Gourls Re: Party Size Discussion - 02/03/21 02:45 PM
I feel like even if they don't allow us to have a party of six, one thing I don't understand is giving the permanent boot to everyone else. The NPCs are a big component of these kinds of games. I know that these games came after BG/BG2, but Mass Effect and Dragon Age had the added benefits of your home base that allowed you to still keep up with certain companions and talk to them, developing their stories alongside yours. It seems like Larian already has that capability set up with the campsite. That's what I had assumed it was for, considering the way they utilize it in the game. It seems like a waste if they just make us throw all of those other companions away. My paladin of Torm may not necessarily like Shadowheart (once I can play him), but the idea that I could maybe get her to see the light would be a fun reason to keep her around, for example.

I get that it would take a little doing and that we don't know what the camp system may look like outside of the EA. But if it isn't changing drastically, it isn't as if Larian isn't already devoting the time and resources to having all of those NPCs available for plot development and the like already. It'd just be a matter of having them all present at the camp. Like they are now.

But also, yes, I'd love to have 6 people in the party at once. Hell, even just a fifth member would open things up a lot.
Posted By: nation Re: Party Size Discussion - 02/03/21 02:57 PM
Originally Posted by Gourls
I feel like even if they don't allow us to have a party of six, one thing I don't understand is giving the permanent boot to everyone else. The NPCs are a big component of these kinds of games. I know that these games came after BG/BG2, but Mass Effect and Dragon Age had the added benefits of your home base that allowed you to still keep up with certain companions and talk to them, developing their stories alongside yours. It seems like Larian already has that capability set up with the campsite. That's what I had assumed it was for, considering the way they utilize it in the game. It seems like a waste if they just make us throw all of those other companions away. My paladin of Torm may not necessarily like Shadowheart (once I can play him), but the idea that I could maybe get her to see the light would be a fun reason to keep her around, for example.

I get that it would take a little doing and that we don't know what the camp system may look like outside of the EA. But if it isn't changing drastically, it isn't as if Larian isn't already devoting the time and resources to having all of those NPCs available for plot development and the like already. It'd just be a matter of having them all present at the camp. Like they are now.

But also, yes, I'd love to have 6 people in the party at once. Hell, even just a fifth member would open things up a lot.
i agree that this detail has also largely been swept under the rug recently by larian. idk what the current plans are here, but initially larian intimated that there would be companion/map locks post act1, however i too am concerned about how this will be implemented particularly if we can only have a party size of four. tbh id prefer no companion or map locks at all, unless there is narrative rationale/significance, but im just not seeing that yet in this ea build, but would be eager to hear larians plans for this feature
Posted By: Tuco Re: Party Size Discussion - 03/03/21 10:47 AM
Originally Posted by Seraphael
Nexus usually has whatever. Party size 8 limit.

https://www.nexusmods.com/baldursgate3/mods/181
Took me a while to realize my thread was merged here for whatever reason (not even sure why, since it was about an entirely different matter than discussing the merits of an expanded party), but still, I'll take the chance to thank you for the link.

Also, I'm experimenting a bit with the six slot setup and I have to say it's going more or less as I was expecting:
on one hand I'm enjoying the novelty a whole lot. Having a bigger party covering more roles and allowing more characters interactions definitely DOES make the game more fun.
On the other hand, playing this way makes the flaws of the UI and control scheme (no formation control, no multiple selection, no click and drag, the idiotic chain/unchain thing, etc) even more annoying to deal with.
Posted By: funkwatts Re: Party Size Discussion - 03/03/21 11:02 PM
Alright so I'm a veteran D&D player of 15+ years across each of the editions. I am also a huge fan of the old Baldur's Gate games (I still play them today). I get that many video games have started going with the 4 character party cap, and some people are ok with that, but overall I believe it severely reduces the experience, it destroys replayability, and will inevitably only serve to bog down gameplay. here's why:

1. Baldur's gate (as well as all the classic D&D rpg titles: Neverwinter Nights, Icewind Dale, Planescape: Torment, ect) have always gone with 6 characters in a party and there are good reasons for this, but for Larian studios the best reason to consider it is because reducing the party size to 4 will make the game feel less like a Baldur's Gate game, and more like a Divinity game. which don't get me wrong Divinity is a great series, but in the end it's not Baldur's Gate, and that's what fans who have been waiting years for this really want. I have already seen a lot of reviews and comments about how BG3 doesn't really feel like baldur's gate, and I think this would go a LONG way to solving that.

2. Having a party size of 6 means the player is not as "locked in" with their character selection. In a game where I can only have 4 characters at a time I am inevitably forced to make my selection based on the bog standard "tank/dps/healer/buffer" type of party, because without those key roles being filled the party becomes unbalanced. you have a little bit of wiggle room if you specialize those 4 characters the right way, but not much. and inevitably some characters are simply going to get left behind this way. In my playthrough for example, I really like Wyll's personality, and his combat ability is great, but I rarely have him in the party because for me him and Astarion compete for the dps role, except astarion can pick locks much better than Wyll can, so it's a no brainer that I need Astarion. For every player that might be a different case but with 4 character max there will always be a character the player wishes they could bring but can't because their playstyle is in competition with another character they think they need. In a party of 6 however the player has certain options, not only can he fill those roles more easily, but he can double down on one or two, which allows for a huge variety in the types of parties available and therefore: endless replayability. It allows players to bring along 2 extra characters for no other reason than the player knows that one or even both of those characters will be useful or relevant in the upcoming storyline archs, AND, it allows for the main character to be made in ways that are "outside the box". For example, a player might want to make his main character be more of a faceman, with all his specialization focused on utility spells and abilities that help him outside of combat, while leaving the combat skills to the rest of the party. Most people won't be able to do that effectively in a 4 character party.

3. In the end, the way the game plays right now with a 4 player party, I found that the lack of 2 extra characters just meant that I was constantly having to return to camp for no other reason than to change up my party to have the right characters for the moments I wanted them in. And that just became annoying really really fast. It would be even more annoying if I was unable to go to camp at any given time I wanted without consequence (which is something that in fact NEEDS to be addressed too, resting is too easy). And so that's really the problem I see here, is that a party of 4 has no actual benefit to anything because you can change which characters you have at any time anyway, and instead it's only going to result in the player getting annoyed because they have to return to camp twice every time they encounter a locked chest, once to get the rogue in the party, and another to get their chosen character back (or what ever example you want to think of, wizard for detect thoughts, fighter to move a rock, etc).

4. A party size of 4 means no movement formations, which isn't actually a huge deal, but it's happened enough times where I'm trying to get my main to the front of the party but one of my companions ends up triggering the event instead just because they don't know to stay behind him. And again, having this feature would make the game FEEL more like a baldur's gate game.

Simply put, 4 characters is not enough for a D&D game. A tabletop game yes, because there are other problems with having 6 players at a table, like how distracted everyone might be. but for a videogame this is not the case in fact it's the opposite. the single players will want more out of their party, so that they can explore the game more fluidly without breaking every other moment to change their roster, and a multiplayer group will probably enjoy having more slots for players to join in. This is why I think Larian should reconsider the 4 character party cap.
Posted By: Pandemonica Re: Party Size Discussion - 03/03/21 11:04 PM
There is already a very long existing thread about this...
https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=672266#Post672266
Posted By: funkwatts Re: Party Size Discussion - 03/03/21 11:08 PM
oh ok, I guess I didn't find it when I was looking, my bad.
Posted By: funkwatts Re: Party Size Discussion - 03/03/21 11:10 PM
Alright so I'm a veteran D&D player of 15+ years across each of the editions. I am also a huge fan of the old Baldur's Gate games (I still play them today). I get that many video games have started going with the 4 character party cap, and some people are ok with that, but overall I believe it severely reduces the experience, it destroys replayability, and will inevitably only serve to bog down gameplay. here's why:

1. Baldur's gate (as well as all the classic D&D rpg titles: Neverwinter Nights, Icewind Dale, Planescape: Torment, ect) have always gone with 6 characters in a party and there are good reasons for this, but for Larian studios the best reason to consider it is because reducing the party size to 4 will make the game feel less like a Baldur's Gate game, and more like a Divinity game. which don't get me wrong Divinity is a great series, but in the end it's not Baldur's Gate, and that's what fans who have been waiting years for this really want. I have already seen a lot of reviews and comments about how BG3 doesn't really feel like baldur's gate, and I think this would go a LONG way to solving that.

2. Having a party size of 6 means the player is not as "locked in" with their character selection. In a game where I can only have 4 characters at a time I am inevitably forced to make my selection based on the bog standard "tank/dps/healer/buffer" type of party, because without those key roles being filled the party becomes unbalanced. you have a little bit of wiggle room if you specialize those 4 characters the right way, but not much. and inevitably some characters are simply going to get left behind this way. In my playthrough for example, I really like Wyll's personality, and his combat ability is great, but I rarely have him in the party because for me him and Astarion compete for the dps role, except astarion can pick locks much better than Wyll can, so it's a no brainer that I need Astarion. For every player that might be a different case but with 4 character max there will always be a character the player wishes they could bring but can't because their playstyle is in competition with another character they think they need. In a party of 6 however the player has certain options, not only can he fill those roles more easily, but he can double down on one or two, which allows for a huge variety in the types of parties available and therefore: endless replayability. It allows players to bring along 2 extra characters for no other reason than the player knows that one or even both of those characters will be useful or relevant in the upcoming storyline archs, AND, it allows for the main character to be made in ways that are "outside the box". For example, a player might want to make his main character be more of a faceman, with all his specialization focused on utility spells and abilities that help him outside of combat, while leaving the combat skills to the rest of the party. Most people won't be able to do that effectively in a 4 character party.

3. In the end, the way the game plays right now with a 4 player party, I found that the lack of 2 extra characters just meant that I was constantly having to return to camp for no other reason than to change up my party to have the right characters for the moments I wanted them in. And that just became annoying really really fast. It would be even more annoying if I was unable to go to camp at any given time I wanted without consequence (which is something that in fact NEEDS to be addressed too, resting is too easy). And so that's really the problem I see here, is that a party of 4 has no actual benefit to anything because you can change which characters you have at any time anyway, and instead it's only going to result in the player getting annoyed because they have to return to camp twice every time they encounter a locked chest, once to get the rogue in the party, and another to get their chosen character back (or what ever example you want to think of, wizard for detect thoughts, fighter to move a rock, etc).

4. A party size of 4 means no movement formations, which isn't actually a huge deal, but it's happened enough times where I'm trying to get my main to the front of the party but one of my companions ends up triggering the event instead just because they don't know to stay behind him. And again, having this feature would make the game FEEL more like a baldur's gate game.

Simply put, 4 characters is not enough for a D&D game. A tabletop game yes, because there are other problems with having 6 players at a table, like how distracted everyone might be. but for a videogame this is not the case in fact it's the opposite. the single players will want more out of their party, so that they can explore the game more fluidly without breaking every other moment to change their roster, and a multiplayer group will probably enjoy having more slots for players to join in. This is why I think Larian should reconsider the 4 character party cap.
Posted By: marajango Re: Party Size Discussion - 03/03/21 11:13 PM
I believe the reason for them sticking to 4 characters is that their engine probably can't handle more than 4 players at once in co-op.
Posted By: KillerRabbit Re: Party Size Discussion - 04/03/21 01:20 AM
Originally Posted by funkwatts
Alright so I'm a veteran D&D player of 15+ years across each of the editions. I am also a huge fan of the old Baldur's Gate games (I still play them today). I get that many video games have started going with the 4 character party cap, and some people are ok with that, but overall I believe it severely reduces the experience, it destroys replayability, and will inevitably only serve to bog down gameplay. here's why:

1. Baldur's gate (as well as all the classic D&D rpg titles: Neverwinter Nights, Icewind Dale, Planescape: Torment, ect) have always gone with 6 characters in a party and there are good reasons for this, but for Larian studios the best reason to consider it is because reducing the party size to 4 will make the game feel less like a Baldur's Gate game, and more like a Divinity game. which don't get me wrong Divinity is a great series, but in the end it's not Baldur's Gate, and that's what fans who have been waiting years for this really want. I have already seen a lot of reviews and comments about how BG3 doesn't really feel like baldur's gate, and I think this would go a LONG way to solving that.

2. Having a party size of 6 means the player is not as "locked in" with their character selection. In a game where I can only have 4 characters at a time I am inevitably forced to make my selection based on the bog standard "tank/dps/healer/buffer" type of party, because without those key roles being filled the party becomes unbalanced. you have a little bit of wiggle room if you specialize those 4 characters the right way, but not much. and inevitably some characters are simply going to get left behind this way. In my playthrough for example, I really like Wyll's personality, and his combat ability is great, but I rarely have him in the party because for me him and Astarion compete for the dps role, except astarion can pick locks much better than Wyll can, so it's a no brainer that I need Astarion. For every player that might be a different case but with 4 character max there will always be a character the player wishes they could bring but can't because their playstyle is in competition with another character they think they need. In a party of 6 however the player has certain options, not only can he fill those roles more easily, but he can double down on one or two, which allows for a huge variety in the types of parties available and therefore: endless replayability. It allows players to bring along 2 extra characters for no other reason than the player knows that one or even both of those characters will be useful or relevant in the upcoming storyline archs, AND, it allows for the main character to be made in ways that are "outside the box". For example, a player might want to make his main character be more of a faceman, with all his specialization focused on utility spells and abilities that help him outside of combat, while leaving the combat skills to the rest of the party. Most people won't be able to do that effectively in a 4 character party.

3. In the end, the way the game plays right now with a 4 player party, I found that the lack of 2 extra characters just meant that I was constantly having to return to camp for no other reason than to change up my party to have the right characters for the moments I wanted them in. And that just became annoying really really fast. It would be even more annoying if I was unable to go to camp at any given time I wanted without consequence (which is something that in fact NEEDS to be addressed too, resting is too easy). And so that's really the problem I see here, is that a party of 4 has no actual benefit to anything because you can change which characters you have at any time anyway, and instead it's only going to result in the player getting annoyed because they have to return to camp twice every time they encounter a locked chest, once to get the rogue in the party, and another to get their chosen character back (or what ever example you want to think of, wizard for detect thoughts, fighter to move a rock, etc).

4. A party size of 4 means no movement formations, which isn't actually a huge deal, but it's happened enough times where I'm trying to get my main to the front of the party but one of my companions ends up triggering the event instead just because they don't know to stay behind him. And again, having this feature would make the game FEEL more like a baldur's gate game.

Simply put, 4 characters is not enough for a D&D game. A tabletop game yes, because there are other problems with having 6 players at a table, like how distracted everyone might be. but for a videogame this is not the case in fact it's the opposite. the single players will want more out of their party, so that they can explore the game more fluidly without breaking every other moment to change their roster, and a multiplayer group will probably enjoy having more slots for players to join in. This is why I think Larian should reconsider the 4 character party cap.

Full quote for context if it gets moved.

+1 100% Great points.
Posted By: Pandemonica Re: Party Size Discussion - 04/03/21 03:02 AM
Originally Posted by funkwatts
Alright so I'm a veteran D&D player of 15+ years across each of the editions. I am also a huge fan of the old Baldur's Gate games (I still play them today). I get that many video games have started going with the 4 character party cap, and some people are ok with that, but overall I believe it severely reduces the experience, it destroys replayability, and will inevitably only serve to bog down gameplay. here's why:

1. Baldur's gate (as well as all the classic D&D rpg titles: Neverwinter Nights, Icewind Dale, Planescape: Torment, ect) have always gone with 6 characters in a party and there are good reasons for this, but for Larian studios the best reason to consider it is because reducing the party size to 4 will make the game feel less like a Baldur's Gate game, and more like a Divinity game. which don't get me wrong Divinity is a great series, but in the end it's not Baldur's Gate, and that's what fans who have been waiting years for this really want. I have already seen a lot of reviews and comments about how BG3 doesn't really feel like baldur's gate, and I think this would go a LONG way to solving that.

2. Having a party size of 6 means the player is not as "locked in" with their character selection. In a game where I can only have 4 characters at a time I am inevitably forced to make my selection based on the bog standard "tank/dps/healer/buffer" type of party, because without those key roles being filled the party becomes unbalanced. you have a little bit of wiggle room if you specialize those 4 characters the right way, but not much. and inevitably some characters are simply going to get left behind this way. In my playthrough for example, I really like Wyll's personality, and his combat ability is great, but I rarely have him in the party because for me him and Astarion compete for the dps role, except astarion can pick locks much better than Wyll can, so it's a no brainer that I need Astarion. For every player that might be a different case but with 4 character max there will always be a character the player wishes they could bring but can't because their playstyle is in competition with another character they think they need. In a party of 6 however the player has certain options, not only can he fill those roles more easily, but he can double down on one or two, which allows for a huge variety in the types of parties available and therefore: endless replayability. It allows players to bring along 2 extra characters for no other reason than the player knows that one or even both of those characters will be useful or relevant in the upcoming storyline archs, AND, it allows for the main character to be made in ways that are "outside the box". For example, a player might want to make his main character be more of a faceman, with all his specialization focused on utility spells and abilities that help him outside of combat, while leaving the combat skills to the rest of the party. Most people won't be able to do that effectively in a 4 character party.

3. In the end, the way the game plays right now with a 4 player party, I found that the lack of 2 extra characters just meant that I was constantly having to return to camp for no other reason than to change up my party to have the right characters for the moments I wanted them in. And that just became annoying really really fast. It would be even more annoying if I was unable to go to camp at any given time I wanted without consequence (which is something that in fact NEEDS to be addressed too, resting is too easy). And so that's really the problem I see here, is that a party of 4 has no actual benefit to anything because you can change which characters you have at any time anyway, and instead it's only going to result in the player getting annoyed because they have to return to camp twice every time they encounter a locked chest, once to get the rogue in the party, and another to get their chosen character back (or what ever example you want to think of, wizard for detect thoughts, fighter to move a rock, etc).

4. A party size of 4 means no movement formations, which isn't actually a huge deal, but it's happened enough times where I'm trying to get my main to the front of the party but one of my companions ends up triggering the event instead just because they don't know to stay behind him. And again, having this feature would make the game FEEL more like a baldur's gate game.

Simply put, 4 characters is not enough for a D&D game. A tabletop game yes, because there are other problems with having 6 players at a table, like how distracted everyone might be. but for a videogame this is not the case in fact it's the opposite. the single players will want more out of their party, so that they can explore the game more fluidly without breaking every other moment to change their roster, and a multiplayer group will probably enjoy having more slots for players to join in. This is why I think Larian should reconsider the 4 character party cap.

I mean I may be wrong, but I seriously doubt at this stage they are going to change party size. Because then they would have to totally redo all the engagements difficulty and the mechanics behind them. To most people, 4 is fine. I mean who knows, maybe they will add more party characters, but considering it only takes a second to port to camp to swap out, and the extra work that would be involved in basically redefining the entire set of combat mechanics, I just don't see this happening. Not to mention, most RPGs, 4 is the standard now. It was the standard in their previous games for DOS as well.
Posted By: Batagate68 Re: Party Size Discussion - 04/03/21 04:08 AM
maybe with mods this will be remedied, like in divinity original sin 2 where you can have everyone come with you if you want... makes for an interesting playthrough
Posted By: OcO Re: Party Size Discussion - 04/03/21 04:28 AM
Originally Posted by marajango
I believe the reason for them sticking to 4 characters is that their engine probably can't handle more than 4 players at once in co-op.

This^^^
Posted By: Pandemonica Re: Party Size Discussion - 04/03/21 06:10 AM
Originally Posted by Batagate68
maybe with mods this will be remedied, like in divinity original sin 2 where you can have everyone come with you if you want... makes for an interesting playthrough

There are already mods that offer this, that also disproves Marajangos point about the engine not being able to handle it. Pretty sure they are just maintaining existing standards for the majority of todays RPGs. 4 is pretty standard at this point.
Posted By: CJMPinger Re: Party Size Discussion - 04/03/21 06:10 AM
Originally Posted by OcO
Originally Posted by marajango
I believe the reason for them sticking to 4 characters is that their engine probably can't handle more than 4 players at once in co-op.

This^^^

Then just limit to 4 players but allow up to two to recruit a companion, that issue is solved?
Posted By: Pandemonica Re: Party Size Discussion - 04/03/21 06:11 AM
Originally Posted by CJMPinger
Originally Posted by OcO
Originally Posted by marajango
I believe the reason for them sticking to 4 characters is that their engine probably can't handle more than 4 players at once in co-op.

This^^^

Then just limit to 4 players but allow up to two to recruit a companion, that issue is solved?

No it really doesn't because then they would basically have to rework all the encounter mechanics for it.
Posted By: CJMPinger Re: Party Size Discussion - 04/03/21 06:19 AM
Originally Posted by Pandemonica
Originally Posted by CJMPinger
Originally Posted by OcO
Originally Posted by marajango
I believe the reason for them sticking to 4 characters is that their engine probably can't handle more than 4 players at once in co-op.

This^^^

Then just limit to 4 players but allow up to two to recruit a companion, that issue is solved?

No it really doesn't because then they would basically have to rework all the encounter mechanics for it.

Was talking about the issue of coop limited to 4 players.

Balancing they would only need to rework the second half of act 1, the part we can't reach yet. It would make what we have right now easier but that isn't too much an issue as long as later stuff is made with 6 characters in mind
Posted By: Maximuuus Re: Party Size Discussion - 04/03/21 08:06 AM
Seriously I'm laughing with this "4 is standard". There are not many more cRPG with party of 4 than with party of 5 or 6.

This is a very bad argument.

Anyway I don't have to read all this thread to know that I fully agree with OP.

Give us a party of 6 please !
(Or at least 5...)

More character = more action / turn
More character = more variety in party composition
More character = more interactions in dialogs
More character = more synergies on combats
More character = more story / quests
More character = more customization
...
Posted By: spectralhunter Re: Party Size Discussion - 04/03/21 08:09 AM
Originally Posted by Maximuuus
Seriously I'm laughing with this "4 is standard". There are not many more cRPG with party of 4 than with party of 5 or 6.

This is a very bad argument.

Anyway I don't have to read all this thread to inox that I fully agree with OP.

Give us a party of 6 please !
(Or at least 5...)

Four became the standard due to the growth of console gaming. There’s absolutely no other reason to reduce party size.

Six should be the standard for a D&D game. It’s the good sweet spot of being able to fulfill all party needs while providing flexibility of class choice.
Posted By: spectralhunter Re: Party Size Discussion - 04/03/21 08:18 AM
Originally Posted by Pandemonica
I mean I may be wrong, but I seriously doubt at this stage they are going to change party size. Because then they would have to totally redo all the engagements difficulty and the mechanics behind them. To most people, 4 is fine. I mean who knows, maybe they will add more party characters, but considering it only takes a second to port to camp to swap out, and the extra work that would be involved in basically redefining the entire set of combat mechanics, I just don't see this happening. Not to mention, most RPGs, 4 is the standard now. It was the standard in their previous games for DOS as well.

Companions will be locked out according to Larian so there will be a point in time you can’t just swap them out.

Four is only the standard due to the popularity of console gaming. Devs are always thinking how they can port their PC games to consoles.
Posted By: dotmats Re: Party Size Discussion - 04/03/21 08:56 AM
Also keep in mind that there are not many companions in BG3 - a party of 6 would use up most of them, meaning little variation between playthroughs. Larian went the TV/Cinema/Dragon Age route of a small group of special characters with well-defined personal stories, character arcs, side-quests etc., compared to BG1 and BG2's wider but (at least in terms of content) shallower pool of companions. Whether or not this was a mistake, it's too late to change course now.
Posted By: Naginata Re: Party Size Discussion - 04/03/21 09:13 AM
There will be MORE Companions Dotmats
Posted By: RagnarokCzD Re: Party Size Discussion - 04/03/21 09:14 AM
Originally Posted by marajango
I believe the reason for them sticking to 4 characters is that their engine probably can't handle more than 4 players at once in co-op.
And dont forget that there is split screen multiplayer planned ...
There isnt many games that would divide screen to more than 4 segments.

But, +1 agreed with OP, it would be nice.
Posted By: dotmats Re: Party Size Discussion - 04/03/21 09:17 AM
Quote
There will be MORE Companions Dotmats

As far as we know, just 3 more.

edit: for comparison, BG1 has over 20.
Posted By: RagnarokCzD Re: Party Size Discussion - 04/03/21 09:33 AM
Originally Posted by dotmats
Quote
There will be MORE Companions Dotmats

As far as we know, just 3 more.

edit: for comparison, BG1 has over 20.
+ mercenaries
Posted By: Tuco Re: Party Size Discussion - 04/03/21 09:45 AM
Originally Posted by marajango
I believe the reason for them sticking to 4 characters is that their engine probably can't handle more than 4 players at once in co-op.
The good news then is that it wouldn't need to.
It's not like expanding the party size limit would make mandatory to give each character to a different player... Or to fill the party in the first place.
Posted By: pageu Re: Party Size Discussion - 04/03/21 10:14 AM
Originally Posted by dotmats
Quote
There will be MORE Companions Dotmats

As far as we know, just 3 more.

edit: for comparison, BG1 has over 20.
You can't really compare BG1 companions to the ones from BG3. It's a different league of complexity. Quality over quantity, always.
Posted By: Maximuuus Re: Party Size Discussion - 04/03/21 10:24 AM
Originally Posted by pageu
Originally Posted by dotmats
Quote
There will be MORE Companions Dotmats

As far as we know, just 3 more.

edit: for comparison, BG1 has over 20.
You can't really compare BG1 companions to the ones from BG3. It's a different league of complexity. Quality over quantity, always.

BG1/2 companions were better on many points.
The only thing they didn't have was a side quest divided in chapters/act and the "origin/,playable as main characters thing" (which is only appealing in MP).

Quantity is objective. Quality is not at all.
Posted By: Dastan McKay Re: Party Size Discussion - 04/03/21 10:25 AM
Originally Posted by dotmats
Also keep in mind that there are not many companions in BG3 - a party of 6 would use up most of them
IMHO this is an argument for increasing party size, not against. Amount of content that is specific to an origin character is negligible in comparison to everything else. Thats why in DoS2 when I had to chose 4 out of 6 characters it ment that I'll never know the story of other 2.
Posted By: mr_planescapist Re: Party Size Discussion - 04/03/21 10:34 AM
Pathfinder: Wrath of the Righteous is another great game in Beta with party cap of 6 companions, turn base AND active/pause combat. D&D 3.75 (Pathfinder).
The number of available classes/kits/races is beyond amazing.
Dialogues seem great! Nice and LONG , lots of reading with tons of choices.
UI is sublime.
Portraits! Soundsets! Day/night! TONS of playable NPCs!

I give BG3 3 more months then Im out.

[Linked Image from i.ibb.co]
[Linked Image from i.ibb.co]
[Linked Image from i.ibb.co]
Posted By: pageu Re: Party Size Discussion - 04/03/21 10:35 AM
Originally Posted by Maximuuus
BG1/2 companions were better on many points.
The only thing they didn't have was a side quest divided in chapters/act and the "origin/,playable as main characters thing" (which is only appealing in MP).

Quantity is objective. Quality is not at all.

It's only your opinion, not a fact.

The fact is, that BG1 companions were in most cases only a portraits with attached set of sounds. Very little interactions, very little personal quests.

Obviously BG2 improved it a lot, but most of the companions didn't have any significant personal quests.
Posted By: Naginata Re: Party Size Discussion - 04/03/21 10:37 AM
Originally Posted by dotmats
Quote
There will be MORE Companions Dotmats

As far as we know, just 3 more.

edit: for comparison, BG1 has over 20.


Source?
Posted By: Maximuuus Re: Party Size Discussion - 04/03/21 10:47 AM
Originally Posted by pageu
Originally Posted by Maximuuus
BG1/2 companions were better on many points.
The only thing they didn't have was a side quest divided in chapters/act and the "origin/,playable as main characters thing" (which is only appealing in MP).

Quantity is objective. Quality is not at all.

It's only your opinion, not a fact.

The fact is, that BG1 companions were in most cases only a portraits with attached set of sounds. Very little interactions, very little personal quests.

Obviously BG2 improved it a lot, but most of the companions didn't have any significant personal quests.

Yes, such was your "quality over quantity".
Another fact for you : it was in 1998.

BG2 companions in any modern games wouldn't be less interresting than those in BG3.
Significant side quest does not make the quality.

That's only a Larianism to ONLY have origin characters/story from the beginning to the end of the game.

They could easily add companions that have shorter but interresting and less WTF stories/quests.
Posted By: marajango Re: Party Size Discussion - 04/03/21 10:47 AM
Originally Posted by Tuco
Originally Posted by marajango
I believe the reason for them sticking to 4 characters is that their engine probably can't handle more than 4 players at once in co-op.
The good news then is that it wouldn't need to.
It's not like expanding the party size limit would make mandatory to give each character to a different player... Or to fill the party in the first place.
True, but I don't believe that's how Larian thinks. They want to put huge emphasis of their marketing on "Play a full party with your friends!"
And they probably think people would get too easily bored in co-op if they had to wait for 5 other characters as well.

Just imagine this conversation between Larian and the player:

Larian: "You can play with your friends in co-op!"
Player: "Wow, cool! Party size is 6, right? So I can play with up to 5 friends?"
L: "Well... No. You can play with up to 3 friends, though."
P: "But that doesn't make sense. If I can have 6 characters in my party then why can I only play with a maximum of 3 friends?"
L: "Because our engine SUCKS, but we don't want to tell you that."
P: "Well, only allowing 4 player co-op in a game with a party size of 6 kinda makes it obvious."
L: "You are right. We probably should have sticked to a party size of 4 so we wouldn't have this conversation in the first place."
Posted By: pageu Re: Party Size Discussion - 04/03/21 11:02 AM
Originally Posted by Maximuuus
Yes.
Another fact for you : it was in 1998.

BG2 companions in any modern games wouldn't be less interresting than those in BG3.
Significant side quest does not make the quality.

That's only a Larianism to ONLY have origin characters/story from the beginning to the end of the game.

They could easily add companions that have shorter but interresting and less WTF stories/quests.

Of course it was in 1998.
But you said:
Quote
BG1/2 companions were better on many points.
You are directly comparing BG1/2 companions to the ones from BG3. And you said previous were better. No, they weren't. They were good in 1998, but aren't anymore in 2021.

Which exactly companion quests from BG1 you consider as a high quality ones? Any examples?
Posted By: dotmats Re: Party Size Discussion - 04/03/21 11:05 AM
Originally Posted by pageu
Originally Posted by dotmats
Quote
There will be MORE Companions Dotmats

As far as we know, just 3 more.

edit: for comparison, BG1 has over 20.
You can't really compare BG1 companions to the ones from BG3. It's a different league of complexity. Quality over quantity, always.

That was exactly my first comment...
Posted By: pageu Re: Party Size Discussion - 04/03/21 11:05 AM
Originally Posted by marajango
Originally Posted by Tuco
Originally Posted by marajango
I believe the reason for them sticking to 4 characters is that their engine probably can't handle more than 4 players at once in co-op.
The good news then is that it wouldn't need to.
It's not like expanding the party size limit would make mandatory to give each character to a different player... Or to fill the party in the first place.
(...)

Just imagine this conversation between Larian and the player:

Larian: "You can play with your friends in co-op!"
Player: "Wow, cool! Party size is 6, right? So I can play with up to 5 friends?"
(...)

I can tell you why. It's easier to gather 4 people willing to play than 6.
Posted By: pageu Re: Party Size Discussion - 04/03/21 11:08 AM
Originally Posted by dotmats
Originally Posted by pageu
Originally Posted by dotmats
Quote
There will be MORE Companions Dotmats

As far as we know, just 3 more.

edit: for comparison, BG1 has over 20.
You can't really compare BG1 companions to the ones from BG3. It's a different league of complexity. Quality over quantity, always.

That was exactly my first comment...
Oh, if I missed some previous posts and misunderstood your intentions I'm sorry.
... quick reading
... Yep, my fault. So we're on the same side.
Posted By: dotmats Re: Party Size Discussion - 04/03/21 11:12 AM
Originally Posted by Naginata
Originally Posted by dotmats
Quote
There will be MORE Companions Dotmats

As far as we know, just 3 more.

edit: for comparison, BG1 has over 20.


Source?

Depends if you're up for delving into datamining threads. Here's an image of the files: https://imgur.com/GrFYAee

Nothing confirmed, but I'd have expected to see more companions in the recent patch if there were much more in the oven - especially as Larian have already tweaked the current companions based on lukewarm feedback and, you would expect, would want other companions to have the same chance.
Posted By: Dexai Re: Party Size Discussion - 04/03/21 11:24 AM
Larian has said you will be able to set the party size to six at game release. This is currently perfectly feasible for the game, but requires save game editing, so there is no reason for Larian not to deliver on this promise in the end.

There's some justifiable reasons they might not want to make this available during testing phases, though, mainly balance issues and similar.
Posted By: dotmats Re: Party Size Discussion - 04/03/21 11:26 AM
Originally Posted by pageu
Oh, if I missed some previous posts and misunderstood your intentions I'm sorry.
... quick reading
... Yep, my fault. So we're on the same side.

No worries! smile

I'm either/or for more or less characters really, there're benefits to both. I would hope for a few more than the 8 we'll probably get (maybe 12?) with a little less effort for each, mostly because I feel the characters in BG3 are overwritten - too much backstory/ too many opinions/ too much emoting etc. Puts me in the passive mode of absorbing rather than imagining which is my preference (to a point). I guess I feel like they're better TV characters than game ones? Idk, kind of besides the point.

I feel the Origin system is the root of most of this tbh. Everyone is a protagonist > everyone needs lots and lots of writing (too much for a side character, and often quantity over quality at this scale) > there can/ should only be a small number of them > party of 4.

If I were an executive: No Origin system (no one expected it here) > companions are complex side characters > there can be more now > party of 6.
Posted By: pageu Re: Party Size Discussion - 04/03/21 11:35 AM
Originally Posted by dotmats
Originally Posted by pageu
Oh, if I missed some previous posts and misunderstood your intentions I'm sorry.
... quick reading
... Yep, my fault. So we're on the same side.

No worries! smile
(...)

I'm actually happy about origin system. Even though I'm not gonna play this way on my first couple of playthroughs it's a guarantee, that all companions will be at similar level of complexity and equally important. But I understand your point of view wink.
Posted By: marajango Re: Party Size Discussion - 04/03/21 11:38 AM
Originally Posted by pageu
Originally Posted by marajango
Originally Posted by Tuco
Originally Posted by marajango
I believe the reason for them sticking to 4 characters is that their engine probably can't handle more than 4 players at once in co-op.
The good news then is that it wouldn't need to.
It's not like expanding the party size limit would make mandatory to give each character to a different player... Or to fill the party in the first place.
(...)

Just imagine this conversation between Larian and the player:

Larian: "You can play with your friends in co-op!"
Player: "Wow, cool! Party size is 6, right? So I can play with up to 5 friends?"
(...)

I can tell you why. It's easier to gather 4 people willing to play than 6.
True, but the point I was trying to make were technical limitations. Not your personal social capabilities as a human being to gather friends around you.
Posted By: Maximuuus Re: Party Size Discussion - 04/03/21 11:42 AM
Originally Posted by Dexai
Larian has said you will be able to set the party size to six at game release. This is currently perfectly feasible for the game, but requires save game editing, so there is no reason for Larian not to deliver on this promise in the end.

There's some justifiable reasons they might not want to make this available during testing phases, though, mainly balance issues and similar.

Sources ? I only heard about mods, not official support.

It would be far more easy to balance the game with more companions.
All those bonus actions and cheesy things are necessary because we don't have enough things to do during combats with only 4 characters.

You cannot on the same time ask for them to remove advantages from highground/backstab or shove as an action, or... without asking them to increase the party size.
Combats would be even slower with a party of 4 and "a better implementation of the rules".
Posted By: marajango Re: Party Size Discussion - 04/03/21 11:49 AM
Originally Posted by Dexai
Larian has said you will be able to set the party size to six at game release. This is currently perfectly feasible for the game, but requires save game editing, so there is no reason for Larian not to deliver on this promise in the end.

There's some justifiable reasons they might not want to make this available during testing phases, though, mainly balance issues and similar.
I can't quite follow your logic here. Why would balancing be a reason to limit party size? In order to get balancing right they would actually need to unlock the maximum party size or else all the testing with an undersized party would make zero sense.
Or do you think the new maximum of 6 characters is for later chapters only?
Posted By: Dexai Re: Party Size Discussion - 04/03/21 12:03 PM
Originally Posted by Maximuuus
Originally Posted by Dexai
Larian has said you will be able to set the party size to six at game release. This is currently perfectly feasible for the game, but requires save game editing, so there is no reason for Larian not to deliver on this promise in the end.

There's some justifiable reasons they might not want to make this available during testing phases, though, mainly balance issues and similar.

Sources ? I only heard about mods, not official support.

I remembered it as being part of an AMA, but I can't find it now, so maybe I am misremembering it.


Originally Posted by marajango
Originally Posted by Dexai
Larian has said you will be able to set the party size to six at game release. This is currently perfectly feasible for the game, but requires save game editing, so there is no reason for Larian not to deliver on this promise in the end.

There's some justifiable reasons they might not want to make this available during testing phases, though, mainly balance issues and similar.
I can't quite follow your logic here. Why would balancing be a reason to limit party size? In order to get balancing right they would actually need to unlock the maximum party size or else all the testing with an undersized party would make zero sense.
Or do you think the new maximum of 6 characters is for later chapters only?

Because if they want to balance the game for a party of four and only allow people a bigger party as an option, they wouldn't want people playtesting it with a party of six.
Posted By: marajango Re: Party Size Discussion - 04/03/21 12:06 PM
Originally Posted by Dexai
Originally Posted by Maximuuus
Originally Posted by Dexai
Larian has said you will be able to set the party size to six at game release. This is currently perfectly feasible for the game, but requires save game editing, so there is no reason for Larian not to deliver on this promise in the end.

There's some justifiable reasons they might not want to make this available during testing phases, though, mainly balance issues and similar.

Sources ? I only heard about mods, not official support.

I remembered it as being part of an AMA, but I can't find it now, so maybe I am misremembering it.


Originally Posted by marajango
Originally Posted by Dexai
Larian has said you will be able to set the party size to six at game release. This is currently perfectly feasible for the game, but requires save game editing, so there is no reason for Larian not to deliver on this promise in the end.

There's some justifiable reasons they might not want to make this available during testing phases, though, mainly balance issues and similar.
I can't quite follow your logic here. Why would balancing be a reason to limit party size? In order to get balancing right they would actually need to unlock the maximum party size or else all the testing with an undersized party would make zero sense.
Or do you think the new maximum of 6 characters is for later chapters only?

Because if they want to balance the game for a party of four and only allow people a bigger party as an option, they wouldn't want people playtesting it with a party of six.
Ah ok. I couldn't get from your previous post that a party of 6 would be optional. I would still argue though that it would only help their efforts if they would allow players to properly test this feature before release.
Posted By: Naginata Re: Party Size Discussion - 04/03/21 01:53 PM
Originally Posted by dotmats
Originally Posted by Naginata
Originally Posted by dotmats
Quote
There will be MORE Companions Dotmats

As far as we know, just 3 more.

edit: for comparison, BG1 has over 20.


Source?

Depends if you're up for delving into datamining threads. Here's an image of the files: https://imgur.com/GrFYAee

Nothing confirmed, but I'd have expected to see more companions in the recent patch if there were much more in the oven - especially as Larian have already tweaked the current companions based on lukewarm feedback and, you would expect, would want other companions to have the same chance.

Ok thanks


Minsc is a ranger
What class would the other two be?
Posted By: nation Re: Party Size Discussion - 04/03/21 04:06 PM
not gonna lie - if datamining proves tru and their are only eight npc companions, id be pretty disappointed. i really liked the variety original bg games had with 25+ recruitable companions and even if we can recruit 'mercs' imho that still falls short of an actual npc companion.

as an aside, i also cant seem to shake the feeling that the reduced number of companions also has trickle down impact to other game design choices outside of just party size, (like party movement/control, encounter balancing, rest/camping mechanics, hyping of origin characters, emphasis on multiplayer features, investment in vo/mc - admittedly vo/mc arent necessarily high on my list of bg3 ea priorities relative to other gaming aspects, etc.) and not for the better
Posted By: Pandemonica Re: Party Size Discussion - 04/03/21 04:10 PM
Originally Posted by spectralhunter
Originally Posted by Pandemonica
I mean I may be wrong, but I seriously doubt at this stage they are going to change party size. Because then they would have to totally redo all the engagements difficulty and the mechanics behind them. To most people, 4 is fine. I mean who knows, maybe they will add more party characters, but considering it only takes a second to port to camp to swap out, and the extra work that would be involved in basically redefining the entire set of combat mechanics, I just don't see this happening. Not to mention, most RPGs, 4 is the standard now. It was the standard in their previous games for DOS as well.

Companions will be locked out according to Larian so there will be a point in time you can’t just swap them out.

Four is only the standard due to the popularity of console gaming. Devs are always thinking how they can port their PC games to consoles.

Maybe it is due to console, but it is still the standard. Also, I am a PC gamer for life, but we are not the major sales of any game. They will focus the development on what sells the most units which is console. I was just saying, that they have all the mechanics balanced for 4, I don't think they will backtrack and rejig all the mechanics for 5 or 6, especially 6. But hey I might be wrong. Just as long as they allow me to disable it in options, because I am just fine with 4. That has been what I have been using for over 10 years for all the other games. Not to mention, the fights in this game are so easy, I don't want them to make it even easier.
Posted By: spectralhunter Re: Party Size Discussion - 04/03/21 04:40 PM
Originally Posted by Pandemonica
Maybe it is due to console, but it is still the standard. Also, I am a PC gamer for life, but we are not the major sales of any game. They will focus the development on what sells the most units which is console. I was just saying, that they have all the mechanics balanced for 4, I don't think they will backtrack and rejig all the mechanics for 5 or 6, especially 6. But hey I might be wrong. Just as long as they allow me to disable it in options, because I am just fine with 4. That has been what I have been using for over 10 years for all the other games. Not to mention, the fights in this game are so easy, I don't want them to make it even easier.

The irony is, all the balancing issues are the result of Larian homebrew. The four characters work like 6-8 characters because Larian ignores a lot of action economy/advantage balancing. If they just decided to stick with 5e rules, you could increase the party size without compromising balance.
Posted By: Maximuuus Re: Party Size Discussion - 04/03/21 04:53 PM
Originally Posted by spectralhunter
Originally Posted by Pandemonica
Maybe it is due to console, but it is still the standard. Also, I am a PC gamer for life, but we are not the major sales of any game. They will focus the development on what sells the most units which is console. I was just saying, that they have all the mechanics balanced for 4, I don't think they will backtrack and rejig all the mechanics for 5 or 6, especially 6. But hey I might be wrong. Just as long as they allow me to disable it in options, because I am just fine with 4. That has been what I have been using for over 10 years for all the other games. Not to mention, the fights in this game are so easy, I don't want them to make it even easier.

The irony is, all the balancing issues are the result of Larian homebrew. The four characters work like 6-8 characters because Larian ignores a lot of action economy/advantage balancing. If they just decided to stick with 5e rules, you could increase the party size without compromising balance.

We should probably say that it would lead to a better balance and a game in which we play more and watch less...
Posted By: kanisatha Re: Party Size Discussion - 04/03/21 06:29 PM
For me, a lot of this discussion about party size in other RPGs misses the point. My strong preference for six is very specific to this game, because this is a D&D game. When an RPG's system has very few "classes" and/or classes are weak or nonexistent, then a party size of four is fine (ex. Dragon Age, D:OS). But when you have a very deep and robust class system with a large number of uniquely-defined classes and then even subclasses and archtypes and the like, as you do in D&D, a party size of four is extremely limiting in my ability to fully enjoy that deep and robust class system. So it is very specifically with a party-based D&D game that I want and expect that larger party size.
Posted By: Pandemonica Re: Party Size Discussion - 04/03/21 09:36 PM
What I really don't understand is this, the game from the beginning has shown up front that it is 4 party team. It isn't like they tried to hide it. It was in all their play demos, write ups, etc. Everyone knew this when they bought the game, or I mean should have if they had actually watched any video on the game before hand. So I just don't get why they should be expected to totally redesign the combat, and the gameplay to satisfy some players that knew what the game was about when they bought it? Whether a 5 or 6 party team is more D&D (which is arguable because on one side people are saying they want 5e rules, but everything I have read about 5e, it is targeted for a 3-5 party team), Larian NEVER advertised the game for anything other than a group of 4. I mean even the 5e gm guide states that it is focused for 3-5 players. So where does 6 come from? Because the BG game made 20 years ago had it? So that means every game associated to it (which btw, BG2 I believe was using 2e which is apples to oranges different than 5e, where a 6 party was necessary back then).

SO which is it, do you want the game to follow the 5e ruleset or the 2e ruleset? So if Larian is following the average of 3-5 players for a 5e ruleset, splits it down the middle and gives the players a group of 4, somehow that is taken as completely wrong and should be totally redefined to match the average group of 2 editions ago (I know it is actually 3, but I think most people want to act like 4e never happened) because...reasons?
Posted By: Tuco Re: Party Size Discussion - 04/03/21 10:00 PM
"Totally redesign the combat".
Holy fucking Christ, could you be any more disingenuous if you tried?

And it's not like these talking points weren't already been discussed to death (and return) for the past months and dozens of pages, anyway.
Posted By: Maximuuus Re: Party Size Discussion - 04/03/21 10:37 PM
Originally Posted by Pandemonica
What I really don't understand is this, the game from the beginning has shown up front that it is 4 party team. It isn't like they tried to hide it. It was in all their play demos, write ups, etc. Everyone knew this when they bought the game, or I mean should have if they had actually watched any video on the game before hand. So I just don't get why they should be expected to totally redesign the combat, and the gameplay to satisfy some players that knew what the game was about when they bought it? Whether a 5 or 6 party team is more D&D (which is arguable because on one side people are saying they want 5e rules, but everything I have read about 5e, it is targeted for a 3-5 party team), Larian NEVER advertised the game for anything other than a group of 4. I mean even the 5e gm guide states that it is focused for 3-5 players. So where does 6 come from? Because the BG game made 20 years ago had it? So that means every game associated to it (which btw, BG2 I believe was using 2e which is apples to oranges different than 5e, where a 6 party was necessary back then).

SO which is it, do you want the game to follow the 5e ruleset or the 2e ruleset? So if Larian is following the average of 3-5 players for a 5e ruleset, splits it down the middle and gives the players a group of 4, somehow that is taken as completely wrong and should be totally redefined to match the average group of 2 editions ago (I know it is actually 3, but I think most people want to act like 4e never happened) because...reasons?

Maybe because 38-45% of players aren't satisified with a party of 4 while 62-55 are "satisfied" ?

"Ho but the majority...!!"
Should have read the comments while we had those discussions monthes ago.
While being unsatisfied is pretty clear... Being satisfied doesn't mean you wouldn't be with something else.

Many players asked for a party of 5 even in players that voted for "satisfied".

Sources :
https://forums.larian.com/ubbthread...Sludge+khalid&Search=true#Post712741

Redesign everything... Seriously...
They already have to "redesign" everything due to this wtf difficulty level ("we will add a lone wolf mode because we know players like it" => "oh no don't worry, we could already solo it...")
Posted By: Pandemonica Re: Party Size Discussion - 04/03/21 11:14 PM
Originally Posted by Maximuuus
Maybe because 38-45% of players aren't satisified with a party of 4 while 62-55 are "satisfied" ?

"Ho but the majority...!!"
Should have read the comments while we had those discussions monthes ago.
While being unsatisfied is pretty clear... Being satisfied doesn't mean you wouldn't be with something else.

Many players asked for a party of 5 even in players that voted for "satisfied".

Sources :
https://forums.larian.com/ubbthread...Sludge+khalid&Search=true#Post712741

Redesign everything... Seriously...
They already have to "redesign" everything due to this wtf difficulty level ("we will add a lone wolf mode because we know players like it" => "oh no don't worry, we could already solo it...")

The only way to state with accuracy what number of players aren't "satisfied" is to place an in game poll (or even the number that feel passionately about 5 being the party number), not some poll in an open forum, which MAYBE represents 15-20% of the players if that. I mean the idea that 38-45% of the players in the game are on these forums, is just really not even close to accurate. You can go on about the "majority" all you want, but it is the truth. I mean just by going with the numbers of registered purchasers of this game from Steam alone is over 1m people, that is not even including GOG. Pretty sure there is not even a fraction of that on these boards. Not to mention, not everyone on these boards even VOTED in the survey. So please excuse me if I think you 38-45% is suspect.

I mean I am sure there are people that feel the same as you do, but to say that there is 45% of over 1m+ players...I mean are you serious?

Also, if you think this game is difficult, all I can say is don't play Pathfinder. Or if you think it is TOO easy, than wtf do we need a 5th or 6th party member for?
Posted By: mrfuji3 Re: Party Size Discussion - 04/03/21 11:26 PM
Originally Posted by Pandemonica
Or if you think [this game] is TOO easy, than wtf do we need a 5th or 6th party member for?
For fun?
So we can more easily interact with multiple companions, especially if Larian does a DOS2 and kills off all the ones we don't choose?
To have more flexibility in party compositions?
So that more time in combat is spent playing the game instead of waiting for enemies to take turns?
Any of the above reasons alone is enough to want a 5- or 6-person party.
Posted By: Tuco Re: Party Size Discussion - 04/03/21 11:32 PM
Originally Posted by mrfuji3
Originally Posted by Pandemonica
Or if you think [this game] is TOO easy, than wtf do we need a 5th or 6th party member for?
For fun?
So we can more easily interact with multiple companions, especially if Larian does a DOS2 and kills off all the ones we don't choose?
To have more flexibility in party compositions?
So that more time in combat is spent playing the game instead of waiting for enemies to take turns?
Any of the above reasons alone is enough to want a 5- or 6-person party.
Exactly.
Incidentally ALSO stuff that was already argued a couple hundred times in the past pages of this very same thread (well, on the past pages of the several threads that compose this one, more accurately).
Posted By: Maximuuus Re: Party Size Discussion - 05/03/21 06:31 AM
Originally Posted by Pandemonica
Originally Posted by Maximuuus
Maybe because 38-45% of players aren't satisified with a party of 4 while 62-55 are "satisfied" ?

"Ho but the majority...!!"
Should have read the comments while we had those discussions monthes ago.
While being unsatisfied is pretty clear... Being satisfied doesn't mean you wouldn't be with something else.

Many players asked for a party of 5 even in players that voted for "satisfied".

Sources :
https://forums.larian.com/ubbthread...Sludge+khalid&Search=true#Post712741

Redesign everything... Seriously...
They already have to "redesign" everything due to this wtf difficulty level ("we will add a lone wolf mode because we know players like it" => "oh no don't worry, we could already solo it...")

The only way to state with accuracy what number of players aren't "satisfied" is to place an in game poll (or even the number that feel passionately about 5 being the party number), not some poll in an open forum, which MAYBE represents 15-20% of the players if that. I mean the idea that 38-45% of the players in the game are on these forums, is just really not even close to accurate. You can go on about the "majority" all you want, but it is the truth. I mean just by going with the numbers of registered purchasers of this game from Steam alone is over 1m people, that is not even including GOG. Pretty sure there is not even a fraction of that on these boards. Not to mention, not everyone on these boards even VOTED in the survey. So please excuse me if I think you 38-45% is suspect.

I mean I am sure there are people that feel the same as you do, but to say that there is 45% of over 1m+ players...I mean are you serious?

Also, if you think this game is difficult, all I can say is don't play Pathfinder. Or if you think it is TOO easy, than wtf do we need a 5th or 6th party member for?

Do you know how sample works ?
Posted By: kanisatha Re: Party Size Discussion - 05/03/21 03:44 PM
Originally Posted by mrfuji3
Originally Posted by Pandemonica
Or if you think [this game] is TOO easy, than wtf do we need a 5th or 6th party member for?
For fun?
So we can more easily interact with multiple companions, especially if Larian does a DOS2 and kills off all the ones we don't choose?
To have more flexibility in party compositions?
So that more time in combat is spent playing the game instead of waiting for enemies to take turns?
Any of the above reasons alone is enough to want a 5- or 6-person party.
A huge +1 to all of this.
Posted By: Pandemonica Re: Party Size Discussion - 05/03/21 04:46 PM
Originally Posted by Maximuuus
Originally Posted by Pandemonica
Originally Posted by Maximuuus
Maybe because 38-45% of players aren't satisified with a party of 4 while 62-55 are "satisfied" ?

"Ho but the majority...!!"
Should have read the comments while we had those discussions monthes ago.
While being unsatisfied is pretty clear... Being satisfied doesn't mean you wouldn't be with something else.

Many players asked for a party of 5 even in players that voted for "satisfied".

Sources :
https://forums.larian.com/ubbthread...Sludge+khalid&Search=true#Post712741

Redesign everything... Seriously...
They already have to "redesign" everything due to this wtf difficulty level ("we will add a lone wolf mode because we know players like it" => "oh no don't worry, we could already solo it...")

The only way to state with accuracy what number of players aren't "satisfied" is to place an in game poll (or even the number that feel passionately about 5 being the party number), not some poll in an open forum, which MAYBE represents 15-20% of the players if that. I mean the idea that 38-45% of the players in the game are on these forums, is just really not even close to accurate. You can go on about the "majority" all you want, but it is the truth. I mean just by going with the numbers of registered purchasers of this game from Steam alone is over 1m people, that is not even including GOG. Pretty sure there is not even a fraction of that on these boards. Not to mention, not everyone on these boards even VOTED in the survey. So please excuse me if I think you 38-45% is suspect.

I mean I am sure there are people that feel the same as you do, but to say that there is 45% of over 1m+ players...I mean are you serious?

Also, if you think this game is difficult, all I can say is don't play Pathfinder. Or if you think it is TOO easy, than wtf do we need a 5th or 6th party member for?

Do you know how sample works ?
A sample is worthless when it is not a sterile sample. Also, a 1k sample for a game of over 1m+ players, is hardly a sample. If it was around 10k-15k I would think it a little respectable. I mean it seems some others can't figure out how a sample works when comparing review scores of 8 people and over 33k people soooo.
Posted By: Pandemonica Re: Party Size Discussion - 05/03/21 04:47 PM
Originally Posted by Tuco
Originally Posted by mrfuji3
Originally Posted by Pandemonica
Or if you think [this game] is TOO easy, than wtf do we need a 5th or 6th party member for?
For fun?
So we can more easily interact with multiple companions, especially if Larian does a DOS2 and kills off all the ones we don't choose?
To have more flexibility in party compositions?
So that more time in combat is spent playing the game instead of waiting for enemies to take turns?
Any of the above reasons alone is enough to want a 5- or 6-person party.
Exactly.
Incidentally ALSO stuff that was already argued a couple hundred times in the past pages of this very same thread (well, on the past pages of the several threads that compose this one, more accurately).

Yes by the same group of people...Shall we count how many actual posters have posted in this thread over the reposts of a sub group of people?
Posted By: mrfuji3 Re: Party Size Discussion - 05/03/21 05:46 PM
Originally Posted by Pandemonica
A sample is worthless when it is not a sterile sample. Also, a 1k sample for a game of over 1m+ players, is hardly a sample. If it was around 10k-15k I would think it a little respectable. I mean it seems some others can't figure out how a sample works when comparing review scores of 8 people and over 33k people soooo.
Idk how true these are, but the first 10 pages of Google results all say that a sample size of 1k is perfectly fine for over 1m+ players. These results use the statistics presented on the Sample Size Determination wikipedia page.

Originally Posted by Pandemonica
Originally Posted by Tuco
Exactly.
Incidentally ALSO stuff that was already argued a couple hundred times in the past pages of this very same thread (well, on the past pages of the several threads that compose this one, more accurately).

Yes by the same group of people...Shall we count how many actual posters have posted in this thread over the reposts of a sub group of people?
The same could be said about people arguing against a 6-person party. Shall we count how many people ITT have argued against 6-person party vs for?

Going back 9 pages, there are 31 different people explicitly arguing for a larger party size, with slightly more than 3 entirely new posters each page. Extrapolating backward, even conservatively (assuming 2 instead of 3 new posters per page), this results in ~100+ different posters.

Going back 9 pages, there are 7 different posters explicitly against a 6 person party. And of those 7 posters, 4 are arguing against it because the game is already too easy, and 1 because combats are currently so slow. Both of these problems are fixed by Larian re-balancing the game, difficulty settings, and/or improving enemy speeds, and thus would address the issues these posters have with an optional party size. This leaves 2 posters against a larger party size by itself, which extrapolating backward (generously), results in ~10 posters categorically against a larger party size ITT.
Posted By: nation Re: Party Size Discussion - 05/03/21 05:56 PM
double^ respectfully, keep trolling, derailing, and dismissing anyone that doesnt share your viewpoint fam instead of arguing the merits of 6 v 4 person party. 46 pages and counting.

admittedly we are on opposite sides of this particular topic and at this stage given larians communication/panel discussion i would agree that the likelihood of a 6person party diminishes daily, but seriously, and my apologies in advance to the mods for any 'venting/snarkiness' that may bleed out here, but i feel like the majority of all ~290 of your posts within the last month of joining have been of a similar vein of just 'pooh poohing' any feedback that you dont agree with and it comes off that you are just here to argue in bad faith. furthermore, i see a number of your responses include comments along the lines of 'well if they changed xyz, i personally wouldnt mind/would support the change - but its larians game so they are going to do what they want' which is extremely frustrating when trying to discuss suggestions/feedback for an ea build that larian themselves asked for when first launching early access.

now feel free to continue posting and sharing your feedback, all welcome, but you weaken your position and credibility when exhibiting the above behavior. tbh, ive actually wanted to respond and say this for a number of your posts now, but didnt want to create any forum drama, but its really getting to the point where it seems that you are just running interference for larian/the devs or just...because? its odd flexing.
Posted By: Vortex138 Re: Party Size Discussion - 05/03/21 06:00 PM
Not sure if this has been mentioned already (there are a lot of pages to this discussion), if so I apologize.

Let me start off by saying that I would like at LEAST a 5 party member band, but 6 would be phenomenal. That said. Anyone who has DM'd their own PnP game know that the party size influences A LOT of what happens in the game. Everything from encounters to loot to gold gained for those encounters. If an encounter is easy, you don't want to reward the group for just walking through your campaign. The more players you have, the more modifications you need in an encounter to balance it out. If that encounter is overcome, then the more experience, loot and gold that is gained from said encounter.

An example of this would be the owlbear. Right now, that is a challenging encounter. Add 2 more players, and that challenge rating drops exponentially. So in that case, the encounter would have to be modified with the owlbear doing more damage, having increased hit points, possibly even including more enemies in the encounter, just to balance it out. This would also mean more experience for your characters, which means they level up faster, which means every other encounter in the game would need to be modified so that when you are reach further in the game, you are, once again, not walking all over the enemies and getting handsomely rewarded for it.

Can this be done? Of course. But it requires planning, coding and modifications to the game which they need to be able to focus on. Larian may very well be doing just that, but it's going to take time. In essence, it's a wait and see what happens scenario. I have a feeling that even after launch there will still be more tweaking and modifications made by Larian themselves, simply due to sheer scope of what D&D is.
Posted By: spectralhunter Re: Party Size Discussion - 05/03/21 06:27 PM
Originally Posted by Vortex138
Not sure if this has been mentioned already (there are a lot of pages to this discussion), if so I apologize.

Let me start off by saying that I would like at LEAST a 5 party member band, but 6 would be phenomenal. That said. Anyone who has DM'd their own PnP game know that the party size influences A LOT of what happens in the game. Everything from encounters to loot to gold gained for those encounters. If an encounter is easy, you don't want to reward the group for just walking through your campaign. The more players you have, the more modifications you need in an encounter to balance it out. If that encounter is overcome, then the more experience, loot and gold that is gained from said encounter.

An example of this would be the owlbear. Right now, that is a challenging encounter. Add 2 more players, and that challenge rating drops exponentially. So in that case, the encounter would have to be modified with the owlbear doing more damage, having increased hit points, possibly even including more enemies in the encounter, just to balance it out. This would also mean more experience for your characters, which means they level up faster, which means every other encounter in the game would need to be modified so that when you are reach further in the game, you are, once again, not walking all over the enemies and getting handsomely rewarded for it.

Can this be done? Of course. But it requires planning, coding and modifications to the game which they need to be able to focus on. Larian may very well be doing just that, but it's going to take time. In essence, it's a wait and see what happens scenario. I have a feeling that even after launch there will still be more tweaking and modifications made by Larian themselves, simply due to sheer scope of what D&D is.

Very true what you said. I’ll offer a counterpoint even though I agree with you.

Expanding the party size to six will work IF Larian starts removing most or all of their nonsensical homebrew systems like backstab, height advantage, surface effects, barrelmancy, action economy. Because all those things are in place, our four characters act like 6-8.

Why? Take height advantage which is two rolls and taking the best roll. If we didn’t have that, you’d roughly need two characters to achieve a similar result. I say roughly since it’s not exactly the same but hopefully you understand my point.

Backstab is the same. All the explosives act like AoE which again can damage multiple monsters with one attack.

Remove them and then you can have more party members with less impact on balance. And having more party members also means spreading out magic items and more expenses to equip each member.

I thought Larian wanted players to have more actions. You can with more party members without resorting to breaking 5e rules. And more party members means more roleplay banter and diversity in party composition.
Posted By: Vortex138 Re: Party Size Discussion - 05/03/21 07:09 PM
Originally Posted by spectralhunter
Originally Posted by Vortex138
Not sure if this has been mentioned already (there are a lot of pages to this discussion), if so I apologize.

Let me start off by saying that I would like at LEAST a 5 party member band, but 6 would be phenomenal. That said. Anyone who has DM'd their own PnP game know that the party size influences A LOT of what happens in the game. Everything from encounters to loot to gold gained for those encounters. If an encounter is easy, you don't want to reward the group for just walking through your campaign. The more players you have, the more modifications you need in an encounter to balance it out. If that encounter is overcome, then the more experience, loot and gold that is gained from said encounter.

An example of this would be the owlbear. Right now, that is a challenging encounter. Add 2 more players, and that challenge rating drops exponentially. So in that case, the encounter would have to be modified with the owlbear doing more damage, having increased hit points, possibly even including more enemies in the encounter, just to balance it out. This would also mean more experience for your characters, which means they level up faster, which means every other encounter in the game would need to be modified so that when you are reach further in the game, you are, once again, not walking all over the enemies and getting handsomely rewarded for it.

Can this be done? Of course. But it requires planning, coding and modifications to the game which they need to be able to focus on. Larian may very well be doing just that, but it's going to take time. In essence, it's a wait and see what happens scenario. I have a feeling that even after launch there will still be more tweaking and modifications made by Larian themselves, simply due to sheer scope of what D&D is.

Very true what you said. I’ll offer a counterpoint even though I agree with you.

Expanding the party size to six will work IF Larian starts removing most or all of their nonsensical homebrew systems like backstab, height advantage, surface effects, barrelmancy, action economy. Because all those things are in place, our four characters act like 6-8.

Why? Take height advantage which is two rolls and taking the best roll. If we didn’t have that, you’d roughly need two characters to achieve a similar result. I say roughly since it’s not exactly the same but hopefully you understand my point.

Backstab is the same. All the explosives act like AoE which again can damage multiple monsters with one attack.

Remove them and then you can have more party members with less impact on balance. And having more party members also means spreading out magic items and more expenses to equip each member.

I thought Larian wanted players to have more actions. You can with more party members without resorting to breaking 5e rules. And more party members means more roleplay banter and diversity in party composition.


I wish there was just a "Like" button. grin I agree with you 100% on this. The environment affects were pretty cool in DOS:2, but WAAAAYYY overdone. (In a fantasy setting where do all these bad guys get their hands on that much oil and what do they use if for, other than to be waiting bombs for their enemies?!?!) Some environment affects, sure. Water on the ground? Cone of Cold is cast, yea, it'll turn into ice, and make it dangerous for anyone moving through, very cool concept. Just don't have water, then everywhere. It's a unique system and can be implemented well.

The height advantage thing is also something that can be implemented in certain situations, but not all. Ranged weapons, sure, I can see incurring a small bonus (small reduction in AC similar to reverse cover), but not advantage. Magic, however shouldn't have advantage in this case. Wizards, clerics and the like aren't strategically trained enough to gain the benefit of high ground, so it should limited to martial type, fighter, ranger, etc. if implemented at all. (High ground advantage is not present in PnP for a reason) Advantage and disadvantage should be doled out sparingly.

Sneak attack from a rogue, yes, that incurs advantage, as it does in PnP. BUT, only if the rogue is striking from an unseen position or invisible. If there is a friendly within melee range, then extra damage is incurred, but not advantage on the attack. So the rogue would still need to hit to get the damage.
Posted By: Tuco Re: Party Size Discussion - 05/03/21 07:27 PM
Originally Posted by Pandemonica
Yes by the same group of people...Shall we count how many actual posters have posted in this thread over the reposts of a sub group of people?
Says the guy who's basically a one-man-army engaged in the relentless fight to oppose and silence ANY criticism across the entire forum.
Posted By: Vortex138 Re: Party Size Discussion - 05/03/21 07:39 PM
Originally Posted by mrfuji3
Originally Posted by Pandemonica
Or if you think [this game] is TOO easy, than wtf do we need a 5th or 6th party member for?
For fun?
So we can more easily interact with multiple companions, especially if Larian does a DOS2 and kills off all the ones we don't choose?
To have more flexibility in party compositions?
So that more time in combat is spent playing the game instead of waiting for enemies to take turns?
Any of the above reasons alone is enough to want a 5- or 6-person party.


Can't agree more. People play games for different reasons. Some like insane challenges, others like the story, character interaction, etc. Some like all the above. You can't please everyone, BUT you can make certain features be turned on/off, and have difficulty settings, so that players can experience it the way they want to. Again, my opinion though. smile
Posted By: Gustavo R Re: Party Size Discussion - 05/03/21 07:40 PM
I particularly like to play with only four characters. Imagine having to deal with a party of six with so many interface problems that the game has. But this is easy to implement with mods.
Posted By: The Old Soul Re: Party Size Discussion - 05/03/21 10:50 PM
Throwing my hat in the ring with two points that have long been important to me.

First of all, regardless of what that party size is, my choices of who to bring to any given part of the game, is going to be almost entirely if not literally entirely based on story reasoning. This is true of any game with choice of companions but especially true of highly story driven rpgs like this.

I'm not going to bring the wizard and fighter to fight the boss for the well designed loudout for the difficult fight, I'm going to bring Gale and Lae'zel to fight the boss because they both have some sort of personal history with them.
It never mattered what class my Shepherd was in Mass Effect, what the enemy type was going to be, or what combinations used the "detonation" mechanic. I brought Garrus on Garrus missions and Tali on Tali missions.

This has a serious significance on party size for a reason I feel is obvious. Fighting some boss it might be very important to bring a well designed party into the fight, with someone to tank, heal, deal with any "trash mobs" around, and someone to burn though that bosses health bar. Roles which would demand taking certain npcs. And I waltz into that boss fight with a team of 4 squishy casters, or 4 magic-lacking melee people, because that's what the story demanded. I fight this boss, or encounter, or whatever is going on on, effectively hindered because I'm playing the story and the party size wasn't big enough to maintain efficiency while doing so.


The 2nd poing is that while I understand the mechanical and balancing choice of a party size cap in a given game, it always feels stupid regardless.
Not because I think the balance choice itself is bad, but because of in-universe (story/cannonical) context.

In Mass Effect I had this team of highly capable soldiers, and I would go on a blatantly non-stealth mission, and only bring two of them. A few mission in the trilogy were "stealthy infiltration"-y but most of the time there was no good justification for not bringing the whole team.

Here in BG3 the same thing that happened to me in DoS 2 keeps happening. I meet some npc, who has a great reason to work with both me and the rest of my party, says "yea I'll join you, but only if there's no more than this many people around" and my immersion is immedieatly completely broken.

I mean seriously, I find this collection of people who all have tadpoles in their brains, and none of them are willing to do the only intelligent thing of working together as one big group until the problem is solved.
"So we both have worms in our head trying to turn us into monsters, as do all these other people, but instead of working with you or trying to solve this problem myself I'm just gonna go stand next to your campfire like a useless fool, because I can't count to 5."

I fully understand that a dev has to pick a party size to balance combat around, but for the story and these npc's to make any sense at all, shouldn't that party size be the number of companions available?

"Hey Gith lady, I know you said your people straight up have an established cure to this ailment we share, and you know of someone who can help us reach your people, making you obviously my best hope of getting through this alive, but I'm already a fighter and I'd rather bring a guy who tried to bite me in my sleep because he's a rogue, so go wait by the fire being useless."
Posted By: fylimar Re: Party Size Discussion - 08/03/21 07:58 AM
Originally Posted by mrfuji3
Originally Posted by Pandemonica
Or if you think [this game] is TOO easy, than wtf do we need a 5th or 6th party member for?
For fun?
So we can more easily interact with multiple companions, especially if Larian does a DOS2 and kills off all the ones we don't choose?
To have more flexibility in party compositions?
So that more time in combat is spent playing the game instead of waiting for enemies to take turns?
Any of the above reasons alone is enough to want a 5- or 6-person party.

I totally agree with it. For me more companions means more fun, more interactions and the ability to try out more classes and specs without constantly switching.
Posted By: Frumpkis Re: Party Size Discussion - 08/03/21 04:43 PM
Originally Posted by The Old Soul
First of all, regardless of what that party size is, my choices of who to bring to any given part of the game, is going to be almost entirely if not literally entirely based on story reasoning. This is true of any game with choice of companions but especially true of highly story driven rpgs like this.

I'm not going to bring the wizard and fighter to fight the boss for the well designed loudout for the difficult fight, I'm going to bring Gale and Lae'zel to fight the boss because they both have some sort of personal history with them.
It never mattered what class my Shepherd was in Mass Effect, what the enemy type was going to be, or what combinations used the "detonation" mechanic. I brought Garrus on Garrus missions and Tali on Tali missions.

Unless it's been changed recently, I think Larian has said that our choice of party members will be locked after Act 1. Presumably, the companions you don't choose will go their separate ways from camp to find a solution to the tadpole, and you'll carry your chosen 3 companions through the rest of the game.

This is similar to how DOS2 worked, so not surprising, but I know some people won't like it. I don't mind it myself, because it means I can form a closer bond with the chosen adventuring party. It also gives me a reason to play through a second or third time with different companions.

Quote
Here in BG3 the same thing that happened to me in DoS 2 keeps happening. I meet some npc, who has a great reason to work with both me and the rest of my party, says "yea I'll join you, but only if there's no more than this many people around" and my immersion is immedieatly completely broken.

If it's true that the party will be locked after Act 1, then we won't be seeing that kind of dialog after that point. There won't be any other companion choices after that.
Posted By: fylimar Re: Party Size Discussion - 08/03/21 05:00 PM
I hate the idea of having to choose 3 companions and loose the rest, I want to have choices. What kind of mechanism is that? I mean, I'm ok with loosing one or maybe two companions due to story or approval reasons (I think by the end of the game, Astarion will hate most of my characters, might as well sell him to Cazador and make some profit)., that happened in the old games too, but not all of the not active party members.
Posted By: spectralhunter Re: Party Size Discussion - 08/03/21 05:04 PM
Originally Posted by fylimar
I hate the idea of having to choose 3 companions and loose the rest, I want to have choices. What kind of mechanism is that? I mean, I'm ok with loosing one or maybe two companions due to story or approval reasons (I think by the end of the game, Astarion will hate most of my characters, might as well sell him to Cazador and make some profit)., that happened in the old games too, but not all of the not active party members.

I don’t like it either.

But it might be that the ones you don’t choose become your adversaries. Now that would be nice. I wouldn’t mind justifying killing some of my companions other than just being a murder hobo. I could see Asterion and Gale choosing to keep the tadpole to enrich their power.

Or for evil characters, the lost companions will want to stop the evil character from gaining godlike power.
Posted By: kanisatha Re: Party Size Discussion - 08/03/21 05:25 PM
Originally Posted by fylimar
I hate the idea of having to choose 3 companions and loose the rest, I want to have choices. What kind of mechanism is that? I mean, I'm ok with loosing one or maybe two companions due to story or approval reasons (I think by the end of the game, Astarion will hate most of my characters, might as well sell him to Cazador and make some profit)., that happened in the old games too, but not all of the not active party members.
Yeah this feature alone is a dealbreaker for me with this game. If it remains in the final game, I would play the game only if there is a mod available that completely trashes this utterly ridiculous and unjustifiable feature.
Posted By: Vortex138 Re: Party Size Discussion - 08/03/21 06:01 PM
I'm sure there will be a mod after release, just like for DOS:2. This is the one thing that I didn't like about the starting party members. They are essentially all evil (except Gale, but even he has some certain "tendencies" due t his condition). Normally the first playthrough on an RPG game, I play a paladin, or something similar. Tanking, healing, pretty much survival until I get the hang of the game and it's mechanics. Imagine a paladin with this group of companions... TPK the first night at camp. :P

Anyway. I hope that they expand the number of companions so that you could have a "good" party. With current companions, that doesn't seem likely.
Posted By: Frumpkis Re: Party Size Discussion - 08/03/21 06:31 PM
Originally Posted by Vortex138
IThis is the one thing that I didn't like about the starting party members. They are essentially all evil (except Gale, but even he has some certain "tendencies" due t his condition).

Is Lae'zel evil? She's an arrogant githyanki racial supremacist, but I'm not sure she's evil. She usually responds positively to "good" player actions as long as they don't imply weakness. That's her thing; she's basically a Darwinian. She disapproves of trying to save the Tieflings in the Druid grove because she thinks the weak should perish if they can't defend themselves. It's consistent with her martial philosophy. I'm not sure that's actually evil. It's like saying the Spartans in the ancient world were evil.

Quote
Anyway. I hope that they expand the number of companions so that you could have a "good" party. With current companions, that doesn't seem likely.

Somewhere I think a Larian dev has said they wanted a mostly Evil companion set at first, to try pushing the player into exploring more than the usual Good type of party. Not sure that's working out, but we should see at least a few more Good-aligned companions in Act 1 eventually.
Posted By: spectralhunter Re: Party Size Discussion - 08/03/21 06:35 PM
Originally Posted by Frumpkis
Originally Posted by Vortex138
IThis is the one thing that I didn't like about the starting party members. They are essentially all evil (except Gale, but even he has some certain "tendencies" due t his condition).

Is Lae'zel evil? She's an arrogant githyanki racial supremacist, but I'm not sure she's evil. She usually responds positively to "good" player actions as long as they don't imply weakness. That's her thing; she's basically a Darwinian. She disapproves of trying to save the Tieflings in the Druid grove because she thinks the weak should perish if they can't defend themselves. It's consistent with her martial philosophy. I'm not sure that's actually evil. It's like saying the Spartans in the ancient world were evil.

Quote
Anyway. I hope that they expand the number of companions so that you could have a "good" party. With current companions, that doesn't seem likely.

Somewhere I think a Larian dev has said they wanted a mostly Evil companion set at first, to try pushing the player into exploring more than the usual Good type of party. Not sure that's working out, but we should see at least a few more Good-aligned companions in Act 1 eventually.

She’s probably evil. She only acts nice right now because she needs the character to find a cure. Otherwise she’d be like the other githyanki who basically consider all other races as lesser and will execute them on the spot if they resist their authority in any way. She is Lawful Evil but just being pragmatic for now.
Posted By: Dexai Re: Party Size Discussion - 08/03/21 09:15 PM
Originally Posted by Frumpkis
Originally Posted by Vortex138
IThis is the one thing that I didn't like about the starting party members. They are essentially all evil (except Gale, but even he has some certain "tendencies" due t his condition).

Is Lae'zel evil? She's an arrogant githyanki racial supremacist, but I'm not sure she's evil. She usually responds positively to "good" player actions as long as they don't imply weakness. That's her thing; she's basically a Darwinian. She disapproves of trying to save the Tieflings in the Druid grove because she thinks the weak should perish if they can't defend themselves. It's consistent with her martial philosophy. I'm not sure that's actually evil. It's like saying the Spartans in the ancient world were evil.

Yes, she is evil. Those are all evil traits.
Posted By: Rabbitman Re: Party Size Discussion - 08/03/21 10:09 PM
Githyanki: I'm one of the old-time 1970-1980s pen and paper D&D players, and Githyanki are a Lawful Evil race.

That said, with the current companions available it is very difficult to create a viable 4-person party. You are stuck with certain choices--you pretty much HAVE to bring the vampire rogue, unless you roll a rogue, and you HAVE to bring the sassy cleric (unless you roll...) and same for the Gith fighter. A 5 person party would give you a lot more choices as to what you wish to bring. Larian added Druids, which required a lot of game rework, but didn't necessarily solve the "4 person party" conundrum. A Paladin class might have, thus eliminating the need for the Warrior and/or the Cleric.

How about next patch you do a bunch of game rework and re-balance the encounters for a 5 person party?
Posted By: Frumpkis Re: Party Size Discussion - 09/03/21 02:27 AM
Originally Posted by Rabbitman
Githyanki: I'm one of the old-time 1970-1980s pen and paper D&D players, and Githyanki are a Lawful Evil race.

She fits that for sure, but it's odd that she responds positively so often to "good" player choices, as long as it's not in the narrow realm of strong vs. weak. This is where the traditional DnD good-evil alignment breaks down, I think. I don't see Spartans as evil, and that's basically what she is.

Quote
That said, with the current companions available it is very difficult to create a viable 4-person party.

Well, at least the current game design removes the need for one leg of the classic Holy Trinity, a healer class. There are enough potions and the food mechanic that a healer isn't needed in the party. That allows some flexibility in whether to take Shadowheart or not as an off-tank and healer.

Quote
How about next patch you do a bunch of game rework and re-balance the encounters for a 5 person party?

Unlikely, I think. I'm sure it's been said before, but the combat encounters just aren't designed for it. Not just the need to boost the enemy with more numbers or strength to avoid making it too easy with a larger party. It's the design of the areas where major combats take place. There just isn't enough room. The entire game world in Act 1 is designed to fit an adventure party of 4 and enough enemies to make it challenging. Modders can increase the number in the party, but they can't increase the size of the maps to allow the room for a larger party and more enemies.
Posted By: grysqrl Re: Party Size Discussion - 09/03/21 02:46 AM
This probably won't be the most popular opinion here, but I prefer a four-person party over six. This is mostly because I don't want to manage that many characters - both from a mechanical perspective (dealing with gear and inventory, picking spells, etc.) and from a story perspective. I want to focus on a characters. In my ideal world, I wouldn't actually have direct control over the companions - I could interact with them and form a plan together, but how they execute that plan (and whether they even stick to the plan) would be entirely up to them and their personality. I like playing from the perspective of my character - not an entire party.

In addition, I rather enjoy having a party that isn't well-rounded. If the tools we have available are restricted, we have to get more creative in the ways that we solve problems - this is a good thing (assuming the game is structured in a way that is sufficiently flexible). If I can have access to everything in one party, that removes some of the more interesting choices I have to make. I'm all for burning bridges and jettisoning companions after act 1 - this dramatically improves replayability.
Posted By: Dexai Re: Party Size Discussion - 09/03/21 10:11 AM
I mean. I don't like assigning DnD alignments like Good and Evil to real world people but if Spartan society had been an FR culture it would totally have been an Evil society.
Posted By: Maximuuus Re: Party Size Discussion - 09/03/21 11:33 AM
Originally Posted by grysqrl
In addition, I rather enjoy having a party that isn't well-rounded. If the tools we have available are restricted, we have to get more creative in the ways that we solve problems - this is a good thing (assuming the game is structured in a way that is sufficiently flexible). If I can have access to everything in one party, that removes some of the more interesting choices I have to make. I'm all for burning bridges and jettisoning companions after act 1 - this dramatically improves replayability.

More creative in a system that limit your creativity a lot* smile

My biggest fear is that we couldn't really have choices in the final game...

With such a limited numbers of companions (let's say 8 as assumed by dataminer), whatever the party size the replayability will nearly stick to "good playthrough"/"evil playthrough" while your main character is probably going to have a class companions do not have instead of something you really like.

Want a pure evil playtrough ? Don't play a rogue or a fighter because you'll have one as companion.

With 6 (or maybe 5) characters in your party you don't really care if you have 2 rogues.
Posted By: kanisatha Re: Party Size Discussion - 09/03/21 02:02 PM
@Frumpkis, I agree with you about the specific word "evil" in relation to the real world. But @Dexai is correct that we should look at this from the pov of the labels used in the FR setting and lore. And in that (FR setting) context for me, the bottom line is that regardless of whatever label you assign to the current five companions, three of them are automatically out for me based on my FR-context wish to play exclusively good-aligned characters and where my party members should also be mostly good-aligned (though maybe one neutral member would be okay). But absolutely no evil-aligned, so Lae'zel, Astarion, and SH are automatically out (and may even get killed off by me). Furthermore, I also will only be playing this game with a mod that increases party size to six, because for me that also is "standard" for a BG game. And lastly, I refuse to use generic "mercenaries" in a game like this.

So you add up all of the above and what I need is a minimum of FIVE good-aligned companions (or at least 3 good-aligned and 2 neutral-aligned) for this game to be playable for me.
Posted By: nation Re: Party Size Discussion - 09/03/21 02:44 PM
Originally Posted by grysqrl
If I can have access to everything in one party, that removes some of the more interesting choices I have to make.
ive seen comments like this a lot too - but i really dont see how this tracks. How would having 'access to everything in one party' also 'remove some of the more interesting choices'? the player still decides what choices they are making - i dont see how an increased party size would restrict a players decision making or limit their options. if anything, you would have more tools in your bag to tackle different encounters and scenarios. (id even argue youd have more tools so the player wouldnt need to rely or fallback on more of the 'cheese' or exploit like tactics currently in bg3's ea build, but thats an aside)

even moreso (although tbh idk about getting my hopes up for this), if larian plans on having additional origin/npc/merc companions, ideally varied by class/race/alignment-personality/etc., then even with a party size of 6, the player will still run into scenarios where they will need to make 'more interesting choices' regarding which party members among a large cast they will be taking on the day's adventure.

+1 on getting more info regarding the act/companion locks post act 1 tho, altho i think we are on opposite sides of the fence here too - idk if 'burning bridges and jettisoning companions' post act 1 dramatically improves replayability, but i do think this approach is directly tied to the ea's current limited party size and cast of companions. of course this will depend on larians implementation for the game both mechanically and narratively, but locking the player out of content post act1 of X number of acts (og bg had 7 chapters - altho likely wishful thinking for bg3) currently feels arbitrary and like handcuffing the player's experience.
Posted By: Pandemonica Re: Party Size Discussion - 09/03/21 03:55 PM
Originally Posted by grysqrl
This probably won't be the most popular opinion here, but I prefer a four-person party over six. This is mostly because I don't want to manage that many characters - both from a mechanical perspective (dealing with gear and inventory, picking spells, etc.) and from a story perspective. I want to focus on a characters. In my ideal world, I wouldn't actually have direct control over the companions - I could interact with them and form a plan together, but how they execute that plan (and whether they even stick to the plan) would be entirely up to them and their personality. I like playing from the perspective of my character - not an entire party.

In addition, I rather enjoy having a party that isn't well-rounded. If the tools we have available are restricted, we have to get more creative in the ways that we solve problems - this is a good thing (assuming the game is structured in a way that is sufficiently flexible). If I can have access to everything in one party, that removes some of the more interesting choices I have to make. I'm all for burning bridges and jettisoning companions after act 1 - this dramatically improves replayability.

I agree. Well except for not controlling my party members, personally I like that. All we can do now is just wait and see what Larian decides. There are both sides of the argument in regards to party size, some seem to like it as it is, some seem to want more. I think MAYBE Larian might do 5, but considering their history of 4 party members, I think more than likely it will stay at 4. But only time will tell.
Posted By: grysqrl Re: Party Size Discussion - 09/03/21 06:52 PM
Originally Posted by nation
Originally Posted by grysqrl
If I can have access to everything in one party, that removes some of the more interesting choices I have to make.
ive seen comments like this a lot too - but i really dont see how this tracks. How would having 'access to everything in one party' also 'remove some of the more interesting choices'? the player still decides what choices they are making - i dont see how an increased party size would restrict a players decision making or limit their options. if anything, you would have more tools in your bag to tackle different encounters and scenarios. (id even argue youd have more tools so the player wouldnt need to rely or fallback on more of the 'cheese' or exploit like tactics currently in bg3's ea build, but thats an aside)
Having interesting choices and having the most options aren't the same thing. Interesting choices often spring from having restrictions placed on you and then having to figure out how to work within those restrictions. Having the ability to control those restrictions (by selecting your few companions from a pool) improves replayability. One of the best feelings I have when playing D&D is finding ways to solve problems when I don't have the right tools for the job.

For example: If you are trying to get into a secret guild hall, there may be many ways to approach that task. An obvious solution is to have your party face try to convince or bribe your way in. If you don't have a good face, you need to come up with other options. Maybe you can find a way to eavesdrop on the door to hear the secret password. Or you can kidnap a member and try to take their place. Or you can spend some time looking around (maybe checking maps) to try to find a secret entrance. Or you can just use force and try to bust down the door. If you always have a smooth-talking bard because the game doesn't make you narrow your party down, you might never learn about those other options.

If you always have a full skillset available, there is a tendency to fall into the habit of doing whatever seems the most obvious, which is probably the same thing over and over again and tends not to be as fun. I generally don't choose my companions based on their skillsets - I pick them based on which characters are interesting enough to want to keep around. If I end up with all rogues, that's fine - I can find a way to work with that and it has the side benefit of letting me dig deep into the rogue class and seeing how they can specialize in different ways. Some things will be easy. Some things will be hard. I'm sure I'll fail a lot. As long as they make failure interesting (instead of just a punishment), that's fine.

Restrictions make games interesting.
Posted By: nation Re: Party Size Discussion - 09/03/21 07:43 PM
Originally Posted by grysqrl
If you always have a smooth-talking bard because the game doesn't make you narrow your party down, you might never learn about those other options.

If you always have a full skillset available, there is a tendency to fall into the habit of doing whatever seems the most obvious, which is probably the same thing over and over again and tends not to be as fun.
ya i still dont agree with your logic or rationale here fam but enjoyed the life sharing wink

1) as a player, you dont need to choose to use the smooth-talking bard for every encounter - you can use the strengths of your other companions for any of the variety of scenarios you detailed above. in fact, if im restricted to four party members then i for sure will not learn about those other options or varied strategies bc the game is arbitrarily limiting my adventure party to four ppl already. (disregarding multiple playthrus - which is a different discussion)

2) respectfully, not really sure how to even respond to the second comment particularly given the current development status of bg3's ea build. idk, id say that if we had the full skillset, which can be interpreted as having the traditional 6person BG party size, or more class/race options, or a closer adherence to 5e balancing then maybe larian's ea build would be more fun? there at least would be less need for the larian cheese/exploits currently in ea and swen may actually show content during his panel playthroughs that dont consist of 'gaming' boss encounters

if you like the restrictions that a four person party currently imposes, have at it, you can still run with just four if the party size gets bumped to six, but atleast the rest of us wouldnt need to be subject to the same 'interesting' restrictions smile
Posted By: Pandemonica Re: Party Size Discussion - 09/03/21 09:59 PM
Originally Posted by nation
Originally Posted by grysqrl
If you always have a smooth-talking bard because the game doesn't make you narrow your party down, you might never learn about those other options.

If you always have a full skillset available, there is a tendency to fall into the habit of doing whatever seems the most obvious, which is probably the same thing over and over again and tends not to be as fun.
ya i still dont agree with your logic or rationale here fam but enjoyed the life sharing wink

1) as a player, you dont need to choose to use the smooth-talking bard for every encounter - you can use the strengths of your other companions for any of the variety of scenarios you detailed above. in fact, if im restricted to four party members then i for sure will not learn about those other options or varied strategies bc the game is arbitrarily limiting my adventure party to four ppl already. (disregarding multiple playthrus - which is a different discussion)

2) respectfully, not really sure how to even respond to the second comment particularly given the current development status of bg3's ea build. idk, id say that if we had the full skillset, which can be interpreted as having the traditional 6person BG party size, or more class/race options, or a closer adherence to 5e balancing then maybe larian's ea build would be more fun? there at least would be less need for the larian cheese/exploits currently in ea and swen may actually show content during his panel playthroughs that dont consist of 'gaming' boss encounters

if you like the restrictions that a four person party currently imposes, have at it, you can still run with just four if the party size gets bumped to six, but atleast the rest of us wouldnt need to be subject to the same 'interesting' restrictions smile

2) if they just bump it up to 6, they will adjust the difficulty of combat to match, so it would be silly to then run 4. Also, everything I have read about 5e it is targeted at 3-5 party, not 6. Six was 2e and 3e.
Posted By: CJMPinger Re: Party Size Discussion - 09/03/21 10:03 PM
Originally Posted by Pandemonica
Originally Posted by nation
Originally Posted by grysqrl
If you always have a smooth-talking bard because the game doesn't make you narrow your party down, you might never learn about those other options.

If you always have a full skillset available, there is a tendency to fall into the habit of doing whatever seems the most obvious, which is probably the same thing over and over again and tends not to be as fun.
ya i still dont agree with your logic or rationale here fam but enjoyed the life sharing wink

1) as a player, you dont need to choose to use the smooth-talking bard for every encounter - you can use the strengths of your other companions for any of the variety of scenarios you detailed above. in fact, if im restricted to four party members then i for sure will not learn about those other options or varied strategies bc the game is arbitrarily limiting my adventure party to four ppl already. (disregarding multiple playthrus - which is a different discussion)

2) respectfully, not really sure how to even respond to the second comment particularly given the current development status of bg3's ea build. idk, id say that if we had the full skillset, which can be interpreted as having the traditional 6person BG party size, or more class/race options, or a closer adherence to 5e balancing then maybe larian's ea build would be more fun? there at least would be less need for the larian cheese/exploits currently in ea and swen may actually show content during his panel playthroughs that dont consist of 'gaming' boss encounters

if you like the restrictions that a four person party currently imposes, have at it, you can still run with just four if the party size gets bumped to six, but atleast the rest of us wouldnt need to be subject to the same 'interesting' restrictions smile

2) if they just bump it up to 6, they will adjust the difficulty of combat to match, so it would be silly to then run 4. Also, everything I have read about 5e it is targeted at 3-5 party, not 6. Six was 2e and 3e.

Most groups run a 3-6 group in 5e and as far as I am aware 6 is the max for most campaign modules while 3 is the minimum?
Posted By: kanisatha Re: Party Size Discussion - 09/03/21 10:11 PM
Originally Posted by nation
Originally Posted by grysqrl
If you always have a smooth-talking bard because the game doesn't make you narrow your party down, you might never learn about those other options.

If you always have a full skillset available, there is a tendency to fall into the habit of doing whatever seems the most obvious, which is probably the same thing over and over again and tends not to be as fun.
ya i still dont agree with your logic or rationale here fam but enjoyed the life sharing wink

1) as a player, you dont need to choose to use the smooth-talking bard for every encounter - you can use the strengths of your other companions for any of the variety of scenarios you detailed above. in fact, if im restricted to four party members then i for sure will not learn about those other options or varied strategies bc the game is arbitrarily limiting my adventure party to four ppl already. (disregarding multiple playthrus - which is a different discussion)

2) respectfully, not really sure how to even respond to the second comment particularly given the current development status of bg3's ea build. idk, id say that if we had the full skillset, which can be interpreted as having the traditional 6person BG party size, or more class/race options, or a closer adherence to 5e balancing then maybe larian's ea build would be more fun? there at least would be less need for the larian cheese/exploits currently in ea and swen may actually show content during his panel playthroughs that dont consist of 'gaming' boss encounters

if you like the restrictions that a four person party currently imposes, have at it, you can still run with just four if the party size gets bumped to six, but atleast the rest of us wouldnt need to be subject to the same 'interesting' restrictions smile
+1 to all of this. Well said, @nation.
Posted By: Pandemonica Re: Party Size Discussion - 10/03/21 12:35 AM
Originally Posted by CJMPinger
Most groups run a 3-6 group in 5e and as far as I am aware 6 is the max for most campaign modules while 3 is the minimum?

That may be so, and that is all well and good. I am just quoting the DMG for 5e.
Posted By: nation Re: Party Size Discussion - 10/03/21 01:33 AM
Originally Posted by Pandemonica
Originally Posted by nation
Originally Posted by grysqrl
If you always have a smooth-talking bard because the game doesn't make you narrow your party down, you might never learn about those other options.

If you always have a full skillset available, there is a tendency to fall into the habit of doing whatever seems the most obvious, which is probably the same thing over and over again and tends not to be as fun.
ya i still dont agree with your logic or rationale here fam but enjoyed the life sharing wink

1) as a player, you dont need to choose to use the smooth-talking bard for every encounter - you can use the strengths of your other companions for any of the variety of scenarios you detailed above. in fact, if im restricted to four party members then i for sure will not learn about those other options or varied strategies bc the game is arbitrarily limiting my adventure party to four ppl already. (disregarding multiple playthrus - which is a different discussion)

2) respectfully, not really sure how to even respond to the second comment particularly given the current development status of bg3's ea build. idk, id say that if we had the full skillset, which can be interpreted as having the traditional 6person BG party size, or more class/race options, or a closer adherence to 5e balancing then maybe larian's ea build would be more fun? there at least would be less need for the larian cheese/exploits currently in ea and swen may actually show content during his panel playthroughs that dont consist of 'gaming' boss encounters

if you like the restrictions that a four person party currently imposes, have at it, you can still run with just four if the party size gets bumped to six, but atleast the rest of us wouldnt need to be subject to the same 'interesting' restrictions smile

2) if they just bump it up to 6, they will adjust the difficulty of combat to match, so it would be silly to then run 4. Also, everything I have read about 5e it is targeted at 3-5 party, not 6. Six was 2e and 3e.
so i somewhat dont disagree with your point here about anticipating larian to adjust the combat difficulty for a party size of six (rip solo players/runs) and i could sympathize with those whom prefer to limit the party to 4 of the possible 12 standard phb class options if that happened, bc 'interesting', but i think that really is a larger discussion related to bg3's overall game balance or difficulty and may be beyond the scope of this particular thread (altho since difficulty settings/slideable toggles have been cited/requested in these ea spaces, why would a 4 v 6 party setting be unreasonable?) as when talking about 'difficulty' for a dnd video game there should be a number of other variables to consider too and not just 'combat' related. imho one variable that should be vetted is the actual assumption/expectation that larian would adjust the current build or the ultimate game's 'difficulty' even if the party size is increased to 6

not to get too sidetracked, but conversations could be had surrounding game balance and difficulty concerns that includes '3 pillar' topics like the 'agency' of party members during narrative or social encounters, exploration/movement/resting of party members in bg3's current ea theme-park map/world, and the application of hybrid 5e/larian ruleset in and out of combat (which in itself is 20+ thread pages on these forums across varied topics), before you even consider larian's reduced party size. it may be most glaring in the combat pillar given the hybrid ruleset currently in place and other limited ea features, but it does seem like larian is designing a dnd adventure for a four person party, which admittedly i find to not be the ideal BG experience.

and as a point earlier to enjoying 'interesting' restrictions, wouldnt it be interesting as a player to restrict yourself to a four person party for a game that is balanced for six? wink

--

just some thoughts below, bc this is more a critique of larian's staged combat design/zone approach and more tangential to 4v6

largely i think significant encounters should be static and narratively driven and designed - i dont want the 'game world' to scale based on party size (ie. the hobgoblin boss to all of a sudden have four more henchman or have increased HP because i brought two extra companions - id want the boss to already be a 'dangerous and resource intensive encounter' regardless of when i stroll in or how many companions i bring, bc narratively hes the hobgoblin boss and supposed to present a challenge [and i dont want to just yeet him off a cliff either lol]), but at the same time i dont want to feel like i need to clear each map zone or do every single quest to level to make such above encounters engaging, which i think is where random encounters/camp and resting mechanics need more attention - but there are other threads for that
Posted By: Black_Elk Re: Party Size Discussion - 10/03/21 08:52 AM
I think there is a tension between wanting a table top perspective where the player only controls a single character vs the godmode game where the player controls multiple characters at a time.

Most D&D style computer games I can think of that have come out subsequent to BG have gone with the former approach, like basically every Bioware game since Dragon Age, all the games with a driving or 3rd person or cinematic view. The ones where our companions are treated mechanically more like followers or henchmen, and meant to be sort of half out of reach of the player's full control. This emulates more of the table top player's perspective, where you are just one player in a group of players.

Most D&D games that I can think of prior to BG were of the godmode variety, like all the old goldboxes from SSI, or the Might and Magic games, and others of that ilk. Sure they could be hotseat or on LAN but they were essentially single player games. The only games that have come out since with the godmode are the Iso ones like Pillars or Pathfinder, trying to reincarnate BG/IWD gameplay specifically. The perspective that the godmode type game captures is almost more like a TT DM's view rather than a player's view. I think it actually caters more to the budding DM. Even if it doesn't have a dungeon master console like Neverwinter, what BG1/2 did was give a sort of half-view presentation, where the player got one eye behind the DM screen on a fully dialed campaign, learning to view the D&D gameplay more in terms of the whole Party rather than the single Character. The old Gold Boxes and BG were almost like DM trainers for people who didn't have a group, in an era before the internet revolutionized communications. They are kind of unique in time, the godmode games, like an artifact of a bygone age, with a style of gameplay that didn't really match TT expectations at all, but nevertheless managed to present the game system to an audience that maybe wouldn't have had access otherwise.

It's just a different sort of vibe, but I miss having 6 as an option which I feel allowed for more rotations in the party narrative, where you could have a core group of 4 and then rotate the 5th or 6th slot as you went along. That was the set up for BG1/2. You got a core party of 4 in the first chapter, but then had other companion NPCs thrown at you along the way, following the main story beats. And at least in BG2 some nice narrative breaks where you switch characters out in-story, without feeling like you straight ditched them. They also did that thing where the companions had a local home turf at some Inn or whatever area, to feel like they could have something going on when not rolling with the party. Or also those pairings where some NPCs would cruise together unless one died. The companions were more like narrative vehicles for the campaign rather than substitutes for actual players in an idealized version of BG where you had 6 actual players on the LAN. The emphasis on Co-OP from the UI makes it feel like this game BG3 actually is about getting more than 1 human to play it at a time. For whatever that's worth

I think 6 is pretty low hanging fruit though. If they won't even go for 5 I'd be pretty disappointed.
Posted By: Vortex138 Re: Party Size Discussion - 11/03/21 06:19 PM
I think what this discussion has told us is, everyone plays the game how they want to play it. smile The best that Larian can do is make options available. I really don't like the idea of killing off characters after Act 1, but there might be a development reason for it.(resource logistics) If they made a setting at the start of the game as to how many party members you wanted, then all the encounters would be based off of that. If you want a 4 party team, great! The CR and number of creatures you encounter would be based off of that. If you wanted 5 or 6, then the CR scale would slide based off of that.
Posted By: Darkhain Re: Party Size Discussion - 11/03/21 07:11 PM
I personally think 4 is enough, but I wouldn't mind a party 5. 6 is too much, make less sense in a dungeon, because it's too crowded.
DnD sessions are usually between 3-6 people, on average 4-5, having too many players is always a hassle.
Posted By: Frumpkis Re: Party Size Discussion - 11/03/21 09:22 PM
Originally Posted by Vortex138
If they made a setting at the start of the game as to how many party members you wanted, then all the encounters would be based off of that. If you want a 4 party team, great! The CR and number of creatures you encounter would be based off of that. If you wanted 5 or 6, then the CR scale would slide based off of that.

That might be the ideal design, but a huge problem is that it would require much more play testing and balancing than designing encounters for a single maximum party size.

Each different party size would require either a change in how powerful each enemy is, or how many enemies are in the encounter. And then every permutation would need testing and balancing. That's a lot of work, if the goal is to make each party size have the same amount of challenge. Which is why most games don't do this.
Posted By: mrfuji3 Re: Party Size Discussion - 11/03/21 11:08 PM
Originally Posted by Frumpkis
Originally Posted by Vortex138
If they made a setting at the start of the game as to how many party members you wanted, then all the encounters would be based off of that. If you want a 4 party team, great! The CR and number of creatures you encounter would be based off of that. If you wanted 5 or 6, then the CR scale would slide based off of that.

That might be the ideal design, but a huge problem is that it would require much more play testing and balancing than designing encounters for a single maximum party size.

Each different party size would require either a change in how powerful each enemy is, or how many enemies are in the encounter. And then every permutation would need testing and balancing. That's a lot of work, if the goal is to make each party size have the same amount of challenge. Which is why most games don't do this.
Alternatively, they just divide exp between characters that participated in the fight. This self corrects, at least to some degree.
-Party of 6? They'll all be individually weaker
-Party of 3? They'll all be higher level

Do characters that aren't in your party gain experience? For this, we can look to Dragon Age: Origins, where party members left at camp were autoleveled to never be more than 1 level below your main character. This prevents cheese where you get a whole bunch of characters at high level by doing a lot of 2-person fights, but also prevents characters you don't typically take with you from being too low level.
Posted By: Black_Elk Re: Party Size Discussion - 12/03/21 02:05 AM
Originally Posted by Frumpkis
Originally Posted by Vortex138
If they made a setting at the start of the game as to how many party members you wanted, then all the encounters would be based off of that. If you want a 4 party team, great! The CR and number of creatures you encounter would be based off of that. If you wanted 5 or 6, then the CR scale would slide based off of that.

That might be the ideal design, but a huge problem is that it would require much more play testing and balancing than designing encounters for a single maximum party size.

Each different party size would require either a change in how powerful each enemy is, or how many enemies are in the encounter. And then every permutation would need testing and balancing. That's a lot of work, if the goal is to make each party size have the same amount of challenge. Which is why most games don't do this.

Isn't that why we are here though?

I'd take some level of randomization there over just static encounters that just never change. We already know this can work, since we've seen it in operation in BG1/2.

I think it would be an impetus to address other issues with movement/UI.I don't think space is at such a premium as others do, even in the dungeons. There is plenty of room for gang upon gang of enemies, and allies and randos in the big brawls. There's plenty of room for 2 additional party members in every area I've seen.

They should patch in 6 sooner rather than later.

That would immediately shut the door on all the "this isn't BG but DOS" convos and signal that the devs are willing to at least throw their returning BG fans a bone on something.

I still don't buy the table top analog from the PHB/DMG 3-5. This is computer game, the computer is handling most of the hassle that usually attends to playing a large group session. It doesn't need to just be a simulacrum of the standard campaign, it should be epic. Epic = 6
Posted By: Maximuuus Re: Party Size Discussion - 12/03/21 06:22 AM
Originally Posted by Black_Elk
[quote=Frumpkis][quote=Vortex138]
I still don't buy the table top analog from the PHB/DMG 3-5. This is computer game, the computer is handling most of the hassle that usually attends to playing a large group session. It doesn't need to just be a simulacrum of the standard campaign, it should be epic. Epic = 6

There is just nothing to buy here^^
If I'm not wrong 5e campaign are all designed for 4-6 players. (I'm sure about the starter kit which is the introduction to D&D5 and Descent into Avernus which is the "prologue" of BG3).

4-6 doesn't mean 4, it means 4-6. That's what BG3 should do if they want to stick to TT.
In video games systems exist to balance games arround different party size.

That's just another wrong argument to say "I'm right" and to justify self preferences (and enjoying 4 more than 5 or 6 is fine ofc).
Posted By: DragonSnooz Re: Party Size Discussion - 12/03/21 07:05 AM
I'm going to chime in here and say it's not that hard to balance a party of five versus a party of four. It may seem difficult, but There are exp tables and CR to determine the difficulty of encounters. And it's usually represented in a ration of per party member. Quite literally

It's not that hard to account for an additional party member when designing encounters in D&D 5e. The game is designed with the idea that DMs might have to put the encounter together at the last second. Some DMs even forego using the CR and tables, if they know the party's stats and abilities they can balance the encounter themselves.

The way Baldur's Gate 3 is balanced, adding one more party member would change very little. Adding two, sure maybe add in a few more goblins, duergar, etc.

TL:DR it shouldn't take significant playtesting since D&D 5e is already well play-tested.
Posted By: CJMPinger Re: Party Size Discussion - 12/03/21 08:46 PM
I REALLY REALLY REALLY don't want them to kill party members after act one to lock us into a specific party. That would feel very stifling and would drain a lot of the excitement I have for the game.
Posted By: Batagate68 Re: Party Size Discussion - 12/03/21 09:49 PM
increasing the party size could make multiplayer interesting since it could give a couple of players a chance to explore the story of multiple companions.
Posted By: Pandemonica Re: Party Size Discussion - 12/03/21 10:50 PM
Originally Posted by DragonSnooz
I'm going to chime in here and say it's not that hard to balance a party of five versus a party of four. It may seem difficult, but There are exp tables and CR to determine the difficulty of encounters. And it's usually represented in a ration of per party member. Quite literally

It's not that hard to account for an additional party member when designing encounters in D&D 5e. The game is designed with the idea that DMs might have to put the encounter together at the last second. Some DMs even forego using the CR and tables, if they know the party's stats and abilities they can balance the encounter themselves.

The way Baldur's Gate 3 is balanced, adding one more party member would change very little. Adding two, sure maybe add in a few more goblins, duergar, etc.

TL:DR it shouldn't take significant playtesting since D&D 5e is already well play-tested.

ATM, I am playing through XCOM2, and IF Larian was going to do a larger group size, I think they should check out how this game does it. Basically you have to activate the ability through leveling (this could actually be a way to make the camp more interactive) through leveling up your ship, and building a war center that has that as a perk. In this case, they can have you put points in growing your camp, and activating first 5 man then 6 man as you build your camp. I doubt it would happen, it is way to late in the game for them to do such a major change, but it would be nice.
Posted By: nation Re: Party Size Discussion - 12/03/21 11:12 PM
Originally Posted by Pandemonica
ATM, I am playing through XCOM2, and IF Larian was going to do a larger group size, I think they should check out how this game does it. Basically you have to activate the ability through leveling (this could actually be a way to make the camp more interactive) through leveling up your ship, and building a war center that has that as a perk. In this case, they can have you put points in growing your camp, and activating first 5 man then 6 man as you build your camp. I doubt it would happen, it is way to late in the game for them to do such a major change, but it would be nice.
+1 really good and intriguing idea - it does seem like the camp is set up perfectly for such an approach

(as an aside xcom2:WOTC is 75 percent off on steam until the 18th for interested parties)
Posted By: Pandemonica Re: Party Size Discussion - 13/03/21 12:51 AM
Originally Posted by nation
Originally Posted by Pandemonica
ATM, I am playing through XCOM2, and IF Larian was going to do a larger group size, I think they should check out how this game does it. Basically you have to activate the ability through leveling (this could actually be a way to make the camp more interactive) through leveling up your ship, and building a war center that has that as a perk. In this case, they can have you put points in growing your camp, and activating first 5 man then 6 man as you build your camp. I doubt it would happen, it is way to late in the game for them to do such a major change, but it would be nice.
+1 really good and intriguing idea - it does seem like the camp is set up perfectly for such an approach

(as an aside xcom2:WOTC is 75 percent off on steam until the 18th for interested parties)

Same sale on GOG. I got it for like $6 when I got Pathfinder.
Posted By: Frumpkis Re: Party Size Discussion - 13/03/21 06:11 PM
Originally Posted by CJMPinger
I REALLY REALLY REALLY don't want them to kill party members after act one to lock us into a specific party. That would feel very stifling and would drain a lot of the excitement I have for the game.

I haven't heard any news that they've changed the plan, so we're probably stuck with it.

We don't know that "killing them off" is the plan though. An epic 4 vs. 4 battle with the ones you don't choose turning into Illithids could be fun, and that's certainly been foreshadowed several times. But maybe not very believable if we win the fight against what are supposed to be very powerful creatures. It might be that the ones you don't choose just go their separate ways to find their own solutions to the parasite.

The camp itself might also be different in Act 2 and beyond. It would feel weird to keep returning to the current wilderness camp if we're going to be spending time in Baldur's Gate, so maybe the long rest shifts to a room at an Inn or something. That could help justify the loss of the other party members, so they're not all crowding the Inn with nothing to do.
Posted By: Topgoon Re: Party Size Discussion - 13/03/21 06:57 PM
A great game that takes the Xcom combat style (shared initiative) and puts it into the world of a RPG is Wasteland 3. Highly recommend if you haven't played it (not for co-op though, apparently that is very buggy).

That game gives you an in-game HQ, and there you can basically manage an entire roster of characters. Although unlike X-com, everyone auto-levels up - I suspect the developer realized that if that wasn't in place, people will just use their core 6 party members all the time.

It's also got an interesting set-up in that it limits the number of story companions you can have, and gives you at least 1 extra slot to build another PC of your choice. I.e. you can have 4 story companions and 2 PCs, or 4 PCs or 2 story companions.
Posted By: CJMPinger Re: Party Size Discussion - 14/03/21 08:16 AM
Originally Posted by Frumpkis
Originally Posted by CJMPinger
I REALLY REALLY REALLY don't want them to kill party members after act one to lock us into a specific party. That would feel very stifling and would drain a lot of the excitement I have for the game.

I haven't heard any news that they've changed the plan, so we're probably stuck with it.

We don't know that "killing them off" is the plan though. An epic 4 vs. 4 battle with the ones you don't choose turning into Illithids could be fun, and that's certainly been foreshadowed several times. But maybe not very believable if we win the fight against what are supposed to be very powerful creatures. It might be that the ones you don't choose just go their separate ways to find their own solutions to the parasite.

The camp itself might also be different in Act 2 and beyond. It would feel weird to keep returning to the current wilderness camp if we're going to be spending time in Baldur's Gate, so maybe the long rest shifts to a room at an Inn or something. That could help justify the loss of the other party members, so they're not all crowding the Inn with nothing to do.

One of my main draws to the BG series is experimenting with many companions so FORCING them to die or leave so we are locked into a specific party just doesn't sit right with me, as epic as the battle could become. It was my least favorite aspect of a former Larian title.

I am fine with them dying because of choices or such, but railroading us into them being removed just is ugh to me. I really hope they change their mind, and we can get a small army eventually of varied characters to play around with and eventually settle with.
Posted By: Shogun64 Role of the companions - 03/04/21 08:51 AM
I find that four characters is not much. Six was a good number. There are probably good reasons for reducing the number to four.
But instead of putting the companions in reserve at the camp, why not allow them to be sent on a mission somewhere?
- Search for information
- Escort missions
- Surveillance
- Walking around and scouting
- Shopping grin
Maybe even form a second group in parallel.
Posted By: Shogun64 Re: Role of the companions - 03/04/21 12:22 PM
Why not consider that once a companion's quest is over, he is no longer too interested in our quest. But that he remains available to offer us his services punctually.
Posted By: Maximuuus Re: Role of the companions - 03/04/21 12:36 PM
Originally Posted by Shogun64
Why not consider that once a companion's quest is over, he is no longer too interested in our quest. But that he remains available to offer us his services punctually.

What you really want is an increased party size.
Don't be shy, we are a lot asking minimum 5 characters in the party grin
Posted By: CJMPinger Re: Role of the companions - 03/04/21 11:05 PM
Originally Posted by Shogun64
Why not consider that once a companion's quest is over, he is no longer too interested in our quest. But that he remains available to offer us his services punctually.

That I am fine with, and I am fine with individuals dying because of our decisions. Heck, I was fine with BG1 and 2 Party Conflicts cause it made them feel like they had some agency. But I am mostly not fine with them decided to wipe out any that we don't have with us at that exact time. It feels stifling and honestly a bit forced.|

Originally Posted by Shogun64
I find that four characters is not much. Six was a good number. There are probably good reasons for reducing the number to four.
But instead of putting the companions in reserve at the camp, why not allow them to be sent on a mission somewhere?
- Search for information
- Escort missions
- Surveillance
- Walking around and scouting
- Shopping grin
Maybe even form a second group in parallel.

I'd absolutely love for companions to be able to do things. I think elsewhere I suggested that each could have their own small RPing job in camp like hunting or cooking so they feel like a group that is working together.

Originally Posted by Maximuuus
What you really want is an increased party size.
Don't be shy, we are a lot asking minimum 5 characters in the party grin

I want increased party size as well, 6 is the perfect amount considering the previous games and the max party size for most 5e modules. It would allow us to really have a full dnd party and experience the world with a real variety in combinations considering Subclass and Character options.
Posted By: Kallark Re: Role of the companions - 08/04/21 12:28 AM
I fully support this, personally for me I struggled a bit with just 4, I had to really use my brain to win, and I also had to be lucky, a party of 6 would make things a lot more fun, there would be more variety, more epicness having more companions around, more interactions, instead of them waiting on the camp, it would be also be cool to recruit extra people, that we don’t necessarily play with them, but they follow us around until they die or have to go somewhere else, like for me it would be amazing to have a full battle, an epic event, like a war where all the characters were part of.

It would also be better with your playing with friends, imagine being that friend being left out because there is no place for you 😅
Posted By: Dez Re: Role of the companions - 09/04/21 12:14 AM
I am just here to say that I also very much approve of the idea increasing the party size.

And here is why:

I DOS2 (which I assume is the reason Larian went with a 4man party) all of the characters were class fluid. Story-wise, some roles might fit them better than others - but anybody could do anything, meaning you could choose your characters freely while not sacrificing your team composition. This meant you could without an issue choose whatever 3 characters you wanted, no matter their "prefered" roles. The player could focus on the roleplaying perspective and let their imagination justify the reason why someone like Ifan would be a mage, or Fane would be a fighter.

In BG3, however, all companions are tied to their classes and some even to their subclasses. This forces the player to do one of two things: A) pick their own class to suit the companions they desire to bring along (which is dreadful) or B) pass up on a character they might have wanted just because they don't fill their current group needs. An example of our current followers would be the difficulties of bringing both Wyll and Gale together, unless the PC is a front-liner.


OBVIOUSLY there are ways to play around this. I am most certain that people would/could successfully make a run with a PC-made wizard while bringing both Gale and Wyll and then ... Idk, Astarion. But it would make the game significantly harder and that is really unfortunate from a roleplaying perspective since we *are* limited by game mechanics to only 3 companions.
Posted By: Nyloth Re: Role of the companions - 09/04/21 10:48 AM
Originally Posted by Dez
I am just here to say that I also very much approve of the idea increasing the party size.

And here is why:

I DOS2 (which I assume is the reason Larian went with a 4man party) all of the characters were class fluid. Story-wise, some roles might fit them better than others - but anybody could do anything, meaning you could choose your characters freely while not sacrificing your team composition. This meant you could without an issue choose whatever 3 characters you wanted, no matter their "prefered" roles. The player could focus on the roleplaying perspective and let their imagination justify the reason why someone like Ifan would be a mage, or Fane would be a fighter.

In BG3, however, all companions are tied to their classes and some even to their subclasses. This forces the player to do one of two things: A) pick their own class to suit the companions they desire to bring along (which is dreadful) or B) pass up on a character they might have wanted just because they don't fill their current group needs. An example of our current followers would be the difficulties of bringing both Wyll and Gale together, unless the PC is a front-liner.


OBVIOUSLY there are ways to play around this. I am most certain that people would/could successfully make a run with a PC-made wizard while bringing both Gale and Wyll and then ... Idk, Astarion. But it would make the game significantly harder and that is really unfortunate from a roleplaying perspective since we *are* limited by game mechanics to only 3 companions.

I mean it was 5 in demo version... When they first showed game in demo version, they had 5 companions in group. So for now, I don't understand why they changed party size to 4.
Posted By: Pandemonica Re: Party Size Discussion - 10/04/21 03:56 AM
Originally Posted by Topgoon
A great game that takes the Xcom combat style (shared initiative) and puts it into the world of a RPG is Wasteland 3. Highly recommend if you haven't played it (not for co-op though, apparently that is very buggy).

That game gives you an in-game HQ, and there you can basically manage an entire roster of characters. Although unlike X-com, everyone auto-levels up - I suspect the developer realized that if that wasn't in place, people will just use their core 6 party members all the time.

It's also got an interesting set-up in that it limits the number of story companions you can have, and gives you at least 1 extra slot to build another PC of your choice. I.e. you can have 4 story companions and 2 PCs, or 4 PCs or 2 story companions.
Cool, thank you. I will check it out!
Posted By: Pandemonica Re: Party Size Discussion - 10/04/21 03:58 AM
Originally Posted by Shogun64
I find that four characters is not much. Six was a good number. There are probably good reasons for reducing the number to four.
But instead of putting the companions in reserve at the camp, why not allow them to be sent on a mission somewhere?
- Search for information
- Escort missions
- Surveillance
- Walking around and scouting
- Shopping grin
Maybe even form a second group in parallel.

The old SWTOR party crafting thing basically. That definately sounds like a cool idea.
Posted By: ShimmerUK Re: Party Size Discussion - 14/04/21 10:09 AM
I feel increasing the size of the party has multiple benefits especially for this game

The main one for me is Story because it seems that many NPC actually has interactions with the world like at the start with zorro you need Lar'zel for that meeting it also allows for more interaction between you and other NPC within your party and that helps grow an attachment to them as well as some comedy moments.

And then there also the added benefit of making the game easier for other new players having more than on healing or tank could be priceless for non-experienced players this could be balanced by decreasing the amount of experience your party gets so more experienced player can get more levels faster.

I feel the party size should be at least 5

Another good feature would be group skill checks so depending on who is in your party can be used their skill in the checks as at the moment it seems to be whoever you have selected gets the check and for me that kinda breaks emersion as most people like to play there main as the main while NPC is supporting I feel for multiplayer this system is fine but for single player not so much so they should have 2 systems one for single player and one for multi.
Posted By: Dez Re: Party Size Discussion - 15/04/21 12:22 AM
Originally Posted by Pandemonica
Originally Posted by Shogun64
I find that four characters is not much. Six was a good number. There are probably good reasons for reducing the number to four.
But instead of putting the companions in reserve at the camp, why not allow them to be sent on a mission somewhere?
- Search for information
- Escort missions
- Surveillance
- Walking around and scouting
- Shopping grin
Maybe even form a second group in parallel.

The old SWTOR party crafting thing basically. That definately sounds like a cool idea.

Althouh I definitely think we should be 5 or 6 in the party, I do agree that this sounds cool.
Posted By: rdb100 Re: Party Size Discussion - 17/04/21 12:30 AM
I did not read every page in this giant thread, but I'm going to give my opinion on party size.

Ok, I'm fine with 4 in the main party, but I really enjoyed the extra followers, like Sazza and Glut. From what I've read on other threads, they're talking about later having mercenaries in the game. I'm not sure if this is just to give the player the option to have a fully customized party in single player, or to replace fully dead companions or ones who get mad and leave (or leave for any other reason).

I think that a customizable "throw-away" follower or multiples of them would be awesome. Ones that actually stuck around. Maybe even ones I could train. Say I had to take a group of recruits later on and train them with my party who later help in large battles, I don't know. There's a lot of options here. They're not infected and might not even have a major role in the storyline.

I'd also like to see multiple long-term summons like familiars and ranger pets. Having them customizable would be cool, too. Say we got to name them and possibly give them equipment, even if it were limited like a necklace and a ring or something. I should be able to summon both a familiar and my animal companion as a ranger, and everyone in the group should be able to summon at the same time.

So in total, it'd be 4 companions, 3 mercenaries, and up to 4 familiars and 4 animal companions (if they were all rangers). I know that's a lot, but the game is already starting off with very large fights and I'm expecting even bigger ones later. Imagine fighting a gargantuan monster or even several huge ones like a fire giant camp without having a ton of bodies to throw at it.

https://www.dandwiki.com/wiki/5e_Gargantuan_Monsters

I doubt we'd reach this level as that size includes creatures like ancient dragons and titans, but there are even larger sizes than that. There already are some pretty large "boss" fights in the game.
Posted By: Shogun64 Re: Party Size Discussion - 17/04/21 08:28 AM
Originally Posted by Seraphael
I prefer a 4 member party. Turn based combat (which is very much preferable to real-time w/ pause for a number of reasons) will be slow with bigger parties, especially if you throw animal companions, familiars and summons into the mix. Also, Larian has wisely chosen to opt for fewer companion all over with the trade-off being that each character will be considerably more fleshed out. Finally, a smaller party makes the party selection/character build decisions matter more. Larian has got this.

Noooo
I know.
Larian only has bridge tables to meet at! More than four players is not possible idea
OK OK I'm out horsey
Posted By: spectralhunter Re: Party Size Discussion - 18/04/21 12:56 AM
I've played with a six member party with a mod. It's not cumbersome at all. It does obviously trivialize the current encounters even more though. That means, Larian would have to rebalance everything again.

It won't happen. The game's bones/core is essentially done at this point. Larian wouldn't market Early Access where core game features can be altered. They have built this game for a party of four and that's what we are getting.
Posted By: CJMPinger Re: Party Size Discussion - 18/04/21 01:51 AM
Originally Posted by spectralhunter
I've played with a six member party with a mod. It's not cumbersome at all. It does obviously trivialize the current encounters even more though. That means, Larian would have to rebalance everything again.

It won't happen. The game's bones/core is essentially done at this point. Larian wouldn't market Early Access where core game features can be altered. They have built this game for a party of four and that's what we are getting.

OR, since this is Act 1 it can be allowed to be a bit easier and they only need to balance content beyond Act 1? And I think the point of this EA is so they can modify core features, they have been trying to fix the RNG system for example which is a core game feature.
Posted By: spectralhunter Re: Party Size Discussion - 18/04/21 02:27 AM
Originally Posted by CJMPinger
Originally Posted by spectralhunter
I've played with a six member party with a mod. It's not cumbersome at all. It does obviously trivialize the current encounters even more though. That means, Larian would have to rebalance everything again.

It won't happen. The game's bones/core is essentially done at this point. Larian wouldn't market Early Access where core game features can be altered. They have built this game for a party of four and that's what we are getting.

OR, since this is Act 1 it can be allowed to be a bit easier and they only need to balance content beyond Act 1? And I think the point of this EA is so they can modify core features, they have been trying to fix the RNG system for example which is a core game feature.

Possible but I highly doubt it. I have a feeling all the Acts are pretty much done now and are being tested internally. The good news is, since it's still internal, yes there is some chance Larian can modify it to accommodate six members. But it's not just turn based combat. It's also world design. Frankly, I'd be pretty surprised if a lot of their assets haven't been built yet.

I said it's not cumbersome to fight with six. But with the world being so small and compact, I can see it being an issue further on. If the environments have already been built with four members in mind, like Act 1, things can get really tight and crowded adding more and more bodies.
Posted By: kanisatha Re: Party Size Discussion - 18/04/21 01:59 PM
Originally Posted by spectralhunter
It won't happen. The game's bones/core is essentially done at this point. Larian wouldn't market Early Access where core game features can be altered. They have built this game for a party of four and that's what we are getting.
Very sadly, I have to agree. And it's not just that they have essentially finished core development of the game. It is also Larian's/Swen's "vision" for the game. That vision is something they very firmly believe to be awesome, so why would they change any part of it? I, and some others like me, however, consider that vision to be utterly stupid and ridiculous. But Larian is not going to give us the game we want. They couldn't care less about the game we want. And over time I have degectedly come to accept this reality. The only possible salvation of this game for me is if there exists a modder out there with the skills, time, and willingness to literally take an axe to the game, and remake the game as a true D&D and BG game by rebuilding many of its systems. Then and only then will this game be a halfway decent game for me.
Posted By: Dez Re: Role of the companions - 19/04/21 03:26 AM
Originally Posted by Nyloth
Originally Posted by Dez
I am just here to say that I also very much approve of the idea increasing the party size.

And here is why:

I DOS2 (which I assume is the reason Larian went with a 4man party) all of the characters were class fluid. Story-wise, some roles might fit them better than others - but anybody could do anything, meaning you could choose your characters freely while not sacrificing your team composition. This meant you could without an issue choose whatever 3 characters you wanted, no matter their "prefered" roles. The player could focus on the roleplaying perspective and let their imagination justify the reason why someone like Ifan would be a mage, or Fane would be a fighter.

In BG3, however, all companions are tied to their classes and some even to their subclasses. This forces the player to do one of two things: A) pick their own class to suit the companions they desire to bring along (which is dreadful) or B) pass up on a character they might have wanted just because they don't fill their current group needs. An example of our current followers would be the difficulties of bringing both Wyll and Gale together, unless the PC is a front-liner.


OBVIOUSLY there are ways to play around this. I am most certain that people would/could successfully make a run with a PC-made wizard while bringing both Gale and Wyll and then ... Idk, Astarion. But it would make the game significantly harder and that is really unfortunate from a roleplaying perspective since we *are* limited by game mechanics to only 3 companions.

I mean it was 5 in demo version... When they first showed game in demo version, they had 5 companions in group. So for now, I don't understand why they changed party size to 4.

Now that is curious, to say the least... I cannot think of even one good argument to scale it down from 5 companions to 3 if they even had 5 as a base concept. I wonder if this 4-man squad thing is a thing limited to act 1 then? Time will tell.
Posted By: acatlas Re: Role of the companions - 19/04/21 04:08 AM
Originally Posted by kanisatha
Originally Posted by spectralhunter
It won't happen. The game's bones/core is essentially done at this point. Larian wouldn't market Early Access where core game features can be altered. They have built this game for a party of four and that's what we are getting.
Very sadly, I have to agree. And it's not just that they have essentially finished core development of the game. It is also Larian's/Swen's "vision" for the game. That vision is something they very firmly believe to be awesome, so why would they change any part of it? I, and some others like me, however, consider that vision to be utterly stupid and ridiculous. But Larian is not going to give us the game we want. They couldn't care less about the game we want. And over time I have degectedly come to accept this reality. The only possible salvation of this game for me is if there exists a modder out there with the skills, time, and willingness to literally take an axe to the game, and remake the game as a true D&D and BG game by rebuilding many of its systems. Then and only then will this game be a halfway decent game for me.

They have actually stated that the UI was possible to extend to a 6 person party out the gate no complaints either way but i wouldnt mind seeing them actually adapt it and it is possible they said that with mods it would be possible to do so regardless. So it isnt exactly impossible to see the game change to seat a 6 person party with multiplayer you can even achieve this in the opening of the game going as high as a 6 person party however limitations in multiplayer prevent you from taking out characters who have joined after the intro. But it is possible to get a party of 6 characters even if it is for a short period so the option does exist as a possibility to do so.
Posted By: kanisatha Re: Role of the companions - 19/04/21 02:27 PM
Originally Posted by acatlas
Originally Posted by kanisatha
Originally Posted by spectralhunter
It won't happen. The game's bones/core is essentially done at this point. Larian wouldn't market Early Access where core game features can be altered. They have built this game for a party of four and that's what we are getting.
Very sadly, I have to agree. And it's not just that they have essentially finished core development of the game. It is also Larian's/Swen's "vision" for the game. That vision is something they very firmly believe to be awesome, so why would they change any part of it? I, and some others like me, however, consider that vision to be utterly stupid and ridiculous. But Larian is not going to give us the game we want. They couldn't care less about the game we want. And over time I have degectedly come to accept this reality. The only possible salvation of this game for me is if there exists a modder out there with the skills, time, and willingness to literally take an axe to the game, and remake the game as a true D&D and BG game by rebuilding many of its systems. Then and only then will this game be a halfway decent game for me.

They have actually stated that the UI was possible to extend to a 6 person party out the gate no complaints either way but i wouldnt mind seeing them actually adapt it and it is possible they said that with mods it would be possible to do so regardless. So it isnt exactly impossible to see the game change to seat a 6 person party with multiplayer you can even achieve this in the opening of the game going as high as a 6 person party however limitations in multiplayer prevent you from taking out characters who have joined after the intro. But it is possible to get a party of 6 characters even if it is for a short period so the option does exist as a possibility to do so.
Fair enough. But the question is will some QUALITY modder come forward to do this? I myself have no such skills, but I also want whatever mods I add to my games to be of a good quality. And in the case of BG3, I see a need for a great MANY mods before the game becomes something I could enjoy.
Posted By: GM4Him Re: Role of the companions - 24/04/21 03:59 AM
Im not a big fan of mods. It is up to the game designers to give me a good game, not the modders.

6 characters would be fun, but if not, Im good with it. So 6 is preferred as Im used to D&D with 6, but I'll love with 4.
Posted By: timebean Re: Role of the companions - 15/05/21 03:33 AM
It is an interesting (even if disappointing) design to go with a 4-person party, but it seems to tie to two key things that might explain Larian's reasoning. And there are pros and cons to both of those elements.

1) There is going to be a story point where we *permanently* lose the companions not in our active party. Thus, it comes down to picking which character's personal questline sounds most appealing to you for that playthrough.

- The UPSIDE is this adds a bit of flavor to roleplaying. My pragamtic and rather shady half-elf rouge does not care at all about Gale and Shadowheart's respective goddess obsession, so she will be leaving them behind to hunt for either a cure with La'zael or a chance to control the tadpole with Asterion. Wyll gets to come along too on that adventure, because he is no stranger to the darkness despite his good boy act. On the other hand, my elven druid is intrigued by Shadowheart's mysterious past, and is sympathetic to Gale's predicament. She is also fascinated by Lazeal's culture. She also thinks both Atserion and Wyll are abominations that disrupt the balance. New companions could cause more iterations with whatever type of char I build. Etc ad nauseam.

The DOWNSIDE is that many players want the chance to experience the full game (or at least all the companion side-quests) in a single playthrough, and have no desire to fire it up again and again. Plus, to get all of their banter, one would have to play through many times to get different party events. It is already annoying to miss so much when half of your companions are stuck at camp, let alone when they are totally inaccessible somewhere midgame. Definitely sucks. Also -- just as a side note to this --- I really hate the idea that a story event separates my party --- I would much prefer that my choices make some of them leave in frustration/anger/resignation. That would make much more palatable and perhaps even exciting. But that is for another topic.

2) From what I understand from reading other threads, the 5e ruleset coupled with the "extras" (what some call cheese) that comprise the core gameplay means that you really don't have to build your party with all that much thought.

- The UPSIDE is that you don't have to have a rouge/tank/catser/healer set-up anymore to win fights. From the EA, it seems pretty clear that you can take whoever you like in your group out adventuring, and you will probably be OK. So there is actually a bit more freedom in party builds because the game is quite forgiving, and thus a 4 person party is not all that problematic.

- The DOWNSIDE is that this is less challenging gameplay overall, and would likely be more fun with a 6-party build and more stringent DnD rules (although I am talking out of my nose on this one...but I imagine it would work that way).

In summary---- both justifications for having 4 vs 6 person party have pros and cons. We could have a 6-party build but would need more challenging gameplay to balance it, and we would end up doing companion quests that are likely out of character from a role playing perspective (at least for some roles). OR, we could have a 4 party build which means missing out on content on a single playthrough, but having a more relaxed gameplay experience that does not overly punish us for our team choices.

Anyway -- sorry if this has already been stated by others. Did not read all the posts yet! Just trying to sort through my own thoughts about it more than anything. But on the modding note --- I think these two key points are important to consider for whatever mods are even possible. If a mod expands the game to 6, we definitely need some upping of the difficulty as well (ie, beyong more enemies or more sponges). AND, it might break the game's narrative structure, from what I understand from the inevitable party split that is coming.
Posted By: Tuco Re: Role of the companions - 19/05/21 06:20 AM
After months without touching the game anymore, I just finished my first playthough modding the save games for a party of six.
Turns out that even with the terrible Larian controls and the hideous chain/unchain system, the UI problems with the inventory and the visual glitches during conversations (with the extra companions overlapping each other) it was by far the most enjoyable campaign out of of the ones I had so far.

More classes to play around with, more companions bantering with each other or giving me quests or other minor things to do, a better flow during combat (especially the big fights with a lot of units), with more chances to intervene to do something instead of just watching 20 enemies in a row, plus the fact that six men killed enemies faster.

Of course, the downside is that the game was a bit easier for it, but I can't really say it bothered much, if at all. And it's something that could easily be addressed with a custom difficulty balance, IF Larian actually cared about it.
Posted By: Saito Hikari Re: Role of the companions - 19/05/21 09:28 AM
I personally have no stake in this argument, but one has to point out the irony in defending the 4 character party system while simultaneously praising this game's writing and freedom of options in the same breath, when the 4 character party inherently limits that by its very design. As Tuco up there just found out.

It kind of reminds me of what a big deal it was when Pillars of Eternity 1 had a 6 person party, and PoE2 downscaled to a 5 person party for 'balance' reasons. I think realistically, PoE2 combat wasn't any more balanced than the first, though for entirely different reasons (there was a far greater emphasis on AoE cleave builds in the latter).
Posted By: Alexandrite Re: Role of the companions - 19/05/21 10:05 AM
I would certainly like to see a 5 or 6 person party in BG3.
Posted By: RagnarokCzD Re: Role of the companions - 19/05/21 10:51 AM
We all would. frown
Posted By: kanisatha Re: Role of the companions - 19/05/21 02:51 PM
Originally Posted by Tuco
After months without touching the game anymore, I just finished my first playthough modding the save games for a party of six.
Turns out that even with the terrible Larian controls and the hideous chain/unchain system, the UI problems with the inventory and the visual glitches during conversations (with the extra companions overlapping each other) it was by far the most enjoyable campaign out of of the ones I had so far.

More classes to play around with, more companions bantering with each other or giving me quests or other minor things to do, a better flow during combat (especially the big fights with a lot of units), with more chances to intervene to do something instead of just watching 20 enemies in a row, plus the fact that six men killed enemies faster.

Of course, the downside is that the game was a bit easier for it, but I can't really say it bothered much, if at all. And it's something that could easily be addressed with a custom difficulty balance, IF Larian actually cared about it.
This sounds very promising. Thanks for sharing.

Larian's indifference to this request is disheartening, however, because I would so very much prefer that this be a built-in option. There is no way I would ever play this game without using a mod to increase my party size. But at the same time, I hate having to use any mods in my games.
Posted By: GM4Him Re: Role of the companions - 20/05/21 02:02 PM
Honestly, I think if they allowed 6 character party and implemented the 5e rules more accurately, that would balance the game out very well. That means enemy stats more true to 5e as well.

I've been testing as Tabletop, and I think the enemies they throw at the player(s) fit better with 6 characters IF 5e rules applied. 4 characters sets the difficulty to Hard if 5e rules are applied.
Posted By: Tuco Re: Role of the companions - 20/05/21 06:21 PM
We already talked about this in the past, but one of the most bizarre things about Larian simply refusing to consider the option (mostly under the assumption that most of the casual audience would prefer four characters) and Swen saying explicitly "We'll leave that to modding" is that... Well, we are in a goddamn early access.

What better chance there could be to put both options to the test letting players choose at the start and then tracking actual data of what people prefers to do?
Especially since as I said it's already trivially easy to "hack" the feature into the game with some minor savefile editing and it would be even easier for Larian to implement it properly in a more orthodox manner.
Posted By: CJMPinger Re: Role of the companions - 20/05/21 06:33 PM
Originally Posted by Tuco
We already talked about this in the past, but one of the most bizarre things about Larian simply refusing to consider the option (mostly under the assumption that most of the casual audience would prefer four characters) and Swen saying explicitly "We'll leave that to modding" is that... Well, we are in a goddamn early access.

What better chance there could be to put both options to the test letting players choose at the start and then tracking actual data of what people prefers to do?
Especially since as I said it's already trivially easy to "hack" the feature into the game with some minor savefile editing and it would be even easier for Larian to implement it properly in a more orthodox manner.

Honestly, not just with party size, but with other things I would love to see this, give players two alternatives to represent the two paths the mechanic could go and just let us mess around with both, and see what our opinions are with them.
Posted By: RagnarokCzD Re: Role of the companions - 20/05/21 07:33 PM
Maybe they are watching numbers of people who do that "hack" thing (i mean they should see how many companions we have ... it should not be hard to filter X>3)... to determine how many of us would like 6member party ...
That would explain why they think that majority likes it as it is ... im kinda currious how many people are as me just affraid to corupt their saves, or even worse game itself. :-/
Posted By: CJMPinger Re: Role of the companions - 20/05/21 07:56 PM
I genuinely don't want to touch modding BG3 til its actually out of EA. So that metric of gauging how people want it would at the very least exclude me, making me believe it would be very lacking.
Posted By: Tuco Re: Role of the companions - 20/05/21 08:20 PM
Originally Posted by RagnarokCzD
Maybe they are watching numbers of people who do that "hack" thing (i mean they should see how many companions we have ... it should not be hard to filter X>3)... to determine how many of us would like 6member party ...
That would explain why they think that majority likes it as it is ... im kinda currious how many people are as me just affraid to corupt their saves, or even worse game itself. :-/
Well, that would be about as smart as counting how many students go for an archeology degree to decide if people in general like dinosaurs.
Posted By: Rhobar121 Re: Role of the companions - 20/05/21 08:46 PM
Originally Posted by Tuco
We already talked about this in the past, but one of the most bizarre things about Larian simply refusing to consider the option (mostly under the assumption that most of the casual audience would prefer four characters) and Swen saying explicitly "We'll leave that to modding" is that... Well, we are in a goddamn early access.

What better chance there could be to put both options to the test letting players choose at the start and then tracking actual data of what people prefers to do?
Especially since as I said it's already trivially easy to "hack" the feature into the game with some minor savefile editing and it would be even easier for Larian to implement it properly in a more orthodox manner.

The answer is simple, they don't want to get into a situation where they will have to balance the game in several different modes for each difficulty level. Neither the schedule nor the budget is rubber.
In some places the locations are too tight to allow for a meaningful fight of more characters.
Posted By: Tuco Re: Role of the companions - 20/05/21 09:11 PM
Originally Posted by Rhobar121
The answer is simple, they don't want to get into a situation where they will have to balance the game in several different modes for each difficulty level. Neither the schedule nor the budget is rubber.
In some places the locations are too tight to allow for a meaningful fight of more characters.
Which Is a weird thing to worry about, given that:

- none of the encounters are going to be considered final and set in stone at this point in development.
- going by their track record Larian is going to include multiple, partially even customizable difficulty levels anyway.
-if people want the option even at cost of making the game easier or harder on themselves it’s not clear why they should take an issue with it.
- my own experience playing with six characters openly contradicts your last point.
- they admitted themselves a lot of people will mod this stuff, so once again why not test the general preference now that it comes at virtually no extra cost rather than going “Fuck what you guys want.It is what it is”.
Posted By: Rhobar121 Re: Role of the companions - 20/05/21 09:51 PM
Originally Posted by Tuco
Originally Posted by Rhobar121
The answer is simple, they don't want to get into a situation where they will have to balance the game in several different modes for each difficulty level. Neither the schedule nor the budget is rubber.
In some places the locations are too tight to allow for a meaningful fight of more characters.
Which Is a weird thing to worry about, given that:

- none of the encounters are going to be considered final and set in stone at this point in development.
- going by their track record Larian is going to include multiple, partially even customizable difficulty levels anyway.
-if people want the option even at cost of making the game easier or harder on themselves it’s not clear why they should take an issue with it.
- my own experience playing with six characters openly contradicts your last point.
- they admitted themselves a lot of people will mod this stuff, so once again why not test the general preference now that it comes at virtually no extra cost rather than going “Fuck what you guys want.It is what it is”.

What is EA is certainly not even half of what they actually did. Since the game was to be released this year, they had to work on Act 2 before EA's launch.
If they rolled out this thing in EA now and found it didn't work then people would complain that they had been lied to if it didn't come out in full. If Larian introduces the option to choose the size of the team and it is unbalanced at the same time, people will start complaining. It's safer to just not complicate the matter and let people who want to play with a non-standard team to use the mods.
The game is designed for cooperation and such games usually have either 2 or 4 players. I have not come across a game that would allow more people to play. As a rule, it's hard to find more people to play so that the dates suit everyone. It makes no sense for some players to control more than one character.
Another thing is that the game is also to be released on consoles.
Posted By: Tuco Re: Role of the companions - 20/05/21 10:06 PM
Basically, to summarize, any excuse is good as long as we can come up with some convoluted pretext to not give to stuff people ACTUALLY want from a Baldur’s Gate sequel a fair chance.

It doesn’t even matter that concerns about “nailing the perfect balance” sound laughable at best, in an incomplete game where nothing is already properly balanced to begin with and given how trivial it would be to tweak things around at will.

Because apparently having four vastly different difficulty settings by default is perfectly doable, but changing things around to adjust for a different default (or even just leaving people to deal with the “imbalance”, really, if that’s what they want) is out of the question.
Posted By: CJMPinger Re: Role of the companions - 20/05/21 10:10 PM
Originally Posted by Rhobar121
What is EA is certainly not even half of what they actually did. Since the game was to be released this year, they had to work on Act 2 before EA's launch.
If they rolled out this thing in EA now and found it didn't work then people would complain that they had been lied to if it didn't come out in full. If Larian introduces the option to choose the size of the team and it is unbalanced at the same time, people will start complaining. It's safer to just not complicate the matter and let people who want to play with a non-standard team to use the mods.
The game is designed for cooperation and such games usually have either 2 or 4 players. I have not come across a game that would allow more people to play. As a rule, it's hard to find more people to play so that the dates suit everyone. It makes no sense for some players to control more than one character.
Another thing is that the game is also to be released on consoles.

So we don't actually know if it is going to come out 2021. A general consensus is that this game is likely going to be done sometime in 2022 with many hoping for late 2022 for the best product.
Them having worked on further Acts sets nothing in stone, especially the difficulty of the game, they can easily adjust encounters by adding and subtracting enemies or changing enemy statistics, like they already have done.
Tuco's playthrough and many people's observations find that a 6 player party doesn't actually break the game and in fact feels more balanced to the encounters presented to us. And nobody is complicating the matter, this is EA feedback, and a large amount of people are providing the feedback that in fact they want a 6 person party to be the standard party.
I argue co-op would not actually hurt the 6 person party at all as you just distribute the extra characters. If two people are playing then both players will control 3. If three players are playing, each will control 2. And if four are playing, then 2 players can control an extra person. (And personally I would like to abandon the notion that coop must be 2 or 4, cause a 6 person coop game in BG3 actually sounds fun and akin to dnd).
Also how is console releases going to affect a 6 person party in anyway? I have Icewind Dale Enhanced Edition for the PS4 and it controls perfectly fine and plays perfectly fine. i use a 6 person party in that game and in fact it actually controls much better than BG3, so honestly I don't get why BG3 being considered for consoles be even a factor here?
Posted By: Tuco Re: Role of the companions - 20/05/21 10:13 PM
This is almost certainly NOT coming out in 2021.
Spring 2022 would already be a conservative estimation.
Posted By: RagnarokCzD Re: Role of the companions - 20/05/21 11:47 PM
I never said its a good way to get data. laugh
Only possible way.
Posted By: Black_Elk Re: Role of the companions - 21/05/21 12:53 AM
It's been a heady month. My hound got osteosarcoma in April. She is now a tripawd and doing canine chemo which obviously blows. Though she is doing well now and somehow gets around on 3 legs like you wouldn't fucking believe. But now that the craziest part is over and maybe I can play a game again without losing my marbles from anxiety it would be nice to see a full party of 6 in baldurs gate 3.

You can consider this our make a wish. Whatever works

Come on Larian!


Hehe for real guys...

[Linked Image from i.ibb.co]

[Linked Image from i.ibb.co]

[Linked Image from i.ibb.co]
Posted By: CJMPinger Re: Role of the companions - 21/05/21 01:24 AM
Do it for the dog.
Posted By: mrfuji3 Re: Role of the companions - 21/05/21 02:06 AM
Larian doesn't even need to change the encounters for a different number of companions. Simply divide exp evenly between all party members that participate in a fight. Maybe put a disclaimer somewhere that "BG3 is intended for and encounters were balanced assuming 4 party members. Parties of 5 or 6 will gain less experience per member and parties of 1-3 will gain more, but your difficulty may not exactly match what we have tuned the game for."

If they wanted to get a bit fancier, then they could try to find a better equation for dividing exp: e.g., divide the experience by (party size)^2 instead of just party size. They'd probably want each member of a party of 6 to get about half the exp that a party of 4 gets..? There exists some equation that effectively balances most combats for any party size.

If they wanted to get even fancier, then they could take inspiration from DAO and auto-level companions you don't take with you to [your PC's level] - 1. This would open up some shennanigans where you solo combats to get a lot of exp, which then auto levels your companions. But eh, I'm fine with that type of exploit.
Posted By: RagnarokCzD Re: Role of the companions - 21/05/21 10:09 AM
Originally Posted by mrfuji3
Maybe put a disclaimer somewhere that "BG3 is intended for and encounters were balanced assuming 4 party members."
I would shorten it like this ...
And i believe its litteraly all they need to do.
Posted By: Grudgebearer Re: Role of the companions - 21/05/21 03:03 PM
Originally Posted by mrfuji3
Larian doesn't even need to change the encounters for a different number of companions. Simply divide exp evenly between all party members that participate in a fight. Maybe put a disclaimer somewhere that "BG3 is intended for and encounters were balanced assuming 4 party members. Parties of 5 or 6 will gain less experience per member and parties of 1-3 will gain more, but your difficulty may not exactly match what we have tuned the game for."

If they wanted to get a bit fancier, then they could try to find a better equation for dividing exp: e.g., divide the experience by (party size)^2 instead of just party size. They'd probably want each member of a party of 6 to get about half the exp that a party of 4 gets..? There exists some equation that effectively balances most combats for any party size.

If they wanted to get even fancier, then they could take inspiration from DAO and auto-level companions you don't take with you to [your PC's level] - 1. This would open up some shennanigans where you solo combats to get a lot of exp, which then auto levels your companions. But eh, I'm fine with that type of exploit.

Part of the issue, is that the entirety of combat is centered around Larian's homebrew rules moreso than 5E, so adding a 5th party member isn't just about adding another person who can attack/cast spells etc. It's another person who can push, create surfaces, carry/throw barrels, abuse broken sneak.

That is going to completely take the existing imbalance, and ratchet it up more than a few notches.
Posted By: mrfuji3 Re: Role of the companions - 21/05/21 03:18 PM
Originally Posted by Grudgebearer
Part of the issue, is that the entirety of combat is centered around Larian's homebrew rules moreso than 5E, so adding a 5th party member isn't just about adding another person who can attack/cast spells etc. It's another person who can push, create surfaces, carry/throw barrels, abuse broken sneak.

That is going to completely take the existing imbalance, and ratchet it up more than a few notches.
Given that Larian's encounters are already balanced for PCs that can do those things, it's debatable that BG3 encounters/experience would need to be adjusted significantly more than PnP 5e encounters would. After all, the enemies can push, create surfaces, often free disengage, and backstab too. And no encounters should be balanced assuming barrel usage or abusing sneak, so that's not a problem.

But either way, it's vastly easier to adjust the single "Experience Gained" equation than adjust every single encounter, considering many properties such as the # of enemies/enemy abilities/enemy hp/etc.
Posted By: Tuco Re: Role of the companions - 21/05/21 03:33 PM
This has been already argued extensively in the past months actually, but just to reiterate: frankly the "wannabe armchair game designers" that seem to worry so much about "breaking the perfect balance" come off a bit ridiculous, for several reasons:

- because the current balance isn't set in stone to begin with.
- because there's NO proper balance to talk of, only a first tentative effort
- because worrying that this kind of game would strike a perfect balance is a futile goal in itself.There will always be super-knowledgeable players who will know how to break down an encounter exploiting any possible trick in the book even playing solo, while there will always be people who will struggle to get past the tutorial fight at "carebear difficulty" without exhausting their entire reserve of consumable and with two companions dead in the process (mostly Polygon journalists).
- because "Bu-but this would make the fights a bit easier" should be none of anyone's fucking business, if that's what the player prefers, anyway.
- because Larian has a long history of implementing SEVERAL difficulty options, occasionally even significantly different in structure (i.e. "Tactical mode" in DOS 2) aside from just buffing/nerfing numbers. Nothing prevents even the average player to, say, just step up in difficulty a bit to compensate for a bigger party. The implied worry that the "perfect balance" of these multiple settings would be compromised is frankly a bit of a joke.
- because tweaking encounters adding/removing/replacing enemies is not exactly a gargantuan amount of work even to do manually, not to mention that there are even formulas that could somewhat automate the scaling (i.e. how many secondary enemies appear during the fight) to certain extent.

Basically, anything that presumes that the current (or even future) build of the game would be in some sort of holy state of untouchable perfect equilibrium is delusional in itself, even before even beginning to talk about how to "solve the problem".

The only real worry about expanding the default's party (or making a bigger party an option, at least) is that it would also beg for a revamp of controls/UI, because the current ones are already almost comically inadequate for a party of four, making it six would only worsen things.
Which , IF ANYTHING, I would count as an ADDITIONAL reason to push for a party expansion, by the way: it would a perfect excuse to pressure Larian into giving up on their shitty chain/unchain system.



P.S. On a marginally related note: just yesterday I was watching a Youtube video of Felicia Day, the actress, playing BG3 on Twitch.
One of the first things she complained about (even if admittedly just briefly as a passing comment) was how annoying the auto-following companions were.
The second moment she loudly voiced her disappointment was when she met Lae'zel and learned that she could have only three companions with her.

And believe me, watching her play should prove beyond any doubt that she's as "casual audience" as you can get, so can we please drop the bullshit about how "only hardcore out-of-touch forum grognards" want some of these improvements?
Posted By: etonbears Re: Role of the companions - 21/05/21 08:24 PM
Originally Posted by CJMPinger
Honestly, not just with party size, but with other things I would love to see this, give players two alternatives to represent the two paths the mechanic could go and just let us mess around with both, and see what our opinions are with them.

A/B testing is certainly an effective tool, but for BG3 I think it is probably best employed as a survey/questionnaire; preferably offered from withn the EA game to obtain the widest set of opinions.

If, as you seem to suggest, they actually have to implement multiple options for multiple mechanics ( and possibly "balance" the game encounters for every combination of options ), that may not be an effective use of development time.
Posted By: Sludge Khalid Re: Party Size Discussion - 21/05/21 09:21 PM
Originally Posted by Maximuuus
Originally Posted by Pandemonica
Originally Posted by Maximuuus
Maybe because 38-45% of players aren't satisified with a party of 4 while 62-55 are "satisfied" ?

"Ho but the majority...!!"
Should have read the comments while we had those discussions monthes ago.
While being unsatisfied is pretty clear... Being satisfied doesn't mean you wouldn't be with something else.

Many players asked for a party of 5 even in players that voted for "satisfied".

Sources :
https://forums.larian.com/ubbthread...Sludge+khalid&Search=true#Post712741

Redesign everything... Seriously...
They already have to "redesign" everything due to this wtf difficulty level ("we will add a lone wolf mode because we know players like it" => "oh no don't worry, we could already solo it...")

The only way to state with accuracy what number of players aren't "satisfied" is to place an in game poll (or even the number that feel passionately about 5 being the party number), not some poll in an open forum, which MAYBE represents 15-20% of the players if that. I mean the idea that 38-45% of the players in the game are on these forums, is just really not even close to accurate. You can go on about the "majority" all you want, but it is the truth. I mean just by going with the numbers of registered purchasers of this game from Steam alone is over 1m people, that is not even including GOG. Pretty sure there is not even a fraction of that on these boards. Not to mention, not everyone on these boards even VOTED in the survey. So please excuse me if I think you 38-45% is suspect.

I mean I am sure there are people that feel the same as you do, but to say that there is 45% of over 1m+ players...I mean are you serious?

Also, if you think this game is difficult, all I can say is don't play Pathfinder. Or if you think it is TOO easy, than wtf do we need a 5th or 6th party member for?

Do you know how sample works ?

I’m 100% they don’t know how sample size works in a market research. Nevertheless, I’ve already dropped of with the forum because I’ve seen how Larian is taking their player base feedback and it’s definitely not looking good smile

My opinion: I’m not really against the current party size. Sounds okayish. Wish that was the only problem
Posted By: etonbears Re: Role of the companions - 21/05/21 10:19 PM
Originally Posted by Black_Elk
It's been a heady month. My hound got osteosarcoma in April. She is now a tripawd and doing canine chemo which obviously blows. Though she is doing well now and somehow gets around on 3 legs like you wouldn't fucking believe. But now that the craziest part is over and maybe I can play a game again without losing my marbles from anxiety it would be nice to see a full party of 6 in baldurs gate 3.

You can consider this our make a wish. Whatever works

Come on Larian!
@Black_Elk, very sorry to hear your lovely hound ( looks like a greyhound type? ) is so unwell; I'm sure it must have been very stessful for you, as you obviously care for her greatly.

Pets don't really understand these situations, but are incredibly adaptable, and just get on with life. We have a dog near us that has no rear legs, but has a custom made harness with a set of wheels instead. It loves going out and still pulls on the lead!

I hope you caught the cancer before it became metastatic, so that you enjoy many more years together.
Posted By: Black_Elk Re: Role of the companions - 21/05/21 10:57 PM
Thanks CJMPinger! Thanks etonbears!

Indeed, she is an ex-racer rescue greyhound. Fortunately we were lucky to catch it early, so her prognosis is good all things considered. She is still rocking the satellite cone and fashionable T shirts to protect her amputation incision, but happily on the mend now! If anything it goes to show that dogs are crazy resiliant! Its like they have 4 legs but only need 3 somehow, as if the 4th was a spare. Which is wild!

But perhaps the same general principle applies here as well? Maybe the party only needs 4 characters to function, but I'd rather have a spare with a 5th or 6th slot.

Since the logical appeals have been thoroughly exhausted in this thread with like 1000+ posts, now is the time for appeals to the emotions. Like just pure pathos at this point lol. All the feels!

Do it for the dog! Hehe
You know what Scratch would say!!! Can't go wrong with a larger pack


[Linked Image from i.ibb.co]
[Linked Image from i.ibb.co]
[Linked Image from i.ibb.co]
Posted By: Alexandrite Re: Role of the companions - 22/05/21 05:48 AM
DOGGO! <3 What a gorgeous face. Glad to see the operation went well and the pup is getting around splendidly! They do adapt very quickly, don't they, and accept life as it is.

Maybe we all should start posting cute puppy faces in order to appeal to Larian? I like this plan. If nothing else, it gets us doggos. smile
Posted By: etonbears Re: Role of the companions - 22/05/21 01:19 PM
Originally Posted by mrfuji3
...

But either way, it's vastly easier to adjust the single "Experience Gained" equation than adjust every single encounter, considering many properties such as the # of enemies/enemy abilities/enemy hp/etc.

Dividing XP amoung the active party is certainly the obvious solution. And since it has been the norm in tabletop DnD since the beginning, it is also the canon solution.

It does have some problems in a fixed-duration videogame format related to how any non-participating companions level, but those problems are minor.

I don't particularly understand arbitrary size limits on parties in RPGs to be honest. The computational load is clearly not an issue any more ( it probably was at one time ), so it seems to me to be more appropriate to have party size governed by the player's ability to bind followers and keep them happy; with you and with each other ( as in BG1/2 ).

I suppose it might have some unwanted effect in MP, but I find it difficult to imagine what that might be; you would just have more players levelling more slowly.
Posted By: Tuco Re: Role of the companions - 22/05/21 01:48 PM
It's never a computational issue, as much as an attempt from the developer to keep the experience "focused" and have full control of what the UI will need to manage without things getting too messy.
Still, we aren't exactly begging to turn this into a RTS where you manage entire legions, just to be a little less restrictive with the default or even just to offer an option.

The UI is also already more or less suited for it, bar a couple of possible tweaks that would help and that frankly would be direly needed even if the limit remains four party members.

Originally Posted by etonbears
I suppose it might have some unwanted effect in MP, but I find it difficult to imagine what that might be; you would just have more players levelling more slowly.
...Or some players controlling an extra character as a follower (which is even simpler to manage).
Not to mention that they could still, you know, play just with four if they really want to. Just because we want the option to have more NPCs in party for the single player it doesn't mean anyone has to do it.
Baldur's Gate 1 and 2 and Pathfinder Kingmaker are games where the default party is six members and yet they have an active portion of the user base extremely dedicated to coming up with builds and strategies to complete "solo playthroughs".
Nothing would prevent the same thing from happening here.
Posted By: Black_Elk Re: Role of the companions - 22/05/21 11:49 PM
Awww thanks Alexandrite!

Not trying to sidestep the ongoing convo, which remains insightful as ever. But honestly the rational appeals have gotten us nowhere in the past year.

What is needed now is a novel face-saving excuse for them to include a 6 character Party option after having already stated that they believe 4 is best.

So why should they cave now and do an option for 6 instead of just leaving it to mods?

Well, because now someone is making a Blue Fairy wish!

I mean just look at those eyes Swen!
Come on dude!!!

[Linked Image from i.ibb.co]
[Linked Image from i.ibb.co]
[Linked Image from i.ibb.co]

Ps. Obviously I'd like the room to bring Scratch along for the ride too at some point lol. This isn't exactly setting some crazy high bar for a request is it? But I do think it would signal some deference to EA player feedback, since its been a seemingly popular and relatively non-controversial request from the getgo. It would be way better and a lot more entertaining to trial a larger party of 6 while the game is still in EA, and this would certainly drum up at least some enthusiasm. Also it would be a thing to distinguish BG3 from Divinty, and also from Solasta (which went with a party of 4) and make it more like Baldur's Gate 1&2 which had a party of 6.

Forget the balancing act right now. Or take it from the 3 legged dog, that we can surely figure out a proper balance later lol

But lets get something fun going for EA Summer! A big party!!!

A party of 6!!!!!!
Posted By: CJMPinger Re: Role of the companions - 23/05/21 04:19 AM
Hmm, on one hand I don't want to ever lead scratch into danger. On the other, making him a ranger companion (ideally Tasha's Ranger Beast companion variant so he gets elemental) where he overrides your normal companion could be very very cool and would give him a sort of longevity.
I kinda want something similar with Shovel, where a wizard or warlock can make him a familiar loosely following the irregular familiar rules from (I forget which book). And now instead of summoning the normal familiars, you have to bring him out. There is a cost to doing this but now a Wizard can have a cute little murderous foul mouthed demon as their familiar, with all the benefits he would provide (and drawbacks).
Posted By: RagnarokCzD Re: Role of the companions - 23/05/21 01:48 PM
Originally Posted by CJMPinger
Hmm, on one hand I don't want to ever lead scratch into danger. On the other, making him a ranger companion (ideally Tasha's Ranger Beast companion variant so he gets elemental) where he overrides your normal companion could be very very cool and would give him a sort of longevity.
I kinda want something similar with Shovel, where a wizard or warlock can make him a familiar loosely following the irregular familiar rules from (I forget which book). And now instead of summoning the normal familiars, you have to bring him out. There is a cost to doing this but now a Wizard can have a cute little murderous foul mouthed demon as their familiar, with all the benefits he would provide (and drawbacks).
+1! +1! +1! +1! +1! +1! +1! +1! +1! +1!
Posted By: OcO Re: Role of the companions - 23/05/21 09:49 PM
Originally Posted by CJMPinger
I genuinely don't want to touch modding BG3 til its actually out of EA. So that metric of gauging how people want it would at the very least exclude me, making me believe it would be very lacking.

My thoughts on the matter as well.

Come release and full modding tools I'll be modding the hell outta this game. Not going to start till then though.
Posted By: Alexandrite Re: Role of the companions - 23/05/21 10:03 PM
Agreed... I'm interested in mods too, but not until the game is stable at full release. I'd hate to break anything right now.
Posted By: acatlas Re: Role of the companions - 26/05/21 06:12 AM
Originally Posted by Tuco
It's never a computational issue, as much as an attempt from the developer to keep the experience "focused" and have full control of what the UI will need to manage without things getting too messy.
Still, we aren't exactly begging to turn this into a RTS where you manage entire legions, just to be a little less restrictive with the default or even just to offer an option.

The UI is also already more or less suited for it, bar a couple of possible tweaks that would help and that frankly would be direly needed even if the limit remains four party members.

Originally Posted by etonbears
I suppose it might have some unwanted effect in MP, but I find it difficult to imagine what that might be; you would just have more players levelling more slowly.
...Or some players controlling an extra character as a follower (which is even simpler to manage).
Not to mention that they could still, you know, play just with four if they really want to. Just because we want the option to have more NPCs in party for the single player it doesn't mean anyone has to do it.
Baldur's Gate 1 and 2 and Pathfinder Kingmaker are games where the default party is six members and yet they have an active portion of the user base extremely dedicated to coming up with builds and strategies to complete "solo playthroughs".
Nothing would prevent the same thing from happening here.

Actually larion stated the ui was setup so that it was possible to be able to have a party of 6 characters but it was not configured to allow it at this time you can actually get this situation during the tutorial if you play with 4 player characters.
Posted By: acatlas Re: Role of the companions - 26/05/21 06:15 AM
Regards to most thoughts its a general consencus amongs most people not to mod it during EA. - As for release there were comments saying 2021 last news update that was posted from interviews ect the full release was delayed till 2022 mid year.

So yeah expect another year or so of 1 patch every 4 - 5 months with a post saying that its delayed to 2023 at rate content is coming out in ea currently.
Posted By: Black_Elk Re: Role of the companions - 29/05/21 08:55 PM
2023 eh? Feels like going to a "Grand Opening!" after the store has already been open for two years lol.

Hopefully they at least change the window displays? We've had the same banner art and splash screens forever!
Needs something to give it some charge. A party of 6 would be expedient, since it's already basically in place, tracks with the previous games and seems to be a top request.
Launching out of EA with a max party of 4 would be hella weaksauce
Posted By: GM4Him New Party Size Story Explanation - 04/06/21 06:45 AM
So, why 4 characters in a party? Why not 6 or 8 or 10? Why is 4 "Full up" according to the potential party members. This is not really explained in the game. The characters just say you are full up so they can't join you.

Here's a story suggestion Larian could use in game to explain to the player why only 4 can be in a party at once, and if they add a few simple mechanics to the game it would work well:

1. Magic pockets. At some point in the prologue, probably in the first 2 chambers, a cutscene should show the MC finds a set of 4 magic pockets. These can be traded to new party members if they are swapped in. However, since there are only 4 pockets, it works best to only have 4 party members. The MC could even make a brief comment to that effect.

2. A cutscene upon gaining your fifth party member. During this scene, the MC asks the new member to join. The new member then moves to join the others but the MC is the one to suggest that the party size might be now too big. "Perhaps a smaller group would be better," the MC states. "We might draw too much unwanted attention with more than 4. Besides, we could use someone to stay and watch over the camp." Then another member like Astarion might say, "Oh! And maybe they could handle all the boring things for us, like fishing and gathering and cooking and cleaning. You know, the peasant tasks that unimportant people do." Then a party management window would pop up allowing you to choose who you want to keep in the party and who to send to camp.

3. Food, water, and camp maintenance. During the first night at camp, a quick tutorial could explain that anyone you leave at camp will spend their days finding food, water and taking care of other camp maintenance like cooking meals, etc. The more characters you have, the more food and water and camp maintenance will be needed to survive. Thus, a simple camp mechanic could be done where the player chooses which party members will join the quest and which will be assigned to camp duties. Camp duties would be gathering food and drink first, then equipment maintenance. If you don't leave enough people at camp to manage this, penalties start to occur.

So 6 total members? 4 in party and 2 at camp satisfies the requirements. Prior to 6 members, 1 at camp satisfies the requirements. So kinda a 1 at camp for every 3 total members. Later, when you get even more members, maybe then increase party size to 6 with the MC stating it might be good to now take more members with. So 8 members total, 5 in party and 3 in camp meets the requirements. 10 members, 6 in party and 4 at camp. Prior to having a full party of 4, the player could still leave 1 at camp if they didn't want to worry about finding food, etc. or weapon maintenance for that day. Otherwise, they'd have to find food and fresh weapons or suffer penalties.

Failure to meet the requirements, such as when you are first starting, would start with a lack of weapon maintenance. Nonmagical weapons should receive penalties if used and not left at camp to be resharpened and maintained by a camp party member. You certainly find enough weapons in the game, so why not a simple system of having party members switch out damaged equipment at camp leaving them with a party member to fix. If there is not enough party members assigned to camp, weapons and equipment don't get fixed. This makes storing more weapons and such at camp, instead of always selling, more meaningful so party members can switch out gear each day leaving damaged gear behind. I'm talking small penalties for damaged gear like -1 to damage or AC. Nothing major. Again, only nonmagical and only items that were actually used in combat. The penalty wouldn't apply until the next day and only if the damaged item was taken with to continue adventuring.

As the party gets even bigger, they really need more to remain at camp. If they don't, food is no longer provided by camp party members. And so, the party had best have gathered enough that day to compensate or suffer a penalty the next day on their questing. Again, I'm talking maybe a -1 to rolls for adventuring on an empty stomach.

Food should also spoil after a day or so, thus making finding fresh food in the game more important and so forth. Again, you find a lot of food in the game,, so why not?? This would make it even more important to gain party members and have them assigned to camp so you don't have to worry about these kinds of things while adventuring. Then it would make sense to have fewer in the actual adventuring party so the rest could handle the mundane tasks that are still necessary to adventuring. The bigger the party, the more people who are needed for camp maintenance so they all continue to have food and such to survive.

And, I mean simple mechanics. I wouldn't want this to bog the game down. Each new day, player gets a camp maintenance window. They pick who does what with defaults set to match what they did the previous day, and weapon swap would be a button the player hits, electing to swap out damaged items only for identical nondamaged items. One button, all swapped at once, and if there is no replacement, the player is prompted to pick a replacement from the collective inventories. And any spoiled food would just disappear from your inventories. No need to keep it around or micromanage it.
Posted By: Maximuuus Re: New Party Size Story Explanation - 04/06/21 07:05 AM
Do we really need an explanation for the party size ?

Is that something that bothered you in other party based RPG and/or is that something you think about when you're playing a DnD campaign ?

Not saying it's a bad or a good idea, I just wonder about the relevance/interest of it.
Posted By: Sigi98 Re: New Party Size Story Explanation - 04/06/21 07:11 AM
I think this is a good idea in general. It wouldn't be too much work to add one or two scenes where this is explained, and it makes sense. Probably not first priority right now, though
Posted By: Droata Re: New Party Size Story Explanation - 04/06/21 07:29 AM
Originally Posted by GM4Him
So, why 4 characters in a party? Why not 6 or 8 or 10? Why is 4 "Full up" according to the potential party members. This is not really explained in the game. The characters just say you are full up so they can't join you.

Here's a story suggestion Larian could use in game to explain to the player why only 4 can be in a party at once, and if they add a few simple mechanics to the game it would work well:

1. Magic pockets. At some point in the prologue, probably in the first 2 chambers, a cutscene should show the MC finds a set of 4 magic pockets. These can be traded to new party members if they are swapped in. However, since there are only 4 pockets, it works best to only have 4 party members. The MC could even make a brief comment to that effect.

2. A cutscene upon gaining your fifth party member. During this scene, the MC asks the new member to join. The new member then moves to join the others but the MC is the one to suggest that the party size might be now too big. "Perhaps a smaller group would be better," the MC states. "We might draw too much unwanted attention with more than 4. Besides, we could use someone to stay and watch over the camp." Then another member like Astarion might say, "Oh! And maybe they could handle all the boring things for us, like fishing and gathering and cooking and cleaning. You know, the peasant tasks that unimportant people do." Then a party management window would pop up allowing you to choose who you want to keep in the party and who to send to camp.

3. Food, water, and camp maintenance. During the first night at camp, a quick tutorial could explain that anyone you leave at camp will spend their days finding food, water and taking care of other camp maintenance like cooking meals, etc. The more characters you have, the more food and water and camp maintenance will be needed to survive. Thus, a simple camp mechanic could be done where the player chooses which party members will join the quest and which will be assigned to camp duties. Camp duties would be gathering food and drink first, then equipment maintenance. If you don't leave enough people at camp to manage this, penalties start to occur.

So 6 total members? 4 in party and 2 at camp satisfies the requirements. Prior to 6 members, 1 at camp satisfies the requirements. So kinda a 1 at camp for every 3 total members. Later, when you get even more members, maybe then increase party size to 6 with the MC stating it might be good to now take more members with. So 8 members total, 5 in party and 3 in camp meets the requirements. 10 members, 6 in party and 4 at camp. Prior to having a full party of 4, the player could still leave 1 at camp if they didn't want to worry about finding food, etc. or weapon maintenance for that day. Otherwise, they'd have to find food and fresh weapons or suffer penalties.

Failure to meet the requirements, such as when you are first starting, would start with a lack of weapon maintenance. Nonmagical weapons should receive penalties if used and not left at camp to be resharpened and maintained by a camp party member. You certainly find enough weapons in the game, so why not a simple system of having party members switch out damaged equipment at camp leaving them with a party member to fix. If there is not enough party members assigned to camp, weapons and equipment don't get fixed. This makes storing more weapons and such at camp, instead of always selling, more meaningful so party members can switch out gear each day leaving damaged gear behind. I'm talking small penalties for damaged gear like -1 to damage or AC. Nothing major. Again, only nonmagical and only items that were actually used in combat. The penalty wouldn't apply until the next day and only if the damaged item was taken with to continue adventuring.

As the party gets even bigger, they really need more to remain at camp. If they don't, food is no longer provided by camp party members. And so, the party had best have gathered enough that day to compensate or suffer a penalty the next day on their questing. Again, I'm talking maybe a -1 to rolls for adventuring on an empty stomach.

Food should also spoil after a day or so, thus making finding fresh food in the game more important and so forth. Again, you find a lot of food in the game,, so why not?? This would make it even more important to gain party members and have them assigned to camp so you don't have to worry about these kinds of things while adventuring. Then it would make sense to have fewer in the actual adventuring party so the rest could handle the mundane tasks that are still necessary to adventuring. The bigger the party, the more people who are needed for camp maintenance so they all continue to have food and such to survive.

And, I mean simple mechanics. I wouldn't want this to bog the game down. Each new day, player gets a camp maintenance window. They pick who does what with defaults set to match what they did the previous day, and weapon swap would be a button the player hits, electing to swap out damaged items only for identical nondamaged items. One button, all swapped at once, and if there is no replacement, the player is prompted to pick a replacement from the collective inventories. And any spoiled food would just disappear from your inventories. No need to keep it around or micromanage it.

That sounds pretty good actually.

I could also see more plot-related reasons to split up the party. For example, when you meet Wyll, he won't abandon helping the Tieflings prepare for the goblin attack unless someone else will take his place. If you can successfully persuade one of your other members to help the Tieflings, then you can add Wyll to your party in exchange. That sort of thing. Someone needs to stay behind and do x, while the rest of us do y. One person needs to do x, one person needs to do y and the rest of us will go do z.

If I had my way, it could even go one step further, where x might have varying degrees of success depending on who was doing it, and how many people were working on it. So then the player would have to balance how useful it was to have Shadowheart translating the McGuffin, vs how useful she would be in the main party. It would give some incentive to try some challenges with less than a full crew if you really needed folks skills elsewhere. Most importantly, it would make it seem like there were things happening in the world beyond the edges of the screen, which I think is sorely lacking in the game right now.
Posted By: Droata Re: New Party Size Story Explanation - 04/06/21 07:32 AM
Originally Posted by Maximuuus
Do we really need an explanation for the party size ?

Is that something that bothered you in other party based RPG and/or is that something you think about when you're playing a DnD campaign ?

Not saying it's a bad or a good idea, I just wonder about the relevance/interest of it.

It did for me.

I always thought Pathfinder: Kingmaker kinda missed a golden opportunity here. If people in your party couldn't do their duties as advisors at the same time they were off adventuring with you, it would be a perfect excuse to limit party size by requiring a number of advisors running things at the capital exactly equal to the number of companions you had to leave behind.
Posted By: Saito Hikari Re: New Party Size Story Explanation - 04/06/21 07:47 AM
Something like this could actually be really fun if done right. Companions not in the active party could act as a 'reserve party' of sorts that keeps the camp tidy while the main party is gone. There could be unique scenarios like welcoming Scratch or the mysterious skeleton to the camp.

One could take it a step further and have characters get their own playable solo arcs while they're back at the camp, like Astarion trying to hunt on his own and accidentally getting himself trapped in a perilous location with tons of running water around him while also trying to hide his tracks from whoever is hunting him. Or Lae'zel trying to ask random passerby for the location of her creche/trying to get them to ferry a message to her own people, only to fail miserably due to her obvious intimidation factor. Such a concept would also heavily encourage rotating the party.

Come to think of it, I cannot remember a single game in existence that has attempted anything similar to this.
Posted By: RagnarokCzD Re: New Party Size Story Explanation - 04/06/21 08:20 AM
Originally Posted by Maximuuus
Do we really need an explanation for the party size ?

Is that something that bothered you in other party based RPG and/or is that something you think about when you're playing a DnD campaign ?

Not saying it's a bad or a good idea, I just wonder about the relevance/interest of it.
+1

I would honestly rather keep it empty, so anyone can find the explanation he see as fit ...
Personaly i would certainly download 6member party mod once i will be sure it works. :P
Posted By: Tuco Re: New Party Size Story Explanation - 04/06/21 08:46 AM
I don't want a dialogue explaining why the party limit is 4 because I simply don't accept four as a party size limit and either Larian will fix it or I will find a mod that will.
Posted By: GM4Him Re: New Party Size Story Explanation - 04/06/21 11:30 AM
I'd love 6 as well. Honestly, my idea could work with an unlimited party size. And yes, it always bothered me in other video games. Like FF7. You are supposed to have all the characters traveling with you at certain points but only 3 are allowed to fight. No explanation. Its dumb. Give me a reason of some kind.

Ah, but it is a minor thing. I just thought it might make at least a more fun topic than, "When are they gonna do an update?" 😃
Posted By: RagnarokCzD Re: New Party Size Story Explanation - 04/06/21 11:48 AM
Honestly it dont bother me at all, since im kinda used to it ...
In most RPG i know you have limited party with no story explanation, since its pure mechanic thing ... the question that is more pressing for me would be what will Larian do with unused companions?

I must say i certainly like how they use them in some games ...
Either that in some point your character is indisposed, and rest of the group need to help him/her ... or that you split to two groups where each have its own battle to fight.

Much better than let "unused" companions just stick in the camp the whole time. laugh
Its like "Oh did you know Hero of *XY*?" > "Nah, i was just maintining his fire in camp, while he saved the f*cking world."

Examples:
Dragon Age: Origins, or end of Mass Effect 2 comes to my mind ...
Posted By: middle tab Re: New Party Size Story Explanation - 04/06/21 12:08 PM
I will join. 4 companion is too little. and if the number is not increased by release. the first and possibly the only mod that I will immediately install. there will be a mod on the expansion of the squad.
Posted By: fylimar Re: New Party Size Story Explanation - 04/06/21 12:15 PM
Originally Posted by Tuco
I don't want a dialogue explaining why the party limit is 4 because I simply don't accept four as a party size limit and either Larian will fix it or I will find a mod that will.

So much this. I want my party of 6, I want more companions, more interactions and try out more classes and not constantly travel to camp and switch around companions a lot.
Posted By: CJMPinger Re: New Party Size Story Explanation - 04/06/21 12:28 PM
Honestly just move it to a party of six and maybe say something about how more than that would be too conspicuous, thats it. Also have it that a recruited companion who is not active can still go forward when its relevant, like how it does not make any sense for Laezel to hang back at camp when you encounter the gith (yet everyone still knows in real time and judges what you do.)
Posted By: GM4Him Re: New Party Size Story Explanation - 04/06/21 12:32 PM
Right. See? That's kinda my point. The companions at camp are just sitting around doing nothing all day currently. They're perfectly fine with you never putting them in the party. Wyll's just fine with you not putting him in the party to go get Spike and jazz. Lae'zel is fine with you never finding the creche. Etc. etc. etc. Meanwhile, they're doing absolutely nothing.

This idea, at least, gives them some use at camp. Heck, maybe they can even implement an auto-useless-item selling mechanic where you leave all the useless crap you find during your adventuring in the camp storage, and during the day while you go adventure, the party members you leave at camp auto-sell the useless junk that's only worth like maybe 1 gp, for you so you don't have to micromanage all that crap. Kinda like, "Whatever you put in this storage box at camp, we will sell for you at the Druid's Grove while you're gone."

So they take care of food management, useless item nonsense like forks and knives and spoons, repairing weapons and equipment, etc. while you and 3 others (or 5 others) travel around risking your life and such.

And yeah! It would be awesome if Larian did something like have Lae'zel decide to venture out alone during the day after x number of days of being left at the camp. She gets restless and heads off to find her creche herself. You're not giving this questline enough attention, so she's going to take matters into her own hands. Then maybe she gets into some sort of trouble and is trapped in some cave or something with gnolls trying to eat her face off. You and your party members hear about it from either one of the Tieflings or another party member you left at camp. Better go save Lae'zel before she's eaten!

I also like the idea of solo side quests, like the mention of playing Astarion prowling out on his own searching for prey. You left him at camp too many days in a row, and he's bored. So he's going out hunting. Maybe you even have the option of getting him into trouble. You can choose to either hunt animals or goblins - or hunt a few Tieflings who have wandered too far outside of the Grove. If you get caught, and Astarion loses the fight and/or is unable to flee, he is captured and thrown into a cell. Someone reports this to the MC, and now you, the player, have to get him out of the mess he's in.

Same with Wyll. Maybe he gets antsy because you left him at camp too many days. So he sets out to find Spike on his own. He gets captured, you have to save him. Or maybe, you play the part well enough that you succeed. Kudos to you, player. You did a tough solo quest and won.

Whatever. The main point of it all is actually to provide more importance to so many game mechanics that, as of right now, have no importance. You have gobs of food that never go bad and are truly meaningless. You pick up tons of weapons that, again, are meaningless except to sell them. You leave characters at camp who meaninglessly do nothing the entire time you're gone. They don't craft, cook, clean, maintain weapons...nothing. They're just there, picking their noses and scratching their bums while they wait for you.

And, again, I'm all about story and the story making sense. It makes absolutely no sense, right now, why 4 party members is "Full Up". None. What? I can't travel with 5? It has to be 4? I might need a 5th party member, or 6th, especially facing a giant deadly spider in her lair, but nope! Can't. Why? No reason. Just 4 is the max you can have in a party. It'd be better if the characters never say anything about you being full up than to say that you are full up and so they can't join you. At least in other games, it is just part of the game mechanic and nobody addresses it at all. Because your characters in BG3 address your party size, it is emphasized and makes it even more stupid. If you are going to have the characters say that you have a full party at 4 characters, then give me a good reason WHY it is full up at 4. Don't just say, "You're full up." See. Me, the player, I'm immediately sitting there thinking, "Why am I full up? What's 1 more party member in my party gonna hurt? Why CAN'T I have 5 or 6 at least? I mean, maybe more than 6 might be too large a group and all for stealth missions, but if I'm going in guns blazing, I'm gonna want an army. I'm gonna want as many in my party as I can take."

Anyway, again, it's really a minor thing. I just thought it would enhance the game.
Posted By: CJMPinger Re: New Party Size Story Explanation - 04/06/21 12:39 PM
I actually meant more when you walk up to the gith party she ends up following and comes into the scene cause it doesn't make any sense for her not to be there. But I think I talked elsewhere awhile back how I wanted companions to start doing stuff in camp, so teh camp feels more alive and it actually feels like everyone has a role to play in the group even when they are not there, not unlike Mass Effect series where each companion has a place in the ship they reside and tasks they ostensibly do there.
Posted By: kanisatha Re: New Party Size Story Explanation - 04/06/21 02:09 PM
No amount of hand-waving is going to make a party of four acceptable or palatable or justifiable to me. I flatly reject the smaller party size.
Posted By: Zellin Re: New Party Size Story Explanation - 04/06/21 03:39 PM
I'm with GM4Him in this. 4 or 6 it should have some decent explanation why we can't take everyone with us. While now we have 6 companions in total there are more incoming, so it seems we will always have some sitting it out in the camp.
I can't express how much I'm tired of this reoccurring stupidity in RPGs that you have a batallion, but keep act as a squad. It's the main reason I was happy with DOS2 killing companions, which aren't in the team at the end of 1st Act. But even there the situation could be improved in the 1st Act itself.
Posted By: CJMPinger Re: New Party Size Story Explanation - 04/06/21 03:58 PM
Originally Posted by Zellin
I'm with GM4Him in this. 4 or 6 it should have some decent explanation why we can't take everyone with us. While now we have 6 companions in total there are more incoming, so it seems we will always have some sitting it out in the camp.
I can't express how much I'm tired of this reoccurring stupidity in RPGs that you have a batallion, but keep act as a squad. It's the main reason I was happy with DOS2 killing companions, which aren't in the team at the end of 1st Act. But even there the situation could be improved in the 1st Act itself.

Honestly, I am genuinely unhappy with that in DOS2 cause there really isn't any reason why those two other people (or three if you start as a custom) wouldn't have joined you. Even with the godwoken thing, every seemed content to join you and the goal in act 1 was survival and escape.
Posted By: Zellin Re: New Party Size Story Explanation - 04/06/21 04:10 PM
Originally Posted by CJMPinger
Honestly, I am genuinely unhappy with that in DOS2 cause there really isn't any reason why those two other people (or three if you start as a custom) wouldn't have joined you. Even with the godwoken thing, every seemed content to join you and the goal in act 1 was survival and escape.
As I said "But even there the situation could be improved in the 1st Act itself."
And that could be achieved quite easily by adding some inner rules for the Fort Joy, like "prisoners are not allowed to gather in groups more than 4" + more guards with a script that would make them intervene, if we would spend too much time around a fifth person with all our characters. After the Fort the Seekers could ask for some help with numbers. And then companions could die while helping the Seekers, not during the Malady spell.
Posted By: GM4Him Re: New Party Size Story Explanation - 04/06/21 04:29 PM
Lol. I'm not happy about 4, but think about it. How many RPGs truly have a 6 member party? The Final Fantasy games? Neverwinter games? Solasta? Knights of the Old Republic? I mean, other than BG1 and 2 and Icewindale, what other 6 party RPGs are there?

So yeah, Id like 6, but Im okay with 4 if there is a decent reason for it and especially of they explain it well in the story.
Posted By: GM4Him Re: New Party Size Story Explanation - 04/06/21 04:32 PM
But the point of this new thread which has now been merged wasn't to argue about 4 or 6. It was new mechanics for camp that might explain 4 party members better and provide more meaning for those left at camp and food and so forth. So it's frustrating that this has now become a continuation of the same old convos everyone has been having for months. Im not arguing party size here. Im offering nee suggestions for camp and party management and a story reason for party size.
Posted By: Zellin Re: New Party Size Story Explanation - 04/06/21 04:35 PM
Originally Posted by GM4Him
But the point of this new thread which has now been merged wasn't to argue about 4 or 6. It was new mechanics for camp that might explain 4 party members better and provide more meaning for those left at camp and food and so forth. So it's frustrating that this has now become a continuation of the same old convos everyone has been having for months. Im not arguing party size here. Im offering nee suggestions for camp and party management and a story reason for party size.
I suggest you to write one of the modders or Vometia directly.
Posted By: Tuco Re: New Party Size Story Explanation - 04/06/21 05:03 PM
Originally Posted by GM4Him
Lol. I'm not happy about 4, but think about it. How many RPGs truly have a 6 member party? The Final Fantasy games? Neverwinter games? Solasta? Knights of the Old Republic? I mean, other than BG1 and 2 and Icewindale, what other 6 party RPGs are there?

So yeah, Id like 6, but Im okay with 4 if there is a decent reason for it and especially of they explain it well in the story.
Baldur's gate? Baldur's gate 2? Planescape Torment? Icewind Dale? Icewind Dale 2? Several Might & Magic or Wizardy Games? Temple of Elemental Evil (up to 8 with enough charisma, actually)? Fallout 2 with 10 Charisma? Pillars of Eternity (and the sequel got a lot of backlash for capping at 5)? Pathfinder Kingmkaer? Pathfinder Wrath of the Righteous? Solasta makes you create 4 characters but it gives you OFTEN chances to fill the other two slots with temporary NPCs?

I could go on but I think you got the point.

Just because other, lesser game on the downward path of absolute DECLINE decided that as a console player you were too stupid to manage six it doesn't mean its should be embraced as a standard in a PC game.
Posted By: CJMPinger Re: New Party Size Story Explanation - 04/06/21 06:11 PM
Originally Posted by Tuco
Originally Posted by GM4Him
Lol. I'm not happy about 4, but think about it. How many RPGs truly have a 6 member party? The Final Fantasy games? Neverwinter games? Solasta? Knights of the Old Republic? I mean, other than BG1 and 2 and Icewindale, what other 6 party RPGs are there?

So yeah, Id like 6, but Im okay with 4 if there is a decent reason for it and especially of they explain it well in the story.
Baldur's gate? Baldur's gate 2? Planescape Torment? Icewind Dale? Icewind Dale 2? Several Might & Magic or Wizardy Games? Temple of Elemental Evil (up to 8 with enough charisma, actually)? Fallout 2 with 10 Charisma? Pillars of Eternity (and the sequel got a lot of backlash for capping at 5)? Pathfinder Kingmkaer? Pathfinder Wrath of the Righteous? Solasta makes you create 4 characters but it gives you OFTEN chances to fill the other two slots with temporary NPCs?

I could go on but I think you got the point.

Just because other, lesser game on the downward path of absolute DECLINE decided that as a console player you were too stupid to manage six it doesn't mean its should be embraced as a standard in a PC game.

Not to mention, consoles can easily handle the controlling of more than 4 characters. You can see that with the console ports of things like Icewind Dale, which does not control perfect but absolutely is not being hurt by a party of 6 at all. Console Limitations don't really apply to cRPGs.
Posted By: GM4Him Re: New Party Size Story Explanation - 04/06/21 09:16 PM
Hey. Like I said, Im all for 6 or even more. My suggestion would actually be more fun if they allowed you to have unlimited party members and let you decide on how many you want to leave at camp to manage mundane things.

Again, my point wasn't 4 or 6 party members. My point was to provide some flavor to camp and give reasons why you might actually want to limit party size.

So if I have 6 party members, but in order to ensure I have food and drink and weapon repair for the day I need to leave 2 at camp, viola! 4 in party adventuring and 2 at camp. If I don't want any at camp and plan on just switching out damaged items and finding food on the go, I could just take 6 with me and skip leaving anyone at camp.

That, I think, would make it more fun and make more sense. Im not trying to give Larian an excuse to keep it at 4 party members.
Posted By: GM4Him Re: New Party Size Story Explanation - 05/06/21 12:34 AM
Originally Posted by Tuco
Originally Posted by GM4Him
Lol. I'm not happy about 4, but think about it. How many RPGs truly have a 6 member party? The Final Fantasy games? Neverwinter games? Solasta? Knights of the Old Republic? I mean, other than BG1 and 2 and Icewindale, what other 6 party RPGs are there?

So yeah, Id like 6, but Im okay with 4 if there is a decent reason for it and especially of they explain it well in the story.
Baldur's gate? Baldur's gate 2? Planescape Torment? Icewind Dale? Icewind Dale 2? Several Might & Magic or Wizardy Games? Temple of Elemental Evil (up to 8 with enough charisma, actually)? Fallout 2 with 10 Charisma? Pillars of Eternity (and the sequel got a lot of backlash for capping at 5)? Pathfinder Kingmkaer? Pathfinder Wrath of the Righteous? Solasta makes you create 4 characters but it gives you OFTEN chances to fill the other two slots with temporary NPCs?

I could go on but I think you got the point.

Just because other, lesser game on the downward path of absolute DECLINE decided that as a console player you were too stupid to manage six it doesn't mean its should be embraced as a standard in a PC game.

Eyes rolling.

Compared to every RPG ever made with 3-4 party members, this is truly a small number. SO many Crpgs have 4 or less party members. That was my point and why it doesn't bother me. Would I like 6 or more? Absolutely, but having 4 is not uncommon.
Posted By: Tuco Re: New Party Size Story Explanation - 05/06/21 12:40 AM
Originally Posted by GM4Him
Compared to every RPG ever made with 3-4 party members, this is truly a small number. SO many Crpgs have 4 or less party members. That was my point and why it doesn't bother me. Would I like 6 or more? Absolutely, but having 4 is not uncommon.
Why don't you compare it to other RPGs of THE SAME TYPE if you want to have a pertinent limitation, then?
How is the number of party members in something like Final Fantasy or KOTOR even relevant at all? What's next? Persona? Gothic and Risen, where you play with action controls and third person camera in solo?
Posted By: GM4Him Re: New Party Size Story Explanation - 05/06/21 01:21 AM
Let me just be clear here. I WOULD LOVE 6 OR MORE PARTY MEMBERS.

That said, let me also be clear on another point. I WAS ONLY SAYING I DIDN'T THINK 4 WAS A BIG DEAL. I. Me personally, don't think its a big deal because LOTS of RPGs have 4 or even less party members. LOTS of them.

Is it a big deal to you? Obviously. To me? No. Why? Lots of games have 4.

Would I like 6? YES. 100%.

But 4 is also fine with me. The ENTIRE point of my post, however, was that regardless of how many they go with, I just thought a reason as to why, a LEGIT reason, would be nice. If, for nothing else, it'd be nice for immersion.

Bah! Why am I bothering? All we ever do is argue about the same stupid crap all the time out here. Sorry I made a suggestion.
Posted By: Maximuuus Re: New Party Size Story Explanation - 05/06/21 01:45 AM
It's sad that this thread has been merged with this one because some people deviated from OP's point/suggestion.

Really, it wasn't about the party size... And what hasn't deviated was interresting to read.
Posted By: Saito Hikari Re: New Party Size Story Explanation - 05/06/21 06:33 AM
Originally Posted by Maximuuus
It's sad that this thread has been merged with this one because some people deviated from OP's point/suggestion.

Really, it wasn't about the party size... And what hasn't deviated was interresting to read.

Yeah, my own suggestion could have been done regardless of what the party size limit was.

A lot about how the camp works is done through implications rather than anything actually shown to us. Giving little side scenarios to show what everyone left behind is doing at/around camp (along with how new arrivals are showing up) could do a lot to throw out that suspension of disbelief.
Posted By: kanisatha Re: New Party Size Story Explanation - 05/06/21 01:42 PM
Originally Posted by Maximuuus
It's sad that this thread has been merged with this one
I wholeheartedly agree with this point. Far too often the moderators are way too trigger-happy about merging any new threads that even extremely tangentially reference certain topics (like party size for example). They claim it is about grouping it all in one place, but I see it as banishing certain discussions to a purgatory-like location because even the tiniest of references to those certain topics is something they don't like.
Posted By: virion Re: New Party Size Story Explanation - 19/06/21 08:46 AM
Originally Posted by Tuco
Just because other, lesser game on the downward path of absolute DECLINE decided that as a console player you were too stupid to manage six it doesn't mean its should be embraced as a standard in a PC game.


Console == 4 pads == 4 characters I guess. Or 4 buttons on the cross if you play solo.

Make it work differently for the PC version? Aaaaah....now you talking money.

Would love Larian to make it 6 characters and balance the game properly for hard mode with 6 characters. Ngl. But well, if they don't then they don't. The amount of characters kinda limits possibilities but in the current build 6 characters would be straight OP so there's that.
Posted By: CJMPinger Re: New Party Size Story Explanation - 19/06/21 07:38 PM
Originally Posted by virion
Originally Posted by Tuco
Just because other, lesser game on the downward path of absolute DECLINE decided that as a console player you were too stupid to manage six it doesn't mean its should be embraced as a standard in a PC game.


Console == 4 pads == 4 characters I guess. Or 4 buttons on the cross if you play solo.

Make it work differently for the PC version? Aaaaah....now you talking money.

Would love Larian to make it 6 characters and balance the game properly for hard mode with 6 characters. Ngl. But well, if they don't then they don't. The amount of characters kinda limits possibilities but in the current build 6 characters would be straight OP so there's that.

Some people have pointed out that when they mod in 6 character party, the game actually feels more balanced and satisfying.
Also I seriously doubt the limitation is because of D-Pad, typically a game like this uses a more cycling form of selection on consoles, or uses a pop up menu. And legitimately, a console can handle six characters at once easily. Icewind Dale controls fine and so does Wasteland 2 and 3. DOS2 I'd practically have 8 characters at all times cause I love Summoning, and the turn based game could handle it easily and fairly intuitively (minus the weird chain/unchain shenanigans outside of combat to many thats an issue with any amount of characters past 1).
Posted By: virion Re: New Party Size Story Explanation - 19/06/21 08:07 PM
Originally Posted by CJMPinger
Originally Posted by virion
Originally Posted by Tuco
Just because other, lesser game on the downward path of absolute DECLINE decided that as a console player you were too stupid to manage six it doesn't mean its should be embraced as a standard in a PC game.


Console == 4 pads == 4 characters I guess. Or 4 buttons on the cross if you play solo.

Make it work differently for the PC version? Aaaaah....now you talking money.

Would love Larian to make it 6 characters and balance the game properly for hard mode with 6 characters. Ngl. But well, if they don't then they don't. The amount of characters kinda limits possibilities but in the current build 6 characters would be straight OP so there's that.

Some people have pointed out that when they mod in 6 character party, the game actually feels more balanced and satisfying.
Also I seriously doubt the limitation is because of D-Pad, typically a game like this uses a more cycling form of selection on consoles, or uses a pop up menu. And legitimately, a console can handle six characters at once easily. Icewind Dale controls fine and so does Wasteland 2 and 3. DOS2 I'd practically have 8 characters at all times cause I love Summoning, and the turn based game could handle it easily and fairly intuitively (minus the weird chain/unchain shenanigans outside of combat to many thats an issue with any amount of characters past 1).

I don't play console so good to have the insight of someone who does ^^ I only have a pad for DMC5 ;P Used to play back when the first XBOX( the green one) was a thing.

For the balance thing -> It's so personal it's hard to discuss in simple words I guess. I went with Cleric, thief, mage x2. (Cleric + Mage custom PC playe with a friend ) and to be honest we were dying quite often (not wiping, but mages would die + sometimes the thief) mostly cause we had a rule of max 1 defence ability and one offensive spell per encounter. Without it the cleric can just wipe out most of the encounters by himself, shoot anyone at long distance with the bow (cause obviously cleric full dex) etc.

The bridge encounter with the boys with the dragon was quite hardcore - ish, ngl. One of the few encounters that actually were hard. The hag too was quite challenging but mostly due to bugs( One of the mages got desyncedd when being hit by a spell an couldn't use any ability....). So we started the hag encounter with 3 guys and finished it.

But yeah basically I woul expect every encounter to be at the difficulty level of those guys from the bridge actually forcing you to use your combos and abilities to full extent instead of being like " You fool, I used 10% of my power".
Bottom line; When this game gets to full release I will either find a way to make a party of 6-8 custom characters (none of the stock NPCs for me, thank you)... or I will break the game trying. Either way, is fine... I will not play it any other way.
Posted By: Clawfoot Re: New Party Size Story Explanation - 09/07/21 06:01 PM
In a game with four core roles, I really hate that you can only have a party of four. It's so restrictive. While you're not technically forced to bring a warrior, a priest, a wizard and a rogue, D&D is obviously designed from the bottom with the intention that a party has all four roles covered. A party size of 6 means you have much more freedom to make a playthrough feel unique without doing an actual "no mages" novelty run or whatever. In BG3, unless I do special multi-role builds (which, with an apparently low level cap, sounds questionable), I can't have a playthrough with more than one of any core archetype without sacrificing another. I absolutely hate that. It has been awful in the EA so far, and I can't see it getting much better in the full game.
Posted By: Tuco Re: New Party Size Story Explanation - 09/07/21 07:10 PM
Well, welcome to the club.

We had dozens of multi-paged threads (currently merged in a Frankenstein-megathread in the appropriately named section) where many of us complained for months that this limitation to four character per party sucks in a CRPG of this kind.
Posted By: Tuco Re: New Party Size Story Explanation - 15/07/21 08:47 PM
Fuck, the custom "hack" to play with a party of six doesn't work anymore and gives a 100% repeatable crash now with the new patch.
Originally Posted by Tuco
Fuck, the custom "hack" to play with a party of six doesn't work anymore and gives a 100% repeatable crash now with the new patch.
Hopefully, we will get an updated version soon. I'm still downloading the update from GoG (6+ hours later I am at 46%). Do you know if you can at least still multiplay with yourself?
Posted By: MarcHicks 5-6 members of a party for Act 2 & 3? - 18/07/21 07:42 AM
Hiya Larian Devs. I get why you may want to limit your party sizes to 4 in Act 1.......as if it was any larger you'd then probably be able to have every single major character in your party *all* the time. I was wondering, though, if you might consider expanding the party size to 6 in the later acts......so we might be able to take in additional major characters when we adventure? Anyway, just a thought.
Concidering so-far Larian official statemens answers would be: No ... and No.
Posted By: Tarorn Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 09:25 AM
Ain’t gonna happen...just cost too much with the amount of work going into the game
Posted By: Abits Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 09:37 AM
Like people said above right now the official answer seems to be no but I don't think it is a big deal since there are ways to increase party size on your own
Posted By: CJMPinger Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 09:41 AM
The thing is though, the backing for "No" doesn't feel that strong to me. I recognize there is an argument to be made for it, but I genuinely think 6 is the best amount, and doesn't even cost resources, or at least more than they'd already do with all the other permutations of this game. That, and it does not stop anyone from playing with 4 or 3 or 1 person, but doesn't make mods the solution to one of the most talked about issues.
Posted By: Abits Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 09:47 AM
Originally Posted by CJMPinger
The thing is though, the backing for "No" doesn't feel that strong to me. I recognize there is an argument to be made for it, but I genuinely think 6 is the best amount, and doesn't even cost resources, or at least more than they'd already do with all the other permutations of this game. That, and it does not stop anyone from playing with 4 or 3 or 1 person, but doesn't make mods the solution to one of the most talked about issues.
I don't understand your last sentence. If this is the final choice, mods are not only a solution, they are the only solution.

About Larian being vague I agree, it's not great. And I think that if they definitively said that 4 is the max people will be able to move on (maybe not cheerfully, but move on nonetheless
Posted By: CJMPinger Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 10:25 AM
Originally Posted by Abits
Originally Posted by CJMPinger
The thing is though, the backing for "No" doesn't feel that strong to me. I recognize there is an argument to be made for it, but I genuinely think 6 is the best amount, and doesn't even cost resources, or at least more than they'd already do with all the other permutations of this game. That, and it does not stop anyone from playing with 4 or 3 or 1 person, but doesn't make mods the solution to one of the most talked about issues.
I don't understand your last sentence. If this is the final choice, mods are not only a solution, they are the only solution.

About Larian being vague I agree, it's not great. And I think that if they definitively said that 4 is the max people will be able to move on (maybe not cheerfully, but move on nonetheless

I am more saying I don't want the final decision to be "No," and that the closest to pleasing everyone is increasing the party size, which also eliminates the need for people to mod in that desired party size of 5 or 6.
Originally Posted by CJMPinger
The thing is though, the backing for "No" doesn't feel that strong to me. I recognize there is an argument to be made for it, but I genuinely think 6 is the best amount, and doesn't even cost resources, or at least more than they'd already do with all the other permutations of this game. That, and it does not stop anyone from playing with 4 or 3 or 1 person, but doesn't make mods the solution to one of the most talked about issues.


I am a big NO on this for the actual game but obviously people can mod whatever they like. Between on the temp party members and familiars/companions I think its a lot to manage.
Posted By: Wormerine Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 10:39 AM
I doubt it will happen. First of all, current companions aren’t all companions there are to be so 6 slots won’t cover all available companions anyway.

Having bigger party would also most likely mean 6 party coop, which is something Larian might now want to tackle.

It is still unknown with wide selection of companions will stay available fortune majority of the game, or if BG3 will follow D:OS2 formula and force you to pick 3 permanent companions after ACT1.
Posted By: CJMPinger Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 10:40 AM
Originally Posted by Blackheifer
Originally Posted by CJMPinger
The thing is though, the backing for "No" doesn't feel that strong to me. I recognize there is an argument to be made for it, but I genuinely think 6 is the best amount, and doesn't even cost resources, or at least more than they'd already do with all the other permutations of this game. That, and it does not stop anyone from playing with 4 or 3 or 1 person, but doesn't make mods the solution to one of the most talked about issues.


I am a big NO on this for the actual game but obviously people can mod whatever they like. Between on the temp party members and familiars/companions I think its a lot to manage.

Personally, I don't think it's a lot to manage so I have a hard time seeing it from there, but I'm a weirdo who managed every companion in BG1 so yeah.
But like I'm not asking to force it on people who hate it, I'm asking to make it an option, somewhere in gameplay settings. So people who don't want it don't have to engage with it, and those who do want it are not forced to mod. I want a game to be good before mods, and making this an option is something I feel would make the game many times better.


Originally Posted by Wormerine
I doubt it will happen. First of all, current companions aren’t all companions there are to be so 6 slots won’t cover all available companions anyway.

Having bigger party would also most likely mean 6 party coop, which is something Larian might now want to tackle.

It is still unknown with wide selection of companions will stay available fortune majority of the game, or if BG3 will follow D:OS2 formula and force you to pick 3 permanent companions after ACT1.

I still despise the DOS2 route. So I seriously seriously hope not. I get this is more personal taste, but that way of treating companions feels forced and wholly unsatisfying.
Also 6 characters doesn't necessarily mean 6 players. 2 people can control an extra character, or if three players everyone has 2 characters. But like I don't think 6 player co-op could hurt this game, and in fact would make it more accessible I feel.
Posted By: MarcHicks Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 10:43 AM
To be fair, its not a deal-breaker for me if the answer remains a definite "no"......but it would be nice to have 6 people in the party later in the game, when the difficulty starts to ramp up. That said, I managed to get through Solasta with only 4 Party members.......
Posted By: CJMPinger Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 10:49 AM
Originally Posted by MarcHicks
To be fair, its not a deal-breaker for me if the answer remains a definite "no"......but it would be nice to have 6 people in the party later in the game, when the difficulty starts to ramp up. That said, I managed to get through Solasta with only 4 Party members.......

Definitely not a deal breaker, but it REALLY would hamper my enjoyment of the game significantly. It's a big thing to me.
However, handling a larger cast of companions DOS2-style is very much a deal breaker for me. Especially with companions having set classes, and that way of handling companions going completely against how I play games.
Whats the point anyways?? Already WAY too few playable NPCs. If it where 15+ like in BG2 then yea 6 is great. But we are getting...6 or 7 NPCs, from which half I dislike...so yea. lol
Posted By: CJMPinger Re: New Party Size Story Explanation - 18/07/21 10:58 AM
I seriously hope some time during this EA we won't need a hack for a 6 person party. In my latest playthrough I have found multiple moments where I just felt like two more people should be there, not cause fights are hard but because it feels like the party is incomplete almost.
Posted By: RagnarokCzD Re: New Party Size Story Explanation - 18/07/21 11:04 AM
I hope that someone will find easier way to allow us 6 members ...
I dont like that "hack" thing even a little bit. :-/
Posted By: Abits Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 11:09 AM
Originally Posted by CJMPinger
Originally Posted by MarcHicks
To be fair, its not a deal-breaker for me if the answer remains a definite "no"......but it would be nice to have 6 people in the party later in the game, when the difficulty starts to ramp up. That said, I managed to get through Solasta with only 4 Party members.......

Definitely not a deal breaker, but it REALLY would hamper my enjoyment of the game significantly. It's a big thing to me.
However, handling a larger cast of companions DOS2-style is very much a deal breaker for me. Especially with companions having set classes, and that way of handling companions going completely against how I play games.
I don't know if I would go as far as to say deal breaker, but I agree it's the worst thing they can do. At least the worst I can think of
Posted By: Abits Re: New Party Size Story Explanation - 18/07/21 11:11 AM
I'm sure the full game will have an easy to install mod
Posted By: Tuco Re: New Party Size Story Explanation - 18/07/21 11:20 AM
Originally Posted by CJMPinger
I seriously hope some time during this EA we won't need a hack for a 6 person party.
Eh, tell me about it.
I'd like nothing more than being able to just have it as a readily available option rather than having to download a specific software to manually edit a specific file in a very specific and unintuitive way.

Not to mention that it doesn't work anymore, as my previous post pointed.

Also, something I pointed just on Discord some time ago and that could turn out to be a problem even for modders: in my last playthrough (patch 4) done with the party expanded to six when I got at the end of EA (the final travel/ optional fight on the boat while navigating to Moon-something Tower) I realized that two of my characters died automatically because the game was HARD-CODED to allow only 4 characters on that boat.
I hope the final game won't have much of this bullshit to navigate your way around or it could turn into a proper minefield for modders trying to fix what Larian refuses to fix.
Posted By: GM4Him Re: New Party Size Story Explanation - 18/07/21 11:25 AM
I just don't get it. I can create 4 custom characters and Lae'zel and now Shadow join them in the prologue for a party of 6, so it CAN be done and is already in the game, but as soon as we arrive on the beach, NOPE. 4 only. Why? So if I play multiplayer or create 4 customs, I can't ever trigger certain dialogues, like Wyll and the goblin at the mill or Shadow at the broken statue.

It's a bit frustrating.
Posted By: Abits Re: New Party Size Story Explanation - 18/07/21 11:30 AM
The only thing I can say that is possible consolation is that dos2 is fully playable with all the companions in your party
Posted By: CJMPinger Re: New Party Size Story Explanation - 18/07/21 11:31 AM
Randomly, I'm already managing 8 "characters" cause by the end everyone has a familiar in my games. Shadowheart needing a feat of course. So the engine is shown both in the prologue and with summoning to handle way more than four. Add in the zombie glitch (take your pick of which one) and the engine can support an immense amount of player controlled entities without faltering, glitching, or failing in any way.
Essentially, the game can totally support 6 or any number within reason, but 4 ended up being chosen.
Posted By: Tuco Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 11:40 AM
I'd be ALL for extending the default party size (or at least offer it as a proper option) because having to edit save files to make this work is a pain in the ass and it just got worse with the last patch where the "hack" stopped working for some unholy reason.

Honesty a four men party in a big-ass RPG like this feels so lousy.
But we've been talking this stuff for ten months at this point and to my memory despise claiming originally that they weren't adamant about enforcing this decision and they were open to listed to the players, it doesn't really seem like Larian cares that much of the general feedback.
Posted By: Alyssa_Fox Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 11:46 AM
Originally Posted by Tuco
Honesty a four men party in a big-ass RPG like this feels so lousy.

Why? Dragon Age, Knights of the Old Republic, Mass Effect all had 3-4 party size.
Posted By: Wormerine Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 11:48 AM
Originally Posted by CJMPinger
I still despise the DOS2 route.
Just an observation on my part - I don’t mind having to commit to the party (I tend to do it in RPGs), and if Larian does something more interesting with abandoned companions throughout the rest of the adventure, it could be a neat thing. I do agree that D:OS2 kill-off felt artificial and unnecessary.

It would be neat if NPCs would temporally join out party, as some critical NPCs do in Solasta.

Personally, I feel Larian still has work to do, to makes us take a fuller advantage of 4-man party, so to me whenever there will be 4 party limit or higher, isn’t much of a concern.
Posted By: Tuco Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 11:50 AM
Originally Posted by Alyssa_Fox
Why? Dragon Age, Knights of the Old Republic, Mass Effect all had 3-4 party size.
You say that as if that made them any favor. Which it didn't. Or as if they were the gold standard for party management, which they weren't.

That aside... Entirely different systems, rulesets, type of RPGs, etc.
Not to mention that at very least Bioware understood the importance of having an extended cast outside of the active party and let you swap companions in and out across the entire game... Which if we have to believe their original claim Larian is actively planning against, instead.
Posted By: Luminary Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 11:53 AM
I disagree I think that party size should stay as is. I feel like it’s a great amount. The only exception I think would be if we have other friends in the group and you should still be allowed to have upto 3 NPCs to experience their stories still. Making for a maximum party size of 7. You, three friends, and three NPCs. Just tuning up the monsters health with scaling would be adequate but also I’d be fine with taking less people and compromising.
Posted By: CJMPinger Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 11:54 AM
Honestly, if I could have had a larger active-party in bioware games I totally would have.
But at least they never did a blanket wipe or dismissal of everyone you recruited to artificially reduce you to who is active (or at least in a single game, you could make an argument about the jump from ME1 to 2 and then 3, but they feel like separate games). Sure people could die because of my decisions, and there were ultimatum moments, but it wasn't ever DOS2 batch wipe levels, and individual character deaths and crisis add weight to the game compared to just deciding you can't have A,B,C,D, and E because you happened to choose to use F, G, and H at this arbitrary moment.
Posted By: Tuco Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 11:56 AM
Originally Posted by Luminary
I disagree I think that party size should stay as is. I feel like it’s a great amount. The only exception I think would be if we have other friends in the group and you should still be allowed to have upto 3 NPCs to experience their stories still. Making for a maximum party size of 7. You, three friends, and three NPCs. Just tuning up the monsters health with scaling would be adequate but also I’d be fine with taking less people and compromising.
I'm not even sure what you are trying to say.

You "disagreed" (and the disagreement is mutual, by the way) except suggesting an even larger party one sentence later.
Posted By: CJMPinger Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 12:00 PM
I feel like doing it that way only adds an extra step, because then people would do the roundabout way of having multiple BG3s open, selecting the origin characters, and then recruiting the three remaining. Just letting 7 there would allow the same effect. Though personally I find 7 to be that amount that starts to tilt difficulty too much, but if other people greatly prefer it, I wouldn't feel bad about it and instead work with 6 characters or try 7.

Err, essentially my philosophy here is too many is way better than too few.
Posted By: Tuco Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 12:09 PM
On a side note, while I personally genuinely don't give the tiniest amount of shit about the multiplayer angle* I'm not sure why the most classical party of SIX shouldn't work in multiplayer.
Given that you can ASSIGN characters to the players at will, you could have two players with 3 characters each, two with three, three with two characters... Or any other arbitrary asymmetric combination, really.

There would be nothing intrinsically impractical about it. Well, apart for the game controls, that suck and are impractical by default. More aggravatingly so when you LOWER the number of players involved.





*elaboration: frankly I tried to play previous Larian games in multi and the verdict was always "Well, this was amusing but I'm not going to coordinate a schedule with multiple people over an extended time frame to play like this again".
So no, absolutely not a selling point for me and even less something that I would let DICTATE major design limitations.
Posted By: CJMPinger Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 12:12 PM
Actually, even with multiplayer angle, I'm not sure why it'd be unreasonable for 6 players to be allowed?
Would it require that much resources to update the menus and code to allow for players 5 and 6…?
Posted By: Tuco Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 12:17 PM
Originally Posted by CJMPinger
Actually, even with multiplayer angle, I'm not sure why it'd be unreasonable for 6 players to be allowed?
Would it require that much resources to update the menus and code to allow for players 5 and 6…?
Maybe some netcode limitation. But I doubt. In fact I think some old mod already allowed multiplayer beyond 4 people for DOS 2? But I'm not sure, so don't quote me on that.

What's really relevant, anyway, is that even if that was INDEED a limitation, there would be absolutely no need to break it.
Just because the theoretical ceiling for the party members would be raised to six, no one would be forced to play with six players or even less to FILL the party even in single player.

BG1 and 2, as IWD 1 and 2, had a party of six and still a lot of people enjoyed doing even solo runs. It's the magic of scalable systems, you know.
Posted By: RagnarokCzD Re: New Party Size Story Explanation - 18/07/21 12:18 PM
Originally Posted by CJMPinger
Randomly, I'm already managing 8 "characters" cause by the end everyone has a familiar in my games. Shadowheart needing a feat of course. So the engine is shown both in the prologue and with summoning to handle way more than four. Add in the zombie glitch (take your pick of which one) and the engine can support an immense amount of player controlled entities without faltering, glitching, or failing in any way.
Essentially, the game can totally support 6 or any number within reason, but 4 ended up being chosen.
That is all nice, but it aply to single player only ...
I belive that multiplayer is the real issue here, since Larian promised people split screen, it would be ridiculous to split screen in 8 squares. :-/ laugh

//edit:
Personaly i believe that give us option to allow another two members in single-player game only would be quite easy ... but for some unknown reason it seems like Larian simply demands to keep the game exactly the same in both options. frown
Posted By: CJMPinger Re: New Party Size Story Explanation - 18/07/21 12:24 PM
Originally Posted by RagnarokCzD
Originally Posted by CJMPinger
Randomly, I'm already managing 8 "characters" cause by the end everyone has a familiar in my games. Shadowheart needing a feat of course. So the engine is shown both in the prologue and with summoning to handle way more than four. Add in the zombie glitch (take your pick of which one) and the engine can support an immense amount of player controlled entities without faltering, glitching, or failing in any way.
Essentially, the game can totally support 6 or any number within reason, but 4 ended up being chosen.
That is all nice, but it aply to single player only ...
I belive that multiplayer is the real issue here, since Larian promised people split screen, it would be ridiculous to split screen in 8 squares. :-/ laugh

Simple. Splitscreen goes up to four players local for that fun couch action, with it also supporting two more over lan or internet. Normal internet/Lan/etc play allows up to 6 players.
Both allow 6 characters.
My whole thing was on characters not players there, I don't think the number of characters hinders splitscreen in any way and having one console only support 4 players but also allowing 2 others to connect over the internet makes sense to me. And honestly I feel like splitscreen co-op is a dying thing but keeping it afloat isn't a bad thing.
Posted By: GM4Him Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 12:37 PM
Originally Posted by Alyssa_Fox
Originally Posted by Tuco
Honesty a four men party in a big-ass RPG like this feels so lousy.

Why? Dragon Age, Knights of the Old Republic, Mass Effect all had 3-4 party size.

Because if we create a party of 4, we can't even bring any origin characters into the party to trigger dialogues like Lae'zel and Zorru, or Shadowheart at the statue, or Wyll and the gobbo captain.
Posted By: GM4Him Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 12:40 PM
Originally Posted by CJMPinger
Actually, even with multiplayer angle, I'm not sure why it'd be unreasonable for 6 players to be allowed?
Would it require that much resources to update the menus and code to allow for players 5 and 6…?

No. No extra code at all. I had 6 party members in Prologue with 4 custom and Lae'zel and Shadow with a scrollbar for inventory. It's already there. They just don't allow it after prologue
Originally Posted by Alyssa_Fox
Why? Dragon Age, Knights of the Old Republic, Mass Effect all had 3-4 party size.
I believe there is few important differences, you are missing ...

Mass Effect have 3 classes (Soldier, Technician, Biotic ... and yes, i know there are another 3, but they are basicaly just half/half hybrids) ...
So, when you wish to have full acess to your party potential abilities, you need 3 persons ... everything abowe, would be just repeating of things you allready have.
Also, it would cause problems since in this game you are giving them active orders, wich could proove dificiult with more followers.

Dragon Age have 3 classes aswell (Warior, Mage, Rogue ... and yes, again i know that they have 3 specialisations, but again when talking about interaction with the world it dont matter if your Mage is Fire, Frost, or Thunder type ... what matters is if you have Mage to interact with the world)
Its best seen in Inquisition ... Warriors are smashing walls, Rogues are picking locks, and Mages have telekinesis they refuses to use in any battle scenario for some reason. laugh ... I honestly dont remember 2 at all, and its fact that in Origins, it dont quite matter what party members you pick as long as you have at least one rogue to pick locks (and either mage for healing, or realy easy settings and lot of healing bandages).
Still, once again ... adding another party member is unnecesary.

And Kotor ... well, we could say that there are Ranged / Meele / Force user ... but honestly, i believe it dont matter at all, who will you take with you. Maybe in their personal quests it do, but that is completely different story. :-/

In this game, you have a little more classes, and even if many of them are simmilar ... you can allways set them to stats ...
You have tank (constitution), muscle (strength) stealther (dexterity), brain (intelligence), eyes and ears (wisdom) and finaly face (charisma) of the group ... so, in order to create "optimalized" party, you are suppose to have them all ... its ofcourse possible to focus on one aspect, instead of another, aka. specialize ... but once you have to scratch 1/3 of your options it, to put it simply, becomes frustrating. smile
Originally Posted by GM4Him
I had 6 party members in Prologue with 4 custom and Lae'zel and Shadow with a scrollbar for inventory. It's already there. They just don't allow it after prologue
OR!
Maybe ... they werent expecting that people would demand it so hard ... and they started experimenting with this option just now (read as: recently).

What patch it was, if i can ask?
Posted By: RagnarokCzD Re: New Party Size Story Explanation - 18/07/21 12:51 PM
Question here is not if that makes sence to us, but if that would make sence to Larian. laugh
Posted By: GM4Him Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 01:05 PM
I started doing 4 custom characters in patch 4 and had Lar'zel join as 5th party member in Prologue.
Posted By: VincentNZ Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 02:15 PM
I think it is important to state that this is an attractive option mostly because of BG2 and it's pretty deep party interaction system. Even in BG1 party banter was rather minimal compared to BG2. BG3 does not have that. Interaction is basically a one-way ticket between the PC and one companion.
Also most games do it like this now, it is simply cheaper and easier to do it this way, plus it adds replayability, which is all the rage since quite a few years. Mass Effect only allows two companions and in DA, as others pointed out there were only three as well. I think Neverwinter Nights also only had 1-2 companions.
So having two more people in your party was nice in BG2 where you had all the interaction, but yeah in BG3 you would have two additional mutes that would only contact you if they had something to complain or needed help with their personal backstory. With how polarizing the companions can be at the moment, I do not think this is a stellar idea.
On the other hand, if they choose to go the route with better written and more written characters basically, I am all for it, because replayability means nothing to me and never has. I might replay games a lot, but I never really play them differently. In fallout I am always the ranged stealth dude with a hero complex. So locking me out of content because of party limits and killing companions of, means I just never see that content. So in this case, Astarion might have a great story arc to him later, that I will never see.
Posted By: kanisatha Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 02:32 PM
Well, party size being four is a deal-breaker for me. At a minimum I would need a very easy to install and use party size six mod being available before I'd even touch the game.
Posted By: Abits Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 02:40 PM
Why though? I know for sure you played the dragon age games which had 4 party members. Why disqualify this specific game solely based on this?
Posted By: Tuco Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 03:26 PM
Originally Posted by Abits
Why though? I know for sure you played the dragon age games which had 4 party members.
I did it too! And I hated it there as well.

But as already pointed that's a bit of a disingenuous equivalency, anyway.
Different ruleset and class system, for one. And we are talking of anything past Origin, different style of game and combat, too.
Posted By: Tuco Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 03:31 PM
Originally Posted by VincentNZ
I think it is important to state that this is an attractive option mostly because of BG2 and it's pretty deep party interaction system. Even in BG1 party banter was rather minimal compared to BG2. BG3 does not have that. Interaction is basically a one-way ticket between the PC and one companion.
That's becoming less and less true at each update, incidentally.
They are adding a lot of scenes where companions address directly each other.
Of course, most of these scenes will be wasted/never seen because for how it works currently you'll need to be at the exact place with the exact combination of characters in party to witness it. Which incidentally is even more of an argument in favor of giving the option to bring around more companions.

But you know what? I don't even need to guess if I "would like it or not". I already played an entire playthrough with Patch 4 and a party of six and guess what? It was the most enjoyable one I had so far.
More party banters, a better flow in combat, more tactical decisions to make at any given time (even if obviously that made a lot of fights easier), etc, etc.

This DESPISE the default control scheme putting its best effort into making the experience miserable for the player.
Posted By: GM4Him Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 04:40 PM
The game ready allows 6 in the prologue. So why is there resistance here? Makes no sense. We're not talking a big change. Just carry over functionality from prologue. Boom. Done.

Why are we having this debate? People want 6 party members? Why fight it? How would 6 party members hurt your gameplay?
Posted By: Alyssa_Fox Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 09:22 PM
Originally Posted by RagnarokCzD
In this game, you have a little more classes, and even if many of them are simmilar ... you can allways set them to stats ...
You have tank (constitution), muscle (strength) stealther (dexterity), brain (intelligence), eyes and ears (wisdom) and finaly face (charisma) of the group ... so, in order to create "optimalized" party, you are suppose to have them all ... its ofcourse possible to focus on one aspect, instead of another, aka. specialize ... but once you have to scratch 1/3 of your options it, to put it simply, becomes frustrating. smile

In DnD the classic adventuring team is Fighter, Cleric, Wizard and Rogue with other classes being variants or hybrids of those 4. Even the 5e edition DM guide p.83 states that 3-5 players is the ideal party size. Also there are no MMORPG-style tanks in DnD, frontline characters are usually both tanks and muscles and face is usually either rogue, bard (who can actually be fill most other roles in 5e) or sorceror (who can substitute wizard).


Originally Posted by Tuco
You say that as if that made them any favor. Which it didn't. Or as if they were the gold standard for party management, which they weren't.

That aside... Entirely different systems, rulesets, type of RPGs, etc.
Not to mention that at very least Bioware understood the importance of having an extended cast outside of the active party and let you swap companions in and out across the entire game... Which if we have to believe their original claim Larian is actively planning against, instead.

If we talk about systems, rulesets, etc. then for DnD campaigns a party of 4 is actually the gold standard. If we talk about RPG storytelling then 4 is once again better than 6+ because larger cast means you either get less personal involvement with each individual companion or some companions fail to foster any kind of emotional attachment.

Originally Posted by GM4Him
Because if we create a party of 4, we can't even bring any origin characters into the party to trigger dialogues like Lae'zel and Zorru, or Shadowheart at the statue, or Wyll and the gobbo captain.

You mean you want to create 4 customs characters in multiplayer and see content from origin characters at the same time, right?
Posted By: CJMPinger Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 09:35 PM
Originally Posted by Alyssa_Fox
Originally Posted by RagnarokCzD
In this game, you have a little more classes, and even if many of them are simmilar ... you can allways set them to stats ...
You have tank (constitution), muscle (strength) stealther (dexterity), brain (intelligence), eyes and ears (wisdom) and finaly face (charisma) of the group ... so, in order to create "optimalized" party, you are suppose to have them all ... its ofcourse possible to focus on one aspect, instead of another, aka. specialize ... but once you have to scratch 1/3 of your options it, to put it simply, becomes frustrating. smile

In DnD the classic adventuring team is Fighter, Cleric, Wizard and Rogue with other classes being variants or hybrids of those 4. Even the 5e edition DM guide p.83 states that 3-5 players is the ideal party size. Also there are no MMORPG-style tanks in DnD, frontline characters are usually both tanks and muscles and face is usually either rogue, bard (who can actually be fill most other roles in 5e) or sorceror (who can substitute wizard).

Might just be my experience, but in tabletop 6 characters has always been that sweetspot.
For 5e official modules I have done Waterdeep Dragonheist, Dungeon of the Mad Mage, and some of Tomb of Annihilation. Now not counting Tomb cause its meant to be hard, my 6 person group still had challenged with Dragonheist + Madmage, without any homebrewing happening. Infact with dragonheist the party was practically wiped except for my Celestial Warlock because even with 6 players the characters made mistakes and rolls were made poorly.
So overall, from a personal experience I think it is completely possible to challenge a party of 6 with only RAW content.
Posted By: GM4Him Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 10:16 PM
Originally Posted by GM4Him
Because if we create a party of 4, we can't even bring any origin characters into the party to trigger dialogues like Lae'zel and Zorru, or Shadowheart at the statue, or Wyll and the gobbo captain.

You mean you want to create 4 customs characters in multiplayer and see content from origin characters at the same time, right?[/quote]


Yes. I create 4 custom characters using Multiplayer mode, and I have no open slot to add Shadowheart to gain more of her story, or Lae'zel, or anyone. If I have 4 custom characters, I miss tons of fun stuff in the game. At least with party of 6, I could add 2 origin characters at a time and still gain content.

Besides, again, my main point is WHY NOT? If the functionality already exists, and players really want it, why not give it to us? What harm would it do to allow us 6 party instead of 4?
Posted By: kanisatha Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 10:57 PM
Originally Posted by Abits
Why though? I know for sure you played the dragon age games which had 4 party members. Why disqualify this specific game solely based on this?
@Tuco's already said what I would say, which is that in a classless (or pseudo-class) system like DA and D:OS a party of 4 is fine. In a system that is the classic standard for being all about classes (and yes this is how I see D&D even with all the 5e changes; D&D is ALL about classes as far as I am concerned), and where that system provides so many classes (and then also subclasses, archetypes, and multiclassing), anything less than 6 for my party size is aggravatingly limiting. As I have been posting on the P:WotR forum, one of the things I love the most about party-based RPGs is assigning specific party roles to my party members (and again, please don't bother telling me that in 5e this is not needed because I don't care). I need in my party: a tank, a melee damage dealer, a ranged damage dealer, a healer, and a crowd-controller and buffer. The sixth spot, then, is for that eclectic companion who may not necessarily satisfy a particular party role but who brings something unique or special to the party. So, 6.
Posted By: kanisatha Re: 5-6 members of a party for Act 2 & 3? - 18/07/21 11:02 PM
Originally Posted by Alyssa_Fox
If we talk about systems, rulesets, etc. then for DnD campaigns a party of 4 is actually the gold standard.
No it isn't. Even officially, it is party size of 4 to 6. The pro-4 side is just conveniently interpreting that as exactly 4.

In my over 25 years of playing D&D, in TT, play by email, and nowadays on Roll20 using 5e, I have never ever played a game with a party of 4. The smallest parties have been 5, and typical parties have been 6 or 7.
Posted By: Alyssa_Fox Re: 5-6 members of a party for Act 2 & 3? - 19/07/21 12:18 AM
Originally Posted by kanisatha
Originally Posted by Alyssa_Fox
If we talk about systems, rulesets, etc. then for DnD campaigns a party of 4 is actually the gold standard.
No it isn't. Even officially, it is party size of 4 to 6. The pro-4 side is just conveniently interpreting that as exactly 4.

5e Dungeon Masters Guide p.83 has special rules for parties with less than 3 players and more than 5 players. The official 5e rulebook clearly states that parties of 3-5 use the standart rules, while 6 players and more need balancing adjusment. "The preceding guidlines assume that you have a party consisting of three to five adventurers ... If the party contains six or more characters..."

3.5e Dungeon Masters Guide p.11 "The normal-sized group is around four players (with the DM as the fifth person)."

Party size of 4-6 is established as "normal" in 4e DMG p.31, but then it considers party of 6 being a larger party: "It’s too difficult to listen to six people who are all trying to tell you what they do at the same time."
Posted By: Tuco Re: 5-6 members of a party for Act 2 & 3? - 19/07/21 01:00 AM
Originally Posted by Alyssa_Fox
If we talk about systems, rulesets, etc. then for DnD campaigns a party of 4 is actually the gold standard. If we talk about RPG storytelling then 4 is once again better than 6+ because larger cast means you either get less personal involvement with each individual companion or some companions fail to foster any kind of emotional attachment.
See? This is the hideous problem with recurring topics... That some of us are basically condemned to this comedic Groundhog Day of repeating the same talking points over and over and just few weeks later being forced to listen to the same "rebuttals" we already dismissed a good dozen of times even in the very same "megathread" we are posting in.

The short version:
- the "party of 4 is the sweet spot" is a convenient claim for pen & paper because gathering more people on a regular basis can turn into a logistic nightmare. Even then, ideally people aim higher than that, especially given that not every member will be reliable from start to end.
- In pen & paper each member of your party is (allegedly) a thinking entity that contributes significantly to the conversation, the decision process, etc. In a CRPG any companion offers a narrow and limited contribution in that sense and limiting them in numbers even more strips the game away of more engaging content. Party banters, personal quests, reactions to specific situations, etc.
- Most pen & paper campaigns don't drag for hundreds of hours and even when they approach that time frame players often drop out, get replaced, rotate, etc. If I'm stuck with the same party of 4 in a computer game there will be piles of things I won't ever experience.

Basically, the summary of it is that one thing does not equate to the other. They are extremely distinct experiences and using a vague suggestion thrown in as some sort of consolatory claim in the PHB as a Gospel of Truth is pointless, if not even disingenuous.

That aside, limiting the group to 4 feels painfully restrictive not just when it comesto narrative/dialogues/cross party interactions etc, but even in gameplay/mechanical terms. Picking roles, taking advantage of all the rewards offered by the game, etc.
You either make an active effort to make sure your four guys cover the most different basis in every possible way with virtually no overlap (which also means "fuck you" to most "hybrid roles" and exotic less-than-overtuned classes) or you'll end with ton of equipment unused, class-specific quests not explored, etc, etc.

I mean, as an example above all: let's say I want to play a class X which is already covered by a companion I like. I couild consider to double that role with some minor differences in specialization for a larger party, but with four slot included mine?
I ether reduce the range of my party capabilities even more drastically or I'm basically forced to excluded that companion as a viable option.
Posted By: Alyssa_Fox Re: 5-6 members of a party for Act 2 & 3? - 19/07/21 01:20 AM
Originally Posted by Tuco
That aside, limiting the group to 4 feels painfully restrictive not just when it comesto narrative/dialogues/cross party interactions etc, but even in gameplay/mechanical terms. Picking roles, taking advantage of all the rewards offered by the game, etc.
You either make an active effort to make sure your four guys cover the most different basis in every possible way with virtually no overlap (which also means "fuck you" to most "hybrid roles" and exotic less-than-overtuned classes) or you'll end with ton of equipment unused, class-specific quests not explored, etc, etc.

I mean, as an example above all: let's say I want to play a class X which is already covered by a companion I like. I couild consider to double that role with some minor differences in specialization for a larger party, but with four slot included mine?
I ether reduce the range of my party capabilities even more drastically or I'm basically forced to excluded that companion as a viable option.

Ok, in your personal opinion, how much content should you be able to experience on your first playthrough?
Posted By: GM4Him Re: 5-6 members of a party for Act 2 & 3? - 19/07/21 01:56 AM
Again. Why are you arguing against 6 member party? How does it hurt you?

You can argue all day long that party is 4-6 members, but regardless, they have the ability to do 6, it's in the game, and all they have to do is lift the restriction for the rest of it to make us happy. So why resist? Why argue?
Posted By: Tuco Re: 5-6 members of a party for Act 2 & 3? - 19/07/21 02:04 AM
Originally Posted by Alyssa_Fox
Ok, in your personal opinion, how much content should you be able to experience on your first playthrough?
Let me word it in this way: NO game should EVER deliberately withold content from the player exclusively with the goal of "encouraging multiple playthroughs".
Which is a bullshit goal, anyway. I will play the game multiple times over the years if I enjoy the moment-to-moment experience, not if I'm forced "to go at it three times to see all the companions".
Hell, chances are even at subsequent playthrough I may decide to exclude mostly the same companions for similar reasons.

I played BG2 from start to finish something like 7-8 times over the years and there were character I simply never cared enough to bring along, as there were some other that it pained me to leave out no matter having a larger party or having already played with them.
Posted By: CJMPinger Re: 5-6 members of a party for Act 2 & 3? - 19/07/21 02:33 AM
Originally Posted by Tuco
Originally Posted by Alyssa_Fox
Ok, in your personal opinion, how much content should you be able to experience on your first playthrough?
Let me word it in this way: NO game should EVER deliberately without content from the player exclusively with the goal of "encouraging multiple playthroughs".
Which is a bullshit goal, anyway. I will play the game multiple times over the years if I enjoy the moment-to-moment experience, not if I'm forced "to go at it three times to see all the companions".
Hell, chances are even at subsequent playthrough I may decide to exclude mostly the same companions for similar reasons.

I played BG2 from start to finish something like 7-8 times over the years and there were character I simply never cared enough to bring along, as there were some other that it pained me to leave out no matter having a larger party or having already played with them.

I am with Tuco on this. Replay-ability for me is not in being locked from content and having to play again to see it, it is if a game actually sticks with me and becomes something I want to replay for my own enjoyment.
Originally Posted by GM4Him
Again. Why are you arguing against 6 member party? How does it hurt you?

You can argue all day long that party is 4-6 members, but regardless, they have the ability to do 6, it's in the game, and all they have to do is lift the restriction for the rest of it to make us happy. So why resist? Why argue?
Apparently some players actually dislike having to handle a 6-person party and prefer 4-person. For whatever reason. And also apparently it's not ok for other players to have different preferences.

Ngl, I don't dislike TB but I do hate it when I see someone say something like "TB is the way it should be and is what the old BG games should have done and RTWP should go die because personally I'm unable to handle it (or, you know, for whatever other reason)" and I'd feel this urge to start another keyboard war, but then I understand that it's their preference and it's as legit as mine. So whatever I guess.

Getting back on point, for a game like this one, having a 4-person party instead of 6 will hurt the overall experience big time. Period. You may be ok with it, but that doesn't mean it's the optimal choice, from the design choice perspective. And this has nothing to do with "amount of content you can experience in one playthrough". Honestly, if you don't even understand this...
Posted By: Alyssa_Fox Re: 5-6 members of a party for Act 2 & 3? - 19/07/21 04:30 AM
Originally Posted by GM4Him
Again. Why are you arguing against 6 member party? How does it hurt you?

You can argue all day long that party is 4-6 members, but regardless, they have the ability to do 6, it's in the game, and all they have to do is lift the restriction for the rest of it to make us happy. So why resist? Why argue?

It's not that simple. Larian would also need to balance encounters around a 6 character party. It would also make balancing Larian's new Lone Wolf-style homebrew for BG3 a disgusting nightmare. Combat will either become more sloggish (especially if Larian implement reactions in a proper way) or too easy, there will be more inventory management (and for many players that is not fun, for example I find equipment managment for anyone but my main character boring and tedious), the gameplay will shift from an RPG to a tactical strategy like X-COM. There is a reason why so many modern RPGs shifted to a 3-4 person party, it is a perfect compromise for different kind of players.

Originally Posted by Try2Handing
Apparently some players actually dislike having to handle a 6-person party and prefer 4-person. For whatever reason. And also apparently it's not ok for other players to have different preferences.

Some people prefer 1-2 person party, but can deal with a 4-party as a compromise and understand the need for such compromise.

Originally Posted by Tuco
Let me word it in this way: NO game should EVER deliberately withold content from the player exclusively with the goal of "encouraging multiple playthroughs".
Which is a bullshit goal, anyway. I will play the game multiple times over the years if I enjoy the moment-to-moment experience, not if I'm forced "to go at it three times to see all the companions".
Hell, chances are even at subsequent playthrough I may decide to exclude mostly the same companions for similar reasons.

I played BG2 from start to finish something like 7-8 times over the years and there were character I simply never cared enough to bring along, as there were some other that it pained me to leave out no matter having a larger party or having already played with them.

Being limited in content by who you can group with is akin to being limited in content by making choices in quests that exclude you from other quests. Like doing Thieve's Guild path to get to the Asylum in BG2 excludes you from doing Vampire path to get to said Asylum. There's nothing wrong with that. Wanting more while ignoring deliberating consequences for other players is just selfish and greedy.
Originally Posted by Alyssa_Fox
I find equipment managment for anyone but my main character boring and tedious), the gameplay will shift from an RPG to a tactical strategy like X-COM. There is a reason why so many modern RPGs shifted to a 3-4 person party, it is a perfect compromise for different kind of players.

Ok, I get it, you dislike having to manage more than one character. And perhaps so do some others. That's fair. Some are too lazy to even play a video game. It's just like how I myself am too lazy to even get up from the desk to go grab breakfast or lunch from the refrigerator 30 feet away to keep myself fed and alive (I don't even have to cook) and tend to end up having only one meal throughout the whole day. I get that. What I don't get is why you're trying so hard to argue against others who ask for something you dislike. Afraid that if too many people ask for it the developers will give them what they want and you will have to suffer? I get that too; I feel the same, tbh. But in the end, trying to argue against others claiming that what they want is "not good for the game" (when what you really mean is that it's not good for you) solves nothing. It's a fight no one will ever win. Especially when it's a fight that has been fought by others numerous times before.
Posted By: Tuco Re: 5-6 members of a party for Act 2 & 3? - 19/07/21 07:12 AM
And with “What about the poor devs who would have to rebalance” (a game that in the current state was never final to begin with and with most encounters still in a tuning phase) we have just hit the bingo card of the recurring arguments.

Because apparently Larian can implement fifteen difficulty settings in each one of their games, including one for vegetables who expect just to breathe as the game solves itself, but asking to support a larger party in lines with the standard of the saga is peak entitlement.
Posted By: Abits Re: 5-6 members of a party for Act 2 & 3? - 19/07/21 07:56 AM
Originally Posted by kanisatha
Originally Posted by Abits
Why though? I know for sure you played the dragon age games which had 4 party members. Why disqualify this specific game solely based on this?
@Tuco's already said what I would say, which is that in a classless (or pseudo-class) system like DA and D:OS a party of 4 is fine. In a system that is the classic standard for being all about classes (and yes this is how I see D&D even with all the 5e changes; D&D is ALL about classes as far as I am concerned), and where that system provides so many classes (and then also subclasses, archetypes, and multiclassing), anything less than 6 for my party size is aggravatingly limiting. As I have been posting on the P:WotR forum, one of the things I love the most about party-based RPGs is assigning specific party roles to my party members (and again, please don't bother telling me that in 5e this is not needed because I don't care). I need in my party: a tank, a melee damage dealer, a ranged damage dealer, a healer, and a crowd-controller and buffer. The sixth spot, then, is for that eclectic companion who may not necessarily satisfy a particular party role but who brings something unique or special to the party. So, 6.
after playing the game yesterday I actually agree with that. I don't think it is deal-breaking not to have it, but I think what you are saying here is the ideal way to play.

Originally Posted by Alyssa_Fox
Being limited in content by who you can group with is akin to being limited in content by making choices in quests that exclude you from other quests. Like doing Thieve's Guild path to get to the Asylum in BG2 excludes you from doing Vampire path to get to said Asylum. There's nothing wrong with that. Wanting more while ignoring deliberating consequences for other players is just selfish and greedy.
I talked about it at length before, but as far as I see it, there are two ways to increase replay value, aside from the obvious of "make a good memorable experience and people will replay it even if it's completely linear". one way is to branch the story - you write two different scenarios based on the player choice. this is the example you gave. the other way is to create something (be it by story or gameplay) that forces the player to not have access to content. A good example is what Larian did with companions in DOS2. they just randomly killed off the ones you didn't choose. has nothing to do with the characters themselves, just arbitrarily killing the characters that are not in your party even though all of you are exactly at the same place. good job.

all WRPGs use both methods here and there, but there is no doubt which is superior and which is a lame unimaginative attempt to force you to replay the game.
Posted By: CJMPinger Re: 5-6 members of a party for Act 2 & 3? - 19/07/21 11:13 AM
Originally Posted by Tuco
And with “What about the poor devs who would have to rebalance” (a game that in the current state was never final to begin with and with most encounters still in a tuning phase) we have just hit the bingo card of the recurring arguments.

Because apparently Larian can implement fifteen difficulty settings in each one of their games, including one for vegetables who expect just to breathe as the game solves itself, but asking to support a larger party in lines with the standard of the saga is peak entitlement.

Honestly, would they even need to rebalance act1a at all? It'd make the act a bit easier sure, but this act is the introduction and therefore the difficulty increase would be more gradual I'd imagine. Act 2 and 3 would possibly need rebalancing but those acts would be expected to be harder so difficulty increases would work.

And like I imagine the game wouldn't be much harder with four party members instead of six. Since the difficulty range would likely be intended for 3 to 6 characters. Especially if they stay closer to base 5e in monster structure with their homebrewing in line with base 5e difficulty.
Posted By: Tuco Re: 5-6 members of a party for Act 2 & 3? - 19/07/21 12:06 PM
Originally Posted by CJMPinger
Honestly, would they even need to rebalance act1a at all? It'd make the act a bit easier sure, but this act is the introduction and therefore the difficulty increase would be more gradual I'd imagine. Act 2 and 3 would possibly need rebalancing but those acts would be expected to be harder so difficulty increases would work.

And like I imagine the game wouldn't be much harder with four party members instead of six. Since the difficulty range would likely be intended for 3 to 6 characters. Especially if they stay closer to base 5e in monster structure with their homebrewing in line with base 5e difficulty.
In few words: not really. But this is ANOTHER thing that was already discussed ad nauseam in this very thread (well, in several separate threads that were merged in this Frankenstein-one, at least).

For a start, ironically enough many of the fights feel FASTER and smoother played with more characters in your party. You have more roles at your disposal, you can afford to evaluate more tactical options (i.e. giving up on inflicting direct damage is more a viable strategy when you are not responsible for at least 25% of your party output), you get rid of enemies quicker and moving more "pawns" on the board has the side effect of making you spend less time just watching the AI mobs (that usually outnumber you considerably) doing their things.

On top of that, the mere goal to achieve some universally accepted "balance" in this type of game is utopic in itself. ANY degree of intimate knowledge of the system will always translate in a massive boost in efficiency. That's why some of us are just curb-stomping most of the encounters no matter which setup we are sporting, while there are people weeping that they need the "story mode" difficulty option because even the tutorial fights are wiping the floor with their asses.

As I already pointed all the Infinity Engine games were created with a party of six in mind and yet plenty of players played them with a smaller party that simply increased in level faster and few were even crazy enough to experiment their most overpowered builds in SOLO mode (at the maximum difficulty, too). Seems like everyone got what they wanted there. The beauty of implicit scalability.
There will never be a "perfect balance" that will satisfy everyone. As long as they can test for the extremes (i.e. be sure that the hardest difficulty mode in the game is still reasonably doable) every other compromise below that is peachy and dandy.

I, for one, am not even particularly interested in the challenge just for the sake of it. I just want fun and engaging fights, but I have no intention to play at anything else than "core rules" mode, like D&D is supposed to be played.
Any increase in difficulty that could come from "buffing damage and HP for the enemies" is garbage as far as I'm concerned and I would not play that. And the same goes (in the opposite direction) for some condescending "story mode".
Even in Pathfinder (both of them) any other option than "core rules" doesn't even exist for me.

But even conceding that some work would need to be done to hit a sweeter spot, here's the main points:
1) none of the current encounters should be considered "FINAL" to any degree. Every single fight so far is a work in progress, so worrying about the potential need to tweak them is either disingenuous or silly.
2) D&D is a system that ALREADY includes suggestion on how to tweak/scale the CR of most encounters according to party size and level.
3) as consequence of the previous point, altering the difficulty of battles wouldn't really require the inane amount of work implied. In fact, given development tools mature enough and given the systemic nature of the AI in the game, it would be for the most part absolutely trivial. Literally a matter of dropping a couple more enemies (or raising in level/swapping some of the existing ones, or adding some extra environmental factor) with few clicks, without even any particular scripting involved. If anything it would be more work to TEST for them than to include these changes. But then again, if the additions/changes are gradual and reasonable extensive parallel testing would be superfluous too. It goes without saying that if a party of 4 can manage six brigands a party of 6 could manage to face eight. Or to have a stronger leader in charge of them. And it doesn't matter if the two variations wouldn't match each other 1:1 in terms of perfect fine tuning.
Posted By: kanisatha Re: 5-6 members of a party for Act 2 & 3? - 19/07/21 02:01 PM
Originally Posted by GM4Him
Again. Why are you arguing against 6 member party? How does it hurt you?

You can argue all day long that party is 4-6 members, but regardless, they have the ability to do 6, it's in the game, and all they have to do is lift the restriction for the rest of it to make us happy. So why resist? Why argue?
Exactly this.

Originally Posted by Tuco
Originally Posted by Alyssa_Fox
Ok, in your personal opinion, how much content should you be able to experience on your first playthrough?
Let me word it in this way: NO game should EVER deliberately withold content from the player exclusively with the goal of "encouraging multiple playthroughs".
Which is a bullshit goal, anyway. I will play the game multiple times over the years if I enjoy the moment-to-moment experience, not if I'm forced "to go at it three times to see all the companions".
Hell, chances are even at subsequent playthrough I may decide to exclude mostly the same companions for similar reasons.

I played BG2 from start to finish something like 7-8 times over the years and there were character I simply never cared enough to bring along, as there were some other that it pained me to leave out no matter having a larger party or having already played with them.
+1
Vanilla BG2 also did this kind of balancing in one instance, in the beginning fight of ToB where the number of enemies showing up depends on the MC's level and party strength. I don't get why it has to be much more complicated than that. I have modded and balanced my own game in the past; I didn't find it that big of a deal, trying to tweak a fight for decent balance based on number of party members (or overall party strength). The AI was all there; all I needed to do was adding one or two bad guys, tweaking their levels, adding/removing a couple of abilities, positioning them, then playing test a couple times. Done. I actually found it really fun. Doing this for every single encounter in the game may take some time but I don't think it's that bad. If adding one or two bad guys and tweaking their stats a little bit would break the entire encounter then we have a bigger problem here...
Posted By: kanisatha Re: 5-6 members of a party for Act 2 & 3? - 19/07/21 02:08 PM
Originally Posted by Alyssa_Fox
... there will be more inventory management (and for many players that is not fun, for example I find equipment managment for anyone but my main character boring and tedious), ....
And this is exactly why options are a good thing, and the more options there are the better for everyone.

I LOVE inventory/equipment management. Love it, love it, love it. It is a HUGE part of the fun of playing an RPG for me, and part of (alongside exponentially more party interactions) why I love party-based RPGs over solo-play RPGs. I kid you not, a good 25% of the time I spend playing these games is spent on messing around with the equipment of my party, trying different combos of equipment on different party members to attain an 'optimal' sweetspot of equipment distribution. smile
Posted By: kanisatha Re: 5-6 members of a party for Act 2 & 3? - 19/07/21 02:11 PM
Yup, I also agree with everyone who's saying the whole "rebalancing" argument is B.S. At the very least Larian can just "balance" the game for a party of 4, even while providing the option of increasing (or decreasing) party size, and nobody would have a problem with that.
Originally Posted by Alyssa_Fox
Originally Posted by RagnarokCzD
You have tank (constitution), muscle (strength) stealther (dexterity), brain (intelligence), eyes and ears (wisdom) and finaly face (charisma) of the group ... so, in order to create "optimalized" party, you are suppose to have them all ... its ofcourse possible to focus on one aspect, instead of another, aka. specialize ... but once you have to scratch 1/3 of your options it, to put it simply, becomes frustrating. smile
In DnD the classic adventuring team is Fighter, Cleric, Wizard and Rogue with other classes being variants or hybrids of those 4. Even the 5e edition DM guide p.83 states that 3-5 players is the ideal party size. Also there are no MMORPG-style tanks in DnD, frontline characters are usually both tanks and muscles and face is usually either rogue, bard (who can actually be fill most other roles in 5e) or sorceror (who can substitute wizard).
Well, yes ... but if you shall make Sorcerer face of your group, AND substitue Wizard ... you loose that person, with high Intellect, that could be usefull to related rolls ...

That is the point why i listed stats, instead of classes. wink
And note that i never said, that game is unplayable, nor unenjoyable unless you have absolutely optimal party ... i only claim, that to get "purrfect" results, you simply need more than 4 characters. wink
Otherwise, you have two choices ... and i would like to say that those choices are perfectly valid, and can totally offer good experience.
- Either start creating hybrids, that would be "kinda good" in two things, but never "specialized" in that one ...
- Or make your peace with the fact, that in some situations, you will have noone to use. laugh

Of course, there is that ugly little tiny detail, that Larian specificly promised us that we WILL be able to venturing in this story ... and most DnD parties i know is actualy 5 or 6 players. :-/ So that is another +1 ...

And finaly ...
Personaly i believe that most of us, maybe even everyone ... would be completely fine, if this option would be enabled by some kind of mod that can se used by "Download > unzip to file > play" ... instead of Downloading some hack shit and alterning your own saves. -_- laugh
And since we just were told that there IS actualy way of doing it in prologue ... it indeed isnt easy to find any valid reason for this restriction. :-/
Posted By: mrfuji3 Re: 5-6 members of a party for Act 2 & 3? - 19/07/21 03:17 PM
Originally Posted by kanisatha
Yup, I also agree with everyone who's saying the whole "rebalancing" argument is B.S. At the very least Larian can just "balance" the game for a party of 4, even while providing the option of increasing (or decreasing) party size, and nobody would have a problem with that.
I've posted this probably 3 times so far in this megathread, but exp has yet to be mentioned in the current iteration of this discussion.

There is no need to rebalance encounters for different party sizes. A simple fix is to just divide total exp between all the characters in the party. 5- and 6-person parties level up more slowly than 4-person parties, and <4-person parties level up faster. Boom! The game now auto-balances itself and Larian only has to care about balancing for a 4-person party.

If Larian wants to get a bit more complicated, they could slightly adjust the formula for granting exp to different party sizes. E.g., character exp = total exp/(party size+1) or = total exp/(party size)^0.5. But this is a MUCH simpler fix than adjusting every single encounter.

As for companions you don't bring with you (assuming they're not all unceremoniously killed at the end of Act 1), use the DAO solution of auto-leveling them to you main character's level minus 1.
Posted By: GM4Him Re: 5-6 members of a party for Act 2 & 3? - 19/07/21 03:58 PM
Originally Posted by Alyssa_Fox
Originally Posted by GM4Him
Again. Why are you arguing against 6 member party? How does it hurt you?

You can argue all day long that party is 4-6 members, but regardless, they have the ability to do 6, it's in the game, and all they have to do is lift the restriction for the rest of it to make us happy. So why resist? Why argue?

It's not that simple. Larian would also need to balance encounters around a 6 character party. It would also make balancing Larian's new Lone Wolf-style homebrew for BG3 a disgusting nightmare. Combat will either become more sloggish (especially if Larian implement reactions in a proper way) or too easy, there will be more inventory management (and for many players that is not fun, for example I find equipment managment for anyone but my main character boring and tedious), the gameplay will shift from an RPG to a tactical strategy like X-COM. There is a reason why so many modern RPGs shifted to a 3-4 person party, it is a perfect compromise for different kind of players.

Originally Posted by Try2Handing
Apparently some players actually dislike having to handle a 6-person party and prefer 4-person. For whatever reason. And also apparently it's not ok for other players to have different preferences.

Some people prefer 1-2 person party, but can deal with a 4-party as a compromise and understand the need for such compromise.

Originally Posted by Tuco
Let me word it in this way: NO game should EVER deliberately withold content from the player exclusively with the goal of "encouraging multiple playthroughs".
Which is a bullshit goal, anyway. I will play the game multiple times over the years if I enjoy the moment-to-moment experience, not if I'm forced "to go at it three times to see all the companions".
Hell, chances are even at subsequent playthrough I may decide to exclude mostly the same companions for similar reasons.

I played BG2 from start to finish something like 7-8 times over the years and there were character I simply never cared enough to bring along, as there were some other that it pained me to leave out no matter having a larger party or having already played with them.

Being limited in content by who you can group with is akin to being limited in content by making choices in quests that exclude you from other quests. Like doing Thieve's Guild path to get to the Asylum in BG2 excludes you from doing Vampire path to get to said Asylum. There's nothing wrong with that. Wanting more while ignoring deliberating consequences for other players is just selfish and greedy.

These all sound like issues related to other issues and not specifically to party size. Inventory Management, for example, is a pain now and needs to be addressed and fixed. I get that you think managing inventory at this point is a pain and would be worse with 6 party members. That is true. It would be, but that doesn't mean that they shouldn't do a 6 member party game. They should fix the Inventory Management so that it's easier. Then having a party of 6 wouldn't be a pain point. For example, Multi-Select would make Inventory Management a thousand times easier. If I hold the shift key and select items, they are all grouped into one and I can easily send all selected to Gale or Wyll or To Camp, that would make it just as easy to manage inventory between 4 or 6 or even more. The issue right now is that Inventory Management is clunky and you have to practically drag and drop every single item one at a time from one person to another, and hope it doesn't lag. That's not a party size issue, though. That's just one example. There are many other things they could do to speed up Inventory Management.

As for balance, again, that's a whole separate issue. You can't base party size on game balance for a game like this because you'll ALWAYS have issues. Being an open world game, roughly, there is too much of an opportunity for a Level 2 or 3 character to run to the Githyanki encounter early on. This is incredibly unbalanced as the Githyanki are WAY too tough for Level 2 or 3 characters. And yet, the game urges you to do just that; rush to the Gith before Lae'zel dies from nagging you to death. I don't care if you have a 4 or 6 party size, that Gith fight will kill players at Levels 2 or 3.

So balance in a game like this needs to be based on several factors, and Larian may need to do something to fix this aside from the size of the party. For example, they could build some logic into the game for encounters. If you take on the Githyanki Patrol and are only Level 2, the Githyanki Patrol is weakened, HP is severely reduced to half or even a quarter of their normal so that a few hits kill them. Maybe they're also suffering from some sort of poison or other debuff to weaken them as well. Sort of like a Level Sync function in other games like Final Fantasy 14 where if you are Level 50 and you enter a Level 5 Fate you get level synced to Level 5 so you don't just severely overpower the entire encounter. In a game like this, to balance it appropriately, they should certainly do something to level sync encounters or debuff enemies based on the player's or players' stats etc. at the time the encounter is triggered.

This being said, if they did something like this, then a Party Size of 6 or 8 or whatever wouldn't harm balance. If I showed up at the Githyanki Patrol with 6 Level 4 party members, the game would recognize that I have a Full Party and throw the Gith at me with full stats and buffs. They came fresh to the battlefield as opposed to arriving just after maybe a fight with the Flaming Fist or something. There are so many ways a DM can handle balancing a normally tough encounter, but reducing HP or inhibiting enemies with debuffs of some kind is one of the most basic ways to do this, and it wouldn't be THAT hard for Larian to implement.

Basic balancing logic: Party arrives and D&D Challenge Rating is Medium or lower, enemies have full stats. D&D Challenge Rating is Challenging, reduce enemy HP by 25% and maybe a -2 debuff to attack and defense (or something like this). D&D Challenge Rating is Deadly, reduce enemy HP by 50% and maybe a -4 debuff to attack and defense (again, or something like this. Just throwing rough numbers out. The concept is what I'm driving at here, not the exact details). In this way, whether you have 4 or 6 or 8 party members, use the D&D basic Challenge Rating system as a basis for your encounters and tweak them in some way to provide the players with a fun and rewarding fight each time without overwhelming them with ridiculously tough enemies just because they wandered onto the scene earlier than they should have. That is no fun.

But again, that is a balance issue, not a Party Size issue. The game is imbalanced because there are too many potential imbalancing variables at play, not because of Party Size. Party Size is only one variable at play, and setting it at 4 doesn't fix the imbalance. It only makes it worse. Set it at 6 or 8 or 4 or 2 or whatever, but you'll still have imbalance because you can be at Level 5 (once EA is done) and face the goblins in the Druid's Grove Tunnels and wipe the floor with them easily because 4 Level 5 characters could easily wipe them out. Or, on the flip side, you can have a Level 2 character go straight to the Gith Patrol and be wiped out easily whether you have 4 or 6 or 8 because they are just that tough.

So, the only answer to imbalance is that they have to set up logic in the game to tweak stats to match your Party Size and Level and even potentially your equipment. If they really want to balance the game, they have to stop trying to fix it with homebrews and restrictions to things like party size and they need to focus on a different approach.

Another example to fix imbalance would be: Party has 6 members, all Level 3, they enter the secret tunnels in the druid's grove, game generates 8 goblins instead of 4. All normal stats and weapons, etc., but the game generates more enemies as opposed to just the regular ones in the game currently. So, instead of debuffs and HP reduction, the game could be built to recognize a certain challenge rating and say, "That's too easy of a fight. I need to generate a few more goblins to make the challenge more difficult." Or vice versa. Instead of 4 gobbos, because I came there right away and am alone, there is only 2 gobbos.

Either increase enemy numbers or buffs or HP or decrease these things. That is the way to handle imbalance, and the game needs to be smart enough to do this or the imbalance will always be there.

But again, that isn't strictly related to Party Size. That is a game imbalance issue that Party Size is only a part of.
Posted By: Black_Elk Re: 5-6 members of a party for Act 2 & 3? - 22/07/21 11:54 PM
I don't mind the redundancy of this thread, it just allows me to try and distill my feelings through repetition heheh.

The main reason I would like to see a full party of 6, is so that this game will feel more like Baldur's Gate, which was one of my all time favorite games! Not Jade Empire or NWN or Kotor or Dragon Age or Mass Effect, and not Divinity Original Sin or Divinity Original Sin 2. But Baldur's Gate. I think if they increased the default party size from 4 to 6, the game would instantly feel more like a proper Baldur's Gate sequel and settle the waters on that point. The gameplay would then be differentiated from their previous Divinity titles, and I think it would just be a nice nod to the BG lineage.

In the Gold Box games it was a party of 6-8, plus 2 additional NPCs
Baldur's Gate 1/2 was a party of 6 and up, since it also allowed for follower NPCs and various character summons at different points.

The games which came out later, and which went with a single AI Henchmen or a Party of 2, 3 or 4, just feel like they are coming from a different lineage to me. One that maybe still starts with old bioware dungeons and dragons style RPGS, but just not the one that I'm into, which is Baldur's Gate hehe. I mean that's why I'm here, that's what I signed up for.

It just seems like a very simple way, using systems already in place, to capture more of the spirit of Baldur's Gate. So that's my main reasoning, I have others, but that's the most important. Its to capture a "feel" more than anything else, one that BG3 is currently lacking for me. I hope they consider it, and build in proper support for 6, rather than just leaving all this to the modding community.


ps. I also fully agree with everything laid out directly above by GM4him. Not only would that be a better way to handle encounters, it would in my view heighten the replay considerably, since seeing how the game responds to different parties with different makeups or with different numbers, would then be another point of interest or potential surprise. It is perhaps not as interesting as an even more randomized system of encounters might be, but at least it wouldn't be static. Right now, if I've played the game before, I already know where the imps and flayers and gobos and such are going to be, what they carry, what they can do. Nothing changes from one play through to the next. Whereas if the encounters were scaling in some way, at least there would be a little mystery to it.
Originally Posted by Black_Elk
I don't mind the redundancy of this thread, it just allows me to try and distill my feelings through repetition heheh.

The main reason I would like to see a full party of 6, is so that this game will feel more like Baldur's Gate, which was one of my all time favorite games! Not Jade Empire or NWN or Kotor or Dragon Age or Mass Effect, and not Divinity Original Sin or Divinity Original Sin 2. But Baldur's Gate. I think if they increased the default party size from 4 to 6, the game would instantly feel more like a proper Baldur's Gate sequel and settle the waters on that point. The gameplay would then be differentiated from their previous Divinity titles, and I think it would just be a nice nod to the BG lineage.

In the Gold Box games it was a party of 6-8, plus 2 additional NPCs
Baldur's Gate 1/2 was a party of 6 and up, since it also allowed for follower NPCs and various character summons at different points.

The games which came out later, and which went with a single AI Henchmen or a Party of 2, 3 or 4, just feel like they are coming from a different lineage to me. One that maybe still starts with old bioware dungeons and dragons style RPGS, but just not the one that I'm into, which is Baldur's Gate hehe. I mean that's why I'm here, that's what I signed up for.

It just seems like a very simple way, using systems already in place, to capture more of the spirit of Baldur's Gate. So that's my main reasoning, I have others, but that's the most important. Its to capture a "feel" more than anything else, one that BG3 is currently lacking for me.

So its sentimentality then? I would invite you to consider that sentimentality is not a good reason to do...well....anything really. And hey its a video game - no big deal - its not like you are making a major life choice based on sentimental reasons.

Still - I recall some guy spouting off that if "BG3 didn't have the Naskell Mines then it wasn't BG3". In fact, most of the major early negative reactions to bg3 - amusingly made fun of in this video by Mr. Narbs - was based on this sort of sentimental knee-jerk reaction to the announcement of the game not being made by Bioware or that it was not using the infinity engine.

This is what happens when you elevate "emotional idealism" as being a virtue. It used to be we had a society that - properly - looked down on excess sentimentality as being a negative character trait. I'm old.

And listen, you will likely get your 6 person party - someone will mod it in. I doubt Larian will do it, as they have balanced the game for 4 people plus random allies and I don't see them moving on this one. To go back at this point will add excess development time as they would need to rebalance. Also they are a forward thinking bunch - there is a reason they get a lot of credit for moving the genre forward by leaps and bounds - and to do that you need to let go of the past.

However, I would invite you to explore this 'sentimental-thinking' and make sure you are not using it excessively in your decision making. It can be very destructive.
Posted By: kanisatha Re: 5-6 members of a party for Act 2 & 3? - 23/07/21 02:20 PM
Originally Posted by Blackheifer
Also they are a forward thinking bunch - there is a reason they get a lot of credit for moving the genre forward by leaps and bounds - and to do that you need to let go of the past.
This is laughable. Nobody gives them any such credit, and justifiably so, other than some sycophants in the gaming news media.
Originally Posted by kanisatha
Originally Posted by Blackheifer
Also they are a forward thinking bunch - there is a reason they get a lot of credit for moving the genre forward by leaps and bounds - and to do that you need to let go of the past.
This is laughable. Nobody gives them any such credit, and justifiably so, other than some sycophants in the gaming news media.

To what august body would you defer your opinion to as having the personhood and existing to have the authority to confer accolades on another? Please list with references.

"Justifiably so"- please expound on this with examples. I noted you did not say "in my opinion" which means you have some empirical evidence behind your assertions.
Posted By: CJMPinger Re: 5-6 members of a party for Act 2 & 3? - 23/07/21 02:29 PM
I am genuinely getting tired of the response to every core problem people bring up being "A mod will fix it." Mods are no replacement for a good core game. If people have a problem with something, it at least warrants testing, not dismissing with "Mods will fix it." If we applied that to every hot button issue, this game would just ship out on the proper release day incomplete and a garbage fire.

Instead of dismissing things with mods, at least allow us to test how things feel with different amounts. The game is in development, the balance can easily be adjusted. Hell, systems could be made to make a smooth balance no matter what.

Sorry, its just that statement I have seen crop up one too many times and it has irked me every single time. It is not an attack against you, just mods are not the solution and I am tired of it being treated as this catchall for every problem someone brings up, whether I agree with their issue or not.
Posted By: Black_Elk Re: 5-6 members of a party for Act 2 & 3? - 23/07/21 02:35 PM
Originally Posted by Blackheifer
I would invite you to explore this 'sentimental-thinking' and make sure you are not using it excessively in your decision making. It can be very destructive.

Haha I'll politely decline the invititation, since I reject this pejorative assessment of the value of sentiment, both on general philosophical grounds, and specifically regarding computer game sequels. Especially one that is so clearly trying to capitalize on nostalgia as its whole point for existing. I'd rather be tender about it I guess, but that's not because I'm incapable of analytical thought. Thanks anyway, though

Best Elk
Posted By: CJMPinger Re: 5-6 members of a party for Act 2 & 3? - 23/07/21 02:39 PM
To the whole nostalgia thing. BG3 exists because people have nostalgia for BG1 and 2, as well as there being many people, such as myself, finding the games very enjoyable in the modern age. Generally, when you make a sequel in a series, you want it to feel somewhat like the previous game, feel like a part of the series. And currently BG3 doesn't have that yet because of many reasons. The first being that 5e is fundamentally different from 2e. The second being that larian has a much different feel than age old bioware or even beamdog. The story as of yet doesn't feel connected enough but we have been assured that it will eventually. And the last reason is a ton of small tonal differences that add up. The party size is one of those differences, and while small is also significant enough to warrant 23 pages of discussion. Ultimately, moving to 6 would in fact allow BG3 to feel more as a part of the series. And would allow it to stand out amongst many 3d story driven RPGS, as Bioware's Dragon Age has only party sizes of 4, and DOS2 only had a party size of 4. In fact, a party size of four or smaller is a product of limitations after going into 3d, because games and I genuinely believe we have moved past those limitations. Dragon Age Origins would genuinely run worse if you had more companions, to the point where that final battle is very glitchy in my experience. Similar for ME if you mod it in, KOTOR as well if you increase the size (at least in experience). So ultimately the conclusion of my rambling is that a party size of four is in fact a relic of limitations that we have clearly moved past, and that we can easily achieve the numbers the 2d games had, and that something being old or nostalgic doesn't devalue it in any way.
Originally Posted by Black_Elk
Originally Posted by Blackheifer
I would invite you to explore this 'sentimental-thinking' and make sure you are not using it excessively in your decision making. It can be very destructive.

Haha I'll politely decline the invititation, since I reject this pejorative assessment of the value of sentiment, both on general philosophical grounds, and specifically regarding computer game sequels. Especially one that is so clearly trying to capitalize on nostalgia as its whole point for existing. I'd rather be tender about it I guess, but that's not because I'm incapable of analytical thought. Thanks anyway, though

Best Elk

Unfortunate. The philosophical discussion of sentimentality is the most interesting. Our society celebrates it now because - as you mentioned - there is a whole "Nostalgia" industry around it where industry profits on the sentimentality of others.

I will leave you with this great paragraph from an article in The Vancouver Sun

"But there can be a sharp downside to sentimentality. It is not always as tied with goodness and warmth as many think. Indeed, sentimentality can be dangerous to our health, well-being and collective future.

We normally associate super “nice” women and men with sentimentality. Their feelings have a way of seeming innocuous and pre-packaged. But sentimentality also arises in creepy people, including demagogues, oligarchs and murderers."

https://vancouversun.com/news/staff-blogs/the-dark-side-of-sentimentality

“To make up for its lack of a moral compass, the British public is prey to sudden gusts of kitschy sentimentality followed by vehement outrage, encouraged by the cheap and cynical sensationalism of its press. Spasms of self-righteousness are its substitute for the moral life,” says Dalrymple, author of Spoilt Rotten: The Toxic Cult of Sentimentality.
Posted By: Black_Elk Re: 5-6 members of a party for Act 2 & 3? - 23/07/21 03:19 PM
Perhaps I was being a little flippant and dismissive of the point blackheifer was making. I mean I get it. The essential irrationality of wanting the new thing to be just like the old thing, or for it to capture some fleeting feeling from 20 some odd years ago (trust me, we're all old by now lol.) But honestly, they opened the gate on this one, when they decided to make a sequel in a beloved franchise, instead of just creating "New D&D game X."
Posted By: kanisatha Re: 5-6 members of a party for Act 2 & 3? - 23/07/21 04:21 PM
Originally Posted by CJMPinger
To the whole nostalgia thing. BG3 exists because people have nostalgia for BG1 and 2, as well as there being many people, such as myself, finding the games very enjoyable in the modern age. Generally, when you make a sequel in a series, you want it to feel somewhat like the previous game, feel like a part of the series. And currently BG3 doesn't have that yet because of many reasons. The first being that 5e is fundamentally different from 2e. The second being that larian has a much different feel than age old bioware or even beamdog. The story as of yet doesn't feel connected enough but we have been assured that it will eventually. And the last reason is a ton of small tonal differences that add up. The party size is one of those differences, and while small is also significant enough to warrant 23 pages of discussion. Ultimately, moving to 6 would in fact allow BG3 to feel more as a part of the series. And would allow it to stand out amongst many 3d story driven RPGS, as Bioware's Dragon Age has only party sizes of 4, and DOS2 only had a party size of 4. In fact, a party size of four or smaller is a product of limitations after going into 3d, because games and I genuinely believe we have moved past those limitations. Dragon Age Origins would genuinely run worse if you had more companions, to the point where that final battle is very glitchy in my experience. Similar for ME if you mod it in, KOTOR as well if you increase the size (at least in experience). So ultimately the conclusion of my rambling is that a party size of four is in fact a relic of limitations that we have clearly moved past, and that we can easily achieve the numbers the 2d games had, and that something being old or nostalgic doesn't devalue it in any way.
But comparisons to the DA and D:OS games specifically are inappropriate, because many (myself included) have pointed out that those games have a fundamental difference with D&D, namely that they are classless (or at least having only weak pseudo-classes, and also just a few such classes at that), whereas D&D is the quintessential class-based cRPG system out there. As such, with a great many, largely different classes that make up fundamental gameplay, not to mention such things as subclasses, archetypes and multiclassing, there is a rationale for party size 4 being acceptable for DA and D:OS while party size 6 being a better fit for D&D.
Posted By: Thrythlind Re: 5-6 members of a party for Act 2 & 3? - 23/07/21 05:39 PM
I would also like a party size of 6 but am aware that it will alter the balancing of encounters. It feels like 4 is becoming more standard for a TT game (possibly due to trying to minimize scheduling conflicts as the player base gets older), but as a single player TTRPG it feels like you should be able to do 6 pretty easy, especially in turn-based stuff.
Posted By: GM4Him Re: 5-6 members of a party for Act 2 & 3? - 23/07/21 09:11 PM
We really need Larian to limit party size to max 4 players with the ability to have 2 origin characters traveling with. For multiplayer purposes, 6 makes sense.

So, to fix balance issues, single player should also allow 6. Main+5. Then, if the game is balanced around 6, it works every time whether 4 players or 1, you can still have at least 2 origin characters in the party at all times for story content purposes.
There are a lot of classes, races and subclasses in D&D 5th.

- With 4 party members, having a cleric as MC makes Shadowheart redundant in the party, same goes to wizard, warlock, fighter and rogue.
So, depending on the class the player chooses to use as MC, it end up disencouraging the usage of some companions in the group.

And depending on the companions the player likes, it end up limiting the options to make the MC character.

- With 6 party members, there's enough to spare at least 1 spot to try different tactics with different classes, encouraging players to experiment more with varied classes/multiclasses.
Not only that, but failing attacks and being knocked down is easier to accept because it's easier to the player to recover from that.

I would like to see how a party with 5 members work first, and depending on the feedback, a 6 members party.

Edit.: Choosing classes, races and subclasses have much more meaning in BG3 because it's based on D&D, than it did in DOS 2 (which was basically a character background that could expand and allow any kind of customization possible - which, btw, would be fine if BG series were based on GURPS, and not D&D). A wizard can't learn a lot of fighter skills, a druid can't learn wizard spells, and so on.

Every class has a specific role in DnD5th, that's why, IMO, only having 4 spots limit players choice.
Posted By: GM4Him Re: 5-6 members of a party for Act 2 & 3? - 27/07/21 11:38 AM
6 party would work best. It fits better all the way around. With a 4 player multiplayer game, that allows 2 origin characters in the party. For solo players who only want to create 1 character, you can have all the origin characters in the party. No one is left out. It's almost like they designed it originally for 6 but then decided to restrict us to 4. Makes no sense.
I wonder if its possible to have the game auto-balance to 6 party size - or if they would have to go back and re-balance all the encounters for the larger group.

Like the Gith fight, you would need to add 3 more Githyanki for a 6 person party to account for synergy.

OR they could make that the easy mode, where if you select Easy or Story Mode you get a 6 person party. Would that be a fair solution? Upside, no extra dev time needed.
Posted By: kanisatha Re: 5-6 members of a party for Act 2 & 3? - 27/07/21 02:19 PM
Or, they could just not balance the game at all for party size more or less than 4. Don't understand why this is a hard concept to grasp.
Posted By: Tuco Re: 5-6 members of a party for Act 2 & 3? - 27/07/21 02:56 PM
Originally Posted by Blackheifer
I wonder if its possible to have the game auto-balance to 6 party size - or if they would have to go back and re-balance all the encounters for the larger group.

Probably, and in theory not even that hard. Make a couple of NPC scale in limited level range (i.e. the brigand leader can go from level 6 to level 8), add a couple of random mooks to a fight, etc.

But it's not really that important. The game being "super tight" with its balance is not really something worth fussing over. Especially since it won't be anyway, according to whoever you'll ask.

And "rebalancing everything" really reeks of false concern to begin with, when hardly anything is set in stone yet.

It's also somewhat stupid to worry about it while ignoring that Larian always had multiple difficulty settings in most of their games.
Which makes vaguely perplexing when people pretend concern about "all the extra work" this could require.

Why a "Story mode for wimps" and a "super-hardcore masochist mode" are supposed to be a fine use of their time but addressing the request to have an extend party would be the worst waste of their life?
Posted By: booboo Re: 5-6 members of a party for Act 2 & 3? - 27/07/21 02:59 PM
If they suddenly shift to a 6-person party - given that all encounters are presumably intended for 4-person parties - how can this not affect encounter design/difficulty? Surely encounters will be too easy so you'd need to rejig them?

I have no issue with a party of 6 just saying that I do think it requires additional work: I don't think that simply levelling up more slowly for a larger party would 'auto-balance' encounters. You can't know that without play testing, and the vast majority of testing has been with 4-person parties. The game is already quite doable with 4 or less PCs. 6 would make it a cake walk, all those extra turns would make a huge difference, even if the characters are lower level. And people would complain about how easy it was. I think they need to decide on what the canonical party size is and design around that. Maybe that should be 6, given the history of BG, but I don't have a strong opinion on this and it's not a deal breaker for me.
Posted By: Tuco Re: 5-6 members of a party for Act 2 & 3? - 27/07/21 03:04 PM
Originally Posted by booboo
If they suddenly shift to a 6-person party - given that all encounters are presumably intended for 4-person parties - how can this not affect encounter design/difficulty? Surely encounters will be too easy so you'd need to rejig them? .
It's not that it can't", it's simply not important.
Let it be MY problem if I'm fine playing "easier encounters", in the same way you don't worry if someone plays "Story mode".

I'd prefer the game to be balanced for my ideal party size? Yes. I'm all for a bit of challenge? Yes.
I will still take the "six men mode as an easy mode" over being forced to stick with four characters, given the choice.

I'm not even making a random guess about "what I think I would like". I *already* played this alpha hacking a savefile to play with a full party of six (as it was already discussed in the past pages, but we are doomed to going in circles apparently) and it was a fucking blast.
I had more fun than with any of my other three playthroughs.

The pacing of the combat was better, the loot distribution was better, having more people interjecting in dialogues and bantering with each other at any given time was better.
The only thing that took a marginal hit was the challenge, but that's my problem. As I said, I'll take that over playing with a shitty restriction that doesn't enhance my enjoyment.
Originally Posted by Tuco
Originally Posted by Blackheifer
I wonder if its possible to have the game auto-balance to 6 party size - or if they would have to go back and re-balance all the encounters for the larger group.

Probably, and in theory not even that hard. Make a couple of NPC scale in limited level range (i.e. the brigand leader can go from level 6 to level 8), add a couple of random mooks to a fight, etc.

Why a "Story mode for wimps" and a "super-hardcore masochist mode" are supposed to be a fine use of their time but addressing the request to have an extend party would be the worst waste of their life?

I think "Scrubs" is the more modern term for "players of low skill level". Although I have also heard "Casual" used, but that might be MMO's only.

And yes please on the Super-Masochist Mode.
Posted By: mrfuji3 Re: 5-6 members of a party for Act 2 & 3? - 27/07/21 03:11 PM
Originally Posted by booboo
If they suddenly shift to a 6-person party - given that all encounters are presumably intended for 4-person parties - how can this not affect encounter design/difficulty? Surely encounters will be too easy so you'd need to rejig them?
Each character in a 6 person party will have 4/6 as much exp as characters in the 4-person party. Game auto-balances itself.
If this doesn't do a perfect job of auto-balancing for different party sizes, Larian can adjust the exp formula for differently-sized parties.
Posted By: Tuco Re: 5-6 members of a party for Act 2 & 3? - 27/07/21 03:13 PM
Originally Posted by mrfuji3
Originally Posted by booboo
If they suddenly shift to a 6-person party - given that all encounters are presumably intended for 4-person parties - how can this not affect encounter design/difficulty? Surely encounters will be too easy so you'd need to rejig them?
Each character in a 6 person party will have 4/6 as much exp as characters in the 4-person party. Game auto-balances itself.
If this doesn't do a perfect job of auto-balancing for different party sizes, Larian can adjust the exp formula for differently-sized parties.

Bingo.
Since we are back to repeating the usual talking points, quick reminder that BG2 was tailored around a party of six and STILL people completed it with parties of any size, including in solo.
One of the virtues of the scaling exp rewards.
Posted By: booboo Re: 5-6 members of a party for Act 2 & 3? - 27/07/21 03:20 PM
Originally Posted by mrfuji3
Originally Posted by booboo
If they suddenly shift to a 6-person party - given that all encounters are presumably intended for 4-person parties - how can this not affect encounter design/difficulty? Surely encounters will be too easy so you'd need to rejig them?
Each character in a 6 person party will have 4/6 as much exp as characters in the 4-person party. Game auto-balances itself.
If this doesn't do a perfect job of auto-balancing for different party sizes, Larian can adjust the exp formula for differently-sized parties.

Yeah, I undertand the XP splitting, but I suspect it is not quite that linear in practice? A large group of goblins (if they win initiative) could still take out a 4th level party for example. I've been surprised (weirdly) once or twice and quite badly mauled by low level goblins before I even got a chance to counter attack (I was surprised rather than them...somehow). Maybe it's not an issue....but I would rather they just say 'hey, parties are now six!' and give us a chance to play test that. I would enjoy playing with 6 party members - did that in BG/NWN/PF:Kingmaker etc. Perhaps they are concerned about not having enough origin characters, if they don't allow us to roll up more than 1 character?
Posted By: mrfuji3 Re: 5-6 members of a party for Act 2 & 3? - 27/07/21 03:31 PM
Originally Posted by booboo
Yeah, I undertand the XP splitting, but I suspect it is not quite that linear in practice? A large group of goblins (if they win initiative) could still take out a 4th level party for example. I've been surprised (weirdly) once or twice and quite badly mauled by low level goblins before I even got a chance to counter attack (I was surprised rather than them...somehow). Maybe it's not an issue....but I would rather they just say 'hey, parties are now six!' and give us a chance to play test that. I would enjoy playing with 6 party members - did that in BG/NWN/PF:Kingmaker etc. Perhaps they are concerned about not having enough origin characters, if they don't allow us to roll up more than 1 character?
Sure, it's likely not linear, but it's much easier to tweak a single formula than it is to adjust every single encounter in the game.

Currently there are 5 origin companions, so you only need a single OC to fill up the party. Or you just play with <6 characters for a little while, which is not that terrible (especially with scaling exp). Or Larian just needs to release one more origin companion, which isn't unlikely.
About origin characters being added in Act 2 onwards, as it would be necessary to have more options in a game with 6 party members:

My thoughts about this is that it's not mandatory to have a very complex and deep origin story for all future companions.

For most NPCs developing their personalities, range of emotions (not the 50 shades of arrogance like DOS 2 have), backgrounds and making them appeal to players while adding one/two specific mission is enough.

All NPCs should have specific roles, and being considered a great addition to the party, while being very different from each other, and possibly having their own unique thing (being a vampire, like Astarion).

Working into personality is important, so the player doesn't have this artificial feeling that the NPC was there just for gameplay reasons.
Posted By: kanisatha Re: 5-6 members of a party for Act 2 & 3? - 28/07/21 02:08 PM
Originally Posted by mrfuji3
Originally Posted by booboo
If they suddenly shift to a 6-person party - given that all encounters are presumably intended for 4-person parties - how can this not affect encounter design/difficulty? Surely encounters will be too easy so you'd need to rejig them?
Each character in a 6 person party will have 4/6 as much exp as characters in the 4-person party. Game auto-balances itself.
If this doesn't do a perfect job of auto-balancing for different party sizes, Larian can adjust the exp formula for differently-sized parties.

Yes, but why are we even having this discussion? Nobody's asking for Larian to "shift to a 6-person party." That's a completely false claim. What we're asking for is the OPTION to have a 6-person party, which is fundamentally a different thing. It is an option, and people can CHOOSE whether they want to use that option or not.

When games come with multiple difficulty settings such as story, easy, normal, hard, brutal, do people actually believe the game is optimized and balanced for each of those settings? In every single such instance, the game is only balanced for the normal setting, and it is understood by EVERYONE that if you the player opts to select one of the other difficulty settings, you are essentially playing an "unbalanced" game. This is the very definition and essence of something being OPTIONAL.
Posted By: mrfuji3 Re: 5-6 members of a party for Act 2 & 3? - 28/07/21 03:00 PM
Originally Posted by kanisatha
Yes, but why are we even having this discussion? Nobody's asking for Larian to "shift to a 6-person party." That's a completely false claim. What we're asking for is the OPTION to have a 6-person party, which is fundamentally a different thing. It is an option, and people can CHOOSE whether they want to use that option or not.

When games come with multiple difficulty settings such as story, easy, normal, hard, brutal, do people actually believe the game is optimized and balanced for each of those settings? In every single such instance, the game is only balanced for the normal setting, and it is understood by EVERYONE that if you the player opts to select one of the other difficulty settings, you are essentially playing an "unbalanced" game. This is the very definition and essence of something being OPTIONAL.
It very much matters that game difficulty is made roughly independent of party size. Otherwise, if playing with 6 characters is strictly easier than with 4 characters, then for example the final Tactician Mode will be a joke with 6 players. In such a case, players wouldn't be able to enjoy playing with 6 characters (for the character interactions and party flexibility) AND play a very challenging game. Unless Larian balances Tactician Mode expecting that players will play with a 6-person party, which...I don't really like either for similar reasons.

I don't agree that games are "only balanced for the normal setting." Developers definitely tweak the properties of each difficulty mode to achieve some desired gameplay experience. I can point to DOS2's Tactician Mode where Larian DID balance and optimize the game (particularly the AI) for that mode. Sure, not as much work is put into fine-tuning additional difficulty modes as is put into tuning the normal difficulty, but not as much work does not equal zero work. What is your definition of "balanced"?
Posted By: williams85 Re: 5-6 members of a party for Act 2 & 3? - 28/07/21 03:56 PM
Originally Posted by mrfuji3
Originally Posted by kanisatha
Yes, but why are we even having this discussion? Nobody's asking for Larian to "shift to a 6-person party." That's a completely false claim. What we're asking for is the OPTION to have a 6-person party, which is fundamentally a different thing. It is an option, and people can CHOOSE whether they want to use that option or not.

When games come with multiple difficulty settings such as story, easy, normal, hard, brutal, do people actually believe the game is optimized and balanced for each of those settings? In every single such instance, the game is only balanced for the normal setting, and it is understood by EVERYONE that if you the player opts to select one of the other difficulty settings, you are essentially playing an "unbalanced" game. This is the very definition and essence of something being OPTIONAL.
It very much matters that game difficulty is made roughly independent of party size. Otherwise, if playing with 6 characters is strictly easier than with 4 characters, then for example the final Tactician Mode will be a joke with 6 players. In such a case, players wouldn't be able to enjoy playing with 6 characters (for the character interactions and party flexibility) AND play a very challenging game. Unless Larian balances Tactician Mode expecting that players will play with a 6-person party, which...I don't really like either for similar reasons.

I don't agree that games are "only balanced for the normal setting." Developers definitely tweak the properties of each difficulty mode to achieve some desired gameplay experience. I can point to DOS2's Tactician Mode where Larian DID balance and optimize the game (particularly the AI) for that mode. Sure, not as much work is put into fine-tuning additional difficulty modes as is put into tuning the normal difficulty, but not as much work does not equal zero work. What is your definition of "balanced"?
But the people that won't enjoy playing with 6 player wouldn't be forced to do so, they could play with 4 or 5 or 3 or whatever and enjoy the game anyway they want, just like we want to enjoy the game with 6, balance or no balance(Cheezus i hate that word, gamers are the most Yin/Yang Zen focused group outside of Daoism. laugh ) .
Posted By: mrfuji3 Re: 5-6 members of a party for Act 2 & 3? - 28/07/21 04:33 PM
Originally Posted by williams85
But the people that won't enjoy playing with 6 player wouldn't be forced to do so, they could play with 4 or 5 or 3 or whatever and enjoy the game anyway they want, just like we want to enjoy the game with 6, balance or no balance(Cheezus i hate that word, gamers are the most Yin/Yang Zen focused group outside of Daoism. laugh ) .
Not exactly. If party size affects difficulty (no change to exp or combats), I (and the many other players who want a party of 6) can't play a Tactician-level difficulty game with the 6-person party. Because that difficulty would be balanced for a 4-person party (and thus would be too easy). Similarly, someone who wants to play an easy solo playthrough wouldn't be able to, because Story-mode difficulty would also be balanced for a 4-person party. We explicitly cannot enjoy the game anyway we want.

Whereas, if a given difficulty mode remains the same regardless of party size (scaling exp), players can separately select difficulty level and party size, fixing both of the examples I gave above.
Posted By: williams85 Re: 5-6 members of a party for Act 2 & 3? - 28/07/21 05:41 PM
Originally Posted by mrfuji3
Originally Posted by williams85
But the people that won't enjoy playing with 6 player wouldn't be forced to do so, they could play with 4 or 5 or 3 or whatever and enjoy the game anyway they want, just like we want to enjoy the game with 6, balance or no balance(Cheezus i hate that word, gamers are the most Yin/Yang Zen focused group outside of Daoism. laugh ) .
Not exactly. If party size affects difficulty (no change to exp or combats), I (and the many other players who want a party of 6) can't play a Tactician-level difficulty game with the 6-person party. Because that difficulty would be balanced for a 4-person party (and thus would be too easy). Similarly, someone who wants to play an easy solo playthrough wouldn't be able to, because Story-mode difficulty would also be balanced for a 4-person party. We explicitly cannot enjoy the game anyway we want.

Whereas, if a given difficulty mode remains the same regardless of party size (scaling exp), players can separately select difficulty level and party size, fixing both of the examples I gave above.

Are you arguing for or against 6-party setup? Because the argument you used is used by those that want the game to maintain a 4-party setup.
"No! we can't let people play with 6 characters!! What about the precious balance! it will ruin my game if someone else is playing the game "unbalanced". BTW, Hyperbole, but still pretty close to their arguments.

Anyhow.
Yes! Of course it would be better if the game was built around your preferential party size, i am with you on that.
But that is going to take much more time and manpower rather than just implementing a warning at the beginning of the game stating that it will probably become easier and a little less balanced if you choose a 6-party setup.
Since 6 character party is already possible in the "tutorial", it just seems arbitrary and cruel against us that want to experince as many companions as possible to lock the party to 4.
Posted By: mrfuji3 Re: 5-6 members of a party for Act 2 & 3? - 28/07/21 06:07 PM
Originally Posted by williams85
Anyhow.
Yes! Of course it would be better if the game was built around your preferential party size, i am with you on that.
But that is going to take much more time and manpower rather than just implementing a warning at the beginning of the game stating that it will probably become easier and a little less balanced if you choose a 6-party setup.
Since 6 character party is already possible in the "tutorial", it just seems arbitrary and cruel against us that want to experience as many companions as possible to lock the party to 4.
Here's where we disagree. I highly doubt that it'd take "much more time and manpower" to implement scaling exp. It's likely only a few lines of code, especially since the game already tracks individual character exp.
- Exp granted per character = old exp * (4/party size).
Actually, splitting exp should be implemented even if Larian doesn't allow 5- or 6-person parties, so that players can play with 3 or fewer characters and gain exp faster.

If Larian made no changes to encounters or exp, sure I guess it strictly improves the game to include a setting: "allow 6-person parties." But that is the bare minimum, and Larian could easily do better. Personally, I probably wouldn't use the setting as it'd remove a lot of the challenge from the game.
Posted By: williams85 Re: 5-6 members of a party for Act 2 & 3? - 28/07/21 07:43 PM
Originally Posted by mrfuji3
Originally Posted by williams85
Anyhow.
Yes! Of course it would be better if the game was built around your preferential party size, i am with you on that.
But that is going to take much more time and manpower rather than just implementing a warning at the beginning of the game stating that it will probably become easier and a little less balanced if you choose a 6-party setup.
Since 6 character party is already possible in the "tutorial", it just seems arbitrary and cruel against us that want to experience as many companions as possible to lock the party to 4.
Here's where we disagree. I highly doubt that it'd take "much more time and manpower" to implement scaling exp. It's likely only a few lines of code, especially since the game already tracks individual character exp.
- Exp granted per character = old exp * (4/party size).
Actually, splitting exp should be implemented even if Larian doesn't allow 5- or 6-person parties, so that players can play with 3 or fewer characters and gain exp faster.

If Larian made no changes to encounters or exp, sure I guess it strictly improves the game to include a setting: "allow 6-person parties." But that is the bare minimum, and Larian could easily do better. Personally, I probably wouldn't use the setting as it'd remove a lot of the challenge from the game.
What kind of XP system are you implying that they use now? I guess i never could never imagine anybody would use any other system than splitting xp among your party members?
If you are right then i agree with you that it needs to change ASAP, whether they implement 6 party members or not.
Posted By: mrfuji3 Re: 5-6 members of a party for Act 2 & 3? - 28/07/21 08:17 PM
Originally Posted by williams85
What kind of XP system are you implying that they use now? I guess i never could never imagine anybody would use any other system than splitting xp among your party members?
If you are right then i agree with you that it needs to change ASAP, whether they implement 6 party members or not.
The full experience from an enemy (or exploration) is given to all party members, not divided between party members. At least, this is how earlier patches and DOS1&2 worked...it's possible that this was changed in a patch but I haven't heard anyone mention it being changed.
Posted By: williams85 Re: 5-6 members of a party for Act 2 & 3? - 28/07/21 08:22 PM
Originally Posted by mrfuji3
Originally Posted by williams85
What kind of XP system are you implying that they use now? I guess i never could never imagine anybody would use any other system than splitting xp among your party members?
If you are right then i agree with you that it needs to change ASAP, whether they implement 6 party members or not.
The full experience from an enemy (or exploration) is given to all party members, not divided between party members. At least, this is how earlier patches and DOS1&2 worked...it's possible that this was changed in a patch but I haven't heard anyone mention it being changed.
Wow, that is really not how it's supposed to be, i understand your qualms then. In Baldurs gate we split the bill. smile
Posted By: NemethR Re: 5-6 members of a party for Act 2 & 3? - 28/07/21 08:34 PM
Giving the option for 6 party members would be way too much work in my opinion.
You would need to add additional scaling difficulty, refine every fight in the game, so that it can be played fine with both 3, 4, 5, and 6 party members..

Also having 6 party members would neglect the need to chose your party members, you could just have everything in the party.
And all this would only introduce a lot of complications...

I actually feel, the game is much more interesting with a smaller party, and is designed already with 4 party members in mind.

I do not see any actual realistic reason to put in so much work into the game to change this.
Apart from: Baldur's Gate 1 and 2 had 6...

And so what?! - It also had a max resolution of 1024 by 768... Bring that back too, and 2D Sprite graphics?
Times change, my car was also quite different 23 years ago.
Posted By: mrfuji3 Re: 5-6 members of a party for Act 2 & 3? - 28/07/21 08:46 PM
Originally Posted by williams85
Originally Posted by mrfuji3
The full experience from an enemy (or exploration) is given to all party members, not divided between party members. At least, this is how earlier patches and DOS1&2 worked...it's possible that this was changed in a patch but I haven't heard anyone mention it being changed.
Wow, that is really not how it's supposed to be. In Baldurs gate we split the bill. smile
And that's what made it work so well! Solo-runs were difficult, but feasible because your character got more exp. Hopefully Larian decides to make experience work this way. Then all the people who hate most/all of the companions can feel free to kill them off without making the game ~impossible to complete.

Originally Posted by NemethR
Giving the option for 6 party members would be way too much work in my opinion.
You would need to add additional scaling difficulty, refine every fight in the game, so that it can be played fine with both 3, 4, 5, and 6 party members..

Also having 6 party members would neglect the need to chose your party members, you could just have everything in the party.
And all this would only introduce a lot of complications...
NemethR, please. I literally just had a whole discussion with @williams85 about how encounters don't need to be remade to account for different party sizes. Just divide exp between participating party members, which is a single equation to code, and the game mostly balances itself. This also gives more exp to 1-3-person parties, which is already an option in the game.

Also, there are likely going to be 2-5 more companions added. So you would still have to choose your party members.
Posted By: Tuco Re: 5-6 members of a party for Act 2 & 3? - 28/07/21 09:12 PM
Originally Posted by NemethR
Giving the option for 6 party members would be way too much work in my opinion.
it's almost like we are doomed to go in circles forever in this discussion. Groundhog Day style.
Posted By: kanisatha Re: 5-6 members of a party for Act 2 & 3? - 28/07/21 11:56 PM
Originally Posted by mrfuji3
Originally Posted by kanisatha
Yes, but why are we even having this discussion? Nobody's asking for Larian to "shift to a 6-person party." That's a completely false claim. What we're asking for is the OPTION to have a 6-person party, which is fundamentally a different thing. It is an option, and people can CHOOSE whether they want to use that option or not.

When games come with multiple difficulty settings such as story, easy, normal, hard, brutal, do people actually believe the game is optimized and balanced for each of those settings? In every single such instance, the game is only balanced for the normal setting, and it is understood by EVERYONE that if you the player opts to select one of the other difficulty settings, you are essentially playing an "unbalanced" game. This is the very definition and essence of something being OPTIONAL.
It very much matters that game difficulty is made roughly independent of party size. Otherwise, if playing with 6 characters is strictly easier than with 4 characters, then for example the final Tactician Mode will be a joke with 6 players. In such a case, players wouldn't be able to enjoy playing with 6 characters (for the character interactions and party flexibility) AND play a very challenging game. Unless Larian balances Tactician Mode expecting that players will play with a 6-person party, which...I don't really like either for similar reasons.

I don't agree that games are "only balanced for the normal setting." Developers definitely tweak the properties of each difficulty mode to achieve some desired gameplay experience. I can point to DOS2's Tactician Mode where Larian DID balance and optimize the game (particularly the AI) for that mode. Sure, not as much work is put into fine-tuning additional difficulty modes as is put into tuning the normal difficulty, but not as much work does not equal zero work. What is your definition of "balanced"?
Well, that's exactly the point. People keep throwing around the word "balance" even though it really doesn't mean anything. In any case, my point was exactly that the game being easier (or harder) is completely separate from and has nothing to do with "balance," whatever that means. And if, by choosing to go with a bigger party than Larian's default party size of 4, I end up with my game being easier, why does that bother anyone else? This is what I don't get, when people keep saying "well a party of six will make the game too easy." Easy for whom? For you? Because someone came over to your house and forced you to play with the bigger party? And if it becomes "too easy" for me because I chose to increase my party size, the only person for whom that matters is me!
Posted By: kanisatha Re: 5-6 members of a party for Act 2 & 3? - 29/07/21 12:01 AM
Originally Posted by NemethR
Giving the option for 6 party members would be way too much work in my opinion.
How so? Please explain, because I only see extremely minimal additional work for Larian. Larian themselves have already confirmed that their UI screens are already set to accommodate up to six characters in the party. People are already cheating the game to play with parties of 6. So all they'd have to do is create the optional toggle in the difficulty settings screen to increase party size and that's it, because from a systems standpoint that fifth or sixth party member will not be any different from the fourth.
Posted By: NemethR Re: 5-6 members of a party for Act 2 & 3? - 29/07/21 08:14 AM
And how should they increase the difficoulty?

Monsters should deal more damage, or have more HP, or just be more of them...

All the re-tweaking and testing, and further tweaking and testing of the already existing content (also act 2-3-...) for 3, 5, 6 party members would be a lot of time.
And if they implement it, then people would start complaining about how they implemented it, and why it should be done differently...
Posted By: Riandor Re: 5-6 members of a party for Act 2 & 3? - 29/07/21 09:03 AM
Originally Posted by NemethR
And how should they increase the difficoulty?

Monsters should deal more damage, or have more HP, or just be more of them...

All the re-tweaking and testing, and further tweaking and testing of the already existing content (also act 2-3-...) for 3, 5, 6 party members would be a lot of time.
And if they implement it, then people would start complaining about how they implemented it, and why it should be done differently...
Not sure it is for us to determine how labour intensive it would or wouldn't be in terms of implementation and balance, I am pretty sure Larian themselves can determine that.

If enough people clamour for 5-6 party members, then there is appetite there for the change to be a valid one. Now Larian might feel the game is better with 4 PC's and they'll allow 5-6 purely as NPC types (limited interaction / story), because it is easier to manage the game if people like Halsin can join a 4 person party rather than joining a 6 person party, where either someone has to temporarily leave, OR suddenly the party grows to 7+.
For me that seems to be the crux, in that story elements are designed for people to join you in specific quests / missions and perhaps at larger party sizes it get's too hard to balance or the system starts having a GPU meltdown, I don't know. Either way Larian will I am sure. There are ways round that, such as you choosing to meet the NPC at a set location vs integrating them into the party for example, depends how much exposition is needed.

The only thing that bugs me is that Larian have stayed pretty quiet on this topic despite it, for all intents and purposes, being quite a big topic at least on this forum. Many here, myself included would like to see larger party sizes being a legit option (i.e. not just through mods) and are keen to at least understand the reasoning behind the decision should it stay as is, or better convince Larian otherwise.

Would that mean something else wouldn't get implemented? Maybe, but other than Day/Night or RTwP, what other large topics are there? Until Larian starts giving us a poll saying you can have Day/Night OR Dragonborn, you can have 5-6 Party size OR 10 extra quests, blah, discussions on how much work for Larian it is or isn't, is an irrelevant discussion. More pertinent is only how do we feel about thow the game plays vs how we want it to play and our reasons for and against. Leave the rest to Larian.
Posted By: NemethR Re: 5-6 members of a party for Act 2 & 3? - 29/07/21 10:17 AM
I actually did not yet see any real argument why a party of 6 would be more fun.

The only reason I can imagine is that then you can have 1 of everything in the party.
But that for me personally would ruin the fun of having to choose whom I bring with myself onto a quest, and also lower the replay value of the game.

And most arguments are like: BG1 had 6...
Posted By: Riandor Re: 5-6 members of a party for Act 2 & 3? - 29/07/21 10:28 AM
Originally Posted by NemethR
I actually did not yet see any real argument why a party of 6 would be more fun.

The only reason I can imagine is that then you can have 1 of everything in the party.
But that for me personally would ruin the fun of having to choose whom I bring with myself onto a quest, and also lower the replay value of the game.

And most arguments are like: BG1 had 6...

The argument is that as long as the game balances (like through XP sharing), what is the issue of you playing with 4 and me with 6? BG1 & 2 were with 6, so yes nostalgia plays a part, but also for more choice in party composition. Whatever your pick, there are enough arguments in here for. Other than "it's too much effort for Larian", I have yet to see a good argument against. Surely it's no skin off anyone's nose if people want to play with more characters in the party?

Of course should the party lock mechanic rear it's head at the end of Act1, then yes, it could be interesting what happens if you select only 3 extra characters vs my 5... Do you actually have to selecct 5 and keep 2 in camp? Is there a camp? But that is the same discussion for those who choose to play Solo.
Posted By: NemethR Re: 5-6 members of a party for Act 2 & 3? - 29/07/21 11:01 AM
I think something like the below could be interesting, and fit both our desires.

Act 1:
You meet 5-7 potential followers, from whom 3 stay with you later in the game. The others either dies, or wander off based on your choices you make through act 1.
(Party of 4)


Act 2:
You start with the 3 you finished act 1, and meet a further 3-4 potential characters that could join you.
Based on your previous deeds, some might not want to join up with you, and some meet their faith through act 2.
At the end of act 2 you end up with 4 followers in your party. (Party of 5)

Act 3:
You start with the 4 from act 2, and meet another 2-3 potential allies.
And you get (the option to have) 5 followers now. (party of 6)

I think that way it would actually add to replay value of the game, you still have to make decisions, and the idea of slowly growing your party is also nice one.

This way maybe everyone gets what they desire.
Posted By: CJMPinger Re: 5-6 members of a party for Act 2 & 3? - 29/07/21 12:59 PM
Originally Posted by NemethR
You meet 5-7 potential followers, from whom 3 stay with you later in the game. The others either dies, or wander off based on your choices you make through act 1.


Please no wiping companions like that, it would be wholly unsatisfying and I will spare you my rant on it. Just my opinion is with the limitations presented that would be bad, even as the acts expand the party size. I don't mind acts expanding party size but honestly, I'd prefer a party of 6 being able to be done at the start and the game to be fun whether you go four or six.

Originally Posted by Tuco
Originally Posted by NemethR
Giving the option for 6 party members would be way too much work in my opinion.
it's almost like we are doomed to go in circles forever in this discussion. Groundhog Day style.

It is our curse. We are in a loop until Larian decides to weigh in and even then the circle may remain unbroken.
Originally Posted by Tuco
Originally Posted by NemethR
Giving the option for 6 party members would be way too much work in my opinion.
it's almost like we are doomed to go in circles forever in this discussion. Groundhog Day style.
This discusion only? You wish. laugh
Posted By: Gray Ghost Re: 5-6 members of a party for Act 2 & 3? - 29/07/21 01:39 PM
Originally Posted by NemethR
And how should they increase the difficoulty?

Monsters should deal more damage, or have more HP, or just be more of them...

All the re-tweaking and testing, and further tweaking and testing of the already existing content (also act 2-3-...) for 3, 5, 6 party members would be a lot of time.
And if they implement it, then people would start complaining about how they implemented it, and why it should be done differently...

Ironically, D&D actually has a sytem for doing exactly this. It's called challenge rating, and if Larian hadn't tweaked abilities and combat stuff so much, they would be able to use that to very easily figure out how to tweak fights. The folks at Larian are significantly smarter than your average DM, I'm stating this as a given. If they'd left themselves in a position where they could lean on the given CR for encounters then they absolutely could have figured out how to make minor tweaks to make encounters suit their purposes no matter how many enemies are in play at the time.
Originally Posted by Gray Ghost
Originally Posted by NemethR
And how should they increase the difficoulty?

Monsters should deal more damage, or have more HP, or just be more of them...

All the re-tweaking and testing, and further tweaking and testing of the already existing content (also act 2-3-...) for 3, 5, 6 party members would be a lot of time.
And if they implement it, then people would start complaining about how they implemented it, and why it should be done differently...

Ironically, D&D actually has a sytem for doing exactly this. It's called challenge rating, and if Larian hadn't tweaked abilities and combat stuff so much, they would be able to use that to very easily figure out how to tweak fights. The folks at Larian are significantly smarter than your average DM, I'm stating this as a given. If they'd left themselves in a position where they could lean on the given CR for encounters then they absolutely could have figured out how to make minor tweaks to make encounters suit their purposes no matter how many enemies are in play at the time.

This is actually a good point. It wouldn't even be difficult to up the challenge rating on the fly by adding additional specific CR monsters to an encounter based on how many toons you have. There are calculators out there that already exist that would tell you exactly what to add based on Character level, Party size and the actual difficulty level you are trying to achieve.

Like this one.
https://kastark.co.uk/rpgs/encounter-calculator-5th/

As long as there is a hidden value of CR on the monsters then adding an additional 1 or 2 is no big deal.

Heck, I'd love if all encounters scaled based on level.
Posted By: kanisatha Re: 5-6 members of a party for Act 2 & 3? - 29/07/21 01:59 PM
Originally Posted by NemethR
And how should they increase the difficoulty?

Monsters should deal more damage, or have more HP, or just be more of them...

All the re-tweaking and testing, and further tweaking and testing of the already existing content (also act 2-3-...) for 3, 5, 6 party members would be a lot of time.
And if they implement it, then people would start complaining about how they implemented it, and why it should be done differently...
As I keep saying, they can simply NOT increase/scale/tweak anything.

Just a toggle to increase party size with the following note next to it: Combat encounters are scaled and balanced for a party of four. In choosing to increase your party size, you should understand that encounters may become considerably easier.

That's it.
Posted By: kanisatha Re: 5-6 members of a party for Act 2 & 3? - 29/07/21 02:03 PM
Originally Posted by Blackheifer
Heck, I'd love if all encounters scaled based on level.
Strong 'no' on this. A big part of playing an RPG is knowing what you can do, when you can do it, and avoiding encounters that may be too much for you to handle and coming back to them later. Furthermore, it is nice to occasionally be able to beat an encounter that you are not supposed to be able to beat at your level. Similarly, it is also nice to sometimes be able to wipe the floor with your enemies because you are now over-leveled for that encounter.
Posted By: NemethR Re: 5-6 members of a party for Act 2 & 3? - 29/07/21 02:28 PM
Originally Posted by kanisatha
As I keep saying, they can simply NOT increase/scale/tweak anything.

Just a toggle to increase party size with the following note next to it: Combat encounters are scaled and balanced for a party of four. In choosing to increase your party size, you should understand that encounters may become considerably easier.

That's it.

Yes, but that is like repairing a road full of potholes by putting out a roadside sign saying 30km/h (where you normally would drive 90km/h)
Posted By: Tuco Re: 5-6 members of a party for Act 2 & 3? - 29/07/21 02:58 PM
Originally Posted by NemethR
Yes, but that is like repairing a road full of potholes by putting out a roadside sign saying 30km/h (where you normally would drive 90km/h)
Would I prefer a game balanced around the use of a bigger party? Sure.
But if Larian is going to use that as an excuse "We are not willing to tweak the difficulty for six players, too much work, yadda yadda" then my answer is "Fuck it, just give me the option anyway".

I'll take the hit in terms of challenge (or I'll just consider playing at a hardest difficulty setting, if I feel like it*. That's my problem, not something for Larian or any other forum user to worry about.

And about the fact that "you didn't see any argument of what of a party of six would make the game more fun", I can only wonder how many of these 60 pages you actually bothered to read, because even ignoring everyone else here who did the same, even by myself I spent a unhealthy amount of time arguing about it.
Amount of companion quests accessible, characters interactions, party banters, more interesting group synergies, more possibilities to free a spot in your party even for sub-optimal classes or somewhat redundant ones without feeling shit about it, better loot distribution and chance to make use of greater equipment variety, etc, etc. There are countless arguments aside of just caring about "challenge" to advocate for

If your point is that you are purposefully going to ignore/dismiss any argument for it, that's another thing entirely. I can't force you to care about what I care about. But I'm not going to let you claim they are not legitimate reasons.


* About this point in particular: it depends a lot on how Larian will handle higher difficulty settings. I'm all for an increased challenge as long as monsters will stick to canonical values and difficulty will come by other means (their number, for instance).
I'll fucking NOPE out of the "additional challenge" if it will come through HP bloat and increased damage for the enemies. I just don't like these as ways to raise the difficulty. They are cheap, lazy solutions that don't make me feel like I'm actually playing with the ruleset at end.
Even for Pathfinder Kingmaker and Wrath of the Righteous "Core rules" is the only legitimate difficulty that exists and matters for me. Anything easier or harder is trash as far as I'm concerned.
Posted By: mrfuji3 Re: 5-6 members of a party for Act 2 & 3? - 29/07/21 03:13 PM
Originally Posted by NemethR
Originally Posted by kanisatha
As I keep saying, they can simply NOT increase/scale/tweak anything.

Just a toggle to increase party size with the following note next to it: Combat encounters are scaled and balanced for a party of four. In choosing to increase your party size, you should understand that encounters may become considerably easier.

Yes, but that is like repairing a road full of potholes by putting out a roadside sign saying 30km/h (where you normally would drive 90km/h)
Nah. The metaphor would be more like:

There's a perfectly good 2-lane road with a 90 km/h speed limit (balanced 4-person-party gameplay).
Larian adds another lane, with a divider separating it and the ^ lanes, that has a bunch of potholes and a 130 km/h speed limit (unbalanced 6-person-party gameplay).

You can still drive on the smooth 90 km/h if you want. All Larian has done is add another option for people who want to go faster, but they'll have a very bumpy ride.
Posted By: GM4Him Re: 5-6 members of a party for Act 2 & 3? - 29/07/21 03:19 PM
It's like this. Whether 4 or 6, difficulty has to be based on one or the other. You can't balance the game for both unless you write in some logic that takes into account character level and party size. You just can't. If I create an encounter for 6 party members that are at Level 4 and they only go into that encounter with 4 at level 3, the encounter is going to be undoubtedly more difficult because I as a DM built the encounter based on 6 party members at Level 4. Likewise, if I build an encounter with 4 party members at Level 4 and they go into that encounter with 6 Level 5 characters, the encounter is going to be undoubtedly easier because I built it for 4. So you HAVE to take character level and party size into account when attempting to balance the game. Right now, the balance issues are because you as a player have too many choices to be able to face encounters at various levels and with various numbers of characters.

Level and Party Size versus enemy Level and Party Size is how you balance D&D. I use the CR tool for D&D 5e for all my encounters. There's a nifty app that does it for me. All my encounters work out pretty darn well when I use the app. I set the encounter Challenge Rating to Medium, I select the characters going into the fight, and boom, the app tells me how many of what type of monster I should throw at my heroes for a Medium difficulty encounter based on their level and number of party members. Regardless of 4 or 6 heroes, the app tells me how many enemies to throw at them, and the encounter works relatively well almost every time. Try it yourself. Go to Google Play Store, download 5e Companion App. If I want an encounter to be Hard or Deadly, I set the encounter level to Hard or Deadly and the app does the work for me by telling me how many of which enemy I want to throw at them that I should use. I don't even have to do the math or nothing. If this app can do it, Larian can do it in BG3 and make the battles more fun and rewarding.

I'm telling you, every time I enter one of the BG3 battles into this app, EVERY encounter is Deadly for a 4 party team. Even 6 party members often has the Deadly CR rating. It's ridiculous. THAT is why Larian has to often nerf the enemies in the game, stripping them of their WotC-given abilities to make them weaker so they can actually be defeated by a 4 party team that is way underleveled to face such encounters. I'm telling you, a single Imp in the Prologue would be more than challenging for Lae'zel at Level 1 and your Main at Level 1. Throw in a few more Players for a 4-player Multiplayer, so you have 5 party members in the Prologue, and a standard imp would become a much easier foe to kill. Therefore, in the very first battle of the game, if you have 2 PCs, Lae'zel and the Main, Larian has to make it so you'd only face like 1 Imp. If you had Us with you, maybe they could throw in 2 Imps. If you have a party of 4 players in Multi-Player, plus Lae'zel plus Us, then you could do 3 or even 4 imps in the first encounter. That would make the first encounter more fun and more true to D&D 5e, making imps actual imps and not some nerfed down version of them.

And this can be done in simple ways. They could still have 3 or 4 imps in the first area. If you move towards them after meeting Lae'zel, and you only have 2 party members, have an explosion suddenly kill all but 1 imp. If you have 3 party members (like Us is with you), have an explosion kill all but 2 imps. If you have a full party of 4 players + Lae'zel + Us, or whatever, have all 3 or 4 imps involved in the fight. You could do this same thing later in the game. Allow a party of 6 to fight at the gate when you first arrive at the Druid's Grove. With the Tieflings, Wyll, and the adventurers aiding, this battle would normally be too easy. So, the game could be programmed to spawn goblin reinforcements to come to their aid. Allow only a party of 4, the fight is a bit more challenging by itself. Maybe Larian doesn't spawn any additional enemies and just lets the player continue as is.

Facing a single owlbear with a party of 6 level 3 adventurers is likely to be too easy. Spawn an additional owlbear, the Papa. Have it come from behind, or something of that nature. Suddenly, two adult owlbears is a challenge for 6 party members. Allow only a party of 4 level 3 adventurers, then yes. 1 owlbear is probably enough for a Medium encounter.

But honestly, they could simplify all this by making it standard for the party size to be 6. Allow the players to generate up to 4 Custom Characters so that whether you play Solo or Multiplayer with 4 players, you can have 4 Custom Characters in your party giving room for at least 2 Origin Characters. Your choice, though. If you want a more challenging game, create only 1 Custom Character and try going through the game with 1. You could limit yourself to only 4 party members or less for a more challenging experience as well. Boom! There's all your difficulty settings without having to make Larian go in and create all sorts of crazy Difficulty settings to nerf or buff enemies. Balance the entire game around 6 party members so that each encounter is Medium or less with a few boss battles that are Hard or Deadly. If players want a more challenging experience, they can create a party of less than 6. And for crying out loud, use D&D 5e stats so that you have a foundation to work with!

So to summarize:

1. Easiest difficulty settings for this game would be to allow Party Size 6 (4 Custom and 2 Origin, 3 Custom and 3 Origin, 2 Custom and 4 Origin, or 1 Custom and 5 Origin). This would be considered Normal mode. Balance all encounters around this party size. Make most encounters Medium or less Challenge Rating with bosses being Hard or Deadly. Use correct D&D 5e stats for all enemies except maybe custom-bosses who might have varied stats (but again, base them on standard 5e stats. Otherwise, they aren't true members of their race. A Matriarch Phase Spider who was a magic user might be able to use Ethereal Jaunt to Misty Step across the board and then reappear as if she's teleporting from one place to another clear across a chasm, but her minions have no such abilities). Then, if players want harder fights because they feel they are too easy and not rewarding enough, they can choose to have less than 6 party members to make the game harder on themselves. Doing this would make it so Larian could focus on other, more important aspects of the game, rather than on all the crazy Difficulty Settings we've been throwing at them and telling them they need to implement. Normal Difficulty = 6 party members. Hard = 4-5 party members. Deadly = 1-3 party members. There you go. Difficulty settings resolved. No nerfing needed and no buffing just to make it work for everybody. You, the player, choose your difficulty by choosing your party size. Want the most deadly challenge setting of all? Go solo through the whole game with 1 custom character. Good luck!

2. If they aren't going to do 1, then they need to implement a Challenge Rating tool within BG3 so that the game assesses the difficulty of the encounter and adjusts the encounter to match the Party Size and Level as described above. This is the more complicated approach, if you ask me, to creating balance in the game because they'd have to do a lot of programming to add or remove enemies for every encounter in order to ensure that it was going to be a rewarding fight. Then they'd have to implement a lot of difficulty settings so that players could adjust the difficulty of the game to Easy, Normal, Hard or Deadly or whatever, or put in a ton of all these little difficulty settings that aren't really needed.

D&D 5e is supposed to be simple. That's one of the reasons WotC created it. It should be as simple as option 1 above. Want an easier encounter? Allow more PCs and allies to help the PCs. Want a deadlier encounter, restrict the party size and number of allies helping the PCs. Simple as that.
Posted By: Black_Elk Re: 5-6 members of a party for Act 2 & 3? - 29/07/21 03:29 PM
Punxsutawney Phil's Phylactery of Woe? The Groundhog Lich-King casts a pretty long shadow! lol

CR and XP tables/scaling handles everything, provided they approached the various combats as "encounters" rather than as set-piece battles where the enemy is all prepositioned like it is currently.

Not to get too sentimental again, but it's funny to me that two of my all time favorite games Axis and Allies and Baldur's Gate, both suffer from the same set-piece design sensibility in the starting conditions (and now the two have kind of merged into this strange mirror universe nostalgia with the Enhanced Editions in BG functioning sort of like Special Editions in SW, by adding stuff that we now have to accept just to play in a modern format heheh.) But the thing that strikes me about A&A is that it suffers from a lack of variety due to not having enough variation in how the board is set initially, or randomizers to make the opening play patterns more unique from game to game. And in BG you get something very similar with the way combat encounters are designed. With the same starts, and the same sequencers, same enemies and positions and loot. So the game becomes stale quickly like that, because the play patterns become so similar over time and coalesce around whatever the most OP play might be for that encounter. It becomes about breaking the game through the meta of already knowing the script, when the basic systems and rules could allow for much more (probably an unlimited level of replay if it just had a few more randomizers built into it on the fly). Clearly not an identical dilemma, but its similar.

By using CR tables with randomizers you could do a lot to make each playthrough feel unique without having to put a thumb on the scale for everything. I mean you can still have the main NPC Opponents and boss fights that drop the known Loots and such, but they could easily mix it up in the trash mob cascading combat parts that they seem to enjoy toying with. They could do the same with arena environments and instanced encounters, even on the aesthetic front with unique gear. Done properly it could scale from a party of 2 to a party of a dozen, since that's why those tables and systems were created to begin with.

I'd still prefer 6 as the default for the single player game.
Posted By: GM4Him Re: 5-6 members of a party for Act 2 & 3? - 29/07/21 04:00 PM
I'm just saying, allowing a party of 6 would just simplify the entire balancing issue. Use normal stats, a party of 6, balance everything to that, and whether you play multiplayer or solo, the game is balanced right. Then you can go wherever you want and have as many in the party as you want up to 6, and the game would be either more challenging or less depending on where you go and what you choose to do. Steal a bunch of magic items from the tieflings to buff yourself up? Fights will be easier because you chose to steal better items. Play it honestly, and it might be a bit more challenging. Choose to travel with 4 instead of 6, the game will be harder. Rush to the Gith fight, and the game will be harder. Fight every minor battle first and level up higher and do all your little background quests and such, and the game will be easier. Then you can do away with all the Difficulty settings nonsense and just let the players play however they want.

And, again, you have to consider multiplayer with all this as well. If you play the game with 4 players, all 4 character slots are then full. There is no more room for origin characters. So, you never get scenes like Shadowheart at the school or the statue with her hand glowing all weirdly, or Astarion with the Gur, or anything like that. The only interactions you get with the origin characters in multiplayer is in the camp. I can't tell you how unrewarding that is. I've played the game several times through now with 3 Custom Characters and 1 origin character and even that is frustrating. I have to switch out the 4th party member whenever I'm about to trigger an event that would include one of the origin characters. Fight the windmill scene, switch to Wyll first by porting to camp, talking to my 4th member and dismissing them, talking to Wyll so he'll join and then going back to the windmill. Such a pain in the butt, and if you play the game with 4 players, that isn't even possible. At least with a party of 6, you can play with 4 players and have at least 2 origin characters in your party at all times. Then you don't have to play the switch origin characters game as much. AND, on top of that, if you are playing solo, you can have 1 custom character and ALL of the origin characters in your party so you don't have to switch them out at all. You can utilize ALL of their abilities and such in every battle and trigger all the cutscenes for each of them as you journey. SO much more fun and less annoying.

And why doesn't 4 players account for difficulty? Because you don't have room to breathe with a 4 player party. With 6, you can take all 6 with you for a more balanced and easier gameplay. Want harder, go 5. You've just increased the difficulty by 1/6th. It's not too severe, but it's definitely harder. Want even harder, go 4 party members. Harder still, go 3. With 4 party members, even taking 1 less is severe. There's a big difference in difficulty when you go from 4 to 3 party members and the game is balanced around 4. You've increased difficulty by 25%. That's huge! Drop only 2 members and you've increased difficulty by 50%. There's a huge difference in balance at that point.
Posted By: kanisatha Re: 5-6 members of a party for Act 2 & 3? - 29/07/21 05:54 PM
Originally Posted by mrfuji3
Originally Posted by NemethR
Originally Posted by kanisatha
As I keep saying, they can simply NOT increase/scale/tweak anything.

Just a toggle to increase party size with the following note next to it: Combat encounters are scaled and balanced for a party of four. In choosing to increase your party size, you should understand that encounters may become considerably easier.

Yes, but that is like repairing a road full of potholes by putting out a roadside sign saying 30km/h (where you normally would drive 90km/h)
Nah. The metaphor would be more like:

There's a perfectly good 2-lane road with a 90 km/h speed limit (balanced 4-person-party gameplay).
Larian adds another lane, with a divider separating it and the ^ lanes, that has a bunch of potholes and a 130 km/h speed limit (unbalanced 6-person-party gameplay).

You can still drive on the smooth 90 km/h if you want. All Larian has done is add another option for people who want to go faster, but they'll have a very bumpy ride.
You are correct, @mrfuji3. I have no idea what @NemethR is talking about with his analogy. They and others still seem to be having a very difficult time understanding the concept of something being optional that the user can use at their own peril.
I think we just need to keep bringing up the need for a party of 6 and not 4. A party of 4 takes away a lot of the choice or roleplaying because if forces you to have the tanked fighter, spell caster, thief, cleric. Subclass that add different class abilities just aren't good enough as if having the full class in your part. Also if you wanted to play not a tank fighter but one that uses a short sword and a shield because that is the character you want to play, you can't because the one fighter you have has to always have the highest damage weapon equipped. A party of 6 opens this up for you so that you can play the character you want and not the one you are forced to need.
Posted By: Tuco Re: 5-6 members of a party for Act 2 & 3? - 29/07/21 06:45 PM
Another (recurring) argument we had in the past is also... For god's sake, this is a DAMN EARLY ACCESS.
Would there be any better time, at any point in development, to just *TRHOW* the option out there to your user base and check what people actually prefer to do, which percentage of players will pick one over the other, instead of going to base the entire development on shaky, questionable assumptions of what's simpler, more streamlined, more balanced and what "many would prefer to do" even among a casual audience?

Fun fact: some time ago we had a thread about Felicia Day playing the game for the first time few weeks ago. Trust me when I say that she's basically an incarnated Avatar of Casualness in terms of playstyle, and i shit you not when I tell you that two of the very first complains she had while moving the first steps in the game were about the horrendous chain/unchain control scheme (yes, I feel partially vindicated about it) and about how disappointing it was to learn that her party was already full when she tried to group Lae'zel.
https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=672266#Post672266
Originally Posted by kanisatha
Originally Posted by Blackheifer
Heck, I'd love if all encounters scaled based on level.
Strong 'no' on this. A big part of playing an RPG is knowing what you can do, when you can do it, and avoiding encounters that may be too much for you to handle and coming back to them later. Furthermore, it is nice to occasionally be able to beat an encounter that you are not supposed to be able to beat at your level. Similarly, it is also nice to sometimes be able to wipe the floor with your enemies because you are now over-leveled for that encounter.

I'd guess it would be an optional thing like POE2.

However, I have been running play sessions where we beat all encounters - without any exploits - with just two people in Multiplayer and no companions.

Its not easy, no mistakes tolerated kind of thing.

I don't think Soloing is possible without exploiting stealth heavily.


Originally Posted by Tuco
Another (recurring) argument we had in the past is also... For god's sake, this is a DAMN EARLY ACCESS.
Would there be any better time, at any point in development, to just *TRHOW* the option out there to your user base and check what people actually prefer to do, which percentage of players will pick one over the other, instead of going to base the entire development on shaky, questionable assumptions of what's simpler, more streamlined, more balanced and what "many would prefer to do" even among a casual audience?

Fun fact: some time ago we had a thread about Felicia Day playing the game for the first time few weeks ago. Trust me when I say that she's basically an incarnated Avatar of Casualness in terms of playstyle, and i shit you not when I tell you that two of the very first complains she had while moving the first steps in the game were about the horrendous chain/unchain control scheme (yes, I feel partially vindicated about it) and about how disappointing it was to learn that her party was already full when she tried to group Lae'zel.

I recall Asmongold also said something similar in his playthrough.

Odd that they made adjustments to the chaining system but didn't say anything.
Originally Posted by rmoroch
A party of 4 takes away a lot of the choice or roleplaying because if forces you to have the tanked fighter, spell caster, thief, cleric
It definitely doesn't limit you to anything - none of those are necessary in BG3, it ain't BG2.

In generally I would welcome an extra spot or two in the party, however, the battles already feel overpopulated at times, and I wouldn't want extra 1/3 of enemies added.
Posted By: Tuco Re: 5-6 members of a party for Act 2 & 3? - 29/07/21 09:14 PM
Originally Posted by Blackheifer
Odd that they made adjustments to the chaining system but didn't say anything.
Not to derail on the "other" of my personal crusades, but did you see how people on reddit reacted when someone made a thread to inform them of the new keybinding?
A large part of the comments was "Oh thank god", "this makes things a bit better". "I don't really like this system" etc.

And we are talking about a place where people would cut their own arms if Larian said that they have too many fingers to enjoy the game.
Originally Posted by Tuco
Originally Posted by Blackheifer
Odd that they made adjustments to the chaining system but didn't say anything.
Not to derail on the "other" of my personal crusades, but did you see how people on reddit reacted when someone made a thread to inform them of the new keybinding?
A large part of the comments was "Oh thank god", "this makes things a bit better". "I don't really like this system" etc.

And we are talking about a place where people would cut their own arms if Larian said that they have too many fingers to enjoy the game.

Yeah, I saw the reddit thread - you got name dropped also. haha.

I think the Chain system is in the same boat as barrelmancy in that it's something that Larian - or a faction in the company - wants to fix but they don't want to talk about it. I suspect that people are sentimental about these things but they are indefensible systems.

Solution, get rid of it - but quietly.
Posted By: kanisatha Re: 5-6 members of a party for Act 2 & 3? - 29/07/21 10:58 PM
Originally Posted by Blackheifer
Odd that they made adjustments to the chaining system but didn't say anything.
I also don't want to derail this thread, but what were these adjustments to Larian's chaining system?
Bottom line. If I play multiplayer with 3 friends, that's it. No chance to bring origin into party. No chance for story dialogues with them while traveling.

6 Party members means multiplayer can bring at least 2 origin in at a time. It also means Larian could use real stats for enemies instead of grossly nerfed down ones.
Originally Posted by GM4Him
Bottom line. If I play multiplayer with 3 friends, that's it. No chance to bring origin into party. No chance for story dialogues with them while traveling.
Yes, but then again from my 2player D:OS2 experience watching your friend go through companions conversation tree isn't terribly fun. Also probably all 4 of you should be playing Origins to begin with.
why not 5? one player and four companions?

Where is the numebr 6 coming from? also D&D is balanced for 5 people usually.
Originally Posted by urktheturtle
why not 5? one player and four companions?

Where is the numebr 6 coming from? also D&D is balanced for 5 people usually.
It's coming from the "Baldur's Gate" part of this game.
Originally Posted by dreambled
Originally Posted by urktheturtle
why not 5? one player and four companions?

Where is the numebr 6 coming from? also D&D is balanced for 5 people usually.
It's coming from the "Baldur's Gate" part of this game.
Tbf, there hasn't really been anything "baldur's gate" coming from this game.
Originally Posted by Try2Handing
Originally Posted by dreambled
Originally Posted by urktheturtle
why not 5? one player and four companions?

Where is the numebr 6 coming from? also D&D is balanced for 5 people usually.
It's coming from the "Baldur's Gate" part of this game.
Tbf, there hasn't really been anything "baldur's gate" coming from this game.

Which is why I don't see the issue pushing for this type of stuff. Larian needs to make more of an effort to show this is a proper sequel. They already lost a lot of OG players by not including RTwP, and not having the plot being directly related to the Bhaalspawn. So far what we DO have is easter eggs and NPCs, and for a lot of people that doesn't justify the title of this game.
Originally Posted by Try2Handing
Originally Posted by dreambled
Originally Posted by urktheturtle
why not 5? one player and four companions?

Where is the numebr 6 coming from? also D&D is balanced for 5 people usually.
It's coming from the "Baldur's Gate" part of this game.
Tbf, there hasn't really been anything "baldur's gate" coming from this game.

Define what constitutes Baldur's Gate please. Be specific.


Baldur's Gate Elements so far.
- The Main story takes place in and around Baldur's Gate
- The Plot revolves around the Dead Three , Bane, Bhall, Mykrul
- Its in the Forgotten realms
- People involved in the original crisis are involved in this story (Elminster, Minsc, Volo, Jaheira)
6 person parties has a lot of history, but there's some fluctuation

Gold Box games - 6 party members, possibly 2 NPC companions for some segments
Infinity engine games (Baldur's Gate and Icewind Dale) - 6 party members
Eye of the Beholder - create up to 4 and supplement with companions up to a max of 6

Pillars of Eternity, not D&D but clearly inspired, also I believe has up to 6 party members active.

For other variations:

Demonstone had 3 party members (though it was an action game with set characters)

Neverwinter Nights 1 had 1 PC with 1 companion, possibly 1 summon for each companion depending on spells.
Neverwinter Nights 1: Hordes of the Underdark allowed up to 2 companions

Neverwinter Nights 2 had 3 NPCs in Act 1 and 4 NPCs in Acts 2-3 for a total of 5 party members

NWN 1 and NWN 2 are the only non-6 franchises that have similar level of fame and nostalgia going for them as the GBG, Infinity, and EotB games.

Sword Coast Legends limited you to a party of 4

Ravenloft games (Strahd's Possession and Stone Prophet) allowed you to create up to 2 and recruit up to 4

Menzoberranzan I'm uncertain of, but you make 4 characters

The recent Dark Alliance is 4 characters, but that's set characters again.

I'm uncertain of the party size limits in DDO and Neverwinter

Art from AD&D and 2nd ed implied party sizes from 4-6 and modules were written for parties of 4-6 members

Novels imply party sizes of about 3-5

Knights of the Dinner Table and similar community comics tend to show parties around 3-5 members in size, probably due to the added difficulty of scripting extra characters.

Critical Role generally runs around 7 players, but all of them are professional actors so their day-job dovetails with smooth gameplay

A lot of streams run 4 - 5 party members.

3rd edition seemed to also assume 4-6 party size.
4th ed seemed to assume 3-5 party size.

While there's no explicit party sizes in 5e adventures, the art seems to suggest 4-5 party members, again that may just be for reduced art complexity.

Design space for RPGs in general I've been seeing a lot more aiming at 4 players as average and even a lot of games geared toward sizes of 2 to 4. (If you play D&D with 2 players, I suggest the method my brother took of having a system of hiring companions and the players would control some of their friendly mercs in combat and do some light RP for said mercs to keep the burden a bit off the GM...)

I suspect think the general increase of the average age of the gaming hobby has come with an increased difficulty of scheduling 7 people to a unified schedule, hence the shift towards 2-5 group sizes. Some older games with heavily specialized roles like Shadowrun (Mage/Decker/Samurai/Face) and D&D (Mage/Cleric/Fighter/Rogue) have been balancing more towards 4 than 5 or 6.

This being a CRPG, a 6 person party isn't going to stress out and burnout a GM (it's a computer) which is a concern on TTRPG, but the trend of computer games is running toward four-player as well (Phasmophobia, Dark Alliance, Deep Rock Galactic, Borderlands) Though with this is certainly not universal.

I am personally a fan of 4-person max for personal health purposes when running a game but in a computer game I'd like to see a stretch to more characters.
Posted By: Tuco Re: 5-6 members of a party for Act 2 & 3? - 30/07/21 02:01 AM
Originally Posted by kanisatha
Originally Posted by Blackheifer
Odd that they made adjustments to the chaining system but didn't say anything.
I also don't want to derail this thread, but what were these adjustments to Larian's chaining system?
They added a keybinding option (CRIMINALLY unbound by default) called |TOGGLE GROUP CONTROL| that allows the player to chain and unchain the entire party with a single button press.
I wouldn't say it solves ALL the problems with their shitty control scheme, because we aren't even close, but holy shit if doesn't make one hell of a difference when used properly.
I want it too! I prefer to have a larger party than less. In addition, in previous parts BG you could have a six-person party and even if the third part varies from the previous ones, it would be nice if such a common element appeared.
Originally Posted by Blackheifer
Originally Posted by Try2Handing
Originally Posted by dreambled
Originally Posted by urktheturtle
why not 5? one player and four companions?

Where is the numebr 6 coming from? also D&D is balanced for 5 people usually.
It's coming from the "Baldur's Gate" part of this game.
Tbf, there hasn't really been anything "baldur's gate" coming from this game.

Define what constitutes Baldur's Gate please. Be specific.


Baldur's Gate Elements so far.
- The Main story takes place in and around Baldur's Gate
- The Plot revolves around the Dead Three , Bane, Bhall, Mykrul
- Its in the Forgotten realms
- People involved in the original crisis are involved in this story (Elminster, Minsc, Volo, Jaheira)

The first of those features is not true of Baldur's Gate 2 or Throne of Bhaal.
Originally Posted by Blackheifer
Originally Posted by Try2Handing
Originally Posted by dreambled
Originally Posted by urktheturtle
why not 5? one player and four companions?

Where is the numebr 6 coming from? also D&D is balanced for 5 people usually.
It's coming from the "Baldur's Gate" part of this game.
Tbf, there hasn't really been anything "baldur's gate" coming from this game.

Define what constitutes Baldur's Gate please. Be specific.


Baldur's Gate Elements so far.
- The Main story takes place in and around Baldur's Gate
- The Plot revolves around the Dead Three , Bane, Bhall, Mykrul
- Its in the Forgotten realms
- People involved in the original crisis are involved in this story (Elminster, Minsc, Volo, Jaheira)
Let's keep this short and agree that we are not going to agree with each other. I can tell already that we feel differently about things, and I'm totally fine with that.
I think a party size of 5 would be good. 6 would be better but it would require a lot of work to rebalance the whole game.

But 4 is definitely too small and won't allow much creativity.
In a game with so many classes and subclasses, this number drasticaly reduce our possibilities and a lot of players will be frustrated not to have a bonus slots or two to try less "classic" classes.
Posted By: TheHero Re: 5-6 members of a party for Act 2 & 3? - 30/07/21 08:41 AM
IMHO
The debate about a bigger Party is important when thers a decision about having one implemented in future allready.
That seems not the case sfaik.

Try to change the deabte about the iteration/ Variationproblems which will come into gameplay, when you want more and more characters which all need background storys, behavior etc etc etc.
All those small details which hugley change the experience of the game. Every difference in a character needs another interaction and what not.

The more Characters you have to support with full backgroundstory and all it includes storywide until end of game is making the development of BG3 an endless story.

It takes a lot of writing time and then corrections etc. Its taking a lot, and i say alot of time to make it propper and not generical story stuff.

You want believable storys and interaction in this game between all characters, events, dialogs, encounters and so forth...
Then switch to this debate how to achieve it.

Because all else you can have allready in other games not so focused on Story, Dialog, believable interaction etc.
BG3 is more like a good Book in the way of trying to stay at a good compromise in storythreads by not having too many characters in the story.

More quality over quantity is key in BG3

I want to see the game beeing released at the and of 21 or mid 22 the least.
Bigger party pushes this Date much more into the future or it stays but then with cut content or less defined Backgrounds, reactions everything which is allready in game for the 4 people party and works great, wont be working the same for a 6 - character party. When you want it done in the same developement time.
I also think 5 would be good, for the same reasons Maximuuus mentioned, although 6 would be even better. I allows for so much more inter-party variety, interactions and conversations.
With the new camp supply system, you could even say that Larian could make it a player choice between having 4 party members for which it is easier to find enough food, or go for 6 people, for which you need more food. So each player could decide.
Posted By: Riandor Re: 5-6 members of a party for Act 2 & 3? - 30/07/21 09:46 AM
Originally Posted by TheHero
IMHO
The debate about a bigger Party is important when thers a decision about having one implemented in future allready.
That seems not the case sfaik.

Try to change the deabte about the iteration/ Variationproblems which will come into gameplay, when you want more and more characters which all need background storys, behavior etc etc etc.
All those small details which hugley change the experience of the game. Every difference in a character needs another interaction and what not.

The more Characters you have to support with full backgroundstory and all it includes storywide until end of game is making the development of BG3 an endless story.

It takes a lot of writing time and then corrections etc. Its taking a lot, and i say alot of time to make it propper and not generical story stuff.

You want believable storys and interaction in this game between all characters, events, dialogs, encounters and so forth...
Then switch to this debate how to achieve it.

Because all else you can have allready in other games not so focused on Story, Dialog, believable interaction etc.
BG3 is more like a good Book in the way of trying to stay at a good compromise in storythreads by not having too many characters in the story.

More quality over quantity is key in BG3

I want to see the game beeing released at the and of 21 or mid 22 the least.
Bigger party pushes this Date much more into the future or it stays but then with cut content or less defined Backgrounds, reactions everything which is allready in game for the 4 people party and works great, wont be working the same for a 6 - character party. When you want it done in the same developement time.

My understanding from the early discussions Larian had on this topic is that this is definitely one of the reasons why 4 is their current ORIGIN limit. It has been said that other NPC's might be able to join the party, you just won't have the level of interaction as you do with the core. So IF THAT IS THE CASE the discussion becomes about "Interaction & Dynamic" vs "Party composition". Do I value the interaction of 6 characters within a group higher than or equal to simple skillsets of the party, or am I more concerned of having a balanced party and the dynamic is secondary.

The argument will be BG1&2 had both, though of course the interaction elements of talking to your party were "limited" to text. The cinematic aspect of this iteration means that adding in 6 Origin characters worth of interaction from Acts 1 -> END is perhaps a hurdle Larian aren't willing to jump, but it is still a debate we can have in a discussion forum. What is it we would prefer (if given the choice), and to a large degree that is what has happened already here. And yes we are repeating ourselves to, but that is the nature of a large thread within a discussion forum.

So it boils back down to:

A - Party of 5/6 with full interaction and story across all members
B - Party of 5/6 with partial interaction with characters outside the core 4 (i.e. hire mercenaries to fill slots)
C - Party of 4 with full interaction (as currently)
D - Other (there's always room in discussions for "Other")

One can always take fewer characters into your party if you prefer, so saying "I don't want 6 because I like 4", shouldn't mean we shouldn't ask for more party members, for me it's understanding what do we want, where would we compromise (if at all), and then what does Larian think or plan? Me. i am happiest with Option A, fine with Option B. so be it on Option C.
Why are we rehashing this on a new thread? There's a megathread for this.
Originally Posted by Try2Handing
Originally Posted by Blackheifer
Originally Posted by Try2Handing
Tbf, there hasn't really been anything "baldur's gate" coming from this game.

Define what constitutes Baldur's Gate please. Be specific.


Baldur's Gate Elements so far.
- The Main story takes place in and around Baldur's Gate
- The Plot revolves around the Dead Three , Bane, Bhall, Mykrul
- Its in the Forgotten realms
- People involved in the original crisis are involved in this story (Elminster, Minsc, Volo, Jaheira)
Let's keep this short and agree that we are not going to agree with each other. I can tell already that we feel differently about things, and I'm totally fine with that.

I don't use feelings as a basis for arguments or thinking. If your argument is based on personal feelings it's less of an argument and more of a bias.

Next thing you know you are in Qanon railing against vaccines.

How about instead we agree you are full of it and don't have an argument?
Originally Posted by Blackheifer
How about instead we agree you are full of it and don't have an argument?
If "being entitled to one's opinion" = "being full of it" and "not wanting to get into a keyboard fight that's most likely going to be meaningless" = "not having an argument", then yes, we can agree - let's make a digital handshake on it. I mean, you can assume whatever you want about someone - it's easy. Whatever you assume about me is probably about as valid as what I assume about you. "Not using feelings" yet you seem to care a lot about what I said. So are we done? Or would you like to try again?
Originally Posted by Try2Handing
Originally Posted by Blackheifer
How about instead we agree you are full of it and don't have an argument?
If "being entitled to one's opinion" = "being full of it" and "not wanting to get into a keyboard fight that's most likely going to be meaningless" = "not having an argument", then yes, we can agree - let's make a digital handshake on it. I mean, you can assume whatever you want about someone - it's easy. Whatever you assume about me is probably about as valid as what I assume about you. "Not using feelings" yet you seem to care a lot about what I said. So are we done? Or would you like to try again?

Sure, its not like you need the last word, right?

Just for future reference: An assertion is pre-text for a debate when not conditioned by "I think" or "In my opinion".

I love when someone can make a solid, well-thought out logical argument for an assertion. Disappointed but not surprised.
"Forgotten Realms" "Dead Three" "City" "People involved"... Lol.

This limited (and wrong) list really show a lack of knowledge about the old games.
Originally Posted by Blackheifer
Originally Posted by Try2Handing
Originally Posted by Blackheifer
How about instead we agree you are full of it and don't have an argument?
If "being entitled to one's opinion" = "being full of it" and "not wanting to get into a keyboard fight that's most likely going to be meaningless" = "not having an argument", then yes, we can agree - let's make a digital handshake on it. I mean, you can assume whatever you want about someone - it's easy. Whatever you assume about me is probably about as valid as what I assume about you. "Not using feelings" yet you seem to care a lot about what I said. So are we done? Or would you like to try again?

Sure, its not like you need the last word, right?

Just for future reference: An assertion is pre-text for a debate when not conditioned by "I think" or "In my opinion".

I love when someone can make a solid, well-thought out logical argument for an assertion. Disappointed but not surprised.
You remind me of myself back when this game was just announced, way before you joined these forums. Jumping at every statement that "rubbed me the wrong way", itching for a "logical", "well thought out", "non-biased" discussion, all geared up for another 4, 5 pages worth of logical argument, confident with my sharp, logical thinking I could handle whatever the other person would throw at me. Went through a fair share of those "arguments", had fun, but alas, you always get burnt out. Judging by your initial argument listing "baldur's gate elements so far", I'm afraid you're not quite there yet, to get me to play with you.
Originally Posted by Maximuuus
"Forgotten Realms" "Dead Three" "City" "People involved"... Lol.

This limited (and wrong) list really show a lack of knowledge about the old games.
+1
Originally Posted by Blackheifer
How about instead we agree you are full of it and don't have an argument?

Conversations don't have to be a competition
Ain’t gonna happen - the cost to implement this with the production value the game has.....
4 is perfect.
Originally Posted by Tarorn
Ain’t gonna happen - the cost to implement this with the production value the game has.....
It's ain't gonna happen, but there isn't additional cost to having 6 unit party opposed to 4 (especially as people don't seem to be asking for 6 player coop). It would take different UI, if current doesn't support it, but it is not inherently more expensive to have 6 party RPG then 4.
Originally Posted by Wormerine
Originally Posted by Tarorn
Ain’t gonna happen - the cost to implement this with the production value the game has.....
It's ain't gonna happen, but there isn't additional cost to having 6 unit party opposed to 4 (especially as people don't seem to be asking for 6 player coop). It would take different UI, if current doesn't support it, but it is not inherently more expensive to have 6 party RPG then 4.

It'll take manhours for rebalancing and other things. So there is a very real cost to it. And we know game devs get paid crap like everyone else, but they still get paid.
Originally Posted by Thrythlind
It'll take manhours for rebalancing and other things.
Fair enough… though hopefully there is still a lot of balancing to be dane.
Originally Posted by Thrythlind
It'll take manhours for rebalancing and other things. So there is a very real cost to it. And we know game devs get paid crap like everyone else, but they still get paid.
Weren't you also a part of when we just had this exact same argument for the 300th time barely a couple days ago in the official mega-thread?

I'll go with the quick rundown of the keypoints:

- difficulty adjustments would be welcomed but not required, so using the work necessary there as excuse sounds specious. Many of us already stated that if that was the price to pay we'd be perfectly fine getting the support for an extended party at expenses of the overall challenge. It would be our problem. Not someone else's.
- A lot of "rebalancing" could be for the most part automated with various expedient already broadly used. Exp distribution, dynamic addition of extra enemies if needed, maybe even a very narrow range of dynamic scaling for some key NPCs.
- It should be Larian's concern how much they are willing to spend on what. The concern trolling about the "poor devs and all the work they'd need to do" comes off as a bit disingenuous...
- ...Especially given that they have already a long tradition of including MULTIPLE difficulty settings in their games to begin with. So it's not clear why the "story mode" or "Uber masochist" option would be totally fine to work with, but the simple request from some users to allow for an OPTIONAL six-men mode and *eventually* adjust a couple of things around it would be some crime against human dignity and the devs' working conditions.
Originally Posted by Tuco
Originally Posted by Thrythlind
It'll take manhours for rebalancing and other things. So there is a very real cost to it. And we know game devs get paid crap like everyone else, but they still get paid.
Weren't you also a part of when we just had this exact same argument for the 300th time barely a couple days ago in the official mega-thread?

I'll go with the quick rundown of the keypoints:

- difficulty adjustments would be welcomed but not required, so using the work necessary there as excuse sounds specious. Many of us already stated that if that was the price to pay we'd be perfectly fine getting the support for an extended party at expenses of the overall challenge. It would be our problem. Not someone else's.
- A lot of "rebalancing" could be for the most part automated with various expedient already broadly used. Exp distribution, dynamic addition of extra enemies if needed, maybe even a very narrow range of dynamic scaling for some key NPCs.
- It should be Larian's concern how much they are willing to spend on what. The concern trolling about the "poor devs and all the work they'd need to do" comes off as a bit disingenuous...
- ...Especially given that they have already a long tradition of including MULTIPLE difficulty settings in their games to begin with. So it's not clear why the "story mode" or "Uber masochist" option would be totally fine to work with, but the simple request from some users to allow for an OPTIONAL six-men mode and *eventually* adjust a couple of things around it would be some crime against human dignity and the devs' working conditions.
Yeah me thinks the anti-bigger party posters are deliberately ignoring these points and continuing to throw out the debunked claim of additional work for rebalancing because they know they don't have any rational arguments to present against those of us wanting a bigger party.
Originally Posted by kanisatha
Originally Posted by Tuco
Originally Posted by Thrythlind
It'll take manhours for rebalancing and other things. So there is a very real cost to it. And we know game devs get paid crap like everyone else, but they still get paid.
Weren't you also a part of when we just had this exact same argument for the 300th time barely a couple days ago in the official mega-thread?

I'll go with the quick rundown of the keypoints:

- difficulty adjustments would be welcomed but not required, so using the work necessary there as excuse sounds specious. Many of us already stated that if that was the price to pay we'd be perfectly fine getting the support for an extended party at expenses of the overall challenge. It would be our problem. Not someone else's.
- A lot of "rebalancing" could be for the most part automated with various expedient already broadly used. Exp distribution, dynamic addition of extra enemies if needed, maybe even a very narrow range of dynamic scaling for some key NPCs.
- It should be Larian's concern how much they are willing to spend on what. The concern trolling about the "poor devs and all the work they'd need to do" comes off as a bit disingenuous...
- ...Especially given that they have already a long tradition of including MULTIPLE difficulty settings in their games to begin with. So it's not clear why the "story mode" or "Uber masochist" option would be totally fine to work with, but the simple request from some users to allow for an OPTIONAL six-men mode and *eventually* adjust a couple of things around it would be some crime against human dignity and the devs' working conditions.
Yeah me thinks the anti-bigger party posters are deliberately ignoring these points and continuing to throw out the debunked claim of additional work for rebalancing because they know they don't have any rational arguments to present against those of us wanting a bigger party.

I am in favor of a bigger party... but it's not a costless change. There's no such thing.
Originally Posted by Maximuuus
"Forgotten Realms" "Dead Three" "City" "People involved"... Lol.

This limited (and wrong) list really show a lack of knowledge about the old games.

Then please enlighten me. I keep asking for this because I honestly would like to know what I may be missing. But it seems like you two are all sizzle but no steak.

I am really trying to give you guys the benefit of the doubt that you have a solid answer but so far a lot of Ad Hominin and equivocation. Truthfully I suspect this is a lot of dumb sentimentality that is pointlessly subjective like "the Nashkel mines guy".

"If..it..doesn't..have...the...Nashkel...mines (sob)...then it's not...Baldur's gate!" (Faints Dramatically)

That still makes me laugh. Heh. What a contractor-grade tool.
The party size of 6, the ton of companions/personnalities and the freedom you have to create your team are main components of BG1/2 even if you don't care and if this statement makes you derailed a thread for the sake of it wink
Originally Posted by Maximuuus
The party size of 6, the ton of companions/personnalities and the freedom you have to create your team are main components of BG1/2 even if you don't care and if this statement makes you derailed a thread for the sake of it wink

The Party size mega-thread is here- https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=672266&page=61

Perfectly not derailed.

So just to be clear on your inane statement - Any game that has a Party size of 6, a "ton" of companions, and the freedom to create your team - make something a Baldur's Gate game then?

So Wasteland 3 is a Baldur's Gate game by your 'not-arbitrary at all distinction?'

You know I WANTED so badly to give you guys the benefit of the doubt but I now know its exactly like I said, this is dumb sentimentality at work. I understand now why you kept prevaricating and didn't want to answer.

I've mentioned before why sentimentality is dangerous. I would say it's more insidious, because people don't ever want to analyze it, nor are they educated on why its harmful. It's one of those things that sits on the periphery of understanding so our eyes glaze over it but I assure you its behind a lot of really - really - ugly behavior.

In the gamer world it leads to a LOT of very abusive gatekeeping. Instead of allowing things to stand on their own people will have these emotional reactions to the idea of a thing being made which they feel doesn't respect some arbitrary idea of what used to be. They are not rational or level-headed about expressing dissatisfaction either. Very melodramatic stuff.

Anyway, up to you. Confront your sentimentality, or live the life of a sentimentalist (that's bad). Good luck.
Originally Posted by Blackheifer
You know I WANTED so badly to give you guys the benefit of the doubt but I now know its exactly like I said, this is dumb sentimentality at work. I understand now why you kept prevaricating and didn't want to answer.

I've mentioned before why sentimentality is dangerous. I would say it's more insidious, because people don't ever want to analyze it, nor are they educated on why its harmful. It's one of those things that sits on the periphery of understanding so our eyes glaze over it but I assure you its behind a lot of really - really - ugly behavior.
You said you "honestly want to know", but you don't give the impression that you're genuinely interested in someone's opinion, willing to acknowledge that their opinion is also valid. The impression you're giving is that you're challenging others' opinions with full intention of shooting them down with your "logical" argument, while acting condescending to them, even as if there's something wrong with them (judging by your constant claiming that sentimentality is "dumb" and will ruin our lives). Yeah, most of us don't want to deal with that kind of attitude, especially when we don't get paid for doing it.

Your replies to me - demanding me to defend a simple statement and explain myself to you, then claiming that I'm "full of it" and "having no argument" when I simply said I didn't wish to argue - they proved to me exactly that this is the kind of negativity I'd rather not waste my time dealing with, when it's much easier for me to just not deal with it. A proper, serious debate is something I value and wouldn't just give it to anyone who approaches me with arrogance and a bad attitude. In other words, you haven't shown me that you're worth that kind of effort. We should all strive for positivity and constructiveness while ignoring and putting aside negativity, right? Life is too short and all that.

In the end, you get what you give. If that's the way you ask people to talk to you, to explain themselves to you, then that's what you get.

TL;DR: go to any twitch channel and you know what they almost always say in their rules? Be nice.
Originally Posted by Blackheifer
I've mentioned before why sentimentality is dangerous. I would say it's more insidious, because people don't ever want to analyze it, nor are they educated on why its harmful. It's one of those things that sits on the periphery of understanding so our eyes glaze over it but I assure you its behind a lot of really - really - ugly behavior.
It is not easy to define "What makes Baldur's Gate, Baldur's Gate". I am sure it is possible, but I don't think fans of the series should be required to write a doctoral paper analysing titles they like, in order to be allowed to not like what the "sequel" is doing. Because here is the insidious thing:

Baldur's Gate3 is called Baldur's Gate3 because someone wants to benefit of the good will and "prestige" of the IP. Turning around and dismissing fans of the IP because the sequel doesn't live up to expectation set up by BG1&2 IS a crappy thing to do. If you make Lord of the Rings related project, people will pay attention because it is Lord of the Rings related project. You can't then turn around and complain that people compare you to Lord of the Rings.

Is it a worthwhile thing to complain at this point? To me BG3 not being a Baldur's Gate was clear from the moment it was announced that it is being made by Larian, and for everyone else it should be clear since first gameplay videos were shared. One might dislike direction the series is being taken, but complaining at this point about it seems like wasting time. StarWars is dead. Star Trek is dead. Baldur's Gate is dead. It won't stop fans from complaining, though.

And of course, what is and what isn't a worthwhile sequel will vary from person to person. Personally, I think the very appeal of the games is too different. I liked Bioware games. I am somewhat liking Baldur's Gate3 - but for very different reasons. Not every WW2 shooter is the same thing. Not every gangster film is the same thing. Thief reboot on top of being a bad game, was a bad Thief game, because it wasn't an immersive sim - there are similarities that can be made, but overall, the Thief reboot doesn't even attempt to recreate the appeal of the IP it was using.

BG3 might be an RPG, and might be based on DnD, but that doesn't necessarly make for a good Baldur's Gate game. The best explenantion I can give, without having to analyze the details is: Infinity Engine games had three series - Baldur's Gate1&2, Icewind Dale1&2 and Planescape Torment. They run on the same engine, most of them were based on same ruleset, I am pretty sure they shared assets. They are not the same game series - they have different focuses and different appeals, even though there are a lot of similarities. Some people like all of them, some people like some series more then others, some only like one or two. Modern example: Disco Elysium, Pillars of Eternity, Pathfinder: Kingmaker, Divinity: Original Sin2 are top down RPGs but are fundamentally different games - in appeal, in design, in tone, in priorities, in gameplay they allow for. And while I adored Disco Elysium and Pillars of Eternity, if PoE3 will come into existance, and will play like Disco Elysium - I won't be very happy about it, even if game, as such, is pretty good.

Another example: Let's use Thief example again. I really like Dishonored 1&2. It is immersive sim, which I always like, and it is clearly inspired by Thief games, which are some of my fav games of all time. It would, however, be a lousy Thief sequel, if it were sold as such. You use IP, you create expectations, often unreasonable ones, if it is a legendary series.

BG3 might be made for Larian fans. Might be made for DnD 5e fans (though that's doubful considering how many changes there are) or people who want DnD-like coop experience in digital form. I am confident in saying that it is not made for Baldur's Gate fans. I am confident in claiming that one can adore Baldur's Gate1&2 and all it's legacy, and not care one bit for Baldur's Gate3. There will be overlap and people who like both original Baldur's Gates and Larian's take on it (I for one liked all Infinity Engine series, I liked Bioware games, I liked Obsidian games - in general I consider my taste to be fairly wide, and there is a chance that I might like BG3 quite a bit, if it keeps improving) but that doesn't mean that people disliking BG3 are dillusional, or unreasonable. Unrealistic, perhaps, if they think they can change fundamentals of BG3 at this point.
Yep still want this! after 1000+ posts nothing changed. Looks like we will have to settle for temporary companions like Hasin at least that's something and just proves that 5 - 6 party size would work great...

I can't stress this enough, party size of 5 - 6 would be so cool!!! I'm willing to pay extra for it. Full DC price for 6 man party with difficulty rebalance!@?!! Sure here take my money!!
Originally Posted by Wormerine
Originally Posted by Blackheifer
I've mentioned before why sentimentality is dangerous. I would say it's more insidious, because people don't ever want to analyze it, nor are they educated on why its harmful. It's one of those things that sits on the periphery of understanding so our eyes glaze over it but I assure you its behind a lot of really - really - ugly behavior.
It is not easy to define "What makes Baldur's Gate, Baldur's Gate". I am sure it is possible, but I don't think fans of the series should be required to write a doctoral paper analysing titles they like, in order to be allowed to not like what the "sequel" is doing. Because here is the insidious thing:

Baldur's Gate3 is called Baldur's Gate3 because someone wants to benefit of the good will and "prestige" of the IP. Turning around and dismissing fans of the IP because the sequel doesn't live up to expectation set up by BG1&2 IS a crappy thing to do..

You are 100% entitled to your feelings, sensitivities and so forth. You are actually not required to defend them unless you make a statement, on a public forum, that you present as some sort of fact. At that point people are allowed to challenge you, respectfully.

Everything you wrote below this though proves my point 100%. This is just a way you feel. Its not objective. Its not based on reason or thought. It has its roots in the meat of the animal mind and the associated biases and feelings that make up your operating system and your formative experiences. Its more a reaction formation than a considered opinion.

Also questioning and asking you to defend a point of view is the opposite of dismissal. Its direct engagement. You may not like it, you may not like being challenged, you may not like feeling like you are backed into a corner you can't reasonably defend, and you may be one of those people that can't back down in such a situation. That's fine, then don't make statements on public forums. Write it in your blog, diary or a word document on your computer. Imagine showing up to a public debate and saying that when you get pressed on a statement you made...publicly. I wouldn't be able to stop laughing at that.

And worst of all, its the utter uselessness of such statements and attitudes. A forum designed to parse community feedback - of which - "what makes a Baldur's gate game a Baldur's gate game?" is a legitimate question. You not being able to articulate it just--ugh. I can't even.
Originally Posted by Blackheifer
Originally Posted by Maximuuus
The party size of 6, the ton of companions/personnalities and the freedom you have to create your team are main components of BG1/2 even if you don't care and if this statement makes you derailed a thread for the sake of it wink

The Party size mega-thread is here- https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=672266&page=61

Perfectly not derailed.

So just to be clear on your inane statement - Any game that has a Party size of 6, a "ton" of companions, and the freedom to create your team - make something a Baldur's Gate game then?

So Wasteland 3 is a Baldur's Gate game by your 'not-arbitrary at all distinction?'

You know I WANTED so badly to give you guys the benefit of the doubt but I now know its exactly like I said, this is dumb sentimentality at work. I understand now why you kept prevaricating and didn't want to answer.

I've mentioned before why sentimentality is dangerous. I would say it's more insidious, because people don't ever want to analyze it, nor are they educated on why its harmful. It's one of those things that sits on the periphery of understanding so our eyes glaze over it but I assure you its behind a lot of really - really - ugly behavior.

In the gamer world it leads to a LOT of very abusive gatekeeping. Instead of allowing things to stand on their own people will have these emotional reactions to the idea of a thing being made which they feel doesn't respect some arbitrary idea of what used to be. They are not rational or level-headed about expressing dissatisfaction either. Very melodramatic stuff.

Anyway, up to you. Confront your sentimentality, or live the life of a sentimentalist (that's bad). Good luck.

Alright, so what if someone said Baldur's gate had to:

1. have the name of Baldur's Gate in the title
2. be set in the same universe as the previous games and involve a story that in some way either involves the city of Baldur's Gate or deal with some story connected (BGII was connected to the first obviously)
3. party of 6
4. real time with pause being an option

is that such a bad thing for people to want? Would that not be okay? Are there hundreds of games that fill those 4 points? Are people not allowed to get frustrated if Call of Duty suddenly became a 20 vs 20 conquest style of game?
Originally Posted by Blackheifer
Everything you wrote below this though proves my point 100%. This is just a way you feel. Its not objective. Its not based on reason or thought. It has its roots in the meat of the animal mind and the associated biases and feelings that make up your operating system and your formative experiences. Its more a reaction formation than a considered opinion.
Somethat right, and somewhat condecending indiocism. Of course my liking of BG1&2 is subjective. And of course, when being offered BG3 I expect for it to tickle me in somewhat similar way. Baldur's Gate3 is in many many many many many aspects objectively different then BG1&2. There are bunch of individual changes people are pointing to ever since BG3 was revealed, and if you still don't grasp the different then pick up BG1&2 and give it ago. If you hurry it's about £5 for both on GOG at the moment. You might not like it, but at least will give you an idea of how they are different.

If you give me tiramisu there are things I expect from it. If turns out your tiramisiu is a brownie, because it is what you make, and you just called with tiramisiu because marketing? And sure both have cocoa, and it might be a very nice brownie, and I generally don't mind brownie, and if you never had or liked tiramisu, it might not bother you, but it somewhat bothers me.

Gaming should stop sticking to IPs. Sequels are only of value, if there is room to improve. You did one game, you want to do it again, but better - that's a sequel. If you want to do "spiritual successor" or use one or two ideas and do you own thing, just create your own IP. All you do is piss people off, who liked it as it was, and want more of the same, updated with newer technology.

EDIT: And returning to the subject. 4 vs 6 party is a different dynamic. And in a wide contect games that focus on innerparty interactions and synergy have 5-6 men parties, while RPGs that don't tend to stick to 3-4. It doesn't bother me a whole lot, but combined with unification of classes and homebrew rules made by Larian, and overal limitation of spells via concentration the difference is quite stark. Different goals, different interactions, different gameplay.
Originally Posted by Wormerine
Originally Posted by Blackheifer
Everything you wrote below this though proves my point 100%. This is just a way you feel. Its not objective. Its not based on reason or thought. It has its roots in the meat of the animal mind and the associated biases and feelings that make up your operating system and your formative experiences. Its more a reaction formation than a considered opinion.
Somethat right, and somewhat condecending indiocism. Of course my liking of BG1&2 is subjective. And of course, when being offered BG3 I expect for it to tickle me in somewhat similar way. Baldur's Gate3 is in many many many many many aspects objectively different then BG1&2. There are bunch of individual changes people are pointing to ever since BG3 was revealed, and if you still don't grasp the different then pick up BG1&2 and give it ago. If you hurry it's about £5 for both on GOG at the moment. You might not like it, but at least will give you an idea of how they are different.

If you give me tiramisu there are things I expect from it. If turns out your tiramisiu is a brownie, because it is what you make, and you just called with tiramisiu because marketing? And sure both have cocoa, and it might be a very nice brownie, and I generally don't mind brownie, and if you never had or liked tiramisu, it might not bother you, but it somewhat bothers me.

Gaming should stop sticking to IPs. Sequels are only of value, if there is room to improve. You did one game, you want to do it again, but better - that's a sequel. If you want to do "spiritual successor" or use one or two ideas and do you own thing, just create your own IP. All you do is piss people off, who liked it as it was, and want more of the same, updated with newer technology.

EDIT: And returning to the subject. 4 vs 6 party is a different dynamic. And in a wide contect games that focus on innerparty interactions and synergy have 5-6 men parties, while RPGs that don't tend to stick to 3-4. It doesn't bother me a whole lot, but combined with unification of classes and homebrew rules made by Larian, and overal limitation of spells via concentration the difference is quite stark. Different goals, different interactions, different gameplay.




First, you seem to be confused that I am arguing against a 6 party system. I am not. I'd be fine with either. This was about a statement made that Bg3 is "nothing Baldur's Gate" which I asked for the person who said it to qualify. They failed to do so and have only contributed weird emotional outbursts since then. My conclusion is that they were just being hyperbolic and a bit lazy.

I played BG1 and 2 when it came out. I played it again recently. You are just full of assumptions.

If I wanted to know what defined Tiramisu I would ask a professional chef. That Chef would talk about how the dessert hit the tongue, what flavors could be identified, the liquor, the sweetness, the cream and how they all came together as an experience. It wouldn't be as subjective as you think. A professional, or even a well-educated person who took the time would be able to articulate it. That somebody took a brownie and made it taste like good Tiramisu would be impressive. You wouldn't necessarily stop at seeing the brownie and say...well its not Tiramisu.

And if it didn't work the Chef would tell you why. In detail.


Anyway, enjoy your Tiramisu flavored brownie.
Originally Posted by Blackheifer
Anyway, enjoy your Tiramisu flavored brownie.
I wish I could. I put myself on a post holiday diet frown
I personally don't really care if we have a party size of 4 or 6 for strictly combat balancing reasons, even if I would prefer the latter because it'd expand party compositions considerably.

But at the same time, I can understand where the party of 6 crowd comes from if they are arguing from a party interaction/writing standpoint, because larger parties means greater importance on dialogue that makes the whole party feel like they're alive in a way. A party of 4 indirectly diminishes the need for it.

I will also bring up yet again that if we end up losing like half our cast of playable characters largely due to an arbitrary headcount limit at the end of act 1 once more, I don't think people are going to give Larian a pass for that this time. Larian learned the wrong lessons from D:OS2's success if they think that had anything to do with the success of that game, when it was largely successful DESPITE that.
Originally Posted by Boblawblah
4. real time with pause being an option
Hope for mod ...
Acording to Swen, that is never going to happen.
Originally Posted by Try2Handing
Originally Posted by dreambled
Originally Posted by urktheturtle
why not 5? one player and four companions?

Where is the numebr 6 coming from? also D&D is balanced for 5 people usually.
It's coming from the "Baldur's Gate" part of this game.
Tbf, there hasn't really been anything "baldur's gate" coming from this game.

The party of six came from pool of radiance
Originally Posted by liuhal
Originally Posted by Try2Handing
Originally Posted by dreambled
Originally Posted by urktheturtle
why not 5? one player and four companions?

Where is the numebr 6 coming from? also D&D is balanced for 5 people usually.
It's coming from the "Baldur's Gate" part of this game.
Tbf, there hasn't really been anything "baldur's gate" coming from this game.

The party of six came from pool of radiance
I played Pool of Radiance and Curse of the Azure Bond last century in the 80ies on my Commodore64 with a 1541Floppy.
Damn im old.
First, you should just serach and you will see, we alreay alk A LOT about "what make a Baldur's gate game a Baldur's gate game?"

But, I will answer you lazyness.

As a casual BG fan let me tell you some fact because it's what you are interesting in.


What is no-BG-like :

1) no RTWP

2) tons of empty and useless containers

3) tons of useless stuff to drop

4) tons of crafting

5) "romance" poor written and only sexually oriented (and it's not a feeling, everyone litteraly try to bang me at the party just cause I was nice... it's creepy, not romantic, have nothing to do with love and show the POVERTY of the writing)

6) goblins talking.

7) the pushing mechanic (never have to die cause I got push in BG)

8) the verticality of the fights

9) system of approval over anything from companion (besides, it is so baaaaaaaaadly done)

10) teleportation system

11) big openworld with few connections instead of a lot of little maps interconnected

12) no area with nothing amazing. Like every little space of BG3 is a place for epic events.

12) companions having all amazing background...

13) ...but still level 1 and unable to kill a fucking cockroach (look I'm a mega wizard in love with the god of magic but meh...).

14) the roll-dice in dialogues.

15) zoom on people when you talk to them (even if it's just the village's dumbass).

I'm pretty sure I could keep finding some "facts" which differ from BG but I think it's enough to make a point.

Your "list" was poor, incomplete and oriented.


By the way, I was really enthousiastic and open-minded when I heard about BG3.
I liked Divinity and was ready to accept this system if they succeed at keeping the BG feelings.

Guess what? They didn't. And guess what ? It's their job to give the RIGHT feeling.

Here, Larian take the Lore of BG and put it on their Divinity system without a single fuck. Unfortunately, BG-game wasn't only about a Lore.
Originally Posted by Blackheifer
Originally Posted by Maximuuus
The party size of 6, the ton of companions/personnalities and the freedom you have to create your team are main components of BG1/2 even if you don't care and if this statement makes you derailed a thread for the sake of it wink

The Party size mega-thread is here- https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=672266&page=61

Perfectly not derailed.

So just to be clear on your inane statement - Any game that has a Party size of 6, a "ton" of companions, and the freedom to create your team - make something a Baldur's Gate game then?

So Wasteland 3 is a Baldur's Gate game by your 'not-arbitrary at all distinction?'

You know I WANTED so badly to give you guys the benefit of the doubt but I now know its exactly like I said, this is dumb sentimentality at work. I understand now why you kept prevaricating and didn't want to answer.

I've mentioned before why sentimentality is dangerous. I would say it's more insidious, because people don't ever want to analyze it, nor are they educated on why its harmful. It's one of those things that sits on the periphery of understanding so our eyes glaze over it but I assure you its behind a lot of really - really - ugly behavior.

In the gamer world it leads to a LOT of very abusive gatekeeping. Instead of allowing things to stand on their own people will have these emotional reactions to the idea of a thing being made which they feel doesn't respect some arbitrary idea of what used to be. They are not rational or level-headed about expressing dissatisfaction either. Very melodramatic stuff.

Anyway, up to you. Confront your sentimentality, or live the life of a sentimentalist (that's bad). Good luck.

Oh man you keep showing us that you just don't know what you're talking about...

You can only choose 2 companions out of 8 in Wasteland 3 and you create the 4 others.

You can choose 5 out of 20+ in the old games.
Yes, Baldur's Gate 1/2 are games that offer WAY more freedom than most (every?) other games to create and custom your party with companions.

That's one of these games particularity and appeal, even if it may not be the only games to have a party size of 6 and ""a lot"" of companions.

You're arguing for the sake of it thinking you have the truth, one more time.
Originally Posted by Maximuuus
Originally Posted by Blackheifer
Originally Posted by Maximuuus
The party size of 6, the ton of companions/personnalities and the freedom you have to create your team are main components of BG1/2 even if you don't care and if this statement makes you derailed a thread for the sake of it wink

The Party size mega-thread is here- https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=672266&page=61

Perfectly not derailed.

So just to be clear on your inane statement - Any game that has a Party size of 6, a "ton" of companions, and the freedom to create your team - make something a Baldur's Gate game then?

So Wasteland 3 is a Baldur's Gate game by your 'not-arbitrary at all distinction?'

You know I WANTED so badly to give you guys the benefit of the doubt but I now know its exactly like I said, this is dumb sentimentality at work. I understand now why you kept prevaricating and didn't want to answer.

I've mentioned before why sentimentality is dangerous. I would say it's more insidious, because people don't ever want to analyze it, nor are they educated on why its harmful. It's one of those things that sits on the periphery of understanding so our eyes glaze over it but I assure you its behind a lot of really - really - ugly behavior.

In the gamer world it leads to a LOT of very abusive gatekeeping. Instead of allowing things to stand on their own people will have these emotional reactions to the idea of a thing being made which they feel doesn't respect some arbitrary idea of what used to be. They are not rational or level-headed about expressing dissatisfaction either. Very melodramatic stuff.

Anyway, up to you. Confront your sentimentality, or live the life of a sentimentalist (that's bad). Good luck.

Oh man you keep showing us that you just don't know what you're talking about...

You can only choose 2 companions out of 8 in Wasteland 3 and you create the 4 others.

You can choose 5 out of 20+ in the old games.
Yes, Baldur's Gate 1/2 are games that offer WAY more freedom than most other games to create and custom your party with companions.

That's one of these games particularity and appeal, even if it may not be the only games to have a party size of 6 and ""a lot"" of companions.

You're arguing for the sake of it thinking you have the truth, one more time.

Listen, I get you are not a native English speaker and I try to give some leeway on that but you never said anything about a large number of companions in your original post or that the party size had to be x/number created versus x number picked up. I just went with the guidelines you provided.

So let me help you re-write that: "I feel a Baldur's Gate game incorporate a 6 party system with the ability to bring in 5 other companions from an expanded list of up to 20+ that you can meet in the world"

Its an opinion still, but at least its articulated now. It also means The Black Pits I and II and Dark Alliance games 1,2 are not Baldur's gate games of course. Would you agree?
Originally Posted by Zefhyr
First, you should just serach and you will see, we alreay alk A LOT about "what make a Baldur's gate game a Baldur's gate game?"

But, I will answer you lazyness.

As a casual BG fan let me tell you some fact because it's what you are interesting in.


What is no-BG-like :

1) no RTWP

2) tons of empty and useless containers

3) tons of useless stuff to drop

4) tons of crafting

5) "romance" poor written and only sexually oriented (and it's not a feeling, everyone litteraly try to bang me at the party just cause I was nice... it's creepy, not romantic, have nothing to do with love and show the POVERTY of the writing)

6) goblins talking.

7) the pushing mechanic (never have to die cause I got push in BG)

8) the verticality of the fights

9) system of approval over anything from companion (besides, it is so baaaaaaaaadly done)

10) teleportation system

11) big openworld with few connections instead of a lot of little maps interconnected

12) no area with nothing amazing. Like every little space of BG3 is a place for epic events.

12) companions having all amazing background...

13) ...but still level 1 and unable to kill a fucking cockroach (look I'm a mega wizard in love with the god of magic but meh...).

14) the roll-dice in dialogues.

15) zoom on people when you talk to them (even if it's just the village's dumbass).

I'm pretty sure I could keep finding some "facts" which differ from BG but I think it's enough to make a point.

Your "list" was poor, incomplete and oriented.

By the way, I was really enthousiastic and open-minded when I heard about BG3.
I liked Divinity and was ready to accept this system if they succeed at keeping the BG feelings.

Guess what? They didn't. And guess what ? It's their job to give the RIGHT feeling.

Here, Larian take the Lore of BG and put it on their Divinity system without a single fuck. Unfortunately, BG-game wasn't only about a Lore.

So are you sure this is a list of things that don't make it a Baldur's Gate game and not just a list of things you don't like about the game? It may just be that your list is badly written but there are things in here that would make the original Baldur's gate games not Baldur's gates games.

And honestly some of these are just bizarre...like "Goblins Talking". Not only does that make the original games not BG games since they have Goblins that Talk, but it objectively doesn't make sense unless you can further qualify it and say specifically why it makes it not a Baldur's Gate game or even why its an issue at all since Goblins speak common.

I feel like we are scraping the bottom of the argument barrel at this point, probably the bottom of a lot of barrels really. I'm done. I invite you to scream into the void.
so you ask for a detailed answer, get frustrated when they don't provide one, they provide one and now you respond with "i invite you to scream into the void" Good lord man, could you be any more dismissive? Why even bother responding to them in the first place?
Originally Posted by Boblawblah
so you ask for a detailed answer, get frustrated when they don't provide one, they provide one and now you respond with "i invite you to scream into the void" Good lord man, could you be any more dismissive? Why even bother responding to them in the first place?


I LOVE how you jumped RIGHT over my actual response! Because you have no response to that nonsense.

Its objectively crazy that "Goblins Talking" is a REASON that its not a Baldur's gate game when the ORIGINAL BG game had Goblins Talking!

RESPOND to that please. Do it! You won't. LOL

Womp womp...
Posted By: Wormerine Re: 5-6 members of a party for Act 2 & 3? - 01/08/21 02:50 PM
Originally Posted by Tuco
Not to derail on the "other" of my personal crusades,
I started playing Wasteland3, and while it has similar unfortunate movement system (you control on character and the rest follows) it has far more flexible grouping system - select/diseellect all is there and is bound to space (because it is kinda important), but on top of that you can quickly create smaller groups either by boxing with mouse, or SHIFT-click on portraits (I think ALT is used remove from groups but am not 100% at this moment). TAB is used to switch between characters within created group, or you can click on their portrait to set them as leader.

“Following” is still a problem (twats lagging behind and then taking a shortcut through a mine, etc) but the grouping it more efficient and more functional then what Larian has at the moment.

I think it is something Larian should take a look at, as it doesn’t fundamentally (I think) change control scheme into RTS-like one, while provides handy option one would expect from party based game. Group/ungroup is there already, and it already made the game way better. Now they need to figure out better and more reliable grouping.
From my observations, I feel the BG crowd not liking this game can be boiled down to:

  • It doesn't play like a Baldur's Gate game (non-infinity engine style gameplay)
  • It doesn't look like a Baldur's Gate game (has a dynamic camera, and again, doesn't look like it's an infinity styled engine at work)
  • They have issues with the writing (either not being serious enough for their tastes or not being up to par for their standards to be considered "good")


Besides the last one, these are completely valid reasons to have issues with this game, especially when there are modern equivalents happy to mimic this style of game (the Pathfinder games and Pillars of Eternity). They have even said they would have no issues with this game as long as it wasn't called Baldur's Gate 3, but because it is, they take umbrage with the fact that it is only Baldur's Gate in name. That's fair.

As an OG Baldur's Gate player, I do not possess the same hangups that they do. I've always wanted a sequel or re-imagining of the Baldur's Gate game but with a modern engine and with a dynamic camera, and that is what Larian is offering, but I still understand where these pissed off BG players are coming from and I want Larian to do more to appeal to the Baldur's Gate crowd. They need to incorporate more gameplay elements and more things to make it look like a Baldur's Gate game (I'm using 'look' loosely). For example, they've recently added the point and click soundsets, that is something I consider to be Larian making the game "look" like a Baldur's Gate game. As is, Larian has multiple different crowds that they have to please and that by itself is going to be extremely difficult to do.
Originally Posted by dreambled
From my observations, I feel the BG crowd not liking this game can be boiled down to:

  • It doesn't play like a Baldur's Gate game (non-infinity engine style gameplay)
  • It doesn't look like a Baldur's Gate game (has a dynamic camera, and again, doesn't look like it's an infinity styled engine at work)
  • They have issues with the writing (either not being serious enough for their tastes or not being up to par for their standards to be considered "good")


Besides the last one, these are completely valid reasons to have issues with this game, especially when there are modern equivalents happy to mimic this style of game (the Pathfinder games and Pillars of Eternity). They have even said they would have no issues with this game as long as it wasn't called Baldur's Gate 3, but because it is, they take umbrage with the fact that it is only Baldur's Gate in name. That's fair.

As an OG Baldur's Gate player, I do not possess the same hangups that they do. I've always wanted a sequel or re-imagining of the Baldur's Gate game but with a modern engine and with a dynamic camera, and that is what Larian is offering, but I still understand where these pissed off BG players are coming from and I want Larian to do more to appeal to the Baldur's Gate crowd. They need to incorporate more gameplay elements and more things to make it look like a Baldur's Gate game (I'm using 'look' loosely). For example, they've recently added the point and click soundsets, that is something I consider to be Larian making the game "look" like a Baldur's Gate game. As is, Larian has multiple different crowds that they have to please and that by itself is going to be extremely difficult to do.

What are you doing bringing intelligent, thoughtful arguments into this discussion? Have you seen the people in this neighborhood?

(KIDDING)

Agreed. 100%.

Personally I love the writing, and at least from a technical perspective I can say it is well-written in that it:

Shows but not tells (much of the story is hidden in visual cues)
Limits most exposition to books
Uses smart narration descriptively.
Allows for an optional level of engagement and depth.
Includes a lot of optional flavor story that is not directly related to the main story.
Includes many subplots
Strong Dramatic focus to the central story
Memorable characters - even side characters (Shovel, love that little guy)
Uses a lot of variation style - poetry, prose, writing, and changes in rhythm and accent.

I am at almost 1000 hours played at this point and I am still finding new things.
@Zefhyr

Not Judging, i just see only that you define a BG game just how the first and second one was made in times where such game as Divinity wasnt even possible technical wise.
The Core what a BG Game is, is very debatabl ofc.
Some say it must follow the first two games to the point and not even considering that technical progress makes it possible to explore new Visual approach.
Same goes for trying out new possibilities of gameplay by using the Divinity Engine.

This is Early Access of BG3 and for this Larian gives us the chance to help making the right decisions and find a way to invent Baldurs Gate series anew.

Nothing is written in Stone yet, and staying in the past mostly brings more problems later.
That is true for the real world and our lives in this world.
Standing still wont do ever in your or others lives.

BG3 will be something new and im glad about it.
Originally Posted by Blackheifer
So just to be clear on your inane statement - Any game that has a Party size of 6, a "ton" of companions, and the freedom to create your team - make something a Baldur's Gate game then?

So Wasteland 3 is a Baldur's Gate game by your 'not-arbitrary at all distinction?'

Originally Posted by Blackheifer
I just went with the guidelines you provided.

So let me help you re-write that: "I feel a Baldur's Gate game incorporate a 6 party system with the ability to bring in 5 other companions from an expanded list of up to 20+ that you can meet in the world"

So fun. Looks like the guidelines were clear enough 1 message earlier but they aren't anymore...

The Black Pits are not games.
Dark Alliance are not games of the main Baldur's Gate series.

Despite your beautifull english sentences you obviously don't know much about BG1/2 but you're arguing about "the definition of a Baldur's Gate game"... Interresting.
Originally Posted by Blackheifer
So are you sure this is a list of things that don't make it a Baldur's Gate game and not just a list of things you don't like about the game? It may just be that your list is badly written but there are things in here that would make the original Baldur's gate games not Baldur's gates games.

And honestly some of these are just bizarre...like "Goblins Talking". Not only does that make the original games not BG games since they have Goblins that Talk, but it objectively doesn't make sense unless you can further qualify it and say specifically why it makes it not a Baldur's Gate game or even why its an issue at all since Goblins speak common.

I feel like we are scraping the bottom of the argument barrel at this point, probably the bottom of a lot of barrels really. I'm done. I invite you to scream into the void.

Lol.
You're funny, Blackheifer.
You talk about one point over 15 and that's it ?
Nice way to... how did you say ?... "bringing intelligent, thoughtful arguments into this discussion"

So, yeah, I did a mistake. It happens.
I have no problem with that.
Now, you was crying for someone who would tell you what makes a BG game a BG game.
Here I give you a non-exhaustive list and what did you do ?
You see one mistake and just talk about it. Not a single word for all the other points.

It's pretty classical from people who are just looking to have the last word and prove their point no matter what.

So, yeah, I forgot, for a minute, there was talkative goblins in BG (guess there wasn't so much of a full village of friendly goblin, etc, but it's my bad anyway)

Now, we still have 14 others points to talk about. Sry, 15, you can add this one "15) a camp to sleep safe, almost available H24" (not sure about this one, I asked for a refund, months ago)

So, again, you seems to like talking to people with self-sufficiency but I just did a list of few things which differs from the original BG games.

Arguing about what make a BG game a BG game have alreayd been discussed on another thread (as I already told you), here I jsut give you a counter list to your poor one.
I was hoping you would think about it.
As I already said (but it seems like you are not a really good listener - or reader - so I repeat) a game is not just about the Lore and quoting the similar Lore to justify your point of view is not a valuable argument.

So, let the bottom of the barrel alone, take your fingers away from your keyboard and take some times to think about the way you talk to people, the way you approach a conversation and the way you treat neutral informations given.

PS: yeah, I may have badly written, not a native english indeed. You win the "best written comment", happy you.




By the way and for the others, I wasn't giving my point of view of what is a BG game.
I was just answering Blackheifer who define BG game like this :

" Baldur's Gate Elements so far.
- The Main story takes place in and around Baldur's Gate
- The Plot revolves around the Dead Three , Bane, Bhall, Mykrul
- Its in the Forgotten realms
- People involved in the original crisis are involved in this story (Elminster, Minsc, Volo, Jaheira) "

So I won't argue again about what is a BG game, but obviously it can't be restrain at his Lore angle.

For now, the best successor to BG game, from my point of view, is Pathfinder : kingmaker then PoE Deadfire.


More, about the writing, the banters are not bad in themself, but the romance are (at least was months ago) really crappy and, more, the options in the conversations and the storytelling wasn't this diversified and interesting (the inevitable death of the little girl by the crazy druid if you miss a roll-dice is a really good example).



PPS:

Ok, I thougth it would be funny to go a little further with my little list...

1) no RTWP, turn-based fights ------------------------------------------> Not BG, DIVINITY
2) tons of empty and useless containers --------------> Not BG, DIVINITY
3) tons of useless stuff to drop --------------> Not BG, DIVINITY
4) tons of crafting --------------> Not BG, DIVINITY
5) "romance" poor written and only sexually oriented (and it's not a feeling, everyone litteraly try to bang me at the party just cause I was nice... it's creepy, not romantic, have nothing to do with love and show the POVERTY of the writing)
6) the pushing mechanic (never have to die cause I got push in BG) --------------> Not BG
7) the verticality of the fights --------------> Not BG
8) system of approval over anything from companion (besides, it is so baaaaaaaaadly done) --------------> Not BG
9) teleportation system --------------> Not BG, DIVINITY
10) big openworld with few connections instead of a lot of little maps interconnected --------------> Not BG, DIVINITY
11) no area with nothing amazing. Like every little space of BG3 is a place for epic events. --------------> Not BG, DIVINITY
12) companions having all amazing background... --------------> Not BG
13) ...but still level 1 and unable to kill a fucking cockroach (look I'm a mega wizard in love with the god of magic but meh...).
14) the roll-dice in dialogues. --------------> Not BG
15) zoom on people when you talk to them (even if it's just the village's dumbass). --------------> Not BG

I add yours and some more from me
16) The Main story takes place in and around Baldur's Gate, The Plot revolves around the Dead Three , Bane, Bhall, Mykrul, Its in the Forgotten realms, People involved in the original crisis are involved in this story (Elminster, Minsc, Volo, Jaheira) -------> BG
17) the kind of humour ----------> Not BG, DIVINITY
18) the surface in the fights ----------> Not BG, DIVINITY
19) the colors, pretty flashy, of the graphics ----------> Not BG, DIVINITY
20) the camp to sleep ----------> Not BG
So we have....
Not BG : 17
BG : 1 (4 if you want separate your 4 informations about the Story and Lore)
DIVINITY : 10
The problem seems pretty clear to me...
And we could add more and more points... (like the possibility to move the chests, the scrolls usable by everybody,...)
Originally Posted by Maximuuus
The Black Pits are not games.
Dark Alliance are not games of the main Baldur's Gate series.

Despite your beautifull english sentences you obviously don't know much about BG1/2 but you're arguing about "the definition of a Baldur's Gate game"... Interresting.


I asked if they are Baldur's Gate games. The title on them is Baldur's Gate: Dark Alliance1 and 2. Its been accepted that they are part of the Baldur's gate series as they take place in the city or around it.

But according to your definition they are not. Even though they are considered good games on their own. That's Gatekeeping btw - which is pretty awful behavior. WoTC has established a fairly straightforward definition of what a BG game is, with a fair degree of latitude to establish storylines. That's called setting precedence.

Objectively they (WoTC) would be the authority on this sort of thing. They granted a License to Larian not only because of the licensing fees offered but because they presented a solid story that *they* felt honored the series appropriately and they had the game-making chops to create a worthy sequel. Initially Larian had been rejected - just to get ahead of the ungenerous assertions of "because money, duh" - because they felt Larian wasn't ready.
They're not a part of the Baldur's Gate main series video games at all. And they don't take place arround the city. Just like BG2 (for your information).

An authority to "define" something that exist ? That's fun. Maybe it's just a concept in your head but it's 2 existing video games wink

Obviously, Wotc can make what they want with their IP but BG3, the next episode after BG1 and BG2 does not look inspired by the legendary previous episodes of the series.

Is that a problem ? The answer depends the player but they are definitely things they could have done, including a party size of 6 and tons of companions rather than their usual party size of 4 with a very limited number of wierd origin characters.

In this thread you just want "to win" a discussion, as usual wink
Originally Posted by Blackheifer
I asked if they are Baldur's Gate games. The title on them is Baldur's Gate: Dark Alliance1 and 2.
They are Baldur's Gate spin-offs. Just as Gears Tactics is a spinoff of main Gears of War series, and doesn't try to sell itself as Gears6.

It's just bad branding. Means nothing to people not invested in BG1&2, and created wrong expectations for those who want Baldur's Gate3 proper.

Originally Posted by Maximuuus
the next episode after BG1 and BG2 does not look inspired AT ALL by the legendary previous episode of the series.
Because it is not smile. Like Bioware they are adapting DnD to digital form, but it is Larian's take on DnD, not continuation of what Bioware did. They seem to not only not take many inspirations, but actively disagree with a lot of things that Bioware did. As much as I hate to say it, it might be one of those cases where just "Baldur's Gate" might be the more desirable the title. You know what, that's how I will call it: Larian's Baldur's Gate Reboot. or Baldur's Gate: Hell&Squids
They don't necessary disagree with Bioware IMO.

They just want to create a game that will help them to improve their next games (DoS3), they want to be a part of the legend and write "Baldur's Gate" on their website/linkedin profile and they want to use a ruleset and a setting millions of players love arround the world.

Marketing purpose, that's pretty obvious. BG3 is a wonderfull opportunity for Larian.
Originally Posted by Maximuuus
They're not a part of the Baldur's Gate main series video games at all. And they don't take place arround the city. Just like BG2 (for your information).


1) They both take place around and in Baldur's Gate. Where are you getting your information?

Baldur's Gate Dark Alliance 1- The game begins with Vahn, Adrianna and Kromlech arriving in Baldur's Gate, whereupon they are attacked by a group of thieves led by Karne (Michael Bell). The city watch save the trio and take them to the Elfsong Tavern to recover. There, the bartender, Alyth Elendara (Jennifer Hale), tasks them to clear the tavern's cellar of rats. In the cellar, they discover the thieves are using the tavern's sewer entrance to infiltrate the city

Baldur's Gate Dark Alliance 2 - Upon entering Baldur's Gate, Randalla hires them to investigate a series of murders in the city. At Bloodmire Manor, they learn that Luvia Bloodmire has been combining the body parts of various creatures in an attempt to make a new species

Originally Posted by Maximuuus
An authority to "define" something that exist ? That's fun. Maybe it's just a concept in your head but it's 2 existing video games wink

2) On authority - Yeah, I think the people who own it, are invested in it, determine the rulesets, the licensing, work with it daily and are passionate about it can be considered an authority. Just like a Doctor would be considered an authority on the human body.

Originally Posted by Maximuuus
In this thread you just want "to win" a discussion, as usual wink

3) Generally this only comes from people who have lost an argument and don't know how to gracefully concede. I have refuted everything you have said. If I thought I was wrong or you had made a solid argument I would have conceded the point. I have done so before, and on this forum. Stop projecting your insecurities onto me.
you're so rude and full of yourself Blackheifer.


I notice you didn't answer, I won't dare make a supposition about the reason you stay silent after having used 10% of my comment to be rude with no reason.

Still waiting for your apologies (one can dream) or, at least, you gracefully conceding a point (or more) (one can keep faith).


Stop projecting your rudeness onto the others (you really need to have a break, maybe have a kitkat or eat a snickers).
Originally Posted by Zefhyr
you're so rude and full of yourself Blackheifer.


I notice you didn't answer, I won't dare make a supposition about the reason you stay silent after having used 10% of my comment to be rude with no reason.

Still waiting for your apologies (one can dream) or, at least, you gracefully conceding a point (or more) (one can keep faith).


Stop projecting your rudeness onto the others (you really need to have a break, maybe have a kitkat or eat a snickers).

You know I thought TheHero had a kind response for you that you ignored and he made some solid points.

see below:

Originally Posted by TheHero
@Zefhyr

Not Judging, i just see only that you define a BG game just how the first and second one was made in times where such game as Divinity wasnt even possible technical wise.
The Core what a BG Game is, is very debatabl ofc.
Some say it must follow the first two games to the point and not even considering that technical progress makes it possible to explore new Visual approach.
Same goes for trying out new possibilities of gameplay by using the Divinity Engine.

This is Early Access of BG3 and for this Larian gives us the chance to help making the right decisions and find a way to invent Baldurs Gate series anew.

Nothing is written in Stone yet, and staying in the past mostly brings more problems later.
That is true for the real world and our lives in this world.
Standing still wont do ever in your or others lives.

BG3 will be something new and im glad about it.

I don't think it would be good for me to interact with you further. Good luck with everything.
Thanks for taking the highroad Blackheifer. Leave it there please, everyone and resume discussing the threads topic. Remember to be nice to eachother and attribute some generousity to try and understand eachother, and discuss opinions on their merits rather than the person. More often than not, what reads as rude or offensive to one-self, often isn't. Or at least isn't meant to be. From there in online text-based communications, it often escalates due to the lack of intonation and applied personal perception, and just turns into a pointless fight over nothing.

Don't let this become one of those typical online "gotta have the last word" moments. Don't be that guy.
SOOOoooooo

Back to the topic. Can we keep bringing up a party of 6 and not 4?

Answer: Yes! Til the day they finally shoot it down forever and say they aren't doing it, I will bring up a 6 party game.

Why?: So MANY reasons why.

Why not?: Can't think of any reasons why not. What reasons have others given? It's too hard to manage 6 characters. 4 is even a bit too many and takes too long.

Response to that?: If they implemented a good Inventory Management system that wasn't clunky, managing 6 characters wouldn't be a big deal. The issue isn't that it is too hard to manage a 6 character party or too boring or slow. The issue is Inventory Management right now needs a total overhaul. As one person said it, let's get some sort of inventory management that is Windows-like. Drag a box, highlight what you want to move, drag and drop. OR, hold down Cntl and click on what you want to select, drag and drop. Boom. Done. We don't need tons of images and such. Lists are fine for item management. If I want to look at the image of an item, then I can right click, select Examine, and then I can see the image I want to look at. Otherwise, lists are fine. We don't need all this pictures that slow down and lag computers. Even if you add icons, that's still a Windows thing too, so it's not like having item icons is a bad thing, but we don't need to see a full model of my character and a merchant model as well which slow down the management of buying/selling, etc. Also, if the world stops when you access inventory and/or merchants, then we wouldn't get all the lag from that either. Thus, managing 6 characters wouldn't be a big deal. You could have all six fit on a single screen, have a section for Equipped Items and a section for other inventory items. Drag, drop, highlight, drag, drop. KISS IT! Keep It Simple Stupid! Otherwise, seriously, get rid of all the clutter items and only allow players to pick up items they can really use in the game.

Why not?: Larian would have to rebalance the game.

Response to that?: Big deal! They need to rebalance the game anyway because they aren't using appropriate stats for the monsters they are using and as a result the monsters aren't really themselves anyway. Besides, rebalancing would be a matter of adding a monster or two per battle. We're not talking an entire change in the game design. Traveling with 6 party members? Battle at the Druid's Grove Gate might require an additional 4 goblins. Done. Battle against Phase Spiders? Add another Phase Spider or 2. Battle against Hag? Add some Redcaps to help defend her, or some other Hag minions. Battle against Githyanki? Don't change that at all. It's hard enough as it is. Battle against gnolls? Add a couple more.

I mean, honestly, there aren't really any downsides to doing a 6 party game. If you only create 1 Custom Character, you can take ALL the origin characters in EA with you in every fight after you meet them. If you play a 4 player multiplayer game, you can create 4 Custom Characters and still take 2 origin with you, thus still being able to trigger various cutscenes that you CAN'T trigger if you have 4 Custom Characters. So, if you play multiplayer with friends for the first time to experience the game together, you will miss out on tons of chances for character development because you can't even take origin characters with you at all.

All the negatives to a 6 party game are things they can fix that shouldn't influence whether or not the game is 6 party members or 4 and the benefits of 6 are SO much more.
Originally Posted by Blackheifer
3) Generally this only comes from people who have lost an argument and don't know how to gracefully concede. I have refuted everything you have said. .

Refuted everything like my only statement related to this thread that was "a party of 6 and tons of companions define Baldur's Gate 1/2" ?

Usually people that also wants to win a discussion when they have nothing interresting to say also try to derail it, bringing non sense arguments to win somewhere else... you know, like "authority", "sentimentality", "not native EN so the guidelines",...

Anyway you can refute what you want. But you're still wrong in this thread. :thumbsup: /end


Party size of 6 =
+ More variety in party composition
+ More replayability
+ More action/bonus action/reaction per round
+ More managament (equipment, level up)
+ More quests, more stories (companion side quests)
+ More personnalities in your party, a journey more "colorfull".

But it also mean :

+ More companions needed.
Not sure Larian will ever make other companions than their wierd and over complicated Origin characters (mercenaries >< companions)

+ Slower combats because of Larian's combat design philosophy (>< other 6 party based TB games).

Before patch 5 (that I'll try in a few days), the game's difficulty was perfectly fine with a party of 5 but it was a bit boring with a party of 6.

They could really reconsider how the XP is distributed so players can choose the number they like. That would be very Baldur's Gate 1/2 like and very DnD like.
Originally Posted by Maximuuus
Originally Posted by Blackheifer
3) Generally this only comes from people who have lost an argument and don't know how to gracefully concede. I have refuted everything you have said. .

Refuted everything like my only statement related to this thread that was "a party of 6 and tons of companions define Baldur's Gate 1/2" ?

Usually people that also wants to win a discussion when they have nothing interresting to say also try to derail it, bringing non sense arguments to win somewhere else... you know, like "authority", "sentimentality", "not native EN so the guidelines",...

Anyway you can refute what you want. But you're still wrong in this thread. :thumbsup: /end


Party size of 6 =
+ More variety in party composition
+ More replayability
+ More action/bonus action/reaction per round
+ More managament (equipment, level up)
+ More quests, more stories (companion side quests)
+ More personnalities in your party, a journey more "colorfull".

But it also mean :

+ More companions needed.
Not sure Larian will ever make other companions than their wierd and over complicated Origin characters (mercenaries >< companions)

+ Slower combats because of Larian's combat design philosophy (>< other 6 party based TB games).

Before patch 5 (that I'll try in a few days), the game's difficulty was perfectly fine with a party of 5 but it was a bit boring with a party of 6.

They could really reconsider how the XP is distributed so players can choose the number they like. That would be very Baldur's Gate 1/2 like and very DnD like.

Alas, a lot of people on these forum want to be special snowflakes. They want to bring out a different point of view and absolutly convince everyone that they are right. It's an ego problem, very common at that.

This is a video game, and its about fun. Which means, its all about feeling in the first places, there is no logics to what people ''feel'' is fun, though they can try to explain it. In my opinion most of what we know of game design is empirical. like ''that game did it and its worked, let do it and tunes it a little differently''.

anyways,

I support the 6 party size, which is closer to the original game, leave more room for interesting party combinations, and more room for decision making. I feel that 5 to 7 companions would be nice.
About the topic, 6 definitely cooler. It's just much more fun.
4 is so restrictive.
the more the better.

I can't wait to play Pathfinder kingmaker : wrath of the righteous.






Blackheifer
I answered TheHero

quoting myself :
" By the way and for the others, I wasn't giving my point of view of what is a BG game.
I was just answering Blackheifer who define BG game like this :

" Baldur's Gate Elements so far.
- The Main story takes place in and around Baldur's Gate
- The Plot revolves around the Dead Three , Bane, Bhall, Mykrul
- Its in the Forgotten realms
- People involved in the original crisis are involved in this story (Elminster, Minsc, Volo, Jaheira) "

So I won't argue again about what is a BG game, but obviously it can't be restrain at his Lore angle. "

So I din't ignore TheHero as you did with me.
I give to you the "facts" you was loudly asking for, I didn't give my opinion at first.
And so you didn't answer.
You just take one mistake over 14 right differences and used it to be rude (even mean).
More, you purposely ignore 90% of my comments.

TheHero made a point I wasn't trying to have.
I was following the same narrow-minded path you begin with your "facts listing of (quotation) Baldur's Gate Elements so far" by giving a "facts listing of No-BG elements so far".

By the way, it's funny to see how you was the first one to ask for "facts" and then how now you are refering as TheHero and his "feeling" approach as a reference. ^^
Try to be clear, cause you're not.

Besides, I guess it was simple to just take the one mistake I did and say "I feel like we are scraping the bottom of the argument barrel at this point, probably the bottom of a lot of barrels really." which was clearly offensive and rude (even if the moderator are too nice to say it directly).

You talk a lot about having proper argument, etc. But, you did what many did, changing subjects, taking one mistake to criticize an entire comment and talk about the bad written english. smirk
Not really glorious or interesting.


Still waiting for apologies, it's never to late.
Originally Posted by Hachina
This is a video game, and its about fun. Which means, its all about feeling in the first places, there is no logics to what people ''feel'' is fun, though they can try to explain it. In my opinion most of what we know of game design is empirical. like ''that game did it and its worked, let do it and tunes it a little differently''.
It is wrong. None of us knows enough about game design to properly argue about the difference having 4 or 6 companions makes in this type of game, in design and the way player engages with content, but game design isn't magic. You put things in front of the player and they respond to it in predictable ways. There is a lot of research and understand in why developers do things certain way - things we don't quite comprehend or think about when playing the game, but it doesn't mean there isn't logic, or "science" in there. Larian has 4 companions, not because it doesn't matter, but because it fits better to what they are trying to achieve.

And yes, different people find different things fun. But that game that is claiming to be Baldur's Gate3 isn't "fun" for (some/many?) fans of Baldur's Gate1&2 is a problem, even if those fans might find it difficult to articulate how individual changes change their experience with the title. Might not be problem for Larian, if they have large enough audience anyway, but it is something worth talking about.
While I certainly do miss the potential for a big sprawling party that the old BGs had, I do see some issues in increasing the party size further. In no specific order.

1) If there are 5 touring companions then who exactly are we not bringing along? With a party size that big then we either always have a full party with the same faces, which is not a whole lot of fun, or we need a *a lot* more companions. And more companions equals a lot more work.

2) With two more party members, group control becomes horrendous. Imagine six different characters that all have a summoned critter of some form. 12 different creatures just squirming around? That would very badly need to be sorted out somehow, which is non-trivial. Currently, with 4 characters it might just be possible to live with it.

3) Four characters and group / ungroup mode works reasonably well. The hotkey is unbound by default, but I am finding it extremely useful to just ungroup whenever I need specific control over positioning and regroup when I just need everybody to come along. But with six characters, it would end up being a lot of clicking. Basically, there's sort of a way to bypass the control issues but that way gets a bit rougher with more characters.

4) The gameplay is already a fair bit complex. There's a lot of stuff to constantly keep in mind, a lot of positioning and potential positioning to consider, and a lot of nursing the fragile characters. Having two more characters in the party (and their summons, potentially) makes that worse. I could overcome, you could overcome, probably most people on this forum could, but Larian has to design for a wider scope than that.

5) Given the turn-based nature of combat, a bigger party makes combat a lot slower, as more characters have to be part of each full cycle of turns. And combat can already be a bit on the frustrating side of slow.

6) Rebalancing. Lots of rebalancing. A lot of playing through with different party sizes will be needed to figure out if the balance is where Larian wants it to be, regardless of group size. Enemy group size, amount of enemy abilities, item economy, character targeting, there's quite a lot that goes into making an encounter "feel right". I do not think this rebalancing can be done through automation, either, so that's yet more work for Larian.

7) The game and the gameplay so far works reasonably well with a 4 man party. If it works, it works. Spending too much time on something that works risks not having the time to fix something that really doesn't work all that well.

And I would like to stress that probably neither me nor Larian themselves mind them having to do "more work", but time and resources are finite and there is an object lesson to be learned in Cyberpunk 77. I would personally prefer that they get the fundamentals of the game right and actually get around to building a wholesome game, even if I am limited to a 4 man party, as opposed to getting distracted and then having to rush the last half of the game.

Also, since people around here seem a bit testy, I will add that I am aware that points 2 and 3 basically boil down to a different problem, but that problem is so far unfixed and we cannot be sure it will be resolved properly. Without a resolution, I feel it causes further problems for an increased party size.
Originally Posted by Wormerine
Originally Posted by Hachina
This is a video game, and its about fun. Which means, its all about feeling in the first places, there is no logics to what people ''feel'' is fun, though they can try to explain it. In my opinion most of what we know of game design is empirical. like ''that game did it and its worked, let do it and tunes it a little differently''.
It is wrong. None of us knows enough about game design to properly argue about the difference having 4 or 6 companions makes in this type of game, in design and the way player engages with content, but game design isn't magic. You put things in front of the player and they respond to it in predictable ways. There is a lot of research and understand in why developers do things certain way - things we don't quite comprehend or think about when playing the game, but it doesn't mean there isn't logic, or "science" in there. Larian has 4 companions, not because it doesn't matter, but because it fits better to what they are trying to achieve.

And yes, different people find different things fun. But that game that is claiming to be Baldur's Gate3 isn't "fun" for (some/many?) fans of Baldur's Gate1&2 is a problem, even if those fans might find it difficult to articulate how individual changes change their experience with the title. Might not be problem for Larian, if they have large enough audience anyway, but it is something worth talking about.

What make you assume I don't know about game design? you don't know me. And if you admit not knowing about this subject, how can you judge how right I am ?

About the second part of your comment : Doing a lot of research is precisely part of the empirical way I was mentioning. By the way, empirical observation is the basis of every science.


@Arvguy

Your point has already been debated a lot, but I'm gonna summarize my answers :

Baldurs gate 1&2 did it, so why would Baldur's gate 3 not be able to do it, twenty years later, with more money, more staff, and advanced technology?
Originally Posted by <Redacted>
<Redacted>
this is what worries me the most tbh - that the cast outside of the vaunted origin characters (including our own player characters) will be sorely lacking in both number and quality of writing/story impact
Originally Posted by Hachina
@Arvguy

Your point has already been debated a lot, but I'm gonna summarize my answers :

Baldurs gate 1&2 did it, so why would Baldur's gate 3 not be able to do it, twenty years later, with more money, more staff, and advanced technology?
I don't know if I really have "a point", aside from seeing some problems in a larger party size given where the game currently is. And while Larian certainly does have more staff and more money than the original BG team, that in itself is not an automatic fix to all problems.

Further, more advanced tech can be a double-edged sword. Advanced tech is pretty to look at but harder and more time consuming to create. NPCs used to just be a couple of voice lines, a couple of images, a creature file, and then text. Now they are fully textured, fully animated, fully voiced, and body and facial gestures has to match the dialogue too. An interaction between two NPCs requires multiple voice artists.

And the combat turn was rather abstracted in the Infinity Engine days. I am pretty sure they made it work by fixing certain actions to certain frames during the combat turn. Movement begins at frame x, attack 1 happens at frame y, spellcasting can start at frame z. A character that missed that deadline in the current turn would then wait until the next turn to perform that action. And movement was so much simpler, purely 2D, no disangage, no jump, no dash, no action surge, so AI pathfinding during combat was fine. Was there even attacks of opportunity in BG2?

Simplified combat turns allowed for everybody to execute their actions concurrently without everything becoming an imcomprehensible mess. This in turn made it feasible to many actors to be part of a combat without slowing everything to a crawl. The fine control over exactly what each character would do during a turn was lost, but that was acceptable back then. But would that sort of rules simplification still be acceptable now, though?
I love RtwP.

You see a mess where I see a fight.
You want to give order, you used the pause.
It was, in a way, more realistic and more intense.
And it never was less strategic, you just had to be careful and aware of your ennemies.

I play and appreciate both RtwP and Turn-based.
Turnbased is like chess, slow and all about the reflexion.

RtwP is more like an actual match, there is still reflexion but in a more epic way.

Actually, I love pathfinder which is RtwP. They put a turnbased mod cause they are nice and listening developers but I never used and will used it.


As the two of this systems are interesting, cause BG was RtwP cause it should have stayed RtwP. ^^

(And I think they choose RtwP cause it gave this realistic feeling, turned-base cant give you).

(And, by the way, when I played BG3 (months ago, I asked a refund since) I found the fights long, boring and not DAT strategic ^^" (though I liked DD 1 and 2))


PS: yeah there was attack of opportunity in BG, disengaging was risky ! ^^ (at least I believe from my memories... é.ê)
Originally Posted by ArvGuy
Originally Posted by Hachina
@Arvguy

Your point has already been debated a lot, but I'm gonna summarize my answers :

Baldurs gate 1&2 did it, so why would Baldur's gate 3 not be able to do it, twenty years later, with more money, more staff, and advanced technology?
I don't know if I really have "a point", aside from seeing some problems in a larger party size given where the game currently is. And while Larian certainly does have more staff and more money than the original BG team, that in itself is not an automatic fix to all problems.

Further, more advanced tech can be a double-edged sword. Advanced tech is pretty to look at but harder and more time consuming to create. NPCs used to just be a couple of voice lines, a couple of images, a creature file, and then text. Now they are fully textured, fully animated, fully voiced, and body and facial gestures has to match the dialogue too. An interaction between two NPCs requires multiple voice artists.

And the combat turn was rather abstracted in the Infinity Engine days. I am pretty sure they made it work by fixing certain actions to certain frames during the combat turn. Movement begins at frame x, attack 1 happens at frame y, spellcasting can start at frame z. A character that missed that deadline in the current turn would then wait until the next turn to perform that action. And movement was so much simpler, purely 2D, no disangage, no jump, no dash, no action surge, so AI pathfinding during combat was fine. Was there even attacks of opportunity in BG2?

Simplified combat turns allowed for everybody to execute their actions concurrently without everything becoming an imcomprehensible mess. This in turn made it feasible to many actors to be part of a combat without slowing everything to a crawl. The fine control over exactly what each character would do during a turn was lost, but that was acceptable back then. But would that sort of rules simplification still be acceptable now, though?


I agree with you that more tech = highter standard for graphism, but so far Larian has done the most beautiful computer C-RPG ever done, so I don't think graphism is a problem.
About animation, its mostly motion capture, so basically you hire some people to do the scene and you refine animation. Regarding voice and animation, doing a companion isn't more complicated than doing a random NPC, given absolutly ALL dialogue are scripted and have cinematic . Same for voice acting.

Combat was turn based as well in RTWp, basically it was ''fast turn'' system . I invite you to read this to see how Baldur's gate system worked https://baldursgate.fandom.com/wiki/Time_System . It was basically the same, except it felt more realistic, it was faster, and each fight didn't take 10 minutes to proceed, not to mention the infamous goblin fortress fight which take one hours and half to do and is way too long. Waiting six second for an enemy to decide what his move will be is too long in my opinion. But yeah basically RTWP is a turn based system, read my link and you'll see precisly how it was so well thought.

There was no attack of opportunity in BG2, not because of the technology but because it wasn't a rule in the second edition. Same for disengage. This could have been just as easily scripted, as its depend on the distance between two character. As a side note, I don't like attack of opportunity and I don't think they are an improvement over the second edition. Taste, you know.

No,the fine control over character wasn't lost in baldurs gate as you could pause time as many time as you wanted, to micromanage every single one of your party member. if anything, you had more control than in a turn based system. And the rules weren't simplified, they were adapted for video game medium (again, read link).




Originally Posted by Zefhyr
I love RtwP.

You see a mess where I see a fight.
You want to give order, you used the pause.
It was, in a way, more realistic and more intense.
And it never was less strategic, you just had to be careful and aware of your ennemies.

I play and appreciate both RtwP and Turn-based.
Turnbased is like chess, slow and all about the reflexion.

RtwP is more like an actual match, there is still reflexion but in a more epic way.

Actually, I love pathfinder which is RtwP. They put a turnbased mod cause they are nice and listening developers but I never used and will used it.


As the two of this systems are interesting, cause BG was RtwP cause it should have stayed RtwP. ^^

(And I think they choose RtwP cause it gave this realistic feeling, turned-base cant give you).

(And, by the way, when I played BG3 (months ago, I asked a refund since) I found the fights long, boring and not DAT strategic ^^" (though I liked DD 1 and 2))


PS: yeah there was attack of opportunity in BG, disengaging was risky ! ^^ (at least I believe from my memories... é.ê)

Pretty much this. +1
@Hachina

Your link to the time system in BG 1 and 2 is good, but it is a bit incomplete in the technical sense. For instance, how many attacks can a character have per round? The answer used to be five, if starting from the absolute beginning of a round. But if a few frames are wasted then the character won't be in time for the first attack and would not do their full round's worth of attacks until the following turn. How many off hand attacks? Only one, always. Use a +1 attack weapon off hand and you get another main hand attack.

Except BG2 did offer a way to break past this limit with Improved Haste and the Whirlwind HLAs. With those, you could have more than 5 APR, but only with those. Push to 5.5 APR normally and that's just wasted, but 3.5 APR + Imp Haste equals 6 attacks being executed. To my knowledge, it was done by letting the character perform two rounds at double speed during the normal round. And if you checked the log of a dual wielder during an Imp Haste round, you would find two off hand attacks. Just a funny little detail.

But the point is, I am almost certain that they fixed each combat round action to a particular frame during a round. The default was 30 frames per second, so they presumably divided the round into 180 frames and then fixed certain actions to certain frame numbers in order to get all the animation sprites to look sensible and end in time for the next round. I do not know this for a fact, of course, but I suspect it.

And this is what I mean with simplification and lack of fine control. There was very little in terms of controlling who went first or who went in what order or who took exactly what path in their movement. Combat was that lightning fast because each character's combat round was fairly simplified and all had their combat rounds at the exact same time. You either managed to be in range and time for your actions on that round or you did not and then you'd do it next round. You could pause the game, of course, but trying to maintain exact control over everything was like herding cats.

Now imagine 5E rules instead of 2E rules, meaning actions and bonus actions and free actions and reactions and turn order stuff and complex movement mechanics in the form of threat zones and disengagement and jumping distances and dashing and potion throwing and whatnot. Trying to handle that for six party members in real time (even with pause) while having to figure out what a throng of enemy critters are doing sounds like the kind of task that would make my hairline recede even further. I don't particularly like this added complexity, to be brutally honest, but it is part of 5E and I also don't think people would be happy if Larian just house ruled it away.

That being said, I absolutely agree with your criticism of how combat plays out in BG3 currently. Bigger fights are way too slow, too long, too drawn out, and enemies take way too long to get their backside going. There really needs to be some sort of fast forward until the next thing happens that actually affects a player-controlled character directly. I liked the combat of BG1 and 2 more than this. But that was 2E. I don't see how it could be done while preserving the flavour of 5E.
Fast Forward is an interesting idea. Skipping past things in combat the way we can skip past dialog or cut scenes might work, especially if its not a very engaging fight. Maybe it's not particularly 5e or D&D crpg, but I can imagine how it might work in a computer game. Like just roll for results, and it blows past all the opponents' stuff with some automated randomized result, and then shows the next up PC. It's similar to the randomizing elements that were involved in the "pause" + everything happening at once system from the old games. They just need a cleaner way to transition animations and to let the player know what has happened while they were fast forwarding hehe

I'm sure it would be more interesting with 6 PCs up than 4 though, at least for me, whatever scheme they end up adopting to make the combat play pace feel a bit faster.

Also, I really dislike how often the game uses AI "Allies" in the set piece combats. I feel like they are substituting all these NPC AI hangers-on to make the combats seem like they have a greater sense of scale, when I'd much rather it be more PCs in the party to balance off the hordes of opponents. Like especially the main EA battle, whether Gobbo or Grove, they both use a couple dozen rando NPC allies to balance for the number of enemies in the cascading combat arenas, whereas I'd prefer just having 6 PCs in the party who we could actually control.
Yeah, I het the NPC thing, but it is early game for the most part. Rando NPCs are actually good for early game to help show players strats and to help them when they aren't familiar yet with the system.

This is actually one thing I think Larian was quite clever about. If you notice, later, you don't get rando NPCs helping at all. It is your party alone facing most of the encounters.

One thing I will say about 4 party members that I do agree with, though I am a fan of 6. If you start with 6, and need to add a few more NPCs for stort purposes, suddenly, you have a REALLY big party. If you add 2 NPCs like Halsin or Sazza or whoever, and you have 4, your party becomes 6. If you add 2 NPCs to a party of 6, now it's 8. 8 is a pretty large party.

That said, they could, at that point, say that your party is full. In order to travel with an NPC, you must dismiss a member or 2.
Hello,

First, thank you for reading the link, I appreciate that you took the time to read it before continuing the discussion smile !

The number of attack per turn depended on the character. For instance, lv 13 fighter had 2 Attack per round (APR). the speed factor of the weapon determine when the character gets to attack in his own round. For instance, a dagger was very fast and would attack at the start of the round, a greatsword was slow and would attack at the end of the character round.

If I'm not mistaken, you could actually get a double attack on dualwield. For instance, Drizz't could double hit you, and if you had a highlevel ranger with for instance Cromfaer and Celestial fury, sometime you would hit with one weapon and sometime with the other.

You could determine who got to attack first with positioning and micromanagement.

I'm not sure it behaved like you're saying tbh. I think character all had their own round timer, and as such , what you describe couldn't happen. I only have a reddit post to support this right now, might look for more later .
https://www.reddit.com/r/baldursgate/comments /l1mp4v/does_the_party_begin_and_end_rounds_simultaneously/ (link is a bit buggy, you can glue the two part together if you want to see the thread).

Basically everyone tell that character had their own timer, and you could start an action whenever you wanted in the game, you didn't have to wait 6 second.

in my opinion, its more like : A character start a round when you give him an order. You can interrupt the ''round'' to move or do actions that don't requires round. (for examples, you can stop spellcasting during a round to move, but you won't be able to initiate another spell right away, you'll have to wait a few sec).

you have a definite number of action each round like drinking potions, attacking. performing one put your action '' on cooldown'', but if you decide to start idle, you can start you next round whenever you want, you won't miss ''the first step'' of your next round.

But if the game was indeed working as you described, that would be an issue .




Actually, threat zone existed in BG2 . Archer got a defense and thacos malus when threatened by a closed fighter. Backstab depended already on positionning.

Disengage and jump are two mechanics that are the counterpart of attack of opportunities. You didn't need disengage and jump in BG2 because there was no attack of opportunities. Now that these are in the game, jump and disengage are vital because you can't play the game without it. As I said, I don't enjoy it, they tend to codify gameplay when it was more free before, in my opinion.

I'm totally for the addition of dashing and potion throwing, those are great potential addition to the game that can add a lot of RP.
Originally Posted by Maximuuus
+ More companions needed.
Not sure Larian will ever make other companions than their wierd and over complicated Origin characters (mercenaries >< companions)
Im sory, if you allready answered this in the past ... but i just must ask: Why? O_o
I mean, as long as we are able to create full party, another companion would be welcomed addition to be sure, but i would never call it "needed". O_o

Originally Posted by Maximuuus
+ Slower combats because of Larian's combat design philosophy (>< other 6 party based TB games).
As long as it means more time for me to actualy do something, instead just watching npcs doing their busines ... i would be fine with any prolonging. laugh
@Hachina

This is shocking. I actually went back to test it out, just to be absolutely sure, and I am indeed completely wrong about the syncronicity of rounds. I must have gotten mud for brains at some point. Good grief.

But regarding the number of attacks per round, if you are dual wielding then you would get up to 4 main hand attack rolls and one off hand attack roll. Or 8 and 2, with Imp Haste / GWW. I distinctly recall having spent time on checking this out as meticulously as an impatient teenager checks anything out, way back in the day when damage optimization discussions were all the rage. You know, Chrommy off hand and FoA main versus Belm off, FoA main, and a strength girdle. Made a huge (as in, YUGE!!) difference how many hits one could get with each, back then. Yeah, I was one of those people, I'm afraid. smile

Anyway, back to topic. Baldur's Gate 2, with AoO, jump, dash, shove, verticality, and thrown stuff, all in real time, all refreshing every six seconds? It would be necessary to define some default attack options, though. Having to manually do all that cantrip casting every round would get tedious otherwise. But it might just be plausible. Completely nuts and chaotic, almost goes without saying, but probably more fun than the current state of affairs in BG3.
Originally Posted by RagnarokCzD
Originally Posted by Maximuuus
+ More companions needed.
Not sure Larian will ever make other companions than their wierd and over complicated Origin characters (mercenaries >< companions)
Im sory, if you allready answered this in the past ... but i just must ask: Why? O_o
I mean, as long as we are able to create full party, another companion would be welcomed addition to be sure, but i would never call it "needed". O_o

Because the freedom you have to create your party depends the number of open slots AND the number of companions.

Here's something I wrote somewhere in this thread... The values are good.

"1 custom + 3 companions out of 10 possibilities => 120 combination
1 custom + 5 companions out of 10 possibilities => 252 combination"

Now this may be wrong because I don't remember the math but to give you an exemple : if the 10 possibilities become 9 possibilities, the 1+3 party may lead to more possibilities than the 1+5 (and if it's not 9, it may be 8 or 7).

Anyway both values are important and we just don't know how many companions are planned so it's hard to be accurate.

Of course this is pure math and doesn't care of companions alignement, companions that cannot be in the same team, companions that come in your party with their friend or husband (minsc and dynaheir, khalid and jaheira) and so on.

Originally Posted by RagnarokCzD
Originally Posted by Maximuuus
+ Slower combats because of Larian's combat design philosophy (>< other 6 party based TB games).
As long as it means more time for me to actualy do something, instead just watching npcs doing their busines ... i would be fine with any prolonging. laugh

This would definitely give us more things to do during combats. Playing more, watching less...

And there are other video games that have a party size of 6 and turn based combats that are definitely not slower and easier than BG3's combats.

Wasteland 2 is the best exemple I have in mind.

If you're interrested you should really try the mod that allow you to increase the party size. I had a playthrough with 5, another with 6 and plenty with 4.

6 break the fun, the game is not balanced at all for 6...but 5 is really really fun. Of course the game is a bit easier but what we have in this EA can be hard and is probably not the "hard" mode.
Originally Posted by GM4Him
That said, they could, at that point, say that your party is full. In order to travel with an NPC, you must dismiss a member or 2.
Isn't this exactly how it is done in the original games?

Larian seems to be entrapped in the same mindset as some on this forum, which is that a game being made in 2021 must not have anything even remotely similar to what was done in 1999 because to do so goes against the spirit of a new and contemporary game. So every single thing in BG3 must be something "new." This is an asinine mentality. There are many things that were perfect in 1999 and still remain perfect in 2021, and the "new" alternative is actually a downgrade.
Originally Posted by ArvGuy
@Hachina

This is shocking. I actually went back to test it out, just to be absolutely sure, and I am indeed completely wrong about the syncronicity of rounds. I must have gotten mud for brains at some point. Good grief.

But regarding the number of attacks per round, if you are dual wielding then you would get up to 4 main hand attack rolls and one off hand attack roll. Or 8 and 2, with Imp Haste / GWW. I distinctly recall having spent time on checking this out as meticulously as an impatient teenager checks anything out, way back in the day when damage optimization discussions were all the rage. You know, Chrommy off hand and FoA main versus Belm off, FoA main, and a strength girdle. Made a huge (as in, YUGE!!) difference how many hits one could get with each, back then. Yeah, I was one of those people, I'm afraid. smile

Anyway, back to topic. Baldur's Gate 2, with AoO, jump, dash, shove, verticality, and thrown stuff, all in real time, all refreshing every six seconds? It would be necessary to define some default attack options, though. Having to manually do all that cantrip casting every round would get tedious otherwise. But it might just be plausible. Completely nuts and chaotic, almost goes without saying, but probably more fun than the current state of affairs in BG3.

Good thing if it made you come back to the old classic smile!

Okay, I didn't know that for off hand weapon, that good to know. Ahah yeah I'm familiar with that, glad to see another fellow adventurer optimizing build.

Yeah, that's a great idea , you would certainly need to do auto cantrip casting (as if attacking, the character would keep casting a pre-selected cantrip instead of a sword or bow attack), and maybe you could use gambit like in FFXII with ''mage use this cantrip, then this cantrip then this one'' on attacked enemy.


I really like shove and verticality, they are a great addition to the game. Would just like to balance it so they're less abusable by player. Didn't play since beta release but at that time hightground and shove were pretty strong.
Originally Posted by Maximuuus
Now this may be wrong because I don't remember the math but to give you an exemple : if the 10 possibilities become 9 possibilities, the 1+3 party may lead to more possibilities than the 1+5 (and if it's not 9, it may be 8 or 7).
Yes, i get this ... maybe i expresed myself poorly again ...
Let me ask a question ... in case that party size will be incerased and we didnt get any more companions, so our party will be stuck with either multiplayer-cheat for "more custom characters" ... or with simply everyone EA offers so far ...
On scale 1 to 10, when 1 is totally fine and 10 is totally awfull ... how much do you honestly believe it would ruin the experience?

I would gues 2, 3 top.

Originally Posted by Maximuuus
If you're interrested you should really try the mod that allow you to increase the party size. I had a playthrough with 5, another with 6 and plenty with 4.
I certainly am ...
But last time i tryed to install mod, i had to reinstal whole game -_- ...
So i would rather wait until someone come with easier way ... or, hopefully, until someone in Larian says something like: "What the hells ... they want it, lets give it to them" laugh I wonder wich will come first.
Here's another riff on it though, just to the question about 'what if they want temp NPC hangers-on for story purposes?' and doesn't going from 6 to 8 make the party then too unwieldy? My thought on this is that it really shouldn't, at least not if it was done well. What made Baldur's Gate unique and entertaining at the time, was really the god mode aspect of controlling multiple characters at once. Even in addition to the 6 standard PCs, you add on to that the idea of familiars or sidekicks, plus the various Koraxes and such, plus standard summons, and the game really needs to work with a party of at least a dozen, not just 6. ​I mean that's how it was in BG2.

In BG1 there was no limit to the amount of summons, other than the number of spells you had memorized, and how far you wanted to push your computer's ram lol. You could storm Nashkell with a couple dozen wolves and a gang of bears, if you wanted to, and your character had enough spellslots. That was wild, and a blast towards the endgame there. But the BG2 limit seemed pretty sensible. It still left room for plenty of companion characters to each have their own buddy minion. Or to fill out the extra slots with summons if you went with a smaller party. Even soloing still usually meant making use of summons, whether through spellslots or special items or consumables like scrolls and wands.

I just think they should aim higher. The kinks will be less pronounced I think if they go big with it, and the possible party combinations will be much greater (even if we only end up with a dozen possible companions to choose from) as mentioned earlier. So I just don't see how they can go wrong setting up support for 6 sooner rather than later. Gives us something fun to test, and would many happy, or at least it would make me happier lol
But BG2 also required you to kick out a party member to add in a required NPC. There's nothing wrong with that approach. It works just as well today as it did in 1999.
Six People should be okay - although a "Maximum" that can "NORMALLY" not be overcome in terms of adding more Members.

I mean how powerful is a single Party going to become? A Party should stay a Party and "NOT" become a small Army.
I am good with a party of 5. The classical Fighter, Priest, Mage, Rogue plus a non typical class - bard, warlock, psionic, etc.
i really like a party of 6. i know larian wanted 4 because of making the game appeal to mass audience and for multiplayer. in pathfinder wrath of righteous, i played the game entirely on turn-based for few playthroughs. it wasn't slow but i do need to speed up the animation.

i like a party of 6 in bg3 but i think the biggest problem would be balance and the encounter design probably need to be revisited to add more enemies, fine-tune the HP and abilities, etc. here's hoping the mod community could make this happen.

i be really willing to donate to the modder too if they did that.
Originally Posted by Archaven
i really like a party of 6. i know larian wanted 4 because of making the game appeal to mass audience and for multiplayer. in pathfinder wrath of righteous, i played the game entirely on turn-based for few playthroughs. it wasn't slow but i do need to speed up the animation.

i like a party of 6 in bg3 but i think the biggest problem would be balance and the encounter design probably need to be revisited to add more enemies, fine-tune the HP and abilities, etc. here's hoping the mod community could make this happen.

i be really willing to donate to the modder too if they did that.

They actually added this in Beta 3 for WotR.

[Linked Image from cdn.discordapp.com]

It goes up to x3 speed. I think going that high makes things TOO fast... (You can also press the enter button during movement or the enemy turn to make things go so fast that you might as well be skipping the entire animation, and you can also use it to skip cutscenes. The game never tells you this. At least for now.)
I'm not sure if they were already there before beta 3 for WotR. I been using the animation speed and it really works great. I only completed BG3 EA once (before druid announcement) but i already completed WotR beta twice and looking forward to the 3rd playthrough.

I think perhaps it's a trade off? Larian made those animations to be longer and make every actions to be more impactful? As such i think it will have more longer animations compared to a basic attack like WotR. I'm not sure how Larian can further reduce their animation time. But to add more party members, they have to perhaps solve the animation time IMO.
If you mess around with the framerate and cap in the video options here, you can sometimes make the BG3 animations appear like a sped up Chaplin flick, or kinda slow mo depending on the numbers. It's kind of inconsistent though, like at first I thought maybe the option would make it appear more classic cinema, or maybe soap opera video or something if trying like 28 or 33 or just messing about at the low end. But it seemed to speed up more at the high end. I was fiddling around with it the other day and noticing different impressions of speed, but then I ended up just resetting defaults again after a while, cause it started to wonk out a bit lol
I am definitely in favor of 5-6 party members. At 5 you can get a balanced party via companions and then have a space extra for your character to be whatever you want to be without feeling too bad about doubling up because you like a particular companion but also want to be that class as well.
I'm just gonna keep going back to multiplayer. 6 party members allows a four player session to include at least 2 origin characters, allowing players to enjoy more of the full story together.

4 party members allows no room for a 4 player session to enjoy ANY origin story elements at all. You cannot even have a single companion character in the party. You can argue many other points, but this one always remains.
As I've brought up in the BG3 VS WotR thread, there is an argument to be made in that a party of 6 will ultimately lead to a lot more party/build variety at the end of the day. Obviously.

I remember when PoE went from 6 party members to 5 in PoE2. I also remember that the community reception to the Druid class in particular completely shifted overnight in response. It suddenly went from a great utility/crowd control caster with a shapeshifting ability, to a class considered to do some things well but not worth the party slot compared to more specialized classes like Clerics, Wizards, and Ciphers.

I actually would not be surprised that if BG3 ultimately remains at 4 party members that the metrics will start showing some classes/companions just being completely ignored by most of the community in response. There's a reason why no one is really asking for the Monk or Sorcerer classes and companions in particular, while most people are asking for the Paladin and Bard.
Well, there is an argument to be made about that, indeed, and in fact we already made it a thousand times, give it or take it.
Yep, and hopefully we won't have to say it a thousand more times before they finally implement a 6 party game. smile
I've been following this discussion from the beginning, but I have to say that the game would be a mess with 6 characters at the party. For the following reasons:

1. Having to manage 6 inventories with the current system would be a nightmare (and especially with the chain/unchain movement system).

2. 6 party members can work well in Real-Time with Pause, where you can let some of them just do what the AI ​​tells them to do, but in Turn-Based Combat the fights would last for hours, damaging the pacing of the game.

3. Larian has expertise in making 4-character games. Asking them to change and manage it now can irretrievably damage the balance of the entire game (which is not yet perfect).

I know the current 4-character system is quite limited and makes experiments more difficult (why would anyone stop using the same tank-rogue-mage-cleric party?), but this can be improved in other ways. In some quests, we could have an extra fifth character, linked to the quest, or have to obligatorily use a different character to try out other ways of playing. I like how in PoE (first) we occasionally need to send a character on a quest, and that makes us have to put another party member in his/her place.

Lastly, maybe I say this more because in my years playing table-top RPG I rarely played with more than 4 people, and when that happened the game was always a mess. I particularly believe the game has a lot to lose if you place a group of 6.
Point 2 is the exact contrary of the truth: a party of six works better in turn-based combat than it does in real-time, especially on any system that requires any degree of participation above “EVERYONE AUTO-ATTACK!” and with an appropriate difficulty threshold.

Don’t even take my word for it:you can go and check Josh Sawyer himself claiming that they lowered the party cap at 5 in POE 2 precisely because some people were having a hard time keeping track of the party and he explicitly stated he wouldn’t have done it if Deadfire was a turn-based game (which hilariously enough it became, at a later date).

Point 1 may have some merit, but if anything it just adds to the pile of arguments about why the UI sucks and should be revamped. It’s not a GOOD argument against the extended party.

Point 3 is whatever. Basically a tautology. “Larian is right to do X because Larian has a history of doing X”.
I'm kinda sick of people using Inventory Management as a reason for NOT doing something good for the game.

Inventory Management is a mess right now and needs to be fixed regardless of party size, camp supplies, or whatever else people are frustrated with BECAUSE inventory management sucks.

IF they don't fix Inventory Management, then yeah, a party of 6 would make the issues even worse, but that's no reason to not have a party of 6. Fix the dang janky Inventory Management issues and SO many other issues would be resolved.
The party versatility thing is where I'm at for the 5-6 man team.

At 4 person, it's really important for each position to fill a role. D&D is still a game of specialized performers so while 5e allows more flex than a lot of past editions (there's a lot of different ways to get healing, and you could have a cleric as prime damage while a bard does prime healing depending on builds... for example) but you still need to consider these facts.

So, at 4, I'm going to have one support, one artillery, one melee, one utility. I can stretch that a little bit here and there. My planned party if, it stays at 4 is and assuming two characters are companions:

Karlach (Paladin or Barbarian?) for melee, Alfira (bard, support/artillery), Shadowheart (cleric, artillery/support), and a Monk, Rogue, or Ranger for my own character doing utility.

If Karlach and Alfira are not companion choices, I'm probably going Laezel (Melee), Wyll (artillery), Shadowheart (support), and Monk/Rogue/Ranger for my own character doing utility.

But stretching even to 5 would allow me to double up a roll and maybe explore one of those story lines where the character is a bit annoying, but the storyline is interesting and I'll have bear with them to see if they improve.

OR

5 lets me build a balanced set of characters in the companions and then play whatever class/subclass I want just on pure concept for my own character without worries about leaving myself a vulnerability somewhere.

OR

This would let me, say, have a run where I have a cleric or paladin of Selune romancing Shadowheart (because I'm a goof like that) or a second bard matching with a (please let her be a companion or at least a romanceable utility character that follows your camps even if she never joins the party for fights) Alfira. Without worrying, again, that doubling up would leave me vulnerable. (granted, a Light cleric is a very different beast than a Trickery cleric)
Honestly, every time Inventory management is mentioned as a reason against more characters, my knee jerk thought is "Then just Update the inventory management!" cause as it stands, yes its clunky, and it is holding a lot of things back. So it should be fixed, as simple as that.
Originally Posted by GM4Him
Yep, and hopefully we won't have to say it a thousand more times before they finally implement a 6 party game. smile

i'm afraid it will go to deaf ears for larian. point being they have decided that it's a 4 party character and turn-based game just in the veins of DOS2 formula. basically they are in their comfort zones where this formula is what makes them popular in the first place. too many characters may deter the mass audience as someone mentioned pillars of eternity 2. look at how that game performed? of course many will argue the failure is not due to 5 characters but i can assure you it plays a great part in it for me personally.

i recall in DOS/DOS2 there are people who requested for more party characters as well. i think that the same attitude given by larian. so i would say, since it's already possible in DOS2 via mods if not mistaken, you can actually increase the party size. that's the only option we have.

but it would be really great if we can see some modders actually can do a rebalance mod for 5-6 party characters. honest, i really don't mind to donate to that modder for his hard work.
Originally Posted by GM4Him
I'm kinda sick of people using Inventory Management as a reason for NOT doing something good for the game.
Let's be honest. There are NO good or justifiable reasons for not having the OPTION of a bigger party. So I cannot help but wonder why we keep needing to have this exhausting debate again and again ....
I hope it doesn't go to deaf ears. Expectations were so high for this game, and there are just so many little things to be disappointed about, that they really start to pile on. Maybe we're all Cassandras in this section, doomed to be ignored, but if this game comes out of EA with a party cap at 4, I just know they will never live it down. Its already way too easy for returning fans to bag on Larian and make this the studio everyone loves to loathe for tipping over the D&D crpg sacred cow.

You can just feel it happening, even if the pace here is like painfully tectonic. As the EA has gone on, the most exuberant and enthusiastic posters who were all generous and hopefull with their suggestions a year ago, now seem totally demoralized by it in like every other post. Like they've just been worn down too much, expectations dashed too hard, too many times. Legs starting to buckle before the last leg of the marathon. We can just watch the low hanging fruit rotting before our eyes on this one, as the most consistent EA request continues to be ignored with each new patch, leaving no time to properly implement it and to fix what needs fixing to make it hum.

The main argument against 6 in this thread seems to be the fear that it will just make the game even worse than it already is, by highlighting all the various things that don't work well even with a party of 4, rather than trying to find ways to make all that stuff better so it could actually support 6 and make us happy. Alas

The reason this one seems such a salient point of criticism, is because it stands in so readily for so many other things that people have noted as frustrating about the game. The designers I guess don't want to deal with, but I think coming out of EA with 4, they will have already torpedoed the ship and even the mods won't be able to fix it then. The thrill will be gone. It's almost gone already
This thread has ignited my desire to try playing BG3 with a 6 person party, though somehow I never had that same desire with DOS2. It's probably knowing that it'd be overwhelming in DOS2 with its AP system allowing you to potentially get 3 actions per turn, compared to BG3's much more strict action economy in comparison.

I'd much rather wait until we get more companions, though. Nothing can convince me to include Astarion in my parties.
When you try it with 6 let us know your impressions for sure.

From what I've gathered, the first thought is that the game overall is just more engaging, simply because there are more characters and points of input involved. It won't make any of the other issues go away, say inventory or party movement or the smaller pool of companions, but it makes them feel somewhat less pronounced as a point of irritation. The perception of the play pace within combat is faster because there are more points where the player is actually in control of what happens. Outside of combat, it makes things like inventory and gear management more engaging since more can be made use of. Same with the story beats and interjections. A larger party means more stuff happens, and ups the sense of scale, makes it more epic.

You're telling me they're trying to compose an epic here, but not using Hexameter?

I mean 6, clearly
I had a quick thought about multiplayer too. I wonder if the ultimate reason for the 4 person party may be due to multiplayer concerns? Trying to organize sessions around 6 people is a lot more complicated than 4, and it also means each individual player has to wait longer before their turn comes around. However, there is another argument to be made that a proper reaction system will keep everyone much more engaged outside of their turns.

At the same time, increasing the party limit to 6 would also be a huge boon to 3 player parties. How? Because each player will get to control one companion of their choice as well. And a 2 player party will get 3 characters to control. 4 party limit multiplayer is kind of in an awkward state where the overall experience is balanced around 2 or 4 players, because 3 players means one person will get to pilot a second character while the rest only get their primary character. Granted, increasing the limit to 6 pushes that awkwardness to 4-5 players, but it's also much easier to organize 2-3 player sessions as opposed to 4 and beyond.

A 6 party limit would also greatly enhance the origin system for multiplayer purposes, I'd think. I still think the system is a waste of development resources, but if all 6 players decide to play as origin characters, it'd greatly enhance the experience of using that system in theory, as all six players would get to experience that unique perspective together. The room for more companions is also a bigger boon to the experience of 2-3 player parties as well.

(Also, a cynical analysis would be to think that Larian doesn't really consider the inventory management to be that messy because it's inherently less of a problem in multiplayer.)
My fear is that they are going to make the same mistake NWN made, which was to designing a game for the Single Player = Single Character (Party of 1) experience, and where multiplayer is really just Co-Op for 2-4 players each controlling a lone single character. Basically so they can try to have Golden Eye in a D&D game I guess? Whereas the thing that made Baldur's Gate for me was the full party control, God mode. 1 player controlling multiple characters, the whole party. Everquest, NWN, all the various MMOs that have come along, they all shoot for that same style of MP game, which on its face is more like PnP D&D, sure, but that's not what made Baldur's Gate Baldur's Gate or the Gold Box games golden. Baldur's Gate was about controlling more than 1 character, controlling the whole party. Even in co-up multiplayer, BG was about splitting the group. Just like mentioned above, where if you had 3 people, then they each took control of a second. So you could have 3 people and still bring along Imoen or Edwin or Viconia or whoever. I agree, nobody is going to hang around and wait for 6 players to get their act together, so it's much more likely that you have two players each control 3 characters. Or 3 players each controlling 2 characters. Or 4 Players, where control of the remaining NPC companions just rotates depending on who showed up first/last. Or perhaps they don't bother with companions at all, but right now they'd have no choice, because of the "looks like you're full up" at 4 deal.
Originally Posted by Black_Elk
My fear is that they are going to make the same mistake NWN made, which was to designing a game for the Single Player = Single Character (Party of 1) experience, and where multiplayer is really just Co-Op for 2-4 players each controlling a lone single character.


Multiplayer in BG3 allows you to control multiple characters. If somebody drops the host can re-assign that character- so you can have 2 players controlling 2 characters each.

For the record I don't care if we have 4 or 6 characters. I can already defeat the game with 2 players using strong builds so the idea of balance at this point seems irrelevant.

4 characters, 6 characters, 8 characters, 10 characters. All fine with me.
As long as 4 man party is there I will never play as an origin char or even them as companion because they suck.
A vampire who tried to kill me.
A wizard that eat all my magical stuff.
A toad that tell me what to do and act high and mighty.
A cleric make me suspicious of her intentions.
A warlock that yell " blade of frontier " every god damn time he speak.
May be with more companion revealed I can change my mind but now, 4 man custom character ftw (4 man customize is the pain in the ass but worth)
Originally Posted by Black_Elk
My fear is that they are going to make the same mistake NWN made, which was to designing a game for the Single Player = Single Character (Party of 1) experience, and where multiplayer is really just Co-Op for 2-4 players each controlling a lone single character. Basically so they can try to have Golden Eye in a D&D game I guess? Whereas the thing that made Baldur's Gate for me was the full party control, God mode. 1 player controlling multiple characters, the whole party. Everquest, NWN, all the various MMOs that have come along, they all shoot for that same style of MP game, which on its face is more like PnP D&D, sure, but that's not what made Baldur's Gate Baldur's Gate or the Gold Box games golden. Baldur's Gate was about controlling more than 1 character, controlling the whole party. Even in co-up multiplayer, BG was about splitting the group. Just like mentioned above, where if you had 3 people, then they each took control of a second. So you could have 3 people and still bring along Imoen or Edwin or Viconia or whoever. I agree, nobody is going to hang around and wait for 6 players to get their act together, so it's much more likely that you have two players each control 3 characters. Or 3 players each controlling 2 characters. Or 4 Players, where control of the remaining NPC companions just rotates depending on who showed up first/last. Or perhaps they don't bother with companions at all, but right now they'd have no choice, because of the "looks like you're full up" at 4 deal.

i think you nailed it. my feeling for DOS/DOS2 it was designed as a multiplayer game with co-op of 2-4 players where it's mean that players only control 1 single party character. that is why we have this tagged on 'chaining'. after completing bg3 EA the feeling was really a DOS2 clone. it's simply made for DOS/DOS2 fan instead of being a baldur's gate game. i believe i'm entitled to my own opinion. i'm sure there are many larian fans out there waiting to prove me wrong, but idk. i don't need assurance from them.

the way i see it bg3 with their current strategy will still be a success since it seems to market to the mass audience and also larian DOS fans. i would say larian can continue with their stance and beliefs but unfortunately i just have to be honest with myself. they are not treating the franchise with respect but just pushing their DOS formula with it.

very unfortunate, but there's nothing much that we can do about only hope for the modding community.
Originally Posted by Street Hero
As long as 4 man party is there I will never play as an origin char or even them as companion because they suck.
A vampire who tried to kill me.
A wizard that eat all my magical stuff.
A toad that tell me what to do and act high and mighty.
A cleric make me suspicious of her intentions.
A warlock that yell " blade of frontier " every god damn time he speak.
May be with more companion revealed I can change my mind but now, 4 man custom character ftw (4 man customize is the pain in the ass but worth)

Seriously, they should let people just create their own 4 custom characters from the get go and ignore the origin character (or murder them). I mean I know there is a way to do it with Multiplayer and opening 4 copies of the game but it is a HUGE pain to do that when they could just allow it.
Originally Posted by Blackheifer
Seriously, they should let people just create their own 4 custom characters from the get go and ignore the origin character (or murder them).

This is a planned feature iirc. At least the creating part. wink
Hehe. It certainly will be interesting to see how Larian's BG3 story plays out if you kill off every single one of their damn "origin" characters. I wonder of there will be a lot of crying?
Originally Posted by kanisatha
Hehe. It certainly will be interesting to see how Larian's BG3 story plays out if you kill off every single one of their damn "origin" characters. I wonder of there will be a lot of crying?

Nah, it doesn't really matter much in Act I. Probably you miss out on a lot in actual Baldur's Gate ACT 2 and 3 since the majority of them have quest resolutions there. Although likely you end up with the Artifact from SH either way and so can at least continue that one. Probably you can also still go after Cazador if you want, or he gets folded into the main plot somehow. Gale and Wyll don't have much, but The Creche is likely a totally different situation if you don't have Miss Githyanki with you.

Originally Posted by The Composer
Originally Posted by Blackheifer
Seriously, they should let people just create their own 4 custom characters from the get go and ignore the origin character (or murder them).

This is a planned feature iirc. At least the creating part. wink


Awesome!
Originally Posted by Blackheifer
Originally Posted by kanisatha
Hehe. It certainly will be interesting to see how Larian's BG3 story plays out if you kill off every single one of their damn "origin" characters. I wonder of there will be a lot of crying?

Nah, it doesn't really matter much in Act I. Probably you miss out on a lot in actual Baldur's Gate ACT 2 and 3 since the majority of them have quest resolutions there. Although likely you end up with the Artifact from SH either way and so can at least continue that one. Probably you can also still go after Cazador if you want, or he gets folded into the main plot somehow. Gale and Wyll don't have much, but The Creche is likely a totally different situation if you don't have Miss Githyanki with you.

Originally Posted by The Composer
Originally Posted by Blackheifer
Seriously, they should let people just create their own 4 custom characters from the get go and ignore the origin character (or murder them).

This is a planned feature iirc. At least the creating part. wink


Awesome!
My point was that I could picture the BG3 devs wringing their hands and whining and crying that they put so much time and energy and effort and love into creating these awesome and wonderful and amazing origin characters and a bunch of horrible players just blatantly killed them all off the moment they met them. I can even picture the devs putting in place some sort of *punishment* for those players who do such an appalling thing. I mean it is extremely obvious the devs WANT us to play with their silly origin characters, that they are trying to PUSH us into using their stupid-ass origin characters. And this irks me.
Originally Posted by kanisatha
Originally Posted by Blackheifer
Originally Posted by kanisatha
Originally Posted by The Composer
[quote=Blackheifer]

Seriously, they should let people just create their own 4 custom characters from the get go and ignore the origin character (or murder them).

This is a planned feature iirc. At least the creating part. wink


Awesome!
My point was that I could picture the BG3 devs wringing their hands and whining and crying that they put so much time and energy and effort and love into creating these awesome and wonderful and amazing origin characters and a bunch of horrible players just blatantly killed them all off the moment they met them. I can even picture the devs putting in place some sort of *punishment* for those players who do such an appalling thing. I mean it is extremely obvious the devs WANT us to play with their silly origin characters, that they are trying to PUSH us into using their stupid-ass origin characters. And this irks me.


Oh yeah I get you. It also creates a certain degree of FOMO if you pass on the origin characters. It feels manipulative to some degree. I made that mistake with DOS2 and I wish I had just ignored them and murdered the lot.
The other night I had the experience of offing Shadowheart immediately for the first time on the Nautiloid. She went instantly hostile after being released from her pod, I think because I had accidentally whacked one of the experiment bodies lying on the ground nearby for that 1 xp, and so I guess that must have pissed her off?

The artifact floated up with a choice to "take it, or leave it..." How apt! lol

Origin Companions are pretty lame as a concept. They smack of the DM trying to noodle into the party to show off their own Player Character ideas or to influence the party's decisions directly by becoming part of it, when that's not really the DMs job. It's better when that energy goes into developing compelling Non Player Characters or Villains that the party is meant to face down.

Sure in BG1/2 the designers had to supply us with companions, since everyone knew it was basically a single player game at bedrock. The internet still barely existed when it came out, and the idea that you were going to have a LAN session with any more than like one other person at a time was kind of laughable. But the way they approached Companion design (especially in BG1) still seemed tasteful and tactful. They were just broad sketches on class archetypes and a dime a dozen, with only the bare minimum fleshed out in terms of characterization. They didn't overshadow the protagonist, because there just wasn't enough there to cast a very long shadow in the first place.

In BG2 this changed somewhat. The companion characters loomed larger, and there was the suggestion of a "Canonical" party carrying over from BG1, (certainly not the party I used in BG1) and it began to feel like if you didn't bring along certain companions, you'd be missing out on a fairly significant amount of game content. Even with more VA work though, the companions in BG2 were still more 'throw-away' than the Origins seem to be here, and at least there were more than a dozen to choose from.

That said, Larian clearly went through a lot of trouble of making these 5 Origin companions for the EA, and from the splash screens and all the promo art it's obvious they really want us to play with them. I mean take away the Origins, and there's not much art left to even define what the game is about. Seriously, if you axe Lae'zel and Shadowheart and the Origin companions in that banner above, what's left?

Get rid of the Origins, and there is literally no promo Art for this game left lol.

Not to get too left field here, but I'm pretty disappointed with the promotional art direction for this game for that reason. I've heard a lot of people saying AAA this and that, but honestly I feel like a AAA studio would have hired a couple illustrators and updated their banners and splash art by now. Show us something else? I know it's probably a pain to get art approved by the Wizards, but if they can't do it with the 2D illustration, then maybe let your 3D modellers go to town with it instead? Show us the BG3 Monstrous Manual in splash, some equipment, some environments? Pretty much anything other than that same Struzan style banner with the Origins characters again for the thousandth time.

It would be like if BG1 and BG2 just kept showing the same screens over and over, with Imoen and Jaheira, Edwin, Viconia, and Misc... each doing their "best pose" hehe. Nothing in the BG1 or BG2 promo art indicated a particular party or set of characters that the game was about. They just showed off the Realms and Dragons and general D&D type stuff. This game needs more of that, and less of these Origins. But since they're already here... You'd think the least they could do is have a party size large enough to accommodate them all in single run.

It really feels like the game is not being designed for full party control at all, but more like co-op double dragon, where we're just supposed to control our MC and maybe 1 other hanger on. Anything more and the weight of UI snafus is just crushing. I want them to aim for 6, not just because that would be more BG, but also because it would force fixes for all the other things that currently give me headaches. 6 throws that stuff in starker relief, so perhaps they'd actually have to address it, instead of sweeping it all under the rug.

Returning briefly to a previous conversation, 6 is sentimental, sure, but it's also a pretext and challenge for the developers. Just to ensure that the UI and broader game actually works for a larger party and doesn't fall apart into total chaos at that scale. Right now I believe the extended party mod is totally busted since patch 5, because of how the rest mechanic works, but prior to that, by playing with 6, you can see what works well and what really doesn't. Like not just with inventory management or the chain, but for a whole host of little things that could use improvement. Capped at 4 they are just barely skirting by with it, so I really don't think mods will be able to fix everything if it comes out of EA like this. The developer has to provide more support. I don't get it. Even purely from an optics standpoint, a Party of 6 would differentiate BG3 from Solasta, and shore up the constant refrains of BG3 feeling more like a sequel to DOS2 or Dragon Age than Baldur's Gate.
Originally Posted by Black_Elk
The other night I had the experience of offing Shadowheart immediately for the first time on the Nautiloid. She went instantly hostile after being released from her pod, I think because I had accidentally whacked one of the experiment bodies lying on the ground nearby for that 1 xp, and so I guess that must have pissed her off?
Be careful. You may end up triggering some people on this forum with your talk of killing off SH. How could you?! How dare you?! You animal! wink

Originally Posted by Black_Elk
Origin Companions are pretty lame as a concept. They smack of the DM trying to noodle into the party to show off their own Player Character ideas or to influence the party's decisions directly by becoming part of it, when that's not really the DMs job.
^This is it exactly.
I doubt it. Other than killing Gale which has a logical consequence, you can pretty much murder everyone without any "punishment." In fact often times the game rewards you in a way. Killing SH brings the artifact to you. Killing Lae with the tieflings is a solution to that encounter. Killing Wyll can be part of the gobbo path. Killing Astarion is justified by him putting a knife to your throat. And to "future" origin companions, Killing Karlach is also a solution to her quest which can be the easier option for some. Heck, each (current) origin companion also drops a rez scroll and potion which is super convenient.
I don't think Larian has any Scruples about us murdering their custom characters. Heck, DOS2 was very similar and it was rewarding to "take care of your competition" as it were and kill the extra 2+ companions before they get murdered anyways.

tldr/ I think larian is totally fine with us murdering their custom characters.

That said, going back to main topic of party size, if they really wanted us to experience their characters, then a larger party size would ensure that those who want to can experience more of the characters. And even more so, they should not pull a DOS2 situation cause that'll be worse than a player choosing to kill the companions on sight because then larian takes away the option to experience all of them.
Originally Posted by Black_Elk
The other night I had the experience of offing Shadowheart immediately for the first time on the Nautiloid. She went instantly hostile after being released from her pod, I think because I had accidentally whacked one of the experiment bodies lying on the ground nearby for that 1 xp, and so I guess that must have pissed her off?

The artifact floated up with a choice to "take it, or leave it..." How apt! lol

Origin Companions are pretty lame as a concept. They smack of the DM trying to noodle into the party to show off their own Player Character ideas or to influence the party's decisions directly by becoming part of it, when that's not really the DMs job. It's better when that energy goes into developing compelling Non Player Characters or Villains that the party is meant to face down.

Sure in BG1/2 the designers had to supply us with companions, since everyone knew it was basically a single player game at bedrock. The internet still barely existed when it came out, and the idea that you were going to have a LAN session with any more than like one other person at a time was kind of laughable. But the way they approached Companion design (especially in BG1) still seemed tasteful and tactful. They were just broad sketches on class archetypes and a dime a dozen, with only the bare minimum fleshed out in terms of characterization. They didn't overshadow the protagonist, because there just wasn't enough there to cast a very long shadow in the first place.

In BG2 this changed somewhat. The companion characters loomed larger, and there was the suggestion of a "Canonical" party carrying over from BG1, (certainly not the party I used in BG1) and it began to feel like if you didn't bring along certain companions, you'd be missing out on a fairly significant amount of game content. Even with more VA work though, the companions in BG2 were still more 'throw-away' than the Origins seem to be here, and at least there were more than a dozen to choose from.

That said, Larian clearly went through a lot of trouble of making these 5 Origin companions for the EA, and from the splash screens and all the promo art it's obvious they really want us to play with them. I mean take away the Origins, and there's not much art left to even define what the game is about. Seriously, if you axe Lae'zel and Shadowheart and the Origin companions in that banner above, what's left?

Get rid of the Origins, and there is literally no promo Art for this game left lol.

Not to get too left field here, but I'm pretty disappointed with the promotional art direction for this game for that reason. I've heard a lot of people saying AAA this and that, but honestly I feel like a AAA studio would have hired a couple illustrators and updated their banners and splash art by now. Show us something else? I know it's probably a pain to get art approved by the Wizards, but if they can't do it with the 2D illustration, then maybe let your 3D modellers go to town with it instead? Show us the BG3 Monstrous Manual in splash, some equipment, some environments? Pretty much anything other than that same Struzan style banner with the Origins characters again for the thousandth time.

It would be like if BG1 and BG2 just kept showing the same screens over and over, with Imoen and Jaheira, Edwin, Viconia, and Misc... each doing their "best pose" hehe. Nothing in the BG1 or BG2 promo art indicated a particular party or set of characters that the game was about. They just showed off the Realms and Dragons and general D&D type stuff. This game needs more of that, and less of these Origins. But since they're already here... You'd think the least they could do is have a party size large enough to accommodate them all in single run.

It really feels like the game is not being designed for full party control at all, but more like co-op double dragon, where we're just supposed to control our MC and maybe 1 other hanger on. Anything more and the weight of UI snafus is just crushing. I want them to aim for 6, not just because that would be more BG, but also because it would force fixes for all the other things that currently give me headaches. 6 throws that stuff in starker relief, so perhaps they'd actually have to address it, instead of sweeping it all under the rug.

Returning briefly to a previous conversation, 6 is sentimental, sure, but it's also a pretext and challenge for the developers. Just to ensure that the UI and broader game actually works for a larger party and doesn't fall apart into total chaos at that scale. Right now I believe the extended party mod is totally busted since patch 5, because of how the rest mechanic works, but prior to that, by playing with 6, you can see what works well and what really doesn't. Like not just with inventory management or the chain, but for a whole host of little things that could use improvement. Capped at 4 they are just barely skirting by with it, so I really don't think mods will be able to fix everything if it comes out of EA like this. The developer has to provide more support. I don't get it. Even purely from an optics standpoint, a Party of 6 would differentiate BG3 from Solasta, and shore up the constant refrains of BG3 feeling more like a sequel to DOS2 or Dragon Age than Baldur's Gate.

+1 basically i have the same thoughts exactly. i think what poe2 did worst was that they purposely made the UI to cap the party to be at 5 where they intentionally not allow people to increase the party size. that's really a bad move IMHO. if bg3 latest patch according to you are heading that direction, then larian is basically doing the wrong thing which i hope they are not.
I've not read all 65 pages of comments here, so some of this might have been touched on elsewhere, but I'm not troubled by a small party size. It forces some creativity about who you use for which encounters, which in turn means you have to make better use of each character's available abilities. If I could run a party of six instead of four, I'd probably only make use of one or two abilities from each character 90% of the time. The smaller party forces me to make broader, better use of the available resources.

I disagree with the idea that origin companions are lame as a concept. They're the people you meet along the way, each with their own personality, agendas, etc. When every companion is home-rolled, that can be great for a specific playthrough concept you want to do, but since it's impossible to give a home-rolled companion a personality, dialog, etc, that aspect of the game vanishes. Sure, I'll eventually cook up a party tailor-made for a few specific difficult encounters at higher difficulty settings, but I absolutely want to get to know the stock companions, do their quests, see how they react to different choices, etc.

Also, could you imagine the howls of outrage if a AAA crpg *didn't* offer origin companions? It would be a sin on par with not having a rogue class, it's just too standard a concept to chuck away without an obviously-compelling reason.
lol *67 pages - a lot of this has been talked about...

having six party slots available in the base game does not preclude you from still only taking four (while the reverse cant be said).

id argue that by having six party slots youd then be able to have more origin/npc characters in your party so you can experience more of 'the ppl you meet along the way' and i dont know why both 'Tav' and the origin companions cant get the same level of mechanical attention. personally, bg and to a greater extent dnd has always been about creating and playing my own pc as opposed to stock DM/larian npcs.

also, we may have different definitions of origin companions, but is that really a rpg gaming standard now? the way larian implements origin characters narratively makes me feel like 'Tav' surviving the ship crash is inconsequential to the plot - the story of bg3 would continue regardless without your character and instead just follow larian's origin characters, which i dont think is a great game design for a bg game.
The issue to be aware of:

These forums are a tiny fraction of the people that picked up the game.

The people talking in this forum are mostly the same people repeating themselves (myself included, and note I'm on the 5-6 party please). So we're a fraction of the forum which is a fraction of the audience.

So, the large amount of pages seen here probably don't amount to a particularly large demand... sadly.
They do display that some people want it, and with it talked about elsewhere it is an ongoing conversation. I don't think either side of 4 or 6 are small, its just not most are vocal.
Originally Posted by Thrythlind
The issue to be aware of:

These forums are a tiny fraction of the people that picked up the game.

The people talking in this forum are mostly the same people repeating themselves (myself included, and note I'm on the 5-6 party please). So we're a fraction of the forum which is a fraction of the audience.

So, the large amount of pages seen here probably don't amount to a particularly large demand... sadly.

Quoting Josh Sawyer from his Pillars of Eternity 2 post-mortem: "Just because a complaint about your game comes from a vocal minority, it doesn't mean it's wrong".
He was speaking about "hard lessons" learned from that game development', beta test and release, for the record.

Originally Posted by Archaven
+1 basically i have the same thoughts exactly. i think what poe2 did worst was that they purposely made the UI to cap the party to be at 5 where they intentionally not allow people to increase the party size. that's really a bad move IMHO. if bg3 latest patch according to you are heading that direction, then larian is basically doing the wrong thing which i hope they are not.
Ironically enough Sawyer also stated that the decision was dictated by the game being real-time and making following all the characters hard to follow for some testers, and that if it was turn-based (which it happened to become as an optional mode later) he would have made an entirely different decision. He even joked about Battle Brothers let you control 12 mercenaries and it's perfectly fine (and it is, play Battle Brothers, people!).

it seems like focus testing leads almost invariably to terrible short term decisions, somehow far worse for the game that what the "vocal minorities" suggest.
See how Larian decided to add levels to the enemies in the game even if they aren't a thing in D&D because "because gamers these days expect to see them and some internal testers complained about it" before EA even started.
D/D games went on just fine without leveled enemies for 30 years or so, but now they are a necessity because people can't tell apart Baldur's Gate from World of Warcraft or something.

EDIT - Fuck it, I'm getting senile. Apparently I already talked about some of this stuff barely one page ago.
Originally Posted by colinl8
I've not read all 65 pages of comments here, so some of this might have been touched on elsewhere, but I'm not troubled by a small party size. It forces some creativity about who you use for which encounters, which in turn means you have to make better use of each character's available abilities. If I could run a party of six instead of four, I'd probably only make use of one or two abilities from each character 90% of the time. The smaller party forces me to make broader, better use of the available resources.

I disagree with the idea that origin companions are lame as a concept. They're the people you meet along the way, each with their own personality, agendas, etc. When every companion is home-rolled, that can be great for a specific playthrough concept you want to do, but since it's impossible to give a home-rolled companion a personality, dialog, etc, that aspect of the game vanishes. Sure, I'll eventually cook up a party tailor-made for a few specific difficult encounters at higher difficulty settings, but I absolutely want to get to know the stock companions, do their quests, see how they react to different choices, etc.

Also, could you imagine the howls of outrage if a AAA crpg *didn't* offer origin companions? It would be a sin on par with not having a rogue class, it's just too standard a concept to chuck away without an obviously-compelling reason.

I think the part people are complaining about isn't the concept of companions, it's Larian's specific inclusion of ORIGIN companions, which is their name for companions who you will also have the option of playing as a ready-made character, engaging with their storyline from a "first person" perspective rather than as an outside influencer. A lot of people are complaining-with some merit-that the fact all these companions need to work as playable main characters means that they get written in a way that's overbearing and overshadows a custom created player character, which is a whole other topic of contention on these forums.
Originally Posted by Gray Ghost
Originally Posted by colinl8
I've not read all 65 pages of comments here, so some of this might have been touched on elsewhere, but I'm not troubled by a small party size. It forces some creativity about who you use for which encounters, which in turn means you have to make better use of each character's available abilities. If I could run a party of six instead of four, I'd probably only make use of one or two abilities from each character 90% of the time. The smaller party forces me to make broader, better use of the available resources.

I disagree with the idea that origin companions are lame as a concept. They're the people you meet along the way, each with their own personality, agendas, etc. When every companion is home-rolled, that can be great for a specific playthrough concept you want to do, but since it's impossible to give a home-rolled companion a personality, dialog, etc, that aspect of the game vanishes. Sure, I'll eventually cook up a party tailor-made for a few specific difficult encounters at higher difficulty settings, but I absolutely want to get to know the stock companions, do their quests, see how they react to different choices, etc.

Also, could you imagine the howls of outrage if a AAA crpg *didn't* offer origin companions? It would be a sin on par with not having a rogue class, it's just too standard a concept to chuck away without an obviously-compelling reason.

I think the part people are complaining about isn't the concept of companions, it's Larian's specific inclusion of ORIGIN companions, which is their name for companions who you will also have the option of playing as a ready-made character, engaging with their storyline from a "first person" perspective rather than as an outside influencer. A lot of people are complaining-with some merit-that the fact all these companions need to work as playable main characters means that they get written in a way that's overbearing and overshadows a custom created player character, which is a whole other topic of contention on these forums.
Ha. You beat me to it, @Gray Ghost.

@colinl8 is conflating NPC companions with origin companions when the two concepts are not at all the same thing.

NO to origin companions. YES to (traditional) NPC companions.
I think if someone bothers to show up here, it probably means they are into game design and old school forums communication, which I'm sure is an even narrower subset. But they did say they wanted a gang to iterate with, so even a fraction of a fraction is better than nothing. I mean it's all just in the vain hope, that the developers might be more inclined to at least check out their own forums, if not endless reddit and steam threads. Even here the stuff just comes flying daily, so perhaps its just a repetitive bump echo chamber, but at least it keeps the thread title in view.

I still see party size 6 as the benchmark for EA feedback responsiveness. They said it would be mod'able, or Swen did in a glancing comment from one of the earliest promo vids, but honestly it would be so much better if the devs just built it in, so we could have native UI support. I understand the point about being forced to use more of the characters' abilities with the cap at 4, that's fine, roll with 4 then if its more fun. But for those of us who want the gold box vibe 4 is never going to cut it. 6 for the win!
Originally Posted by kanisatha
My point was that I could picture the BG3 devs wringing their hands and whining and crying that they put so much time and energy and effort and love into creating these awesome and wonderful and amazing origin characters and a bunch of horrible players just blatantly killed them all off the moment they met them. I can even picture the devs putting in place some sort of *punishment* for those players who do such an appalling thing. I mean it is extremely obvious the devs WANT us to play with their silly origin characters, that they are trying to PUSH us into using their stupid-ass origin characters. And this irks me.
You assume Larian actually care about them more than a nice gimmick
All valid points my friends. smile
Originally Posted by Black_Elk
I think if someone bothers to show up here, it probably means they are into game design and old school forums communication, which I'm sure is an even narrower subset. But they did say they wanted a gang to iterate with, so even a fraction of a fraction is better than nothing. I mean it's all just in the vain hope, that the developers might be more inclined to at least check out their own forums, if not endless reddit and steam threads. Even here the stuff just comes flying daily, so perhaps its just a repetitive bump echo chamber, but at least it keeps the thread title in view.

I still see party size 6 as the benchmark for EA feedback responsiveness. They said it would be mod'able, or Swen did in a glancing comment from one of the earliest promo vids, but honestly it would be so much better if the devs just built it in, so we could have native UI support. I understand the point about being forced to use more of the characters' abilities with the cap at 4, that's fine, roll with 4 then if its more fun. But for those of us who want the gold box vibe 4 is never going to cut it. 6 for the win!

i only play bg3 EA and completed it just once before the druid reveal. did larian made some changes to the UI that purposely restrict the modding of adding party characters more than 4? if larian did that on purpose like how obsidian did with pillars of eternity 2, that is a real bummer. i may not trust larian anymore.
Originally Posted by Archaven
Originally Posted by Black_Elk
I think if someone bothers to show up here, it probably means they are into game design and old school forums communication, which I'm sure is an even narrower subset. But they did say they wanted a gang to iterate with, so even a fraction of a fraction is better than nothing. I mean it's all just in the vain hope, that the developers might be more inclined to at least check out their own forums, if not endless reddit and steam threads. Even here the stuff just comes flying daily, so perhaps its just a repetitive bump echo chamber, but at least it keeps the thread title in view.

I still see party size 6 as the benchmark for EA feedback responsiveness. They said it would be mod'able, or Swen did in a glancing comment from one of the earliest promo vids, but honestly it would be so much better if the devs just built it in, so we could have native UI support. I understand the point about being forced to use more of the characters' abilities with the cap at 4, that's fine, roll with 4 then if its more fun. But for those of us who want the gold box vibe 4 is never going to cut it. 6 for the win!

i only play bg3 EA and completed it just once before the druid reveal. did larian made some changes to the UI that purposely restrict the modding of adding party characters more than 4? if larian did that on purpose like how obsidian did with pillars of eternity 2, that is a real bummer. i may not trust larian anymore.

There has been steps towards the opposite, however some elements in-game are only designed for parties of four, such as beds at camp causing some known issues with 6-player mods. I faintly remember some comments of aiming to open up modding more for user content such as that, but also modding support isn't provided until sometime after full release. Right now modding only consists of user-created applications to unpack .pak files from the game directory, and edit files in text editors. Unlike actual mod support similar to Dos2, which would allow modders to take the rest into account, such as placing down two more beds at camp, etc.

So Larian isn't actively trying to combat modders, but supporting it isn't on the agenda until full release either. (Which is why I'm saving my energy until full release, personally.)
For sure! Most of my hopes for the game are probably hinging on how deep the modding capabilities end up going. Like if they're flexible enough and delve deep enough, I can imagine people trying to remake the classics again, or at least do some vignettes that hint in that direction. That comment several pages back, (or maybe in another thread?) that tuco brought up, the idea of origin companions as like playing the BG saga again, but "this time as Viconia" hehe. But like I could actually see that going somewhere, if it was all deadpan and done right. Especially if we are already getting Minsc here lol. Like the latter day adventures of Minsc and Viconia or some wonky spin-off? But I think even with a lot of flex for the modding, it probably won't go to a Neverwinter level like "build as we go" much as I might wish it did. I think a game like NWN3 might be more up my alley than this one, though I really wish the NWN idea of a toolset and campaign design studio could be married to the idea in Baldur's Gate or the old Gold Boxes of controlling more than 1 character at a time. Designing modules and tactical challenges for a large party with diverse char abilities, and a large level spread too. That's how we eventually get to the insane ass stuff like the Throne of Bloodstone, which incidentally still had like the best cover illustration of all the old FR Faerun modules! haha. Like I wish someone could make that one someday, as it was beyond ridiculous and I never got a chance to actually play it (if anyone ever did?) but we'd know we'd never get there without a big old party and an engine that could at least do 6 + as many summons. I feel like the Throne of Bloodstone was the homage they were trying to with the BG games, especially at the end, like TOB which even used the same acronym. The skulls were there from day 1. Like even just comparing the OG box art for BG, its sort of baked in from the start. Least in my head. Then the Balors like the pewters from the 80s might be playing some serious tricks. But yeah I think saving some energy for post release makes sense. I have dialed back my engagement with the actual game quite a bit, just cause I'm not sure I really want to see all these mid-way permutations or muddle through much more of the UI till the kinks are ironed out. Patch 5 feels more cohesive than the previous 4 patches though, just as an overall experience out the gate, and I almost wish I hadn't played out the first act 6 months ago. I give it a whirl every time a new patch drops, but I know I'll have to play through this whole game at least once after its fully cooked, just on general principle, so letting it ride until the EA is dunzo before diving in too hard seems like a smart plan. heheh I think Keith Parkinson is just my favorite D&D illustrator of the golden age, so that probably colors it some. But while kicking on forums shouting "6! 66!" on the regular couldn't hurt right?

[Linked Image from i.ibb.co]

[Linked Image from i.ibb.co]
Originally Posted by Black_Elk
[Linked Image from i.ibb.co]

[Linked Image from i.ibb.co]

Off-topic: Love that artwork, kinda miss that kind of gritty occult evilness, the kind that caused all the Christians to go crazy and start court cases calling metal songs or magic cards instruments of Satan to corrupt youth and made it feel like something special and counter-cultural. Maybe i'm just old, but modern fantasy doesn't have that same effect on me, it's as if we went from Bathory to Lordi metaphorically speaking. Thanks for sharing these images !
Originally Posted by The Composer
Originally Posted by Archaven
Originally Posted by Black_Elk
I think if someone bothers to show up here, it probably means they are into game design and old school forums communication, which I'm sure is an even narrower subset. But they did say they wanted a gang to iterate with, so even a fraction of a fraction is better than nothing. I mean it's all just in the vain hope, that the developers might be more inclined to at least check out their own forums, if not endless reddit and steam threads. Even here the stuff just comes flying daily, so perhaps its just a repetitive bump echo chamber, but at least it keeps the thread title in view.

I still see party size 6 as the benchmark for EA feedback responsiveness. They said it would be mod'able, or Swen did in a glancing comment from one of the earliest promo vids, but honestly it would be so much better if the devs just built it in, so we could have native UI support. I understand the point about being forced to use more of the characters' abilities with the cap at 4, that's fine, roll with 4 then if its more fun. But for those of us who want the gold box vibe 4 is never going to cut it. 6 for the win!

i only play bg3 EA and completed it just once before the druid reveal. did larian made some changes to the UI that purposely restrict the modding of adding party characters more than 4? if larian did that on purpose like how obsidian did with pillars of eternity 2, that is a real bummer. i may not trust larian anymore.

There has been steps towards the opposite, however some elements in-game are only designed for parties of four, such as beds at camp causing some known issues with 6-player mods. I faintly remember some comments of aiming to open up modding more for user content such as that, but also modding support isn't provided until sometime after full release. Right now modding only consists of user-created applications to unpack .pak files from the game directory, and edit files in text editors. Unlike actual mod support similar to Dos2, which would allow modders to take the rest into account, such as placing down two more beds at camp, etc.

So Larian isn't actively trying to combat modders, but supporting it isn't on the agenda until full release either. (Which is why I'm saving my energy until full release, personally.)

thanks! but just wondering if they could have just make something different than bedrolls which restrict the number of party members? just wondering. if so then there may not have a need to mod the expanded bedrolls at all?

just wondering did anyone from mod community actually did rebalance combat in DOS2 for expanded party? i think it's not a difficult thing to do as i think it's only about rebalancing the enemy stats or placing more different/same enemies to the combat encounter to make the battle more challenging or rebalance for party of 6 instead of 4. also the number of battles in bg3 / DOS2 i believe are limited and no random encounters so i think it may not be a difficult thing i suppsoed.
Anytime SerraSerra

Definitely, I have the same predisposition. Backwards records all day! lol. Probably a better way to take the argument at this point. Just with like Parkinson illustration mic drops, and kinda non sequitur. We need a party of six, cause...

[Linked Image from i.ibb.co]

and

[Linked Image from i.ibb.co]

haha sorry, the load for page 68 will now be a few seconds longer, but it was totally worth it lol

I think BG2 definitely went there, even if it was for sure more mid-late 90s in the look, with the giger style biomechanic influence ascendant and like the nightmare on elmstreet latex stretch, which BG3 definitely does at the start too. A crew of villains at 6 is the ideal. Like you need the spare slots for the knock off, and the expendables. Even if you like Penta pile on, or a final foursome, a triumphant trio, or a dynamic deadly duo. I just think the party with a fifth slot is better than just four, and a sixth would be even more epic than that! I hope it goes there in the afterlife at least.
Oh hey, that Dungeon magazine cover pick was the design drawing for my tattoo.

Have a great day !
You too AerezDrey!

Here, just while I'm at it, and since it's come up many times, an only slightly weaker (but still compelling) argument that we should at least have a party of five, cause...

[Linked Image from i.ibb.co]

Undeniably sound logic lol
I'm still pulling for six though
Originally Posted by The Composer
Originally Posted by Archaven
Originally Posted by Black_Elk
I think if someone bothers to show up here, it probably means they are into game design and old school forums communication, which I'm sure is an even narrower subset. But they did say they wanted a gang to iterate with, so even a fraction of a fraction is better than nothing. I mean it's all just in the vain hope, that the developers might be more inclined to at least check out their own forums, if not endless reddit and steam threads. Even here the stuff just comes flying daily, so perhaps its just a repetitive bump echo chamber, but at least it keeps the thread title in view.

I still see party size 6 as the benchmark for EA feedback responsiveness. They said it would be mod'able, or Swen did in a glancing comment from one of the earliest promo vids, but honestly it would be so much better if the devs just built it in, so we could have native UI support. I understand the point about being forced to use more of the characters' abilities with the cap at 4, that's fine, roll with 4 then if its more fun. But for those of us who want the gold box vibe 4 is never going to cut it. 6 for the win!

i only play bg3 EA and completed it just once before the druid reveal. did larian made some changes to the UI that purposely restrict the modding of adding party characters more than 4? if larian did that on purpose like how obsidian did with pillars of eternity 2, that is a real bummer. i may not trust larian anymore.

There has been steps towards the opposite, however some elements in-game are only designed for parties of four, such as beds at camp causing some known issues with 6-player mods. I faintly remember some comments of aiming to open up modding more for user content such as that, but also modding support isn't provided until sometime after full release. Right now modding only consists of user-created applications to unpack .pak files from the game directory, and edit files in text editors. Unlike actual mod support similar to Dos2, which would allow modders to take the rest into account, such as placing down two more beds at camp, etc.

So Larian isn't actively trying to combat modders, but supporting it isn't on the agenda until full release either. (Which is why I'm saving my energy until full release, personally.)

This is kind of off-topic, but I really don't get why there are bedrolls for the characters in your party. I have to imagine there's some sort of setpiece at some point where the bedrolls and sleeping in that arrangement matters, because I find their presence very weird. Every character already has a tent of their own after all, what do the bedrolls add or accomplish?
Actually, I kinda echo this, the party members could all have their sleeping stuff at their tent. Arguable that'd make it easier to have a larger party size and would just be easier in the long run, especially if we ever ditch the main camp for a house or tavern.
Originally Posted by Gray Ghost
Originally Posted by The Composer
Originally Posted by Archaven
Originally Posted by Black_Elk
I think if someone bothers to show up here, it probably means they are into game design and old school forums communication, which I'm sure is an even narrower subset. But they did say they wanted a gang to iterate with, so even a fraction of a fraction is better than nothing. I mean it's all just in the vain hope, that the developers might be more inclined to at least check out their own forums, if not endless reddit and steam threads. Even here the stuff just comes flying daily, so perhaps its just a repetitive bump echo chamber, but at least it keeps the thread title in view.

I still see party size 6 as the benchmark for EA feedback responsiveness. They said it would be mod'able, or Swen did in a glancing comment from one of the earliest promo vids, but honestly it would be so much better if the devs just built it in, so we could have native UI support. I understand the point about being forced to use more of the characters' abilities with the cap at 4, that's fine, roll with 4 then if its more fun. But for those of us who want the gold box vibe 4 is never going to cut it. 6 for the win!

i only play bg3 EA and completed it just once before the druid reveal. did larian made some changes to the UI that purposely restrict the modding of adding party characters more than 4? if larian did that on purpose like how obsidian did with pillars of eternity 2, that is a real bummer. i may not trust larian anymore.

There has been steps towards the opposite, however some elements in-game are only designed for parties of four, such as beds at camp causing some known issues with 6-player mods. I faintly remember some comments of aiming to open up modding more for user content such as that, but also modding support isn't provided until sometime after full release. Right now modding only consists of user-created applications to unpack .pak files from the game directory, and edit files in text editors. Unlike actual mod support similar to Dos2, which would allow modders to take the rest into account, such as placing down two more beds at camp, etc.

So Larian isn't actively trying to combat modders, but supporting it isn't on the agenda until full release either. (Which is why I'm saving my energy until full release, personally.)

This is kind of off-topic, but I really don't get why there are bedrolls for the characters in your party. I have to imagine there's some sort of setpiece at some point where the bedrolls and sleeping in that arrangement matters, because I find their presence very weird. Every character already has a tent of their own after all, what do the bedrolls add or accomplish?

I think bedrolls are much easier to implement or less effort than tent especially if the game mechanic are allowing the party to rest at ANYWHERE as long as you have the camp supplies. I did not play and check out the latest BG3 EA on how it is currently implemented. I only finished EA once before the druid reveal.

Basically, in pathfinder kingmaker or wrath of the righteous, they have same bedrolls as well. You will see a camp with a surrounding of 6 bedrolls. I don't think it's difficult to implement other than Larian perhaps want to make camping looks more appealing. i would rather have Larian spend their time on priorities.
It's because everyone sleeps under the stars out in the open. It's common for a party to sleep around a campfire like that. Haven't you ever been camping? Who sleeps in tents?

😜
Originally Posted by GM4Him
It's because everyone sleeps under the stars out in the open. It's common for a party to sleep around a campfire like that. Haven't you ever been camping? Who sleeps in tents?

😜
People who don't like to be eaten alive by insects?
Originally Posted by GM4Him
It's because everyone sleeps under the stars out in the open. It's common for a party to sleep around a campfire like that. Haven't you ever been camping? Who sleeps in tents?

😜

If Larian wants to go for maximum realism, the entire party should get attacked by swarms of mosquitoes at some point.
A rabid squirrel bites us in our sleep forcing SH to cure our disease.
It’s because their bodies are blistering hot from the constant direct sunlight they endure while adventuring in Area 1. Bedrolls under stars are their only relief.

😝
i'm sure it's been mentioned but one downside of a party of 6 is that you'd have to add more enemies to keep balance, making combat take even longer.
In a RTWP game this is a non-issue because combat is so fast to the point you need to add trash encounters. But in turned based, it can make things feel really sluggish. I already feel some encounters in BG3 are way too slow when too many creatures are involved (i.e. Shattered Sanctuary).
Originally Posted by polliwagwhirl
i'm sure it's been mentioned but one downside of a party of 6 is that you'd have to add more enemies to keep balance, making combat take even longer.
In a RTWP game this is a non-issue because combat is so fast to the point you need to add trash encounters. But in turned based, it can make things feel really sluggish. I already feel some encounters in BG3 are way too slow when too many creatures are involved (i.e. Shattered Sanctuary).

Turn based doesn't HAVE to be slow with a party of 6. Larian already sped it up once. They could do more to improve the AI and keep the game rolling. In Pathfinder and Solasta, which are also turn based (or can be), you can have combats with 6 party members and the battle isn't slowed down at all. I have a hard time with this being a reason for not having 6 party members because other games can and have done it. X-com can have up to 6 party members, Pathfinder and Solasta, which are D&D games, CAN have it (though Solasta is mostly 4 party members, you can gain up to 2 additional at various points in the game). You can have animal companions, etc. as well. The game CAN move fast even with turn based. It's not impossible. It's just that it is slow right now.
Originally Posted by polliwagwhirl
i'm sure it's been mentioned but one downside of a party of 6 is that you'd have to add more enemies to keep balance, making combat take even longer.
In a RTWP game this is a non-issue because combat is so fast to the point you need to add trash encounters. But in turned based, it can make things feel really sluggish. I already feel some encounters in BG3 are way too slow when too many creatures are involved (i.e. Shattered Sanctuary).
This has been mentioned, yes. The counter argument has also been mentioned, namely that BG3 could use divided experience. If you divide exp among the characters in the party, then a party of 6 levels up more slowly than a party of 4, and the game mostly auto balances itself.

Edit: Also, people are arguing for the option of playing with a party of 6, not a requirement or expectation. Encounters would still be based around party sizes of 4; it's not like we want the game to check in real time what our party size is, and then adjust # of enemies depending on whether we have 4, 6, or 1 characters. Divided exp also allows players to use party sizes smaller than 4, where characters would level up faster!
There aren't more ennemies in Wasteland or Xcom than in BG3. Party of 6 does not always mean more ennemies. This is a wrong argument.
Originally Posted by Maximuuus
Party of 6 does not always mean more ennemies. This is a wrong argument.

All else equal, if you allow parties of 6 right now, the game becomes much easier. You could balance this through split XP as mrfuji suggested, or by adding more enemies / stronger enemies.
Originally Posted by polliwagwhirl
Originally Posted by Maximuuus
Party of 6 does not always mean more ennemies. This is a wrong argument.

All else equal, if you allow parties of 6 right now, the game becomes much easier. You could balance this through split XP as mrfuji suggested, or by adding more enemies / stronger enemies.

Yes, and there are other things you can do too to increase the difficulty of a game.
But you don't HAVE to add more ennemies.

Some battles in BG3 already have more ennemies than hack & slash games. It would be terrible to add even more goblins grin
Originally Posted by polliwagwhirl
Originally Posted by Maximuuus
Party of 6 does not always mean more ennemies. This is a wrong argument.

All else equal, if you allow parties of 6 right now, the game becomes much easier. You could balance this through split XP as mrfuji suggested, or by adding more enemies / stronger enemies.
Which means that when you do all of the above in equal measure having “bigger fights” becomes hardly an actual issue.
Originally Posted by Maximuuus
Originally Posted by polliwagwhirl
Originally Posted by Maximuuus
Party of 6 does not always mean more ennemies. This is a wrong argument.

All else equal, if you allow parties of 6 right now, the game becomes much easier. You could balance this through split XP as mrfuji suggested, or by adding more enemies / stronger enemies.

Yes, and there are other things you can do too to increase the difficulty of a game.
But you don't HAVE to add more ennemies.

Some battles in BG3 already have more ennemies than hack & slash games. It would be terrible to add even more goblins grin

if there are enough enemies, then it would mean placement & positioning, add variety to the encounter and stats changes. I'm not sure at the moment if Larian did any stats change to the bestiary. If they did, then i see no issue here if that's the case.
Posted By: Lenggao Re: Party Size Discussion - 30/08/21 11:26 AM
How is adding two more characters going to take them longer to make the game?

It's been done through mod already.

That's a pretty half ass excuse or counter argument tbh, no offense.

Logically, it makes no sense, since they're introducing more characters anyways, so that's basically an out of your "where the sun don't shine" answer tbh.

There's a whole list of reasons that goes on for so long, no one wants to write it all, about how just adding in one more character, not to mention 6 opens up so much more possibilities while you hardcore 4 player on a team people wouldn't even be affected much. Since you still get what you want, a 4 player team in a single or co op game.
But somehow that still affects your life enough to come up with the whole "it'll take longer to make a game, by adding something that's already planned to potentially be in the game already, but Larion is just debating if they want to or not take that path.

Following that logic I bet you guys get mad at people for playing a single player game a certain way that's not like yours too huh?

The difficulty argument is kinda invalid too, it's as if you're saying Larian would be half ass and not scale enemies accordingly.
The freedom of choice is always a good thing.
Some folks uses one character only, are you 4 player squad gon bash on them for playing with one character only?
Just let folks enjoy their game the way they want.
Heck if they have a 50 people on the team option, who cares bruh, let them.

It's like you're mad at me, because I shag my girl last night while you don't have one.
Me riding a car while you chose to walk.
I choose to hit the gym while you play video games.
How are you getting mad at folks for doing stuff that's not really affecting the choices you make?
How does it affect you at the end of the day?
It don't.

Are you going to pull my hands away from my girl as we walk because you have no one to hold yours? No, so why whine about people asking for more party members in a game that it makes sense to have a few more?

It's like you guys are stuck in this 4 player on a team loop mentality that's been the trend with games. You get offended at any mention of some different.
Or you probably don't have more than 4 friends or whatever.

Just let people get options man. Especially when the reasoning is valid enough vs "I don't like it because I've been playing 4 player teams my whole life" or "I'm too lazy to even play a game now that it has a function I won't use, so I'll whine about how hard it is to keep up with the game now that it has one more teammate on it."

Some folks man. 🤦🏻‍♂️
Closeminded ass community tbh.
Posted By: GM4Him Re: Party Size Discussion - 30/08/21 12:13 PM
It all seems to be about character management. 2 more characters makes the item management system even worse than it already is. It's a huge pain point now. Imagine 2 more on the team.

That said, you shouldn't base it on janky item management. Fix that and adding 2 more won't hurt the game.

Oh, and about balance. But balance can be adjusted easy enough. Use proper 5e stats for one, and if you need to, add more enemies. There you go. Now 6 party members works.

The pluses for 6 more than outweigh the minuses.
Posted By: Archaven Re: Party Size Discussion - 31/08/21 04:22 AM
i know larian love to promote their 4 person multiplayer game. but i hope they should really support those who like 6 party members single player games. i don't think it's a difficult thing to just allow 6 party character in single player and just fine tune those combat encounters. since larian games have limited encounters and no random ones, i don't think it's a difficult task for them to fine-tune. compared to pathfinder kingmaker which they have some sort of random endless dungeons, it can't be that a small indie company can do it but bg3 as AAA game could not?
Posted By: Thrythlind Re: Party Size Discussion - 08/09/21 03:38 PM
4 party members is very restrictive for a D&D game where you recruit NPCs... it would be less of a problem if you made your own party.
Posted By: GM4Him Re: Party Size Discussion - 08/09/21 08:09 PM
Been playing Pathfinder: Kingmaker because, you know, people swear by Pathfinder.

I will say this, the game starts with a party of 4, and I felt the restriction of it. I created a Magus (fighter mage person), and I had a bard, barbarian and cleric. It was a difficult mix. Later, I was able to add a 5th party member, a fighter, and it became easier because I was rounding my team out better in terms of skills and abilities. It really helped the overall party dynamic.

Then, the game won me over. I was able to Hire Mercenary and create ANOTHER CUSTOM CHARACTER to make my 6th party member. OMG how I would love to have that functionality in BG3! We also desperately need to be able to add and remove party members that are custom characters so that if we're playing multiplayer, and 1 player decides to quit, we can continue with the story and just drop that character from the party.

6 party members really rounded my team out better.

You know, I suspect that if they did a 6 party member game, they wouldn't need to fudge the classes like they're doing with all the homebrew nonsense. Part of the issue with a 4 party team is you need everyone to have the ability to sneak, to heal, to fight, etc. or you struggle through the game because you don't have enough party member slots to add all the roles you need.

And if you play multiplayer party of 4, you have NO room to add any origin characters or anything. You are literally stuck with your party of 4 and that's it. You can't add anyone else.

And from what I've seen, it looks like early game designs gave people the ability to have up to 6 party members! So what the heck!
Posted By: Saito Hikari Re: Party Size Discussion - 10/09/21 10:23 PM
I basically have two contingency plans in regards to team compositions with 4 character and 6 character teams.

4 characters:

- Archer Valor Bard
- Shadowheart/Cleric
- Paladin
- Gale/Wizard

Extremely rigid setup, covers all tactical bases while favoring magical utility at the same time. Replacing anyone leads to a major loss of utility for maybe more damage. I would not be surprised if most players had planned setups very similar to something like this as well.

6 characters:
- Archer Valor Bard
- Shadowheart/Cleric
- Paladin
- Gale/Wizard
- Ranger
- Wild card slot for whichever character interests me most

A balanced setup favoring ranged capabilities. The wild card would determine if the setup becomes more balanced (if I add another melee-focused character like Lae'zel), or even more skewed towards magic (like Halsin/Druid). If I wanted to, I could swap out the Ranger for even heavier magic or melee setups.

Upon further thought, with a 4 person party, I feel like having 3+ melee characters is just asking for trouble. But you can comfortably get away with doing that with a 6 person party, because you won't be losing far too much utility from doing such a thing.

It's worth noting that my current favored party setup in Pathfinder WotR consists of the following:

- Eldritch Archer (wizard/archer hybrid)
- Lann/Zen Archer (monk/archer hybrid)
- Arueshalae/Ranger
- Ember/Stigmatized Witch (bard/wizard hybrid with a focus on buffs and debuffs)
- Camellia/Shaman (druid-type class with a focus on buffs and debuffs)
- Seelah/Paladin

A lot of archers and mages. Despite the setup being imbalanced in theory, the characters are built in very specific ways to cover for tactical weaknesses, such as Lann and Camellia being able to function well on the front lines, along with four of the characters being capable of casting healing magic if needed (five if the main character is built in a specific way in regards to mythic powers).
Posted By: Try2Handing Re: Party Size Discussion - 11/09/21 05:40 AM
Originally Posted by Saito Hikari
[snip]
- Minsc/Ranger
[snip]
wait what?
Posted By: Saito Hikari Re: Party Size Discussion - 11/09/21 08:37 AM
Originally Posted by Try2Handing
wait what?

Datamines. Or well, whoever the ranger is at this point.
Posted By: timebean Re: Party Size Discussion - 11/09/21 02:02 PM
Legitimate question. Does party make-up really matter in this game? It seems with all the bells and whistles added in (barrels, shoves), the ability for every class to heal others (by throwing potions), and the general lack of class restrictions on spells…is there really any value in trying to create a balanced party?

If not (ie, depending on final fame mechanics), I will likely just stack my party with the group whose side quests sound the most interesting.
Posted By: Saito Hikari Re: Party Size Discussion - 11/09/21 02:25 PM
They’ve been slowly toning down the silliness, so yeah, it’ll matter. Eventually.
Posted By: Try2Handing Re: Party Size Discussion - 11/09/21 04:27 PM
Hopefully it won't be like Kingmaker where you can get anywhere with +50 attack bonus and/or 8 attacks per round critting on 15.

Would you rather have a game where any team comp can work, or a game where, without a balanced party, you're gonna go through hell unless you're playing Story mode?

Take Baldur's Gate 2, for example. I'm not sure about vanilla game, but with SCS and a couple other mods, it can get to the point where it's essentially required that you have at least one cleric and one mage. A cleric for specific protections against many negative effects. A mage for anti-magic attacks and countering enemy spellcasters. Some fights against liches, demi liches, vampires, illithids, demons, are probably unwinnable without clerics/mages. Some miniboss mages can wipe your party if you don't have a mage who can bring down their defenses (and in time).

I'm fine with such a "restriction", because my party can have 6 members, so even with a "required" cleric and a required mage, I still have 4 other slots and quite a lot of freedom for companion choices.

On the other hand, if your party can only have 4 party members, and you know that you're gonna need a cleric and a mage, that just doesn't leave you much of a choice, does it? You're going to need a rogue-ish character for the utilities, traps, and locks. And you're also going to need a frontliner who can keep enemies occupied. If you take into account the idea that maybe we won't even have a whole lot of companions to choose from, it's actually pretty depressing to think about. If you just tell me which class you're playing, I can pretty much tell which other companions your team consists of. And IF we also take into account that, some companions we like, and some we don't, then, what? Can I go make my custom party members now?

Is this game going to be so easy that even the most casual players who care nothing about party comp and such can still finish it comfortably, without having to lower the difficulty to Story mode?

Or is this game going to be like DOS2, in which you can respec your companions into anything? And the key to combat is always incapacitating enemies before they get to do anything, so you actually don't even need a tank, as long as you stack cc abilities and have ultra high initiative?
Posted By: Zarna Re: Party Size Discussion - 12/09/21 01:18 AM
Originally Posted by Try2Handing
Would you rather have a game where any team comp can work, or a game where, without a balanced party, you're gonna go through hell unless you're playing Story mode?
Playing with any team is already possible and I am sure it will stay that way, no matter if they add the extra party members for those of you who want them or leave it the way it is.

Originally Posted by Try2Handing
On the other hand, if your party can only have 4 party members, and you know that you're gonna need a cleric and a mage, that just doesn't leave you much of a choice, does it? You're going to need a rogue-ish character for the utilities, traps, and locks. And you're also going to need a frontliner who can keep enemies occupied. If you take into account the idea that maybe we won't even have a whole lot of companions to choose from, it's actually pretty depressing to think about. If you just tell me which class you're playing, I can pretty much tell which other companions your team consists of. And IF we also take into account that, some companions we like, and some we don't, then, what? Can I go make my custom party members now?

Is this game going to be so easy that even the most casual players who care nothing about party comp and such can still finish it comfortably, without having to lower the difficulty to Story mode?
You don't "need" anyone. This game can so far be soloed by any class. I can only speak for Ranger and partially for Wizard (stopped playing that character) but others here have done different classes. This will probably be done by someone on max difficulty a few days after the game is fully released. Don't need a cleric, just use healing potions. Don't need a rogue to pick locks, use the tools and I think Sleight of Hand affects it as well. Trap searching is Perception which anyone can easily have proficiency in. Definitely don't need a frontliner if you play cautiously or prefer an all ranged party. Don't need a mage either although they are possibly the most useful for all situations. There will be the custom option properly added later on to take care of the not liking certain characters issue, but you can do that now with the trick.

I think it is a good thing that many games have moved on from requiring a specific party makeup. Doesn't necessarily mean it is easier, using a non traditional party often means being creative and stubborn. "Casuals" will most likely be able to play on normal difficulty but I think we have different definitions of that word. Most "casuals" I know tend to play what they think they are supposed to play, meaning a traditional party setup and some of them don't bother with anything other than story mode.
Posted By: Maximuuus Re: Party Size Discussion - 12/09/21 07:26 AM
5e is already way more easy and tone down the need of a traditionnal party.

Everyone can use lockpicks. Most classes have spells or feature to heal. Most classes have a subclasses that can cast spells. Racial proficiency bonuses and/or feats allow you to custom your characters a lot,....

You don't need a healer, a tank, a wizard and a rogue. You can choose to create something else if you wish : you'll still have a lot of options for every character to become unique.

Classes remains unique but all of them have options to get more or less out of its primary goal... And that's really good.

But everyone should not always :

- be a healer/buffer (throw potion, potion as bonus action, scrolls for everyone)
- be a wizard (everyone can use every scrolls)
- be a rogue (hide as a bonus action)
- be powerfull in melee or with weapons (dipping, shoving as a bonus action, throwing,....)

That's how it works in BG3 because of the homebrew.
And that is not good at all in my opinion.
Posted By: GM4Him Re: Party Size Discussion - 12/09/21 11:53 AM
Originally Posted by Maximuuus
5e is already way more easy and tone down the need of a traditionnal party.

Everyone can use lockpicks. Most classes have spells or feature to heal. Most classes have a subclasses that can cast spells. Racial proficiency bonuses and/or feats allow you to custom your characters a lot,....

You don't need a healer, a tank, a wizard and a rogue. You can choose to create something else if you wish : you'll still have a lot of options for every character to become unique.

Classes remains unique but all of them have options to get more or less out of its primary goal... And that's really good.

But everyone should not always :

- be a healer/buffer (throw potion, potion as bonus action, scrolls for everyone)
- be a wizard (everyone can use every scrolls)
- be a rogue (hide as a bonus action)
- be powerfull in melee or with weapons (dipping, shoving as a bonus action, throwing,....)

That's how it works in BG3 because of the homebrew.
And that is not good at all in my opinion.

100% agree
Posted By: mookieb13 Re: Party Size Discussion - 04/10/21 12:54 PM
The simple fact of games these days - Every Non-MMO but still Multiplayer game should have the option of 4, 6, or 8 players. Or more, depending on the type of game. But a game like this where you are bulding a party to play it should ALWAYS have the ability to add more RPCs dpending on the group of people that want to play together. My game group has 6 people in it, and we have to leave people out because of the stipidty of a 4 player system. NO GAME SHOULD HAVE ONLY 4 PLAYERS MAX. If the problem is connection speeds or resources for the game itself, then that should be on the user to make it right. If the problem is ease of completion, then it should be on the devloper to scale the difficulty to the number of RPCs. Limit the NPC slot list if you want, but the players should have a choice as to how many can play at a time.
It's that simple.
I don't care if the studio has a history of 4 player games.
I don't care if people are crying about length of battles or interations because of a larger party.
The number of people playing should be player controlled. Period.
I wish developers would get out of the past and realize this. There is no logical reason for only having a 4 player multiplayer game anymore.

Just my 2 cents
-Mookie
Posted By: GM4Him Re: Party Size Discussion - 05/10/21 04:58 PM
Originally Posted by mookieb13
The simple fact of games these days - Every Non-MMO but still Multiplayer game should have the option of 4, 6, or 8 players. Or more, depending on the type of game. But a game like this where you are bulding a party to play it should ALWAYS have the ability to add more RPCs dpending on the group of people that want to play together. My game group has 6 people in it, and we have to leave people out because of the stipidty of a 4 player system. NO GAME SHOULD HAVE ONLY 4 PLAYERS MAX. If the problem is connection speeds or resources for the game itself, then that should be on the user to make it right. If the problem is ease of completion, then it should be on the devloper to scale the difficulty to the number of RPCs. Limit the NPC slot list if you want, but the players should have a choice as to how many can play at a time.
It's that simple.
I don't care if the studio has a history of 4 player games.
I don't care if people are crying about length of battles or interations because of a larger party.
The number of people playing should be player controlled. Period.
I wish developers would get out of the past and realize this. There is no logical reason for only having a 4 player multiplayer game anymore.

Just my 2 cents
-Mookie

Amen and amen!
Posted By: schpas Re: Party Size Discussion - 16/10/21 09:06 AM
Thats wrong in NWN 1 you could have only one Char. in the vanialla game. In NWN 2 only four.
Posted By: Black_Elk Re: Party Size Discussion - 16/10/21 11:41 AM
This is true, and I think also the reason why NWN could never quite achieve its full promise as a successor to Baldur's Gate.

The main reason being that, despite having an awesome toolset, the Dungeon master could not really create a campaign that looked or felt anything like Baldur's Gate. You know with the epic godmode vibe of the 6 player party and a gang of summons all under the command of one strategic mind. Instead it fell into the trap of being only single player ala Everquest grind feel, or multiplayer with a few people in a small groups, because anything more than Solo + a henchmen was nearly impossible to scale properly. So you'd have combat's that were either designed to work well for one player, or just become instantly insane with way too much stuff happening way too quickly in real time. Speaking mainly of NWN1 vanilla here. By the time good single player campaigns came out, or PWs figured out a way to manage the large gatherings, and break it up with heavy DM involvement, it was like "Now we're doing NWN2!" and it was cool, but had like no backwards compatibility. Splinter the design community in half. But what it didn't have was a way to build a Baldur's Gate game.

What it needed I think was an action RTS component or view more like the old original Warcraft editor, where killer levels could be designed to really take advantage of the RTS real time type angle. 6 player party is basically the bridge between a wargame large battle type atmosphere, and more PnP play. But Bioware went a different direction when they moved on, doing the Jade Empire Kotor route, cinematic FPS in a fantasy setting basically, and still using the henchmen idea to the Nth degree. Baldur's Gate had more in common with Warcraft II: Beyond the Dark portal 1995, than it does with NWN. I think if NWN could have built in the action RTS element to its campaign designer we'd have seen something like the ultimate. Because then it could marry the cool cinematic and exploration appeal of a more driving game experience, but have the combat intensity of the best in strategy game, while still using the TB elements of say what Troika was trying to cook up (which was basically the old SSI sort of vibe but brought up to speed.)

I think the pinnacle for a D&D computer game would be able to combine all 3 concepts, into a single grand campaign system. Basically the BG style for battle campaigns, the others more for the story and exploration driven stuff. I mean I think everyone had the same feeling at the time. That NWN would kick ass and take names if only it could have a Party of 6, and pull the camera out into an iso view, look more in game the way it presented in the level editor of the Solstice Toolset. Like the way back zoom, with the sort of control scheme that such a view requires. Let the player switch it on the fly, based on the intensity of the combat encounter. The player knows when shit's about to get real, and when it goes cinema, what's going to have the right appeal based on what's happening. I think that would be pretty cool. I can picture how it would look, but I've never seen it. I was hoping BG3 might be it, but we're just not there yet.

I want to see something that can eventually bridge into D&D VR, but I also love that older style of crawler from the eye in the sky that BG truly exemplified.

I think BG3 will be much closer when they raise the party cap to 6. This remains like the first litmus test for me. If before bringing us out of EA they up us to six, then I will know that deep down, they truly want to be a Baldur's Gate game. They need to find a way to make it happen heheh
Posted By: kanisatha Re: Party Size Discussion - 16/10/21 01:14 PM
Originally Posted by schpas
Thats wrong in NWN 1 you could have only one Char. in the vanialla game. In NWN 2 only four.
Yes NwN1 was not a party-based game. But for NwN2, even with the four size, you could very easily go into the game files and change that to whatever number you wanted. Didn't even need someone to make a mod for it. And the game ran just fine. I usually changed it to allow as much as eight companions sometimes. And then the last expansion for the game bumped party size up to six anyway.
Posted By: TripSin Re: Party Size Discussion - 16/10/21 06:41 PM
I could really go for an increased party size, just because I like their characters and want to be able to play with more of them and hate having to exclude people.

5 would be nice but then I guess that would make it awkward for people duoing the game since one person gets 2 characters and the other 3. Then 6 characters might be a bit much considering the space for combat. Then of course you'd have to rework all the battles to balance for increased characters.
Posted By: Alyssa_Fox Re: Party Size Discussion - 17/10/21 04:25 AM
Originally Posted by polliwagwhirl
Originally Posted by Maximuuus
Party of 6 does not always mean more ennemies. This is a wrong argument.

All else equal, if you allow parties of 6 right now, the game becomes much easier. You could balance this through split XP as mrfuji suggested, or by adding more enemies / stronger enemies.

XP split doesnt really work for the endgame when the encounters are balanced around a full party at a max lvl. And adding more or stronger enemies sounds easier than it is done. It will require to balance encounters for every difficulty level for different party sizes, which will be be a huge amount of work, considering that we are talking about enemies that are smarter than in other DnD RPGs. In BG2 for example you dont have enemies wake up their sleeping allies or throwing healing potions at them. They also tend to ignore your backline and it's pretty easy to tank them. Also bigger fights with many enemies and big parties will become a slogfest especially if Larian will add proper reactions. There is a reason why Solasta went with a 4-person party too, imagine how many pop-ups for Bend Luck you will get in a turn in a fight that has more than 12 people?
Posted By: Tuco Re: Party Size Discussion - 17/10/21 07:50 AM
Originally Posted by Alyssa_Fox
XP split doesnt really work for the endgame when the encounters are balanced around a full party at a max lvl.
"Balanced for".
It always worked in the past for plenty of other titles, not sure why it shouldn't here.

Quote
And adding more or stronger enemies sounds easier than it is done. It will require to balance encounters for every difficulty level for different party sizes
No, it wouldn't.

Quote
considering that we are talking about enemies that are smarter than in other DnD RPGs
irrelevant. The AI manages whatever enemy is set on the encounter. It doesn't require to script individual moves for each enemy. That's the very reason Larian worked on a "proper AI system" since DOS 2 and something they advertised strongly in the past.
You'd literally just need to swap models in the toolset to already have it somewhat working, with occasional minor adjustments required.


Quote
n BG2 for example you dont have enemies wake up their sleeping allies or throwing healing potions at them.
That doesn't really change anything in practical terms. If you need to tone down an AI to make an encounter viable, maybe that encounter needs revisions to begin with.

Quote
Also bigger fights with many enemies and big parties will become a slogfest especially if Larian will add proper reactions. There is a reason why Solasta went with a 4-person party too, imagine how many pop-ups for Bend Luck you will get in a turn in a fight that has more than 12 people?
No, it's not. Which is precisely why Solasta gives you several occasions to escort one or two extra NPCs for long stretches of the game.

That said, we are still blabbing as if some utopic "perfect balance" would necessarily need to be hit to make a game of this type work, which is a bullshit premise to begin with.
A competent designer needs to just to account for extremes (make sure they are still somewhat viable) and choose a suitable middle ground as the standard reference, not lose his mind after the "balance" of every single variable.
Posted By: Alyssa_Fox Re: Party Size Discussion - 17/10/21 08:36 AM
Originally Posted by Tuco
[/quote]

[quote=Tuco]It always worked in the past for plenty of other titles, not sure why it shouldn't here.

Which ones?

Originally Posted by Tuco
No, it wouldn't.

Yes, it would.

Originally Posted by Tuco
irrelevant. The AI manages whatever enemy is set on the encounter. It doesn't require to script individual moves for each enemy. That's the very reason Larian worked on a "proper AI system" since DOS 2 and something they advertised strongly in the past.
You'd literally just need to swap models in the toolset to already have it somewhat working, with occasional minor adjustments required.

It very relevant. Every other game like Pathfinder or Pillars of Eternity has braindead enemies that walk into fire, never wake their allies from sleeping, get tanked by summons immune to damage, etc. Difficulty in these games is superficial, because no matter how many hps or damage your enemies have they can easily be defeated by using very basic tactics that simply do not work in BG3 because of better AI.

Originally Posted by Tuco
That doesn't really change anything in practical terms. If you need to tone down an AI to make an encounter viable, maybe that encounter needs revisions to begin with.

And make encounters boring like in Pathfinder? You have to gimp yourself very hard or play using mods to actually enjoy combat in most DnD-style games if you know basics of DnD.

Originally Posted by Tuco
No, it's not. Which is precisely why Solasta gives you several occasions to escort one or two extra NPCs for long stretches of the game.

Excatly. Escort missions with temporary allies would become slogfest if Solasta had a 6-person party. Or we would have to deal with overbuffed enemies.
Posted By: Tuco Re: Party Size Discussion - 17/10/21 09:35 AM
Originally Posted by Alyssa_Fox
Which ones?
Every D&D game so far that allowed for a party ranged from 1 to 6 characters, starting precisely with the two previous Baldur's Gate games, had to face the same exact "problem" of being capped with the exp/level at some point and it was never a particularly limiting factor.
Not even for playing SOLO, let alone for having an oscillation of one or two party members. Some players enjoyed the added challenge and weren't particularly troubled by it, others went for the bigger party because liked to manage more characters.

It's a fake problem you are advocating for just for the sake of being petulant about an "issue" that wouldn't even affect you to any degree.


Also, the very assumption that turn-based combat would make HARDER to manage more characters is a load of bullshit, especially when it's most likely the opposite. Josh Sawyer himself went on record saying that if POE II was designed to be turn-based from the get go he probably wouldn't have lowered the party size to 5 and mentioned as an example Battle Brothers being great with a default party of 12 characters.

Quote
It very relevant. Every other game like Pathfinder or Pillars of Eternity has braindead enemies that walk into fire, never wake their allies from sleeping, get tanked by summons immune to damage, etc. Difficulty in these games is superficial, because no matter how many hps or damage your enemies have they can easily be defeated by using very basic tactics that simply do not work in BG3 because of better AI.
What part of the point "If your encounter requires the AI to get dumber to work, then you probably have to redesign the encounter itself" did you miss?
Posted By: kanisatha Re: Party Size Discussion - 17/10/21 03:19 PM
Originally Posted by TripSin
I could really go for an increased party size, just because I like their characters and want to be able to play with more of them and hate having to exclude people.

5 would be nice but then I guess that would make it awkward for people duoing the game since one person gets 2 characters and the other 3. Then 6 characters might be a bit much considering the space for combat. Then of course you'd have to rework all the battles to balance for increased characters.
I really don't get these kinds of arguments. You guys do realize we are living in an electronic age, right? It would be easy as pie technologically to allow, as an OPTION, an increase in party size up to six when in single-player, and to restrict party size to four for co-op play. No "rebalancing" of anything will be needed, because, to repeat again, this would be an OPTION. Any player exercising this OPTION would be accepting that encounter "balance," whatever that means, will be upset by increasing the party size, and it will be up to them to decide, for their game and their enjoyment, whether this is acceptable to them. There is nothing technologically difficult about doing this at all.
Posted By: mrfuji3 Re: Party Size Discussion - 17/10/21 04:02 PM
Encounters don't have to be rebalanced if you have properly shared XP. A party of 6 will be lower-level than a party of 4, and thus will have the same effective power. A party of one or two will be higher-level than a party of 4, and thus have the same effective power.

Larian would only need to tweak one thing: the exp equation. Which is ~trivial.

Or as kanisatha said, nothing could be changed and a party size of 6 could be explicitly labeled as an "optional and unbalanced" setting. Personally I would never use that option because the game would get too easy=boring, and I'd lose some respect for Larian for not even trying to balance this game mode. But as long as ^ requires a checkbox in settings to enact, I wouldn't be any less happy with the game. And modders could adjust exp gain.
Posted By: GM4Him Re: Party Size Discussion - 17/10/21 04:26 PM
I think party of 6 will likely be a thing they will do eventually. They've consistently left room between party and UI for more members, even making animal and familiar companions above party members instead of filling up the space.
Posted By: Alyssa_Fox Re: Party Size Discussion - 18/10/21 06:51 AM
Originally Posted by Tuco
Every D&D game so far that allowed for a party ranged from 1 to 6 characters

Every DnD game like NWN1, NWN2 and Solasta? Some games had a party of 6, and those are extremely outdated and also not even TB like BG3.


Originally Posted by Tuco
starting precisely with the two previous Baldur's Gate games, had to face the same exact "problem" of being capped with the exp/level at some point and it was never a particularly limiting factor
Not even for playing SOLO, let alone for having an oscillation of one or two party members. Some players enjoyed the added challenge and weren't particularly troubled by it, others went for the bigger party because liked to manage more characters.

You literally just confirmed my point. Playing with 4 people in a game designed for 6 will screw the balance for these people. Having a smaller party shouldn't be an added challenge, because many people just like smaller parties and don't want to suffer for that.

Originally Posted by Tuco
It's a fake problem you are advocating for just for the sake of being petulant about an "issue" that wouldn't even affect you to any degree.

It will, because I want an enjoyable experience with balanced diffciluty for 4 and 2 person parties. I played BG1,2, Pathfinder, Pillars, and I know that having less than 6 people in your party skews the balance and makes the game not enjoyable.


Originally Posted by Tuco
Also, the very assumption that turn-based combat would make HARDER to manage more characters is a load of bullshit, especially when it's most likely the opposite. Josh Sawyer himself went on record saying that if POE II was designed to be turn-based from the get go he probably wouldn't have lowered the party size to 5 and mentioned as an example Battle Brothers being great with a default party of 12 characters.

First of all, not harder, but more frustrating considering. Then, Josh Sawyer never designed a successful TB title, I can't even remember a single TB game he actually made aside from unreleased Fallout Van Buren. And he isn't a god of rpgs anyway, his PoE series flopped in the end so hard there will be no PoE3 like the first two. Also Battle Brothers isn't even a DnD RPG, it's a strategy game rather than a DnD RPG like BG3, it has a different system. Like X-COM plays nicely with 6 person party because their system is different and tailored for that type of game. In BG3 larger combats (druid grove, duergar civil war) already are sloggish and boring with just 4 people.
Posted By: Alyssa_Fox Re: Party Size Discussion - 18/10/21 07:20 AM
Originally Posted by mrfuji3
Encounters don't have to be rebalanced if you have properly shared XP. A party of 6 will be lower-level than a party of 4, and thus will have the same effective power. A party of one or two will be higher-level than a party of 4, and thus have the same effective power.

Except that's not how it works with DnD system. Action economy, ability to maintain concentration spells, etc aren't determined by level. It will be either too easy or too hard for a smaller party, because of how DnD levels work.
Posted By: RagnarokCzD Re: Party Size Discussion - 18/10/21 07:59 AM
Originally Posted by Alyssa_Fox
Except that's not how it works with DnD system. Action economy, ability to maintain concentration spells, etc aren't determined by level. It will be either too easy or too hard for a smaller party, because of how DnD levels work.
Pardon the stupid question ...
But why is that a bad thing?

If you look at this outside regular easy/normal/hard options ...
And imagine difficiulty setting as they did it for Pathfinder ...

Party size could easily be part of that settings.
Posted By: Alyssa_Fox Re: Party Size Discussion - 18/10/21 09:16 AM
Originally Posted by RagnarokCzD
Originally Posted by Alyssa_Fox
Except that's not how it works with DnD system. Action economy, ability to maintain concentration spells, etc aren't determined by level. It will be either too easy or too hard for a smaller party, because of how DnD levels work.
Pardon the stupid question ...
But why is that a bad thing?

If you look at this outside regular easy/normal/hard options ...
And imagine difficiulty setting as they did it for Pathfinder ...

Party size could easily be part of that settings.

Because players shouldn't be penalized for playing with a smaller party if it's uncomfortable for them to manage many characters or if they don't have that many friends to play multiplayer. Also Pathfinder is an interesting case actually, considering that the game is extremely easy once you get to midgame even on higher difficulties. Summons make tanks irrelevent, mythic powers make elemental resistances and immunities irrelevent, fogs stack and can be spammed, etc. Smaller parties can easily beat pathfinder as long as you have a summoner and a blaster/controller with very basic min/maxing simply because of how the system works.
Posted By: RagnarokCzD Re: Party Size Discussion - 18/10/21 09:52 AM
I honestly doubt that party size will affect amount of players able to join via multiplayer ...
That would require A LOT extra work to implement. :-/

I dont quite understand what penalisation for smaller party are you talking about ... that would aply for when game would be ballanced for 6 members, yet you would like to go with only 4 ... but our situation is other way around.

Game is prepared for 4 characters ... encounters are all created for 4 characters ... every game mechanic is "ballanced" (for lact of better term) around 4 characters ... so nothing really changes compared to what we do have now.

Yet, if allowed, you would be able (just able, no need to do that if you are not comfortable with such big party, game is still prepared for 4 characters) to take another 2 with you to make party of 6, instead of intended 4.
Yes, it would make your game easier (more carry weight, more spells, and spellslots per rest, more actions per round, etc. etc.) ... and that is exactly why i said, it might be seen as part of difficiulty settings. laugh

I didnt play Pathfinder, so i cant really be judge of that ...
But i really love their difficiulty settings:
[Linked Image from spritesanddice.com]
In matter of its not just "easy / normal / hard" ... but you are able to adjust thigns the way you like it ... in our case that would mean things like amount of resources needed for long rest (since many people here is still complaining that food does not limit Long Rests enough ... so they could double the needed amount of food, to limit themselves as they see fit), carry weight (since many people here is still complaining about the fact that you can carry more than single Barrel, if your character have enough Strength ... so they could halven their carry weight, to limit themselves as they see fit), and the other stuff.
Posted By: Tuco Re: Party Size Discussion - 18/10/21 10:14 AM
Originally Posted by Alyssa_Fox
Originally Posted by Tuco
Every D&D game so far that allowed for a party ranged from 1 to 6 characters

Every DnD game like NWN1, NWN2 and Solasta? Some games had a party of 6, and those are extremely outdated and also not even TB like BG3.

Aside for the fact that I said "Every game that allowed...", sorry if I don't take as models some of the worst games ever made with the D&D license, only because by your warped metrics anything else is "outdated" (despise a lot of these games being actually more recent than the ones you mentioned).
I'll taka a new Temple of Elemental Evil over the pile of trash that both the NWN 1 SP and NWN2 were.


Quote
You literally just confirmed my point. Playing with 4 people in a game designed for 6 will screw the balance for these people. Having a smaller party shouldn't be an added challenge, because many people just like smaller parties and don't want to suffer for that.
Your point doesn't even stand on its own legs, given that it's not even written on stone that 4 players should play with just 4 characters, for one, or that the game should be particularly tuned to set the challenge for six, to begin with.

Quote
It will, because I want an enjoyable experience with balanced diffciluty for 4 and 2 person parties.
I'm sorry, but who cares of what YOU want? The point is that one approach suggested here allows to satisfy multiple demographics while yours wouldn't.


Originally Posted by Tuco
Also, the very assumption that turn-based combat would make HARDER to manage more characters is a load of bullshit, especially when it's most likely the opposite. Josh Sawyer himself went on record saying that if POE II was designed to be turn-based from the get go he probably wouldn't have lowered the party size to 5 and mentioned as an example Battle Brothers being great with a default party of 12 characters.

Quote
First of all, not harder, but more frustrating considering. Then, Josh Sawyer never designed a successful TB title, I can't even remember a single TB game he actually made aside from unreleased Fallout Van Buren. And he isn't a god of rpgs anyway, his PoE series flopped in the end so hard there will be no PoE3 like the first two. Also Battle Brothers isn't even a DnD RPG, it's a strategy game rather than a DnD RPG like BG3, it has a different system. Like X-COM plays nicely with 6 person party because their system is different and tailored for that type of game. In BG3 larger combats (druid grove, duergar civil war) already are sloggish and boring with just 4 people.
I never even said half of the things you are allegedly objecting to (never called Sawyer a god of RPG design, but if nothing else he understands his systems) and the rest isn't really relevant (Battle Brothers not being D&D is irrelevant. The game still allows for a complexity of character options in combat at least comparable to D&D 5th Ed.


This entire thing is literally a load of "making poor nonsensical excuses to rabidly defend the status quo, no matter what".
I'd be ready to bet you wouldn't even care if Larian suddenly declared that six characters as mandatory for everyone would be the new standard. Maybe even praise them for it, just because "it's their vision" or something.
You are just unhealthily invested on defending whatever decision they already made.
Posted By: mrfuji3 Re: Party Size Discussion - 18/10/21 03:12 PM
Originally Posted by Alyssa_Fox
Originally Posted by mrfuji3
Encounters don't have to be rebalanced if you have properly shared XP. A party of 6 will be lower-level than a party of 4, and thus will have the same effective power. A party of one or two will be higher-level than a party of 4, and thus have the same effective power.

Except that's not how it works with DnD system. Action economy, ability to maintain concentration spells, etc aren't determined by level. It will be either too easy or too hard for a smaller party, because of how DnD levels work.
???
Then just adjust the exp gain until it works. If directly splitting exp between 6 players still results in their party being stronger than a party of 4, then give the party of a 6 a <1 multiplier to their exp.

Unless you're saying it's literally impossible for a party of 4 to be as powerful as a differently leveled party of 6...?
Posted By: virion Re: Party Size Discussion - 18/10/21 04:50 PM
To long didn't read: Just make amount of characters in party up to 6 -ish. Make it an option. Best solution based on your discussion above after me. The "perfect" balance doesn't need to exist. It didn't exist in BG2 or DOS2 they both sold well.


Did read:

Since the party size discussion drifted into difficulty levels just want to point out one thing. You mentioned above on page #70 Pathfinder tends to get borderline easy from midgame. I played BG2 & 1 + TOB + Pillars of eternity. They all tend to have that characteristic in my opinion.



In case of BG2 especially since levels 12-14 are a major breaking point for some classes(mages especially) in 2nd edition DND. Especially with spell sequencers coming into play.
The game was easier for me with a party of 5/4 than a party of 6 because you would reach that braking point faster because of experience split. So experience split will normally act as a " balance" factor. You will take longer to reach the breaking point.
I still played with 6 in majority of my playthroughs for party interactions.


In PoE depending on the builds you make it's the same thing. Once you get all the spells you needed to make your " perfect party" well....it becomes perfect. It can face all challenges because you designed your party around it.




Is becoming OP an issue? I don't really think so. Heroic fantasy is pretty much about it isn't it. Knowing where their system would lead bioware mae BG2 a story about becoming a living god and most of those who played it liked it.
DOS 2 did the same and thank god cause you can two-tap the endgame boss with the proper party(viable only for those of us who make multiple playthroughs and learn in-depth mechanics. Most of the people playing a game don't do that, they don't even finish the game!!).

While party size impacts gameplay it doesn't mean the consequences it leads to are necessarily better or worse. It's just different. Let people play the way they like. Both aspects have their pros& cons and they are all listed in one of the 70 pages of discussion.
Posted By: GM4Him Re: Party Size Discussion - 18/10/21 06:28 PM
Look. Party of 6 just plain makes sense all the way around. Single player or multiplayer both.

Single. Create 1 PC and have all 5 origin characters in the party. Instead of XP share, where everyone gets 300 XP because the MC got 300, divide by 6 and everyone gets 50, leveling up slower because bigger party. Want to earn more XP, only take party of four. That's your choice.

Multiplayer. Can create up to four PCs and still have room for two other party members, so you can take someone like Lae'zel or Shadowheart in your party to trigger those story scenes that require them in your party to trigger. If you don't have six available slots for party members you can't take any of the origin characters with you if you play with three other people. Therefore, in order to make multiplayer work, you need to be able to have a party of six so you can have four players and two origin characters at a time.

This is a silly debate because the way the game is built 6 party members is the only way it works for all scenarios.
Posted By: RagnarokCzD Re: Party Size Discussion - 18/10/21 09:07 PM
Originally Posted by GM4Him
Create 1 PC and have all 5 origin characters in the party.
I wonder what would you do when they implement remaining Origin characters ...
As far as i know, Swen told us around 3/4 year ago, that there is no Good complanion YET.

Hope you dont plan lobbing for 13 member party, if there is one Origin character planned for each class. laugh

Originally Posted by GM4Him
Instead of XP share, where everyone gets 300 XP because the MC got 300, divide by 6 and everyone gets 50, leveling up slower because bigger party. Want to earn more XP, only take party of four. That's your choice.
This is nonsence ...

For one math dont add up ...
Having reward reduced by 75% for incerasing party size by half makes no sence.
You would need to count a little futher ... like (300*4)/6 ... so 200 if im not misstaken, that would seem much more fair.

For two, you need to think about character progresion in longer run ...
Sure, it would not matter for EA, since there is plenty XP for us to waste ...
But for full release? Presuming there will not be level cap wich plenty XP to waste for each Act? You might aswell end underleveled and coming to last boss with party of 10 instead of 13 ... and i kinda doubt that two other people capable of casting all those weaker spells can outweight the fact that you loose feat and lvl 7 spell. O_o

Also, to make this really fair ... Larian would have to think to other side aswell ...
Solo runner would need to get 1200xp instead of 300 ... and that last boss would stand against level 20 probably. laugh Wich, as you hopefully agree is nonsence. laugh
Posted By: Tuco Re: Party Size Discussion - 18/10/21 09:23 PM
...What?
For one, dividing the exp reward among the number of available party members is precisely how exp is supposed to work in D&D, generally speaking.

That aside, precisely based on this principle solo runners would exp WAY faster than large parties (but of course the downside would be facing few uphill battles to get there, since they don't have support from others).
And D&D has never been about strict level requirements to begin with. It's more about approximate ranges, which is something it can afford thanks to the progression curve not being particularly steep (if not for some occasional ramp ups in power when certain milestones are reached).


Also, I'm not sure why we are talking about it in terms of "Can you imagine what a mess that would be? laugh laugh laugh " when that's precisely how plenty of other games did it in the past (once again, including BG1 and BG2).
And yeah, of course once you get to the absolute, final level cap allowed by the game the solo player would potentially be at disadvantage over a full party of the same level... But that's precisely what solo players usually strive for: the additional challenge. Being able to say "I did it, despise the odds being stacked against me".
Posted By: GM4Him Re: Party Size Discussion - 18/10/21 10:07 PM
To save space I won't copy down quotes. When I mentioned the origin characters I was referring to the original five characters that are obviously the main characters of the game based on images and so forth and the fact that they are the first five origin characters of the game. So for maximum story contact, it would be good and user friendly to allow players the ability to travel with all five origin characters at one time so they don't have to constantly bounce around back and forth between camp with who they want to travel with just to be able to see all the story elements.

And I don't understand why you think the math doesn't work. If I fight a monster with one character and that monster is worth 300 experience, then if I fight it with two characters, I should earn 150 for each of my two characters because it was twice as easy to defeat that monster because I had two people to defeat it. Two characters should not earn 300 experience for fighting a monster that one person would get 300 experience for. The harder the fight is, the more experience you should get, so if one person defeats a monster that would normally take two people, that one person should gain all the experience of two people.

The point of using this system is that you can have any number of party members, and the game is balanced out. Why? Because if I play the game with six characters I will level up a lot slower with all six characters then if I play the game with only one character. So my party of eight maybe all at level two, but my party of one could be at something like level 6 just because that one character got all the experience that the party of eight divided amongst themselves. The problem with the way the system is built in bg3 is that everybody gets all the experience earned from every battle so they level up super fast regardless of party size.
Posted By: Alyssa_Fox Re: Party Size Discussion - 19/10/21 02:42 AM
Originally Posted by Tuco
sorry if I don't take as models some of the worst games ever made with the D&D license, only because by your warped metrics anything else is "outdated" (despise a lot of these games being actually more recent than the ones you mentioned).
I'll taka a new Temple of Elemental Evil over the pile of trash that both the NWN 1 SP and NWN2 were.

So NWN1 EE has from 500k to 1m owners according to steamspy, the ratings on Steam is 88% with 4k reviews. Also NWN is always listed together with BG among the best DnD games. It is outdated today, but so is BG, and NWN was actually quite successful despite being so different compared to classic isometric rpgs, unlike PoE, which was successful only because of nostalgia (both PoE2 and Tyranny flopped so hard Obsidian stopped making old school isometric rpgs).

Quote
Your point doesn't even stand on its own legs, given that it's not even written on stone that 4 players should play with just 4 characters

If some players play with 1 character and others with 2 it makes things clunky and unfair in a TB game. Also once again you ignore that many players only want to play with 1 character. Divinity OS was a breakthrough title for many RPG players because it allowed people who prefer controlling only one character to play a party based game and enjoy it. Lone Wolf mechanics and ability to play solo PC with friends who also play solo PCs in multiplayer was a major selling point for many players.

Quote
that the game should be particularly tuned to set the challenge for six, to begin with.

So your suggestion is to allow 6 person party and tune the challenge for 4? That makes no sense.

Quote
I'm sorry, but who cares of what YOU want? The point is that one approach suggested here allows to satisfy multiple demographics while yours wouldn't.

Except it the other way. You completely ignore people who prefer smaller parties and playing solo, you don't even try to understand them. Divinity OS was enjoyable for people who shun large party games, for many it was their first party-based RPG they could actually play and have fun, compared to games like PoE that are geared towards a very specific demographics that can't sustain big budget games. There is a reason why old school RPGs don't sell as much and tend to flop hard, despite all the love and effort developers put into them.

Originally Posted by Tuco
I never even said half of the things you are allegedly objecting to (never called Sawyer a god of RPG design, but if nothing else he understands his systems)

His systems are real-time and his best games are FPS/RPG hybrids. He understand them. He doesn't understand TB RPGs. Therefore his opinion on how to make a good TB game is largely irrelevent.

Originally Posted by Tuco
This entire thing is literally a load of "making poor nonsensical excuses to rabidly defend the status quo, no matter what".
I'd be ready to bet you wouldn't even care if Larian suddenly declared that six characters as mandatory for everyone would be the new standard. Maybe even praise them for it, just because "it's their vision" or something.
You are just unhealthily invested on defending whatever decision they already made.

Please refrain from projecting here, I just state my opinion about what's more fun for me and people like me. I don't care about making another copy of Baldur Gates 2 that will fail to attract anyone but a small group of old school RPG fans, I want a game that will be at least as good a Divinity Original Sin 2 was. A small party was one of it's advantages and there is no real reason to change it.
Posted By: Alyssa_Fox Re: Party Size Discussion - 19/10/21 02:47 AM
Originally Posted by Tuco
But that's precisely what solo players usually strive for: the additional challenge. Being able to say "I did it, despise the odds being stacked against me".

You have no idea what you are talking about. Hardcore players do that. Actual solo players, people who like having 1 character they control and manage in RPGS don't play BG1,2 and similiar titles exactly because it is too challenging for an enjoyable experience. They play Skyrim, Witcher and many other RPGs and there are a lot of players like that. And guess what, these people bought and enjoyed Original Sin 2 because Lone Wolf allowed them to play the game the way they want without feeling handicapped.
Posted By: Black_Elk Re: Party Size Discussion - 19/10/21 04:02 AM
I don't know how to cut it up so neatly by demographics or types of players, but ideally the game could scale and break to accommodate both though right? I mean for both those demographics it would be nice to see them covered in a game that introduces D&D to a broader audience. Simplest way to meet the need would seem to be XP scaling, since nothing there is set in stone for it in the rulebook, but we have some definite scaffolding to build off of. It's flexible, always at the game master's discretion, just with the general guidelines of challenge rating vs reward that's sensible whether in XP or Treasure. I don't think they should even play that set until they know how many encounters they intend or what the game will ultimately morph into. But its seems like very simple to make XP scaling an option.

I guarantee at least some would love to turn that on right now, even with a more limited party of 4. Don't make it the default I suppose if we're worried about scarring off a cash cow, or passing up on the chance to turn more people on to D&D. Just make it like the second "XP setting" option from a gameplay menu at launch of a new game?

Then they could also see how many of their players are playing with that toggle on/off, to get a clearer picture of how many people like it, or what they end up doing with it once it's there. Right now with the level cap low, and some people feeling like they hit too quick, it would be a nice feature and one that doesn't seem too hard to throw in the oven. Simple calcs of this sort are why we got the computers up an humming in the first place. I'd love to see them drop something like that on us, instead of just drop here and there, because it could change the whole feel from a setting. Since it was brought, I also wish that we could appeal to the Skyrim Witcher Audience with a gamemode that just offered a driving view and associated control scheme. It seems like the game is basically already set up for it, just absent a locked camera and some movement toggles. It would be super straightforward to accommodate that for a majority of the gameplay outside combat itself, and probably there too, if they just went even more oldschool like full POV within combat for that gamemode. Call it Solo or something in the Options with no XP scaling. They just need to make it read descriptive in the settings instead of judgmental like "difficulty options" typically do. They should move away from that idea maybe. You know, that the game settings are 'Story-Time, Easy, Normal, Hard, Ultra' whatever. That's not the best way to frame it. Should maybe read more like 'Lone Wolf 1, Co-Op 2-4, Large Group 4-6 or Solo with Party' then for that last either 'AI Follow' or 'Puppet Master' mode. With recommended game settings (and XP settings) for each, it might work. I wish they could thread the needle on something like that.

I can see how a game like this could accommodate a broad swath of different audiences. Just needs to dial the settings a little better, and come up with some controls and UI and Cam concepts to accommodate what people like. The visual assets seem to be fairly solid and in place, like they'd work well for any of those approaches. Basically a game that can play more like DA for Lone Wolf, like Divinity for Co Op, or like Classic, but all using the same systems and assets. More Raw less Raw or whatever, depending how one sets up the launch. I don't know, people always say don't try to be everything to everyone or you just fail spectacularly, but I'm not so sure. It'd be great to have a game that worked like that in different ways for different purposes or moods. I think they could maybe pull it off, but instead of 1 size fits all do it more tailor made? I really want 6, but I also would like to see that done well. Not just grafted on. There's still time, but they gotta start cooking something or at least preheat. I think it would be fun if I could play this game like might and magic III, just fully POV with a cam skipping around, that'd be fun with 6. Or like tactical battle style of Pools of Radiance where the game goes O and I have a heart attack lol. They could even make it have like some comic appeal that way when they list the view/mode settings. Using the same art assets but like banging out a few different ways to do the controls/ui/camera view? I wish hehe
Posted By: mrfuji3 Re: Party Size Discussion - 19/10/21 04:22 AM
Originally Posted by Alyssa_Fox
Originally Posted by Tuco
But that's precisely what solo players usually strive for: the additional challenge. Being able to say "I did it, despise the odds being stacked against me".

You have no idea what you are talking about. Hardcore players do that. Actual solo players, people who like having 1 character they control and manage in RPGS don't play BG1,2 and similiar titles exactly because it is too challenging for an enjoyable experience. They play Skyrim, Witcher and many other RPGs and there are a lot of players like that. And guess what, these people bought and enjoyed Original Sin 2 because Lone Wolf allowed them to play the game the way they want without feeling handicapped.
You say Tuco is projecting in an earlier post, but you're doing a fair bit of projecting and gatekeeping here yourself. You're perfectly entitled to your playstyle, but don't put your preferences on others and pigeonhole them into boxes/restrictions they must follow in order to be an "actual solo player." (Tuco is also generalizing, but at least he prefaced it with "usually.")

You might have enjoyed DOS2 because you could play a solo character while still having an easier time, but that doesn't mean that other "solo players" liked the game for that reason. And you might have not played BG1&2 because they were too challenging, but I'm sure that there are many people who enjoyed both BG1&2 AND solo playthroughs of DOS2, as well as titles like Skyrim/Witcher and even other "harder" party crpgs like Pathfinder and PoE (me for example).

As BG3 currently is, there is no support for playing a solo playthrough because solo characters don't get any more exp. It is strictly more difficult. While splitting experience between all party members won't help a solo character once they reach the level cap, this mechanic would at least help until that point. And it will also balance the game for party sizes larger than 4, so everyone benefits!
Posted By: Zarna Re: Party Size Discussion - 19/10/21 04:43 AM
Originally Posted by mrfuji3
As BG3 currently is, there is no support for playing a solo playthrough because solo characters don't get any more exp. It is strictly more difficult. While splitting experience between all party members won't help a solo character once they reach the level cap, this mechanic would at least help until that point. And it will also balance the game for party sizes larger than 4, so everyone benefits!
As someone who likes soloing for the challenge and in this game to make combat feel faster, I do not want to gain xp faster than I would in a group. Why can't there just be two options, xp for 4 and xp for 6, or just warn players that it will be easier for them with 6 and keep it balanced for 4? Or just change it to allow 5 as a compromise.
Posted By: Maximuuus Re: Party Size Discussion - 19/10/21 05:33 AM
Originally Posted by Zarna
[Or just change it to allow 5 as a compromise.

This would probably be the best if they don't want to go with split XP.
Posted By: Tuco Re: Party Size Discussion - 19/10/21 07:38 AM
Originally Posted by Alyssa_Fox
So NWN1 EE has from 500k to 1m owners according to steamspy, the ratings on Steam is 88% with 4k reviews.
Like I give a shit about the sales numbers. I'm talking about someone who actually played (and mostly despises) these games while they were launched.
If we were going by popularity contest loads of people would be crazy about Oblvion and Skyrim, but that's not going to stop me from having an abysmal opinion of both.


Quote
If some players play with 1 character and others with 2 it makes things clunky and unfair in a TB game.
What are you even talking about? This is not a competitive game. And different players WILLINGLY choosing to control a different amount of units wouldn't affect anyone who isn't interested in doing so.

Quote
Also once again you ignore that many players only want to play with 1 character.
It's irrelevant. No one would stop them from doing so.

Quote
So your suggestion is to allow 6 person party and tune the challenge for 4? That makes no sense.
We already went over it a million times even just in this very thread. You could at very least make the bare minimum effort to keep up with the discussion rather than just jump in with the preachy tone and pretend to school everyone about core design.
Yes, I would preferer to have the game tailored from start to finish around my ideal party size, and nothing would stop Larian from having different difficulty settings about that if they wanted (since they already love to implement half a dozen of them in their games) BUT if they weren't willing to that extra mile in terms of effort, then YES, I'd take the native option to play with a party of six even if the game is not "carefully [UN]balanced around that idea", because this ideal quest for "perfect balance" is fucking irrelevant, especially when it gets in the way of enjoyment.

And don't pretend people are asking for it "without understanding the implications" when some of us already tested the concept extensively in practice:

[Linked Image from i.imgur.com]


Quote
Except it the other way. You completely ignore people who prefer smaller parties and playing solo
No, I don't, because my option wouldn't prevent them to play however the fuck they may want.

Quote
Divinity OS was enjoyable for people who shun large party games, for many it was their first party-based RPG they could actually play and have fun, compared to games like PoE that are geared towards a very specific demographics that can't sustain big budget games. There is a reason why old school RPGs don't sell as much and tend to flop hard, despite all the love and effort developers put into them.
"We made a game in the genre that is mostly liked by the people who usually hate it" wouldn't really be the best of the box quotes.
Here's the thing: you may HATE everything that defines a competent, engaging and complex CRPG, but I don't, so I'm also not so eager to throw in the trash pile any aspect of the genre that doesn't make it closer to Diablo for the sake of mass appeal and praise any trashy attempt to streamline the concept.

Quote
His systems are real-time and his best games are FPS/RPG hybrids. He understand them. He doesn't understand TB RPGs. Therefore his opinion on how to make a good TB game is largely irrelevent.
He's actually mostly into turn-based games and tabletops, by his own admission, and as he confessed himself only the (wrong) assumption that there wouldn't be a market for them pushed his company to not even consider the option until very recently.

Quote
Please refrain from projecting here, I just state my opinion about what's more fun for me and people like me. I don't care about making another copy of Baldur Gates 2 that will fail to attract anyone but a small group of old school RPG fans, I want a game that will be at least as good a Divinity Original Sin 2 was. A small party was one of it's advantages and there is no real reason to change it.
But DOS 2 isn't a better game than BG2, its only advantages over it are pretty much the technical ones (neat 3D engine, better framerate, etc). In basically every other way it's an INFERIOR design with a boatload of downright BORKED mechanics.
A clucky control scheme, a messy inventory management, a disastrously bad armor system (so bad that even Swen Vincke himself had to admit at a a later date it was a disaster and they should have not shipped the game with it), a half-assed perk system on top of an exceedingly steep power curve and one of the worst itemizations I've ever seen in the entire genre.
I even liked the two DOS games to a decent extent, despise all their flaws, but seeing people like you pretending they redefined the entire genre and that their success proves everything about them was flawless is honestly comedy gold.

So yeah, once again I don't really give a shit of your laughably bad prejudice of what's "outdated" and what's a pinnacle of modern CRPGs, I guess?

Originally Posted by Alyssa_Fox
You have no idea what you are talking about.
Said the clueless person.
Posted By: RagnarokCzD Re: Party Size Discussion - 19/10/21 08:04 AM
Originally Posted by Tuco
precisely based on this principle solo runners would exp WAY faster than large parties
That is exactly what i said. O_o

Originally Posted by GM4Him
When I mentioned the origin characters I was referring to the original five characters that are obviously the main characters of the game based on images and so forth and the fact that they are the first five origin characters of the game. So for maximum story contact, it would be good and user friendly to allow players the ability to travel with all five origin characters at one time so they don't have to constantly bounce around back and forth between camp with who they want to travel with just to be able to see all the story elements.
I know and they are not just 5 ... we only have 5 of them *now*
Sven himself specifictly told us that there are NOT all Origin characters implemented right now.
And there is a lot of dataminined evidence aswell.

They arent the only ones... just the first ones we get ...
Just as with the classes, sub-classes, races, and countless other stuff.

Originally Posted by GM4Him
And I don't understand why you think the math doesn't work. If I fight a monster with one character and that monster is worth 300 experience, then if I fight it with two characters, I should earn 150
Agreed.
Problem here is that 300 xp is not for "a character" as you say ... its for default group wich is 4.
Therefore if you manage to defat that monster allone you should get 1200xp.

You see im not arguing about principle just about final numbers.
Your only misstake was using single character as default value in the world where everything (rewards included) is prepared for 4.

I realize this might seem like 3/3=6/6 argument ...
But final numbers matter ... unless you also alter amount of XP for levels.

By the way i love the idea and i think it should be implemented regarfless of party size ... just imagine you could attack Githyanki patrol either with 4x lvl4 or with 1 or 2x lvl 5 bcs you spread them for some encounters. ^_^
Sound great to me.


Originally Posted by GM4Him
The problem with the way the system is built in bg3 is that everybody gets all the experience earned from every battle so they level up super fast regardless of party size.
Might have second reason ...
Since you are supppse to take party members with you to zheir respeczive quests (still dont quite understand why are we unable to question Zoru oureselves) ... it would be awfull to drag level 1 to some combat situation.l
Posted By: Black_Elk Re: Party Size Discussion - 19/10/21 08:29 AM
Well at least in this thread there is a spirited if rather bitter tasting back and forth. In the movement mechanic thread I've heard far fewer defenses of the current design. But 4 has support here. Still perhaps if they could get 4 players moving more smoothly and the inventory working better, a player coming from the DOS experience might be inclined to try 6 on for size? But least it would let me experience more of the game and have fun during EA when its all off the rails anyway.

The olive branch is that now most of the people who came here from BG2 have set our expectations pretty low. Basically just hoping for an optional setting, when of course I'd rather a design based around 6. Can't get to 6 without full support for 4 though, so it's still hard for me to understand where the hurt comes in adding two more slots? XP is the easiest thing to adjust of all the things that might be adjusted.

Also this is completely off topic, but it would be fun if a TPK allowed me to walk around the area as a ghost for a bit. They could use that idea to test out random stuff like flight or pathing. I hope the game gets a ghost or spirit state. That's one thing I do remember fondly from NWN even if it wasn't really exectuted fully in vanilla. That was my favorite part of my PW hehe. Throw a feature like that in EA and I'd run around as ghosts just to look at the beautiful areas for a few minutes after each time my party got chunked. Whether its a haunting of 4 or 6! Still seems like that'd be entertaining lol
Posted By: Tuco Re: Party Size Discussion - 19/10/21 09:21 AM
Well, one point I can easily concede is that until Larian won't rework their insufferably bad control system, managing a party of six (or anything more than a single character, in general) will always be way more inconvenient that it has any need to be.

The recent addition of the "Group/ungroup all" keybind was a significant (if only marginal) improvement and a better formation control would help even more, but we are still talking of something that is absolutely sub-optimal for no actual reason or benefit.
Posted By: mrfuji3 Re: Party Size Discussion - 19/10/21 02:43 PM
Originally Posted by Zarna
As someone who likes soloing for the challenge and in this game to make combat feel faster, I do not want to gain xp faster than I would in a group. Why can't there just be two options, xp for 4 and xp for 6, or just warn players that it will be easier for them with 6 and keep it balanced for 4? Or just change it to allow 5 as a compromise.
That's fair. The solution is, as is for most things, a toggle. "Full exp for all party members" or "split exp."

I will be very impressed if you beat the game solo without increased exp (assuming you don't completely abuse cheese).
Posted By: arion Re: Party Size Discussion - 21/10/21 08:09 AM
Long story short, but i'm still waiting for a 5ppl party implementation. )
Posted By: GM4Him Re: Party Size Discussion - 21/10/21 01:45 PM
I still don't understand the resistance to a 6 person party. It doesn't hurt players who just want 4. If you like only 4 because you don't want to have the hassle of managing the items and equipment of 6, then only have 4 in your party. And by the way, I don't understand this anyway because you still have to manage all the items of your entire group at camp. The only difference is that you have to switch them all in and out in order to manage all of their items; unless you're just going to ignore the people you leave at camp. And if you're going to ignore them anyway, then, once again, let that be your choice. Don't limit those who want 6 who want to manage 6 people in their party.

And if your concern is difficulty of gameplay, because they might build challenges based on 6 characters so that they are too hard for 4 characters, they can tweak the system to make that not an issue. Either they can build into encounters some sort of system that increases or decreases enemy stats based on the number of characters you have in your party at the time, or they can do what we've been suggesting and implement a split XP system where experience is split between the people you have in your party. So 4 characters would level up faster than 6, making challenges just as difficult for 4 as they would be for 6 because the 4 person party would be naturally at a higher level than the 6 person party.

I'm just not fully understanding why this is an issue. Why fight for 4 and therefore limit those who want 6? The game would work out so much better if they allowed for 6 in SO many ways.

And if item management is your biggest issue, then I have the same issue. Item management in BG3 sucks right now. It needs to be fixed. However, the party size should not be limited just because of a broken item management system.

Let us have a party of 6!!!! Please!!!!
Posted By: kanisatha Re: Party Size Discussion - 21/10/21 04:12 PM
Originally Posted by GM4Him
I still don't understand the resistance to a 6 person party. It doesn't hurt players who just want 4. If you like only 4 because you don't want to have the hassle of managing the items and equipment of 6, then only have 4 in your party. And by the way, I don't understand this anyway because you still have to manage all the items of your entire group at camp. The only difference is that you have to switch them all in and out in order to manage all of their items; unless you're just going to ignore the people you leave at camp. And if you're going to ignore them anyway, then, once again, let that be your choice. Don't limit those who want 6 who want to manage 6 people in their party.

And if your concern is difficulty of gameplay, because they might build challenges based on 6 characters so that they are too hard for 4 characters, they can tweak the system to make that not an issue. Either they can build into encounters some sort of system that increases or decreases enemy stats based on the number of characters you have in your party at the time, or they can do what we've been suggesting and implement a split XP system where experience is split between the people you have in your party. So 4 characters would level up faster than 6, making challenges just as difficult for 4 as they would be for 6 because the 4 person party would be naturally at a higher level than the 6 person party.

I'm just not fully understanding why this is an issue. Why fight for 4 and therefore limit those who want 6? The game would work out so much better if they allowed for 6 in SO many ways.

And if item management is your biggest issue, then I have the same issue. Item management in BG3 sucks right now. It needs to be fixed. However, the party size should not be limited just because of a broken item management system.

Let us have a party of 6!!!! Please!!!!
Couldn't agree more.
Posted By: Don Bartenstein Re: Party Size Discussion - 21/10/21 04:18 PM
Originally Posted by GM4Him
I still don't understand the resistance to a 6 person party. It doesn't hurt players who just want 4. If you like only 4 because you don't want to have the hassle of managing the items and equipment of 6, then only have 4 in your party. And by the way, I don't understand this anyway because you still have to manage all the items of your entire group at camp. The only difference is that you have to switch them all in and out in order to manage all of their items; unless you're just going to ignore the people you leave at camp. And if you're going to ignore them anyway, then, once again, let that be your choice. Don't limit those who want 6 who want to manage 6 people in their party.

And if your concern is difficulty of gameplay, because they might build challenges based on 6 characters so that they are too hard for 4 characters, they can tweak the system to make that not an issue. Either they can build into encounters some sort of system that increases or decreases enemy stats based on the number of characters you have in your party at the time, or they can do what we've been suggesting and implement a split XP system where experience is split between the people you have in your party. So 4 characters would level up faster than 6, making challenges just as difficult for 4 as they would be for 6 because the 4 person party would be naturally at a higher level than the 6 person party.

I'm just not fully understanding why this is an issue. Why fight for 4 and therefore limit those who want 6? The game would work out so much better if they allowed for 6 in SO many ways.

And if item management is your biggest issue, then I have the same issue. Item management in BG3 sucks right now. It needs to be fixed. However, the party size should not be limited just because of a broken item management system.

Let us have a party of 6!!!! Please!!!!

+100!!!!
Posted By: Alyssa_Fox Re: Party Size Discussion - 21/10/21 04:20 PM
Originally Posted by GM4Him
I still don't understand the resistance to a 6 person party. It doesn't hurt players who just want 4. If you like only 4 because you don't want to have the hassle of managing the items and equipment of 6, then only have 4 in your party. And by the way, I don't understand this anyway because you still have to manage all the items of your entire group at camp.


Larian hinted that we are going to lose companions after Act I, the party will probably shrink like in OS2. Chances are that your entire group will become four people.

Originally Posted by GM4Him
And if your concern is difficulty of gameplay, because they might build challenges based on 6 characters so that they are too hard for 4 characters, they can tweak the system to make that not an issue. Either they can build into encounters some sort of system that increases or decreases enemy stats based on the number of characters you have in your party at the time, or they can do what we've been suggesting and implement a split XP system where experience is split between the people you have in your party. So 4 characters would level up faster than 6, making challenges just as difficult for 4 as they would be for 6 because the 4 person party would be naturally at a higher level than the 6 person party.


XP split isn't working. Early game becomes much harder, than it becomes much easier when you outscale content too much, then it becomes much harder again when you hit content for max lvl. Balancing encounters via stats and amount of enemies will work, but it will require extensive playtesting of every encounter for 5 and 6 people too. Why waste QA's time on testing combat encounters when they can be looking for bugs or testing quests and other stuff that actually matters for every player? Mods will allow a party of 6, it's not a deal breaker for people, unlike unbalanced gameplay for people who will buy the game only if they can play solo or duo.
Posted By: mrfuji3 Re: Party Size Discussion - 21/10/21 04:48 PM
@Alyssa_Fox

Let's turn this around. You've said that you want to be able to play solo (with something like a lone wolf mode right?); how do you think such a mode should be implemented in BG3?
-Increasing experience gain will have significant problems at the level cap, true.
-5e doesn't have "skill points on level up", so BG3 can't simply give characters double the skill points.
-Doubling the ability score modifiers (e.g., Con of 14 gives +4 instead of +2), the proficiency bonus, and/or HP won't scale well with level because power in D&D is heavily tied to class features/spell level. Even getting an additional full action (and bonus action) isn't sufficient, for this reason. Unless you play a fighter/barbarian I suppose...then it may work.
-Larian could adjust all encounters for a Lone Wolf playthrough, but these seems like a LOT of work, and possibly require the player to commit to that mode for the entire game.

I'm honestly curious what your thoughts are on this. Because possibly, what will work for a party size <4, could potentially be inversed for a party size >4.
Posted By: Tuco Re: Party Size Discussion - 21/10/21 05:00 PM
Originally Posted by Alyssa_Fox
Originally Posted by GM4Him
I still don't understand the resistance to a 6 person party. It doesn't hurt players who just want 4. If you like only 4 because you don't want to have the hassle of managing the items and equipment of 6, then only have 4 in your party. And by the way, I don't understand this anyway because you still have to manage all the items of your entire group at camp.


Larian hinted that we are going to lose companions after Act I, the party will probably shrink like in OS2. Chances are that your entire group will become four people.

Yeah, they did.
Sounds like an additional reason that makes the party of four complete shit.
The only thing shittier than a small party in a CRPG is a small party where you aren't even allowed to swap an extended circle of companions around.

Originally Posted by mrfuji3
@Alyssa_Fox

Let's turn this around. You've said that you want to be able to play solo (with something like a lone wolf mode right?); how do you think such a mode should be implemented in BG3?
Oh well, Larian will find a way and, be assured, it will have nothing to do with how D&D is supposed to work.
Posted By: GM4Him Re: Party Size Discussion - 21/10/21 05:50 PM
Originally Posted by Alyssa_Fox
Originally Posted by GM4Him
I still don't understand the resistance to a 6 person party. It doesn't hurt players who just want 4. If you like only 4 because you don't want to have the hassle of managing the items and equipment of 6, then only have 4 in your party. And by the way, I don't understand this anyway because you still have to manage all the items of your entire group at camp.


Larian hinted that we are going to lose companions after Act I, the party will probably shrink like in OS2. Chances are that your entire group will become four people.

Originally Posted by GM4Him
And if your concern is difficulty of gameplay, because they might build challenges based on 6 characters so that they are too hard for 4 characters, they can tweak the system to make that not an issue. Either they can build into encounters some sort of system that increases or decreases enemy stats based on the number of characters you have in your party at the time, or they can do what we've been suggesting and implement a split XP system where experience is split between the people you have in your party. So 4 characters would level up faster than 6, making challenges just as difficult for 4 as they would be for 6 because the 4 person party would be naturally at a higher level than the 6 person party.


XP split isn't working. Early game becomes much harder, than it becomes much easier when you outscale content too much, then it becomes much harder again when you hit content for max lvl. Balancing encounters via stats and amount of enemies will work, but it will require extensive playtesting of every encounter for 5 and 6 people too. Why waste QA's time on testing combat encounters when they can be looking for bugs or testing quests and other stuff that actually matters for every player? Mods will allow a party of 6, it's not a deal breaker for people, unlike unbalanced gameplay for people who will buy the game only if they can play solo or duo.

Let's start with "Larian hinted that we are going to lose comanions after Act 1." Okay. Fine. They hinted at it. So what? This is a forum for discussing what we WANT Larian to do. That has no bearing on whether they SHOULD shrink the party like in OS2. I sincerely hope they don't shrink the party. As others have said, it would ruin the entire flexibility of being able to have different parties at different times depending on who you need in the party and when. Say I need more magic users in my party to fight a certain magically weak enemy. Let me put Gale and Wyll and Shadowheart in my party. Say I need more physical melee fighters. Let me put my fighter and Lae'zel and maybe Karlach (assuming she'll be an addition to companions) in my party. Don't limit me to just 4 going forward. That's terrible! That forces players into a niche instead of allowing them to strategically implement their team to better face certain enemies and encounters. So, just because they've hinted at it, doesn't mean they should do it, nor does it mean they should limit the party to only 4 period.

And just because they aren't XP splitting correctly now, doesn't mean they shouldn't do it correctly for the future. If they XP split correctly, then it won't matter how they balance their encounters. If I go into the game with only 4 party members and earn a total of 4,800 XP, splitting that 4 ways is a 1,200 XP a piece. So, my characters should be Level 3 because it's 300 to go to level 2 and 900 more to go to Level 3. If I have 6 party members, they'd only gain 800 XP a piece doing the same encounters. So, they'd only be Level 2. The way D&D is designed, an encounter should be just as challenging for 4 Level 3 characters as it is for 6 Level 2 characters. You wouldn't have to rebalance at all because you are trading things off. While you have more party members, they are lower level. Thus, less experience earned per person and thus they won't gain levels as fast and so although you have more people to fight with on your side, they won't be as strong as if you just went with a party of 4.

So, it wouldn't be some big-butt thing they'd have to do to rework the whole game. Just rewrite the code to allow 6 characters regularly (which it is already in the game since you can do this if you multiplayer with 4 people and get Lae'zel and Shadowheart in the Prologue it allows you to have up to 6 in the party during the Prologue), and then just recode it so that it doles out experience a bit differently, splitting it instead of giving everyone all the experience. So, what the game does now is gives you 4,800 XP each for a party of 4 instead of dividing it by 4 and only giving each character 1,200 each like it should. If they implemented these two simple fixes, whether you have a party of 4 or 6, it won't matter from a game balance perspective.

And frankly, right now, the battles are fairly easy, for the most part. I've played through from start through the initial grove experiences, including Harpy Battle and Secret Tunnels Fight, and I just now Long Rested for the first time with a party of 4 at Level 2 max. So, if they change the XP rewards so that they are split instead of everyone getting max XP every fight, they still wouldn't have to rework the entire game for balance purposes.
Posted By: Alyssa_Fox Re: Party Size Discussion - 21/10/21 06:31 PM
Originally Posted by Tuco
Like I give a shit about the sales numbers. I'm talking about someone who actually played (and mostly despises) these games while they were launched.
If we were going by popularity contest loads of people would be crazy about Oblvion and Skyrim, but that's not going to stop me from having an abysmal opinion of both.

Yet sales and completion stats are objective metrics. It's ironic, but you yourself used "who cares of what YOU want?" as an argument, so why should Larian care about what you want when they can spend time and effort on implementing and testing something that will help attract more players or will be appreciated by more than just bg1&2 fans?

Quote
What are you even talking about? This is not a competitive game. And different players WILLINGLY choosing to control a different amount of units wouldn't affect anyone who isn't interested in doing so.

You imply that they will want it. The problem is that they will be forced to do it, it the game will be balanced for a party of 6.

Quote
It's irrelevant. No one would stop them from doing so.

Unbalanced difficulty and frustration will stop them. Is it so hard to understand, that there a lot of people who liked NWN1 being centered around sole PC, who only bought OS2 because they could play it with only one PC? People who like parties may want 6+ PCs, but they will still be happy with 4. People who want to play with controlling only one PC won't buy and enjoy a game where they will feel handicapped playing that way.

Quote
We already went over it a million times even just in this very thread. You could at very least make the bare minimum effort to keep up with the discussion rather than just jump in with the preachy tone and pretend to school everyone about core design.
Yes, I would preferer to have the game tailored from start to finish around my ideal party size, and nothing would stop Larian from having different difficulty settings about that if they wanted (since they already love to implement half a dozen of them in their games) BUT if they weren't willing to that extra mile in terms of effort, then YES, I'd take the native option to play with a party of six even if the game is not "carefully [UN]balanced around that idea", because this ideal quest for "perfect balance" is fucking irrelevant, especially when it gets in the way of enjoyment.

Then why can't you accept that people who consider 1 or 2 party members as ideal party size want the same thing? It's much easier to make a game enjoyable and balanced for 1 and 2 sized parties using Lone Wolf-style mechanics if the maximum size for the party is 4.

Quote
No, I don't, because my option wouldn't prevent them to play however the fuck they may want.

It will prevent them from enjoying a game the same way it's not enjoyable to play BG2 solo unless you are a hardcore BG2 fan. Vast majority of players just want to chill and have fun playing the game, they don't want extra challenge and they don't want the game to be boringly easy. That's why proper balance is important.

Quote
"We made a game in the genre that is mostly liked by the people who usually hate it" wouldn't really be the best of the box quotes.
Here's the thing: you may HATE everything that defines a competent, engaging and complex CRPG, but I don't, so I'm also not so eager to throw in the trash pile any aspect of the genre that doesn't make it closer to Diablo for the sake of mass appeal and praise any trashy attempt to streamline the concept.

Recycling outdated game design doesn't make a competent, engaging and complex CRPG.


Quote
But DOS 2 isn't a better game than BG2, its only advantages over it are pretty much the technical ones (neat 3D engine, better framerate, etc). In basically every other way it's an INFERIOR design with a boatload of downright BORKED mechanics.
A clucky control scheme, a messy inventory management, a disastrously bad armor system (so bad that even Swen Vincke himself had to admit at a a later date it was a disaster and they should have not shipped the game with it), a half-assed perk system on top of an exceedingly steep power curve and one of the worst itemizations I've ever seen in the entire genre.
I even liked the two DOS games to a decent extent, despise all their flaws, but seeing people like you pretending they redefined the entire genre and that their success proves everything about them was flawless is honestly comedy gold.

BG2 was good in 2000. If it was released today even with modern graphics it would be considered mediocre compared to RPGs like DA:I, OS2, Witcher 3.
Posted By: GM4Him Re: Party Size Discussion - 21/10/21 07:29 PM
"Unbalanced difficulty and frustration will stop them. Is it so hard to understand, that there a lot of people who liked NWN1 being centered around sole PC, who only bought OS2 because they could play it with only one PC? People who like parties may want 6+ PCs, but they will still be happy with 4. People who want to play with controlling only one PC won't buy and enjoy a game where they will feel handicapped playing that way."

But again, play it solo or with party of 6. Use proper XP split and it works. You play solo and gain 4,800 XP. You are now 1 character at Level 4, going on to 5. You play party of 6 and gain 4,800 XP. Split 6 ways, you have 6 Level 2 characters. Same challenges, same difficulty because 1 Level 4 = 6 Level 2's.

So, why not allow the game to be played with up to 6 party members so if you want to solo, you can, but if you want a party of 6, you can also?
Posted By: Alyssa_Fox Re: Party Size Discussion - 21/10/21 07:44 PM
Originally Posted by GM4Him
"Unbalanced difficulty and frustration will stop them. Is it so hard to understand, that there a lot of people who liked NWN1 being centered around sole PC, who only bought OS2 because they could play it with only one PC? People who like parties may want 6+ PCs, but they will still be happy with 4. People who want to play with controlling only one PC won't buy and enjoy a game where they will feel handicapped playing that way."

But again, play it solo or with party of 6. Use proper XP split and it works. You play solo and gain 4,800 XP. You are now 1 character at Level 4, going on to 5. You play party of 6 and gain 4,800 XP. Split 6 ways, you have 6 Level 2 characters. Same challenges, same difficulty because 1 Level 4 = 6 Level 2's.

So, why not allow the game to be played with up to 6 party members so if you want to solo, you can, but if you want a party of 6, you can also?

This doesn't work with DnD system. 1 level 4 =/= 6 lvl 2s. Also in the endgame you hit content designed for 6 characters at max lvl while you only have 1. Try playing Pathfinder or BG2 with a casual not crazy min/maxed character even on normal difficulty without cheese, it won't work.
Posted By: mrfuji3 Re: Party Size Discussion - 21/10/21 07:52 PM
I'm going to keep asking until Alyssa responds or someone quotes me and then she responds to that (in case she's ignored me), because at this point the conversation is just getting repeated.
Originally Posted by Alyssa_Fox
Is it so hard to understand, that there a lot of people who liked NWN1 being centered around sole PC, who only bought OS2 because they could play it with only one PC? People who like parties may want 6+ PCs, but they will still be happy with 4. People who want to play with controlling only one PC won't buy and enjoy a game where they will feel handicapped playing that way.
[...]
It's much easier to make a game enjoyable and balanced for 1 and 2 sized parties using Lone Wolf-style mechanics if the maximum size for the party is 4.
As BG3 is right now, playing as a solo character in BG3 will be really difficult, especially at later levels.

@Alyssa_Fox, how do you think Larian should implement Lone Wolf mode for people who want to play BG3 solo, if not increasing experience point gain?

5e doesn't have "X skill points gained each level" that can simply be doubled, and power in D&D mainly comes from abilities & spells which are determined by class level and not the amount of points put into a skill. Perhaps your idea of how to implement this might result in some understanding/resolution of allowing a 6-person party by doing the inverse...
Posted By: Tuco Re: Party Size Discussion - 21/10/21 08:01 PM
Originally Posted by Alyssa_Fox
Yet sales and completion stats are objective metrics.
Sure. They are objective metric for sales. Who are you even trying to fool here?
Are we trying to attempt the angle where any criticism should be dismissed on the virtue of popularity contests?
Guess the only good movies are the blockbusters, too.



Quote
Recycling outdated game design doesn't make a competent, engaging and complex CRPG.
The only thing outdated here is your pretense to be taken seriously every time you make a claim like this stating it as a fact.


Quote
BG2 was good in 2000. If it was released today even with modern graphics it would be considered mediocre compared to RPGs like DA:I, OS2, Witcher 3.
Complete, utter bullshit. You're delusional.
Dragon Age Inquisition isn't even the best Dragon Age and the oh-so-lauded Dragon Age Origins was often considered a second-rate attempt to recapture the magic of BG2 by most of the people who knew better.

I wouldn't really consider these three games combined as good as BG2, NOT EVEN even with the tech advantage and some design choices I'm far more favorable to (i.e. turn-based combat over RTWP), let alone if they were going to lose that edge.
And the third is a completely different genre anyway, so I'm not sure of what relevance it's even supposed to be (still, mechanics were always TW3's weakest points).

You could have spared me a long winded answer that in the end it doesn't really say anything of value beside "I'm going to defend whatever questionable blunder Larian could make as if my very life depended on it". I already got the gist several discussions ago.

For the rest, most your tedious attempt to keep arguing that you couldn't have a game that works with both a 4 and a six-men party keeps being something you cling to exclusively out of sheer stubbornness.
It's ridiculous because built over the assumption that you can objectively nail balance (something that will feel entire different to pretty much every single player according to class used, playstyle, familiarity with the system, etc.
It's not a strong argument per se, but it becomes especially weak given that many already conceded more than once in the discussion that they would take the option for a larger party even at cost of getting absolutely zero rebalance around it, something that at that point would literally have NO negative effect on your morbid attachment for a boring small party.

"BU-BUT WHAT IF I WANT TO PLAY SOLO because managing more than two characters gives me an aneurysm?". Well. Suit yourself, but most people don't get into party-based CRPGs to play fucking Diablo.
Posted By: RagnarokCzD Re: Party Size Discussion - 21/10/21 08:24 PM
Originally Posted by Alyssa_Fox
Balancing encounters via stats and amount of enemies will work, but it will require extensive playtesting of every encounter for 5 and 6 people too. Why waste QA's time on testing combat encounters when they can be looking for bugs or testing quests and other stuff that actually matters for every player? Mods will allow a party of 6, it's not a deal breaker for people, unlike unbalanced gameplay for people who will buy the game only if they can play solo or duo.
This all stands on two bad assumptions:

1) that Larian feel the urge to provide perfectly ballanced experience to everyone, no matter how big, or what members his party will have ...
Wich obviously isnt quite true (at least not yet) ... Larian simply created game ballanced for 4 people ... and if you want to go with 2, its your choice ... thigs will be harder for you, but if you wish ... you can, no tunning is happening if you do ...

Perfect example are those Intellect devourers on start ... if you cast Shadow away, they will obliterate your ass if you are not carefull enough. smile
Why? Bcs game dont care that you decided to cast out your companion, you are suppose to be group of 2 by now and in that numbers, encounter is fine ... if you decide to get there solo, its potentialy harder ... if you decide to open tomb instead (and manage to laugh ) you can get there other way around with 4 member party and that encounter is trivial as fuck.

2) that players feel the urge to be provided perfectly ballanced experience to them, no matter how big, or what member their party will have ...
Once again, that is false asumption ... since no modder in the world would go through every single game aspect and tuning it for more party members ... they simply find the rule that say "when party members = 4, dont allow another member to join" ... and change the number from 4 to 6 ... NO ADDITIONAL TUNING AT ALL ... wich (surprise, surprise) is EXACTLY what we (or at least some of us) want from Larian. laugh
Posted By: Alyssa_Fox Re: Party Size Discussion - 21/10/21 09:15 PM
Originally Posted by mrfuji3
I'm going to keep asking until Alyssa responds or someone quotes me and then she responds to that (in case she's ignored me), because at this point the conversation is just getting repeated.
Originally Posted by Alyssa_Fox
Is it so hard to understand, that there a lot of people who liked NWN1 being centered around sole PC, who only bought OS2 because they could play it with only one PC? People who like parties may want 6+ PCs, but they will still be happy with 4. People who want to play with controlling only one PC won't buy and enjoy a game where they will feel handicapped playing that way.
[...]
It's much easier to make a game enjoyable and balanced for 1 and 2 sized parties using Lone Wolf-style mechanics if the maximum size for the party is 4.
As BG3 is right now, playing as a solo character in BG3 will be really difficult, especially at later levels.

@Alyssa_Fox, how do you think Larian should implement Lone Wolf mode for people who want to play BG3 solo, if not increasing experience point gain?

5e doesn't have "X skill points gained each level" that can simply be doubled, and power in D&D mainly comes from abilities & spells which are determined by class level and not the amount of points put into a skill. Perhaps your idea of how to implement this might result in some understanding/resolution of allowing a 6-person party by doing the inverse...

Action per turn, spell slots and other per rest powers, HP will require tuning. It will require testing if just doubling or quadrupling them is good enough, but these stats will definitely need some adjusting to level the field for solo/duo players.
Posted By: GM4Him Re: Party Size Discussion - 21/10/21 10:16 PM
Originally Posted by Alyssa_Fox
Originally Posted by GM4Him
"Unbalanced difficulty and frustration will stop them. Is it so hard to understand, that there a lot of people who liked NWN1 being centered around sole PC, who only bought OS2 because they could play it with only one PC? People who like parties may want 6+ PCs, but they will still be happy with 4. People who want to play with controlling only one PC won't buy and enjoy a game where they will feel handicapped playing that way."

But again, play it solo or with party of 6. Use proper XP split and it works. You play solo and gain 4,800 XP. You are now 1 character at Level 4, going on to 5. You play party of 6 and gain 4,800 XP. Split 6 ways, you have 6 Level 2 characters. Same challenges, same difficulty because 1 Level 4 = 6 Level 2's.

So, why not allow the game to be played with up to 6 party members so if you want to solo, you can, but if you want a party of 6, you can also?

This doesn't work with DnD system. 1 level 4 =/= 6 lvl 2s. Also in the endgame you hit content designed for 6 characters at max lvl while you only have 1. Try playing Pathfinder or BG2 with a casual not crazy min/maxed character even on normal difficulty without cheese, it won't work.

What are you talking about? Where do you think I got that from? That's exactly how D&D works. It is the D&D system. When you play D&D, if you go up against enemies and the DM awards you a thousand experience, that thousand experience is divided amongst the number of characters in the party. So, if you have four party members, they will level up much faster than eat party members, because you are giving more experience to each individual character in a party of four. So I can play the exact same campaign with four players as I do with eight players, but by the end the campaign with the four players will be higher level than the campaign with the eight players. I'm not entirely sure you fully understand how D&D works.

And it's all about how they implement things in the game. Sure if your solo playing you're eventually going to level cap towards the end. But I don't think that anyone expects that this game should be built based on a solo playthrough. This is a D&D game, and D&D is never meant to be played solo. It is meant to be played as a party of adventurers traveling together, a group of friends. That's why we are fighting so hard for a party of six. Parties of six are a classic for D&D.
Posted By: Alyssa_Fox Re: Party Size Discussion - 21/10/21 10:25 PM
Originally Posted by Tuco
Sure. They are objective metric for sales. Who are you even trying to fool here?
Are we trying to attempt the angle where any criticism should be dismissed on the virtue of popularity contests?
Guess the only good movies are the blockbusters, too.

Still, popularity can be measured and popularity proves that something is appealing and enjoyable for an average customer. It is important for AAA games, because AAA games are blockbusters of video gaming industry. So, if your tastes are niche and specific, then play niche games, watch niche movies, read niche novels, but don't try enforcing your niche tastes on general public. You have a right to dislike something majority likes, but calling it trash is edgy and dumb, you need to learn to respect the tastes of majority, because, after all, our modern society is based on preferences of the majority and democracy and in video gaming industry customers vote with their money.

Quote
The only thing outdated here is your pretense to be taken seriously every time you make a claim like this stating it as a fact.

No real approval system for companions, few skill checks in social interactions, lacking and mostly boring combat encounters, horrible interface, etc. Older BG titles didn't age well. At least Planescape has writing as it's saving grace, but BG writing is very generic and cliche.


Quote
Complete, utter bullshit. You're delusional.
Dragon Age Inquisition isn't even the best Dragon Age and the oh-so-lauded Dragon Age Origins was often considered a second-rate attempt to recapture the magic of BG2 by most of the people who knew better.

Dragon Age: Inquisition is the most successful video game launch in BioWare's history based on units sold. That's a fact.


Quote
I wouldn't really consider these three games combined as good as BG2, NOT EVEN even with the tech advantage and some design choices I'm far more favorable to (i.e. turn-based combat over RTWP), let alone if they were going to lose that edge.
And the third is a completely different genre anyway, so I'm not sure of what relevance it's even supposed to be (still, mechanics were always TW3's weakest points).

It's funny how you say things like that and claim that other people are delusional. You claim that your opinion is superior, what you like is complex and amazing, but what majority likes is trash. Yet there are no numbers supporting your words, no objective metrics, no statistics, just your opinion without any real proof.
Posted By: Alyssa_Fox Re: Party Size Discussion - 21/10/21 11:00 PM
Originally Posted by GM4Him
What are you talking about? Where do you think I got that from? That's exactly how D&D works. It is the D&D system. When you play D&D, if you go up against enemies and the DM awards you a thousand experience, that thousand experience is divided amongst the number of characters in the party. So, if you have four party members, they will level up much faster than eat party members, because you are giving more experience to each individual character in a party of four. So I can play the exact same campaign with four players as I do with eight players, but by the end the campaign with the four players will be higher level than the campaign with the eight players. I'm not entirely sure you fully understand how D&D works.

If we are talking about actual tabletop DnD, then open pages 82-83 of DMG for 5e. You don't only split XP based on the amount of players, you also tailor encounters based on the amount and level of players. On page 84 you will find guidelines for how much exp should a party member earn for each adventuring day. The actual amount of XP a single player in the party earns by the end of the day is supposed to be the same no matter the size of the party. DM creates encounters so that larger parties earn more total xp (more enemies, more difficult enemies) so that after you split the xp between party members they will level as fast as members of a smaller party.

Originally Posted by GM4Him
This is a D&D game, and D&D is never meant to be played solo.

https://www.dmsguild.com/browse.php?author=5E%20Solo%20Gamebooks

Originally Posted by GM4Him
Parties of six are a classic for D&D.

Parties of 3-5 are default for 5e, parties of 6+ have special rules and imply different combat encounters. Page 83 of DMG 5e.
Posted By: GM4Him Re: Party Size Discussion - 21/10/21 11:08 PM
I still have yet to hear a valid argument for why they shouldn't make it 6 party members.

Here are my valid arguments for 6:

1. Multiplayer party of 4 can actually have origin characters in their party to satisfy story arc requirements like Lae'zel interrogating Zorru. Can't have that with party of 4.
2. Players have more flexibility to strategically build their party.
3. Players can literally travel with all origin characters in single player mode, thus able to trigger all story quests without having to go to camp, ask party member to leave, confirm it, walk up to other party member, ask them to join, then leave camp. Sure, more companions may be added later, but the core companions, the ones the story is being built around, can all travel with the MC together and interact, etc. without the camp hassle.
4. Lots of people want it, and those who don't can still play with only four if that's what they really want.

Have I missed any? Either way, some very valid reasons.

Tell me what I'm missing here.
Posted By: GM4Him Re: Party Size Discussion - 21/10/21 11:20 PM
It's funny that you think that they are building their encounters even remotely based on D&D tabletop rules. If they were, you wouldn't fight imps and intellect devourers and demons at level one and two with potentially only a party of two. If anything, the entire game so far seems to be building encounters around a party of six. That's why they're nerfing all the enemies.

Think about it, if I fought three intellect devourers with a party of six level two characters, that would still be a challenge if they implemented the rules correctly. A party of six fighting 3 imps would also not be an easy battle. The whole game is nerfed right now because we are only having four party members. If they want to make this game work even remotely close to D&D rules, they need to implement six party members and stop nerfing the enemies.

But regardless, the concept is still the same. A six-party member group fighting the same enemies as a four party member group will gain less experience and it will thus balance out. They don't have to rebalance the whole game for just that reason.
Posted By: GM4Him Re: Party Size Discussion - 22/10/21 12:15 AM
You know, your response bugs me. Do you DM RPGs at all? I've been tabletop RPGing for like 25+ years. I know how to build encounters, and I know that you can build them in such a way that regardless of party size, they are doable.

That's one of my big pet peeves with BG3 right now. They are trying to build the game using impossible enemies. Then they nerf them horribly. A single intellect devourer is a tough fight for a level 2 party of 4. 3 is insane. 3 imps fighting a party of 4 level 1s is also rough. I took a party of 3 players at level 1 through BG3 using tabletop, and the Prologue was rough with Lae'zel helping. They did it, but it was rough. Lae'zel almost died in the first imp fight.
Posted By: Alyssa_Fox Re: Party Size Discussion - 22/10/21 12:24 AM
Originally Posted by GM4Him
It's funny that you think that they are building their encounters even remotely based on D&D tabletop rules.

First of all, I am not thinking that. I explained why you are wrong to assume that in actual DnD campaign a smaller party will outlevel a larger one. Because in actual DnD campaign encounters are tailored according to the party size and level so that every player will earn a specific amount of exp for each adventuring day. You split the exp, but the total amount of exp a larger party earns is supposed to be much higher. In the video games where the encounters are mostly static and do not adapt to the size of the party having a party of 6 and 4 will require creating different sets of encounters for each party size to achieve that. Using raw xp split without it will cause unbalanced and frustrating gameplay. That's my point.
Posted By: mrfuji3 Re: Party Size Discussion - 22/10/21 12:29 AM
Originally Posted by Alyssa_Fox
Originally Posted by mrfuji3
@Alyssa_Fox, how do you think Larian should implement Lone Wolf mode for people who want to play BG3 solo, if not increasing experience point gain?
Action per turn, spell slots and other per rest powers, HP will require tuning. It will require testing if just doubling or quadrupling them is good enough, but these stats will definitely need some adjusting to level the field for solo/duo players.
Appreciate it.

I agree that actions per turn and HP could be useful and relatively easy to tune - simply scale from anywhere from 1.5-4x. Doubling spell slots...eh maybe will be a slight buff to power, but given the ease in long resting in BG3 this won't be that huge of an effect. However, an especially tricky mechanic is concentration. I'm assuming a Lone Wolf Solo character probably won't be able to concentrate on two spells at once, whereas a party of 4 could have up to 4 concentration spells going on at once. Or hey, maybe that'd be an appropriate and very interesting mechanical change by Larian - double concentration? At the very least, the novelty would attract players to at least try a lone wolf playthrough = game replayability.

Another problem is the ability for enemies to easily CC your solo character. In Divinity this is offset by +60% Physical and Magic armor, but in BG3 it'd be...saving throws? One thing that higher level characters gain is the ability to better succeed on saving throws (e.g., Fighter's Indomitable, Monk's Stillness of Mind, Paladin's Aura of Protection), all of which would be missing in this type of Lone Wolf mode. Unless Larian simply buffed all saving throws by ~+5 (roughly giving you 50% more chance to succeed) I can foresee this being a big problem...
Posted By: Alyssa_Fox Re: Party Size Discussion - 22/10/21 12:39 AM
Originally Posted by GM4Him
That's one of my big pet peeves with BG3 right now. They are trying to build the game using impossible enemies. Then they nerf them horribly.

Which isn't a problem if you don't care about how close Bg3 is to tabletop DnD. I don't. I care about two things: how fun it will be to play both for me and my friends and how much money will Larian make so that they can continue making games that are enjoyable and innovative. I see strict adherence to DnD tabletop rules as a negative element here because it restricts the creative freedom.

Originally Posted by GM4Him
A single intellect devourer is a tough fight for a level 2 party of 4.

Yes, because a party of 4 lvl 2 characters has XP Threshold of 200/400/600/800 and an intellect devourer is, if I am not mistaken, a 700xp monster with CR of 3. But BG3 isn't a tabletop rpg.
Posted By: Alyssa_Fox Re: Party Size Discussion - 22/10/21 12:51 AM
Originally Posted by mrfuji3
However, an especially tricky mechanic is concentration. I'm assuming a Lone Wolf Solo character probably won't be able to concentrate on two spells at once, whereas a party of 4 could have up to 4 concentration spells going on at once. Or hey, maybe that'd be an appropriate and very interesting mechanical change by Larian - double concentration? At the very least, the novelty would attract players to at least try a lone wolf playthrough = game replayability.

Yes, that's a good point, double concentration would be a very welcome addition in that case. And not only in combat encounters, buffing characters for social encounters is important too. Which also makes me think that Lone Wolf should probably grant you some extra skill proficiencies.

Originally Posted by mrfuji3
Another problem is the ability for enemies to easily CC your solo character. In Divinity this is offset by +60% Physical and Magic armor, but in BG3 it'd be...saving throws? One thing that higher level characters gain is the ability to better succeed on saving throws (e.g., Fighter's Indomitable, Monk's Stillness of Mind, Paladin's Aura of Protection), all of which would be missing in this type of Lone Wolf mode. Unless Larian simply buffed all saving throws by ~+5 (roughly giving you 50% more chance to succeed) I can foresee this being a big problem...

Agreed, that one is tricky, because on the one hand the players shouldn't feel immune to CC, but on the other hand getting CCed when you only have 1 or 2 characters can be quite deadly. I don't know if a flat buff will be the best option here. What do you think about advantage on saving throws after the first round of being CCed?
Posted By: GM4Him Re: Party Size Discussion - 22/10/21 03:05 AM
Lol. I can't think of a single person out here who doesn't want the game to be fun and for Larian to make more fun games.

You tell me I'm wrong, but what do you base your RIGHTness on? I base my statements and suggestions on 25 years of RPG experience + a gazillion hours of playing videogames including almost every D&D game that's existed since Commodore 64 Bard's Tale and Pool of Radiance and all the old cRPG word games.

Since the freaking dawn of D&D cRPGs, I can't think of any that has so flippantly disregarded the source material so much, turning intellect devourers into thug grunts and imps having no resistance to anything and so on and so forth. Now, that said, it's EA, so maybe they plan on fixing that later. Who knows? And, in spite of it, I still love this game.

Yes, there is some room to argue all day long that many classic D&D cRPGs had only 4 party members, but that doesn't matter here. What matters here is what makes the most sense for this game.

I've given multiple reasons why a 6 party member BG3 is a big plus and why 4 severely limits. I've also explained how they can make it work without an issue. All you have done is get knit picky with me about the PHB and what it says about building encounters. The "rules" in the books for such things are guides. In practical use, I'm telling you, you can build encounters for 4 or 6 and it works out the same in the long run. Yes, in tabletop, you CAN design encounters based on player level and make sure to award experience so that by the end of a campaign a party of 4 is the same level as a party of 6 might be, but you can also design it the way I suggested.

And, just so you know, at one point, I even suggested that they could implement logic that does analyze your overall character level and tweak encounters to match. 3 imps against character level of 3 and the game should reduce imp health to 2 HP a piece because they have resistance and would require 4 HP of damage each to kill. It wouldn't take much to implement that logic, and then it would fit right into the PHB guidelines you quoted. I would actually prefer it. As a DM, that's how I would do it.

But that, again, should have no bearing on party size. Why? Because a computer can be programmed to modify encounters to match PC levels. You can even have demons fighting level 1s with legit rules IF the DM sets up the encounter right.
Posted By: mrfuji3 Re: Party Size Discussion - 22/10/21 03:38 AM
Originally Posted by Alyssa_Fox
Yes, that's a good point, double concentration would be a very welcome addition in that case. And not only in combat encounters, buffing characters for social encounters is important too. Which also makes me think that Lone Wolf should probably grant you some extra skill proficiencies.
If implemented I think they'd need to restrict double concentration to solo (not duo) playthroughs. 2-person parties, each with double concentration, would be able to get into some crazy shenanigans. Especially since anyone can use scrolls atm.

As for skills, yeah giving extra proficiencies is probably better than a flat bonus to all skill checks. 2-3 additional ones perhaps.
Originally Posted by Alyssa_Fox
Originally Posted by mrfuji3
Another problem is the ability for enemies to easily CC your solo character.
Agreed, that one is tricky, because on the one hand the players shouldn't feel immune to CC, but on the other hand getting CCed when you only have 1 or 2 characters can be quite deadly. I don't know if a flat buff will be the best option here. What do you think about advantage on saving throws after the first round of being CCed?
Honestly that might not be enough. One turn of CC, against a group of >4 enemies, could be enough to just outright kill you. Especially if they chain-CC you with additional effects.
I'd suggest either advantage on all (first?) STs, a flat buff (proficiency bonus?) to all STs, or maybe a pool of Legendary Resistances per long rest. Where after a failed ST, you can expend one of those uses to succeed. Though this wouldn't work with Larian's lack of reaction systems, and so would simply turn into "you automatically succeed on the first X STs per day" which is bleh...
Posted By: Black_Elk Re: Party Size Discussion - 22/10/21 04:16 AM
To the back and forth on the previous page... Alyssa_Fox' general point as I read it, was that she'd like the developer to prioritize the Campaign at the scale of a Party of 1-4, or more specifically of 1-2. If the DMG says that a "party of 3-5" is the default in 5e, that still leaves us with at least 3 at the low end. A campaign for 3-5 is a lot different than a campaign for 1-4. BG3 is not a campaign for 3-5, it's a campaign for 1-4.

The implicit point being that for any "special rules" and encounter balance zots, she'd rather have that dedicated not to the party of 4+, but rather for the party of fewer than 3. Citing sales and her own enjoyment with friends as the main motivator there, and some skepticism that any form of XP scaling could do the trick on its own, particularly at the low end. That's how I read the gist anyway, unless I was way off track. Was that the right read Alyssa_Fox? Is that your thought as well mrfuji3?

I understand the logic there, I just don't really agree with the priorities. I think Larian will probably damage their brand a bit if they stick it to their D&D fans overmuch, when the time comes for them to push out an expansion or sequel. They won't have the same kind of broad based good will and optimism from those quarters going into that next thing, if they just burn their D&D bridges along the way. Critical blowback could easily take the wind out of these sales, even if acclaim was strong initially. I know for my part I'll be pretty apprehensive if various things keep moving in a different direction than what I was expecting. At first I was like "hell yeah! please take my money BG3!!!" boiling over with enthusiasm at the prospect of a new Baldur's Gate game. Now my response would be decidedly more tepid and a lot more wait and see.

I want 6 in the EA. I don't necessarily need the encounters balanced for 6, but want native support for 6 in the UI and game settings. I don't want to download a mod and risk breaking my install to get something they should have built into this thing from the get-go. I can't speak for others, just for myself on that score. They will have a real hard time getting at my coin purse again if they try to pawn a BG off on me that only supports a party of 1-4, out of only 5-8 characters. That's just not the game I want at all, and they're already into me for the price of entry and all the time spent on these boards and such. So even if its a sunk cost thing at this point, I'll still repeat in the vain hopes...

6!

ps. I won't dispute that any of these Lone Wolf modifications being suggested might not help with sales or be advisable too. Only to say that if they can put in a whole gang of features and dedicate zots to the 1-2 experience -and can torch the DMG to make the Solo player happy - but remain entirely intransigent when it comes to their players who like the large party experience and just want a UI unlock that already exists, I will be hella blue. So blue. It will feel like such a rub.

I mean where is the 73 page Lone Wolf thread on these boards? Wasn't this the 6 character party thread? and now watch it all morph into the Solo player thread now. Alas

Maybe that does need a thread though. Like not this one, cause it will draw so much ire to go from talking about more than 4 to talking about fewer than 3, but there is a point to be made there too. I just think its hard to have the same party size discussion in both directions at the same time.

Or how about this? Instead of weighting the discussion in terms of what is more important or valuable to the game, how about just a pre-fix to clarify... So it's easier to follow along with the thinking.

>4 for "Party great than 4"

<3 for "Party fewer than 3"

Like an almost emoji to defuse tensions. Or an upvote even, like if you prefer to play with party at the high end or low end hehe

I think XP scaling works very well as a way to take the scale up from 4 to something >4. But I don't know how well it'd work in the other direction. I mean I'm only thinking about it in terms of how that worked in BG, to scale 1-6 and it seemed to work well, but I was almost always playing predominantly with a party of >4 for the duration there. And I plan to play BG3 almost exclusively at whatever maximum party size cap is allowed. I'm less experienced in what is required to run games for the soloist. I don't play much that way, except for during brief interludes perhaps for some story reason.
Posted By: GM4Him Re: Party Size Discussion - 22/10/21 05:05 AM
I still am not seeing a valid reason to not have a party of 6.

What I see is the game would work best WITH a party of 6.

1. Monsters could have actual 5e stats.
2. Story triggered for all origin characters so you don't have to change them out.
3. Able to trigger origin storylines even with a 4 player multiplayer session.
4. Able to strategically design your party more effectively.

The benefits of 6 way outweigh any negatives.

And that's my point. All the arguments against 6 are not big development issues.

And don't forget, they plan on implementing Difficulty settings, so that blows the whole balance the game issue out the water even more.

Seriously give me a good reason to not do 6.
Posted By: RagnarokCzD Re: Party Size Discussion - 22/10/21 06:52 AM
Originally Posted by GM4Him
Tell me what I'm missing here.
Well besides that fact that there will be more origin characters, so we will most defnietly not abke to take them all ... wich was confrimmed both by datamining and Sven himself.

There is one tiny detail here: Long rests.
Since right now story progression is tied to resting especialy with companions ... since we can talk to them mostly in camp only.
If you add two other characters we could spend much more time in field ... since we would have more hp, dmg, spellslots, carry weight ... more everything to keep us from resting. 🤣
Personaly i dont see that as a such huge problem ... i say let people screw the game the way they want ... but since you asked. 😁
Posted By: arion Re: Party Size Discussion - 22/10/21 07:07 AM
Originally Posted by GM4Him
Seriously give me a good reason to not do 6.

Laziness )
Posted By: Tuco Re: Party Size Discussion - 22/10/21 09:16 AM
Originally Posted by GM4Him
I still am not seeing a valid reason to not have a party of 6.
Because there isn't one.
It's not by chance that the attempted arguments are always the same recurring ones like "the official manual suggests 4 players" that were already discussed and dismantled dozens of times in this very thread (well, in the constellation of merged threads that make it).
Starting precisely with the very reason why that suggestion is made (the tabletop system obviously needs to sound so frictionless as possible from a logistic standpoint when it comes to gather different players around a table) or the fact that there's a significant difference between several human beings interacting around a table and having constant input on what's going to happen and a CRPG, where NPCs have very limited and sparse chances to interject in the player's decision process.

Even in its best and most grounded form, any argument against a variable number of party members is basically a case of arguing that "if you can't have perfect, then nothing is better than good". Which is obviously some disingenuous loaded bullshit.

And this is before even going *once again* over the fact that we are in a goddamn Early Access and there would be NO BETTER TIME to be wildly experimental with letting the players try different things and see what they will tend to prefer at large.
Posted By: GM4Him Re: Party Size Discussion - 22/10/21 11:20 AM
Originally Posted by RagnarokCzD
Originally Posted by GM4Him
Tell me what I'm missing here.
Well besides that fact that there will be more origin characters, so we will most defnietly not abke to take them all ... wich was confrimmed both by datamining and Sven himself.

There is one tiny detail here: Long rests.
Since right now story progression is tied to resting especialy with companions ... since we can talk to them mostly in camp only.
If you add two other characters we could spend much more time in field ... since we would have more hp, dmg, spellslots, carry weight ... more everything to keep us from resting. 🤣
Personaly i dont see that as a such huge problem ... i say let people screw the game the way they want ... but since you asked. 😁

You keep saying that, but my point is that you can have every single original origin character in your party. So, you know, every character who appears on the title screen and who is obviously the most important non-custom character, who they chose to make the stars of EA because they are clearly more important than whatever future characters they release. But regardless, the more origin characters you have the more annoying it's going to be to have a party of four. Increase the number of origin characters, and you increase the number of times you have to switch characters out if you keep the party size to 4, thus proving even more that we need a larger party size. If I have 10 origin characters, let's just say, and 4 party member slots, in order to experience the full story, I'll have to switch out party members constantly. A party of 6, not so much, and just forget story altogether in multiplayer games of 4.

As for resting, yeah, well, I'm trying to get them to stop with character development only at camp, and have been from the beginning. It's a broken system to force people to long rest just to fully interact with the characters. It would be much better to simply trigger dialogue on the road with your party than the constant, "Let's talk at camp" bit.
Posted By: mrfuji3 Re: Party Size Discussion - 22/10/21 03:47 PM
Originally Posted by Black_Elk
The implicit point being that for any "special rules" and encounter balance zots, she'd rather have that dedicated not to the party of 4+, but rather for the party of fewer than 3. Citing sales and her own enjoyment with friends as the main motivator there, and some skepticism that any form of XP scaling could do the trick on its own, particularly at the low end. That's how I read the gist anyway, unless I was way off track. Was that the right read Alyssa_Fox? Is that your thought as well mrfuji3?
To be clear, I'm FOR an allowed party size of 6 (via a dedicated defaults-to-off checkbox in the settings) that uses split exp. Modifying the exp formula could easily balance everything for parties >4.

But I do agree with Alyssa_Fox that split exp might not work that well for 1-person parties, possibly at all levels. At low levels, an increased-exp solo-er simply wouldn't have enough features to resist common enemy CC/shoves/surfaces/damage. At higher levels (with increased exp), a solo-er would reach the level cap and thus sharply drop off in power beyond that. Also, while systems like Pathfinder grant skill points each level and increase ALL STs with higher levels (even AD&D 2e did this, right?), D&D 5e only increases your proficiency with a subset of these. A level 20 5e sorcerer, barring feats/subclass abilities, still only gets their Wis Mod to Wisdom STs.

Honestly, I'm mainly theory-crafting for fun at this point: "given no extra exp, how could one balance a party of 1-2 characters for normal encounters?" It's not like Larian is actually reading this thread. Or if they are, they've likely already come to their conclusions.
Posted By: GM4Him Re: Party Size Discussion - 22/10/21 04:33 PM
Okay. I guess I'm not truly even considering parties of 1-3 at all. My focus is parties 4-6, with an emphasis on 6. You can balance all encounters for anything between 4-6 party members with relative ease using XP split. A party of 4 Level 4 characters should have relatively the same trouble fighting the Spider Matriarch as a 6 member Level 2 or 3 party. Shoot! The 4 Level 4s might defeat her easier because they have higher HP each and better stats and abilities.

But, the point is that it wouldn't take as much for Larian to implement a 6 member party. They wouldn't have to rebalance the whole game.

As for 1-3 member parties, that's on the players. You want to challenge yourself and go fight everything solo, then you just have to accept the challenge, OR set the difficulty setting to Easy or whatever it will be once they actually implement difficulty settings.

Again, that should have absolutely no bearing on this discussion about increasing party size to 6.
Posted By: RagnarokCzD Re: Party Size Discussion - 22/10/21 06:42 PM
Originally Posted by GM4Him
who is obviously the most important non-custom character, who they chose to make the stars of EA because they are clearly more important than whatever future characters they release.
You keep saying that ...
But same as Goblin leaders are not big bosses of Act 1, no matter how much you wish that ... those companions are not any more important than rest Origin characters will be.

Why did they chose to make them first?
Bcs theyr classes was done first. laugh

Why was theyr classes done first? Fighter, Rogue, Cleric, Wizard and Warlock ...
The most basic classes you find. laugh

Dont search anything deeper in that. smile

Originally Posted by GM4Him
the more origin characters you have the more annoying it's going to be to have a party of four. Increase the number of origin characters, and you increase the number of times you have to switch characters out if you keep the party size to 4, thus proving even more that we need a larger party size.
This dont make sence to me ...

Party of 4:
I need to take Wyll with me for his quest ... i release one companion ... i take Wyll instead.

Party of 6:
I need to take Wyll with me for his quest ... i release one companion ... i take Wyll instead.

Where is any difference? laugh

Originally Posted by GM4Him
If I have 10 origin characters, let's just say, and 4 party member slots, in order to experience the full story, I'll have to switch out party members constantly. A party of 6, not so much
Oh that is what you mean ... that with bigger party there is bigger chance that i will have Wyll in my party allready!
Well, yes ...

Originally Posted by GM4Him
and just forget story altogether in multiplayer games of 4.
I know, i know ... this is actualy main reason for 6 members party for myself.

Originally Posted by GM4Him
They wouldn't have to rebalance the whole game.
Agreed ... simply allow us to recruit two more people and dost adjust anything, we can handle that. :P
Posted By: GM4Him Re: Party Size Discussion - 22/10/21 06:48 PM
Well, at least we agreed on most things this time. 😁
Posted By: Archaven Re: Party Size Discussion - 23/10/21 11:52 AM
i was having so much fun with pathfinder wrath of the righteous. it's the first game that make me feels that i needed 7 party character instead. not a joke. i'm intending to use a mod to increase the size to 7. here me out why. i play on core difficulty and above so it seems to cover most of the roles to have the best gameplay (for myself personally), some companions are simply required for every playthrough... except if you play on normal difficulty i don't think it's going to matter.

camellia - simply required for me as she's the best party buffer, tank and critter.
seelah - she's really powerful with mark of justice and really required if you play higher difficulty.
sosiel - mandatory for me over daeran. sadly daeran has to go because sosiel much better.
nenio or woljif - nenio here winning over both woljif and ember. ember sleep is really nice though. but cam got her covered.

so the other party companion, unless you are playing as a range MC yourself, i would say arue or lann is simply mandatory.
but due to above party setup, if my main character isn't a DPS himself, i would rate that greybor is mandatory.

due to this design it simply leave me no choice for a 7 party character setup. also.. a pet companion is simply very important! in higher difficulty as well.

bottomline: i find myself enjoying and having alot of fun with pathfinder wrath of righteous given alot of options and different playstyles. with 4 party character in bg3 sadly to say.. i only completed EA once and never have touch it anymore.

for the sake of gameplay, i honestly think larian should increase the party size to 6 instead of 4. but i can really see through their intention which they really wanted that 4 party multiplayer thingy. but for single player i really urge larian to do the right thing. not everyone plays multiplayer. i have DOS / DOS2 and i never once touch the multiplayer. i don't see it any issue giving more options to players who want 6.

instead of giving more options and flexibility why larian chose to do the opposite?
Posted By: Alyssa_Fox Re: Party Size Discussion - 23/10/21 02:00 PM
Originally Posted by Archaven
i was having so much fun with pathfinder wrath of the righteous. it's the first game that make me feels that i needed 7 party character instead. not a joke. i'm intending to use a mod to increase the size to 7. here me out why. i play on core difficulty and above so it seems to cover most of the roles to have the best gameplay (for myself personally), some companions are simply required for every playthrough... except if you play on normal difficulty i don't think it's going to matter.

camellia - simply required for me as she's the best party buffer, tank and critter.
seelah - she's really powerful with mark of justice and really required if you play higher difficulty.
sosiel - mandatory for me over daeran. sadly daeran has to go because sosiel much better.
nenio or woljif - nenio here winning over both woljif and ember. ember sleep is really nice though. but cam got her covered.

so the other party companion, unless you are playing as a range MC yourself, i would say arue or lann is simply mandatory.
but due to above party setup, if my main character isn't a DPS himself, i would rate that greybor is mandatory.

due to this design it simply leave me no choice for a 7 party character setup. also.. a pet companion is simply very important! in higher difficulty as well.

bottomline: i find myself enjoying and having alot of fun with pathfinder wrath of righteous given alot of options and different playstyles. with 4 party character in bg3 sadly to say.. i only completed EA once and never have touch it anymore.

for the sake of gameplay, i honestly think larian should increase the party size to 6 instead of 4. but i can really see through their intention which they really wanted that 4 party multiplayer thingy. but for single player i really urge larian to do the right thing. not everyone plays multiplayer. i have DOS / DOS2 and i never once touch the multiplayer. i don't see it any issue giving more options to players who want 6.

instead of giving more options and flexibility why larian chose to do the opposite?

Funny, because I played WoTR on hard and I felt that 6 person party is an overkill. I only actually used Weduag, Arue and my sorcerer PC in combat every turn. Nenio, Camellia (later Lann, I killed Camellia and leveled Lann as a shaman when I got him in act 5) and Daeran just summoned monsters to tank and I usually skipped most turns for those three. Combat in Pathfinder is extremely boring and easy because AI is just too dumb.
Posted By: Alyssa_Fox Re: Party Size Discussion - 23/10/21 02:13 PM
Originally Posted by GM4Him
As for 1-3 member parties, that's on the players. You want to challenge yourself and go fight everything solo, then you just have to accept the challenge, OR set the difficulty setting to Easy or whatever it will be once they actually implement difficulty settings.

Why? Why people who like 6 person parties are more important than people who like playing RPGs solo?
Posted By: Tuco Re: Party Size Discussion - 23/10/21 02:23 PM
Originally Posted by Alyssa_Fox
Funny, because I played WoTR on hard and I felt that 6 person party is an overkill.
Yeah, that was just you.
Posted By: GM4Him Re: Party Size Discussion - 23/10/21 03:16 PM
Originally Posted by Alyssa_Fox
Originally Posted by GM4Him
As for 1-3 member parties, that's on the players. You want to challenge yourself and go fight everything solo, then you just have to accept the challenge, OR set the difficulty setting to Easy or whatever it will be once they actually implement difficulty settings.

Why? Why people who like 6 person parties are more important than people who like playing RPGs solo?

Because an RPG like BG3 is not meant to be played solo. Neverwinter, yes. Skyrim, yes. The Baldur's Gate series is built on being a party based series of games, and that is how D&D is meant to be played as well, as a party. If you want a solo game, there are plenty out there. What you seem to be trying to do is force a game to be both solo and party based and somehow balanced for both when it is the 3rd game in a series that has been based on a 6 person party from the very beginning.
Posted By: Try2Handing Re: Party Size Discussion - 23/10/21 03:55 PM
You can't make someone see something they refuse to see, or believe in something they simply don't care about in the first place.

You can try to explain to me how a small party will inevitably not be able to comfortably handle all the skill checks that appear everywhere in the game, which makes the game less enjoyable, all day, it won't matter if I simply don't care about making skill checks, and won't find the game any less enjoyable if I fail skill checks everywhere, as long as I can still progress the main story.

You can try to explain how a small party greatly limits party composition choices all day, it won't matter if I never care about party composition or role-playing with a group of characters. I will be perfectly content if I can blast through the game with one single character. Experimenting with different ways of tackling encounters using different party compositions? Pfft.

You can try to explain how playing with more characters is more fun and interesting, it won't matter if I find it more enjoyable and easy to just have one single character to manage.

We can drop all the arguments as for why we believe one thing is better than the other. At the core it's just "because we *prefer* it that way". It's just personal preferences, no matter how absurd or stupid you may think someone's preferences are. If I enjoy playing with one character because I'm too lazy to care about the nuances of playing with 6 characters, none of your explanation will matter to me. I have the right to not be one of those sophisticated players.
Posted By: Alyssa_Fox Re: Party Size Discussion - 23/10/21 04:11 PM
Originally Posted by Tuco
Originally Posted by Alyssa_Fox
Funny, because I played WoTR on hard and I felt that 6 person party is an overkill.
Yeah, that was just you.
Definitly not just me

https://steamcommunity.com/app/640820/discussions/0/3393916911753266145/

https://www.reddit.com/r/Pathfinder..._ever_feel_like_a_party_of_6_is_too_big/
Posted By: Tuco Re: Party Size Discussion - 23/10/21 04:11 PM
Originally Posted by Try2Handing
We can drop all the arguments as for why we believe one thing is better than the other.
Well, no, we can't, actually, because we are arguing for the addition of that preferential option that is currently missing in the game and being vocal and insistent about it is the only thing that will give us a remote chance to make it happen.


"it's up to personal preference, so shut up and suck it up" doesn't really help anyone here.
Well, besides Alyssia and her rabid opposition to let other people have something they may enjoy.
Posted By: Tuco Re: Party Size Discussion - 23/10/21 04:12 PM
Originally Posted by Alyssa_Fox
Definitly not just me
Ah yes, not just you. Also another couple of nutjobs in a ten-posts thread where half of the replies are opposing the initial suggestion.

P.S. Same goes with the reddit thread, incidentally: the overwhelming majority of the replies are in favor of a larger party size.
Posted By: Alyssa_Fox Re: Party Size Discussion - 23/10/21 04:14 PM
Originally Posted by GM4Him
Because an RPG like BG3 is not meant to be played solo. Neverwinter, yes. Skyrim, yes. The Baldur's Gate series is built on being a party based series of games, and that is how D&D is meant to be played as well, as a party. If you want a solo game, there are plenty out there. What you seem to be trying to do is force a game to be both solo and party based and somehow balanced for both when it is the 3rd game in a series that has been based on a 6 person party from the very beginning.

Well, it's developer who decides how their game is meant to be played and Larian confirmed that they will add a Lone Wolf mode.

https://store.steampowered.com/news/app/1086940/view/2885074731428367103

"Is there a Lone Wolf mode planned?
This is actually a question already being asked by a number of our playtesters who are currently playing the game. A Lone Wolf mode is planned, but won’t be in the game at the beginning of Early Access. One of the many great discussions that come from people playing, and talking with us."
Posted By: Black_Elk Re: Party Size Discussion - 23/10/21 06:29 PM
I just scanned those threads that you linked on the previous page (from steam/reddit), and after the opening thread titles questioning whether a 6 character party was too large, there were at least as many if not more posts and upvotes in support of a party >4. In that respect those threads seem to mirror what we've see in this one, and also what Try2Handing mentioned about the intractability of personal preference.

For my part, I'd say that XP scaling is a ready solution to accommodate Parties of 3-5, and also parties of 6 like the earlier BG games. I think it would work well going from 4 to >4, or from 4 down to <3, just as BG1/2. Provided the player intends to play the game with a party. If they don't, then they may have extra requirements to accomodate.

You and mrfuji have both expressed the idea that XP scaling will be insufficient for parties <3, and particularly for solo or duo play. That may very well be true, but it seems to me that if accommodating the Lone Wolf is so much more onerous, then it really should be an independent game mode and not try force a round peg into a square (or ideally hexagonal) hole here.

For example, I should not be able to simply dismiss my party of 4 down to just myself as the Lone PC, and then suddenly gain access to a host of extra abilities, more hitpoints, double concentration or whatever. Unlike going from 3 to 4, or up to >4, where we can keep an internally consistent and flexible method via XP scaling, Lone Wolf likely requires a totally different set up to function well. It should have its own independent game options toggle and should not intrude so much on the default party based game.

Going from 3-4 to 3-5 or 3-6 is relatively simple and straightforward to execute. Solo or Duo play not so much, I think our request here for 2 extra party slots with XP scaling is much easier to pull off in a way that will satisfy both players who like a party of 4, and those who like a party of >4. But going the other direction is like a totally different convo, that requires something a lot more involved to make this thing satisfying for strictly Solo players who aren't interested in a party, and just want some kind of AI henchmen type thing (if they even want that?). I suggested earlier that they could use a ghost chain, or even simply have the camp as a place for story delivery without actually bringing the NPCs along for the ride. To me that would defeat the point, but they could set that up I'd think as a game option, and it wouldn't spoil anything for my preferred style of play. I don't oppose that, I just think it will require more work and a different sort of work to pull that off, than our request to have 6 at the high end rather than just 4. By comparison the 6 request seems pretty straightforward, the 1-2 request rather more involved.
Posted By: mrfuji3 Re: Party Size Discussion - 23/10/21 07:04 PM
Honestly the only valid arguments I see against an optional 6-person party are:
1.) Working on this will take away Larian's resources from something else that the poster thinks is more important
2.) Poster will feel compelled to have the full 6-person party so they miss less content, but think this will be less fun in a TB game especially with Larian's UI. And self-imposing oneself to 4 characters is not fun, for the same reasons that "If you don't like it, don't use it" is a bad argument: imposing self restrictions is not fun or good game design.
3.) Larian will implement a 6-person party in a terrible way that affects all players, not just 6-person-party players (e.g., adding more enemies, making the 6-person party required, and/or using the 6-person exp mechanic for solo players)

These are the only things we should be discussing. Most other arguments boil down to essentially: "I don't want to play with a party of 4, so no one should be able to without mods."

The responses to these concerns are:
1.) It can take negligible work to implement a 6-person party. Larian could simply make it an option without changing anything else. Or they could add [optional] scaling exp, which is very simple.
2.) The game shouldn't allow a 6-person party by default. You should have to go into settings to enable it.
3.) Yes, they might. But we're arguing for what we want, not what we think is going to happen, hopefully so that Larian takes inspiration from our ideas.

Similarly (to be fair), people arguing FOR a party size of 6 shouldn't be using arguments such as "a 6 person party matches BG1&2" because similarities don't necessarily equal better. 5e != AD&D 2e.

If you have a different argument than the 4 listed above, feel free to mention it. I'll admit it's likely I'm missing something.
Posted By: Tuco Re: Party Size Discussion - 23/10/21 08:28 PM
Originally Posted by mrfuji3
Similarly (to be fair), people arguing FOR a party size of 6 shouldn't be using arguments such as "a 6 person party matches BG1&2" because similarities don't necessarily equal better. 5e != AD&D 2e.
Well, then again the preference for one type of party setting over the other have very little to do (if anything at all) with the specific ruleset used.

A party of 6 worked great in BG2 because it was an ideal compromise for this type of computer game, not because something about the AD&D is "specifically tailored for that type of party".
Which is also what makes the argument "Bu-but the PHB/DM guide suggests 4 players" is bloody stupid. And not just because 4 players are suggested as a BASELINE rather than a top ideal, but because that has little bearing in how you play this type of computer game.

It's the same reason that years ago made a lot of people complain that a party of 4 in Dragon Age Origins was obviously a dumbing down of the formula tailored around console players. And this is despise the fact that Dragon Age was a ruleset with THREE BLOODY playable classes.
Posted By: GM4Him Re: Party Size Discussion - 23/10/21 08:40 PM
Originally Posted by Alyssa_Fox
Originally Posted by GM4Him
Because an RPG like BG3 is not meant to be played solo. Neverwinter, yes. Skyrim, yes. The Baldur's Gate series is built on being a party based series of games, and that is how D&D is meant to be played as well, as a party. If you want a solo game, there are plenty out there. What you seem to be trying to do is force a game to be both solo and party based and somehow balanced for both when it is the 3rd game in a series that has been based on a 6 person party from the very beginning.

Well, it's developer who decides how their game is meant to be played and Larian confirmed that they will add a Lone Wolf mode.

https://store.steampowered.com/news/app/1086940/view/2885074731428367103

"Is there a Lone Wolf mode planned?
This is actually a question already being asked by a number of our playtesters who are currently playing the game. A Lone Wolf mode is planned, but won’t be in the game at the beginning of Early Access. One of the many great discussions that come from people playing, and talking with us."

If they are planning a Lone Wolf mode then why are we even debating this? You're confusing. Let them create a Lone Wolf mode for you, and a 6 party game for everyone else. Why are you fighting for a 4 party game instead of 6?
Posted By: Tuco Re: Party Size Discussion - 23/10/21 08:46 PM
Originally Posted by GM4Him
If they are planning a Lone Wolf mode then why are we even debating this? You're confusing. Let them create a Lone Wolf mode for you, and a 6 party game for everyone else. Why are you fighting for a 4 party game instead of 6?
I think she's made pretty bloody obvious that this isn't about making a sensible argument for a design decision but about defending the status quo no matter what.
And no mirror will be left unclimbed in the attempt to achieve that goal.
Posted By: kanisatha Re: Party Size Discussion - 24/10/21 02:49 PM
Originally Posted by GM4Him
Originally Posted by Alyssa_Fox
Originally Posted by GM4Him
Because an RPG like BG3 is not meant to be played solo. Neverwinter, yes. Skyrim, yes. The Baldur's Gate series is built on being a party based series of games, and that is how D&D is meant to be played as well, as a party. If you want a solo game, there are plenty out there. What you seem to be trying to do is force a game to be both solo and party based and somehow balanced for both when it is the 3rd game in a series that has been based on a 6 person party from the very beginning.

Well, it's developer who decides how their game is meant to be played and Larian confirmed that they will add a Lone Wolf mode.

https://store.steampowered.com/news/app/1086940/view/2885074731428367103

"Is there a Lone Wolf mode planned?
This is actually a question already being asked by a number of our playtesters who are currently playing the game. A Lone Wolf mode is planned, but won’t be in the game at the beginning of Early Access. One of the many great discussions that come from people playing, and talking with us."

If they are planning a Lone Wolf mode then why are we even debating this? You're confusing. Let them create a Lone Wolf mode for you, and a 6 party game for everyone else. Why are you fighting for a 4 party game instead of 6?
Right on. Exactly what was going through my mind as I was reading this exchange. BG3 is, by definition, a party-based game. So talking about 4 v. 6 is fundamentally different from those who want to play a party-based game without a party. Talking about wanting to solo a party-based game is in the same cetagory as wanting to play an isometric game first-person, or a character development game without engaging in any character development. You're looking to play the game in a way that goes against the very essence of the game, wheras the discussion about party size 4 v. 6 is well within the scope of what the game is about.
Posted By: Aaezil Re: Party Size Discussion - 25/10/21 02:02 AM
6 is too many for a turn based game like this IMO. Some of the longer fights in act 1 already drag out a bit long and thats with 4 chars to control. I’d bet they play-tested 6 earlier in development and decided yeah this is too slow.
Posted By: mrfuji3 Re: Party Size Discussion - 25/10/21 02:14 AM
Originally Posted by Aaezil
6 is too many for a turn based game like this IMO. Some of the longer fights in act 1 already drag out a bit long and thats with 4 chars to control. I’d bet they play-tested 6 earlier in development and decided yeah this is too slow.
See, this is a prime example of what I was saying. If there was an option for a party of 6, with the 4-person mode left unchanged, it wouldn't affect you at all.

I agree that if Larian balanced the entire game around a party of 6 AND compensated by increasing the number of enemies you face, combat might take even longer. But if Larian increase enemy HP and/or use stronger enemies instead of adding more enemies, you'd actually be able to play the game more! Assuming you're controlling all or half of the characters, your turn in a 6-person-party would come up about 50% more often than it would playing with a 4-person party.
Posted By: Black_Elk Re: Party Size Discussion - 25/10/21 02:33 AM
Here's an idea that I don't think has been explored. What if your party size was determined by your choice of Pantaloons from the game launch window?

Now The Golden Pantaloons they do one thing, they set the party at 4 the designer's default.

The Pantaloons of the Soloist set the party at 1 and The Double Dragon Pantaloons set the party at 2.

The Pantaloons of Many Colours set the party at 6

Now everyone has the right pantaloons for what they're after. They can just key the settings off whatever makes sense for the chosen pantaloons heheh
Posted By: RagnarokCzD Re: Party Size Discussion - 25/10/21 07:28 AM
Originally Posted by Aaezil
6 is too many for a turn based game like this IMO. Some of the longer fights in act 1 already drag out a bit long and thats with 4 chars to control. I’d bet they play-tested 6 earlier in development and decided yeah this is too slow.
I dont understand this premise ...
More ppl means you get to your turn more often ... meaning your party do more damage .... meaning combat is shorter on the contrary. O_o

I mean you still control single character at the time that dont change.
Posted By: kanisatha Re: Party Size Discussion - 25/10/21 02:46 PM
Originally Posted by Aaezil
6 is too many for a turn based game like this IMO. Some of the longer fights in act 1 already drag out a bit long and thats with 4 chars to control. I’d bet they play-tested 6 earlier in development and decided yeah this is too slow.
So don't use 6. There you go. I've solved your huge problem for you.
Posted By: Lenggao Re: Party Size Discussion - 28/10/21 09:02 AM
Actually, I just don't think turn base game is for you buddy, if it's "too long".
That's the whole point, why not play a game like DMC than? Fast paced, requires skills and it's not long at all, you see someone you want dead, you go there and kill them, no waiting for your character to listen to commands at all.
The difference is minimal, if not faster since you're still technically doing the same thing, just more often, meaning it's faster.
Posted By: TheHero Re: Party Size Discussion - 28/10/21 10:40 AM
"Glut" is your answer as long as the Game only provides a legal party of 4
Posted By: Aaezil Re: Party Size Discussion - 29/10/21 01:10 AM
Originally Posted by RagnarokCzD
Originally Posted by Aaezil
6 is too many for a turn based game like this IMO. Some of the longer fights in act 1 already drag out a bit long and thats with 4 chars to control. I’d bet they play-tested 6 earlier in development and decided yeah this is too slow.
I dont understand this premise ...
More ppl means you get to your turn more often ... meaning your party do more damage .... meaning combat is shorter on the contrary. O_o

I mean you still control single character at the time that dont change.

It also means changing every single fight by either increasing the number of enemies you fight or increasing their HP pools/number of abilities to keep the same difficulty. So yes your party does more damage but the enemies would as well do more as well as soak more. Net effect is longer combats with more turns total as i said. It sounds like you have never developed/balanced games so ill let it slide wink

Not to mention this late in development if they have been balancing every encounter for a party of 4 then suddenly changing to six is not going to happen.
Posted By: mrfuji3 Re: Party Size Discussion - 29/10/21 01:23 AM
Originally Posted by Aaezil
It also means changing every single fight by either increasing the number of enemies you fight or increasing their HP pools/number of abilities to keep the same difficulty. So yes your party does more damage but the enemies would as well do more as well as soak more. Net effect is longer combats with more turns total as i said. It sounds like you have never developed/balanced games so ill let it slide wink

Not to mention this late in development if they have been balancing every encounter for a party of 4 then suddenly changing to six is not going to happen.
No. This has been gone over repeatedly in this thread. Larian could simply modify exp gain per character, with the simplest method being dividing exp equally between all participating characters. A party of 6 would be lower level than a party 4 of, auto-balancing itself. No need to change any encounters. Larian can continue balancing combats for a party of 4, and parties of <4 or >4 would rely on the exp and level difference.

It's also not that late in development. Larian will have to do a final change to ~all encounters after they settle on final mechanics (e.g., removing high ground Advantage likely changed a lot of combat difficulties), so it wouldn't add that much work to need to add an enemy or two to the fights. Copy-paste enemies.

Edit: Furthermore, many people are simply asking for an option of a 6-person party without changing anything else about the game. So by definition, Larian wouldn't have to adjust encounters to give us this suggestion.
Posted By: GM4Him Re: Party Size Discussion - 29/10/21 02:43 AM
And let's not forget they when they finally implemented difficulty settings, that will also fix balancing issues. So if you feel like the battles are too easy with a 6 character party you can increase the difficulty level, or if you feel that for character party is too hard, decrease the difficulty level.
Posted By: RagnarokCzD Re: Party Size Discussion - 29/10/21 12:39 PM
Originally Posted by Aaezil
It also means changing every single fight by either increasing the number of enemies you fight or increasing their HP pools/number of abilities to keep the same difficulty. So yes your party does more damage but the enemies would as well do more as well as soak more. Net effect is longer combats with more turns total as i said. It sounds like you have never developed/balanced games so ill let it slide wink

Not to mention this late in development if they have been balancing every encounter for a party of 4 then suddenly changing to six is not going to happen.
Says who, exactly? laugh

Personaly i would be totally cool with option to have 6 members party without any futher adjustment, or reballance ...
After all, Larian specificly told us that they expect some modder to create 6member party mod if they dont ... and while there probably will be someone so dedicated to the cause, so he would go through every game aspect to reballance it ... first mods will be just "Maximum party members set to 6" (instad of 4) ...

So ...
Give me sign, that by taking another two followers i ruin combat ballance with button "I either accept or never cared in the first place" laugh
And im totally happy. :P
Posted By: kanisatha Re: Party Size Discussion - 29/10/21 02:17 PM
Originally Posted by Aaezil
Originally Posted by RagnarokCzD
Originally Posted by Aaezil
6 is too many for a turn based game like this IMO. Some of the longer fights in act 1 already drag out a bit long and thats with 4 chars to control. I’d bet they play-tested 6 earlier in development and decided yeah this is too slow.
I dont understand this premise ...
More ppl means you get to your turn more often ... meaning your party do more damage .... meaning combat is shorter on the contrary. O_o

I mean you still control single character at the time that dont change.

It also means changing every single fight by either increasing the number of enemies you fight or increasing their HP pools/number of abilities to keep the same difficulty. So yes your party does more damage but the enemies would as well do more as well as soak more. Net effect is longer combats with more turns total as i said. It sounds like you have never developed/balanced games so ill let it slide wink

Not to mention this late in development if they have been balancing every encounter for a party of 4 then suddenly changing to six is not going to happen.
Or they could allow parties of six and NOT do anything else. Easy enough.
Posted By: GM4Him Re: Party Size Discussion - 29/10/21 05:00 PM
You can't base party size on encounter balance. Why? Because party size is already too varied. From the very beginning of the game, the first encounter, you could have the MC, Lae'zel and Us OR just you and Lae'zel OR you, three other players, Lae'zel and Us, or you, three other players and Lae'zel. It depends on who you have playing. Is it single-player mode or multi?

So right from the beginning, the argument about party size and balance is out the window because there is no balance based on party size. Besides, the imps that you first fight, three of them, mind you, are supposed to be much tougher with resistance and so forth, so immediately the first encounter itself is built, actually, with a five or six character party in mind (you, three players and Lae'zel), but it's nerfed because it's too hard for the player if there is only one player and Lae'zel. Three imps with proper stats would most likely wipe the floor with 2 level 1 characters.

And the whole game is like this. Take the wood woads and mud mephits. Nerfed. Why? Too hard for even 4 level 4 characters. You really should have 6 if you used proper stats. So instead of giving us 6, Larian has limited us to 4 and nerfed enemies.

Take the Phase Spider Matriarch fight. It started out several patches ago as such an incredibly difficult fight that it took me a million reloads to do. Why? Because they did some sort of funky homebrews with their spiders and made them impossibly tough for a party of 4 level 4 characters. Now what have they done? Nerfed them so they aren't so tough.

But look at the gith! That fight is still really tough for 4 level 4's, but it wouldn't be so bad for 6 level 4's or even level 5's.

What's my point? The argument about balance is, in my opinion, invalid because they need to work on balance anyway, and they said some time ago that eventually there would be difficulty settings. So, they're going to have to revamp their encounters regardless of party size anyway.

For me, the bottom line is, what makes the most sense for this game? It all goes back to these things:

1. With a party of 6, you can have more characters in your party so you don't have to constantly switch characters out in order to trigger origin character story elements. I can have all the current origin characters in my single player party and not have to switch out one in order to get Shadowheart's full story, or switch out another to get Wyll's or switch out another to get Lae'zel's. All of them can just be in my party at once and we can trigger many more cutscenes without annoyingly having to switch characters out.

2. For 4-player multiplayer, I can still trigger origin story content by having at least 2 origin characters in the party. Thus, multiplayer is more enjoyable, and you can still experience the whole game the way D&D was meant to be played, with others. Right now, that's not possible. You cannot even have Lae'zel interrogate Zorru to find the githyanki patrol because your party is full up with 4.

3. A party of 6 allows players more variety for strategy and combat.
Posted By: Maximuuus Re: Party Size Discussion - 29/10/21 06:28 PM
And a party of 6 = more actions / round.
Considering that they added new bonus actions, I guess they think 4 actions / round is not enough...
Posted By: RagnarokCzD Re: Party Size Discussion - 29/10/21 07:53 PM
Originally Posted by Maximuuus
And a party of 6 = more actions / round.
Considering that they added new bonus actions, I guess they think 4 actions / round is not enough...
Is this suppose to be argument pro 6 memeber party, or against it? laugh
Posted By: kanisatha Re: Party Size Discussion - 30/10/21 01:32 PM
Originally Posted by GM4Him
You can't base party size on encounter balance. Why? Because party size is already too varied. From the very beginning of the game, the first encounter, you could have the MC, Lae'zel and Us OR just you and Lae'zel OR you, three other players, Lae'zel and Us, or you, three other players and Lae'zel. It depends on who you have playing. Is it single-player mode or multi?
This is it exactly! Party size is already something that can vary within the game, by Larian's own design! So arguing against the option of a party size of six based on encounter design is obviously an invalid argument.
Posted By: Alyssa_Fox Re: Party Size Discussion - 30/10/21 03:17 PM
Originally Posted by kanisatha
Originally Posted by GM4Him
You can't base party size on encounter balance. Why? Because party size is already too varied. From the very beginning of the game, the first encounter, you could have the MC, Lae'zel and Us OR just you and Lae'zel OR you, three other players, Lae'zel and Us, or you, three other players and Lae'zel. It depends on who you have playing. Is it single-player mode or multi?
This is it exactly! Party size is already something that can vary within the game, by Larian's own design! So arguing against the option of a party size of six based on encounter design is obviously an invalid argument.

Wrong, it actually a proof of how party size affects difficulty in encounters. Killing commander Zhalk with just Lae'zel is extremely difficult, with Lae'zel, US and Shadowheart it's a piece of cake.
Posted By: GM4Him Re: Party Size Discussion - 30/10/21 03:59 PM
Ah, I'm just done. It's obvious we will not convince some. I only hope Larian sees that there are more people who want a 6 member party than 4.
Posted By: EvilVik Re: Party Size Discussion - 30/10/21 04:12 PM
I'd be happy if they just added one more for a 5 player party.
Main reason being it opens up for a lot more combo's of classes.

I'm definitely positive to a 6 party as well, but 4 just locks you too hard to the archetypes of classes you have to bring.
Posted By: RagnarokCzD Re: Party Size Discussion - 30/10/21 07:05 PM
Originally Posted by Alyssa_Fox
Originally Posted by kanisatha
Originally Posted by GM4Him
You can't base party size on encounter balance. Why? Because party size is already too varied. From the very beginning of the game, the first encounter, you could have the MC, Lae'zel and Us OR just you and Lae'zel OR you, three other players, Lae'zel and Us, or you, three other players and Lae'zel. It depends on who you have playing. Is it single-player mode or multi?
This is it exactly! Party size is already something that can vary within the game, by Larian's own design! So arguing against the option of a party size of six based on encounter design is obviously an invalid argument.
Wrong, it actually a proof of how party size affects difficulty in encounters. Killing commander Zhalk with just Lae'zel is extremely difficult, with Lae'zel, US and Shadowheart it's a piece of cake.
I know you are ignoring my coments, but i ask anyway ... maybe someone else will repeat it to you and maybe you answer me after that. laugh
Who exactly said having more party members "does not affect dificiulty of encounters"? O_o

I thought that people were talking about that game remains the same (no tuning, no changing, no adjusting to bigger party) and litteraly nobody cares about unballancing it.
I thought that point of those posts you quoted is that people dont wish this game to be reballanced for 1, 2, 3, 4, 5, 6 party members respectively ... just being ALLOWED to have them, litteraly nothing more!

Also killing General is not "extremely difficiult" ...
As long as you posses protection from evil and good (or other AC buff that reduces chance that Mind Flayer will be hit, none other i know about is as effective as disadvantage tho), then Illithid will kill the general himself, honestly our 1-5 damage once per aproximately 5-10 turns when we finaly dont miss ... dont do so much difference. laugh

(A little offtopic: GM4Him ... now when i mentioned it, i remembered that this is why i was against incerasing levels for everyone ... your own significance is then lost quite fast, when "big boys play" laugh.)
Posted By: GM4Him Re: Party Size Discussion - 30/10/21 09:23 PM
Originally Posted by RagnarokCzD
Originally Posted by Alyssa_Fox
Originally Posted by kanisatha
Originally Posted by GM4Him
You can't base party size on encounter balance. Why? Because party size is already too varied. From the very beginning of the game, the first encounter, you could have the MC, Lae'zel and Us OR just you and Lae'zel OR you, three other players, Lae'zel and Us, or you, three other players and Lae'zel. It depends on who you have playing. Is it single-player mode or multi?
This is it exactly! Party size is already something that can vary within the game, by Larian's own design! So arguing against the option of a party size of six based on encounter design is obviously an invalid argument.
Wrong, it actually a proof of how party size affects difficulty in encounters. Killing commander Zhalk with just Lae'zel is extremely difficult, with Lae'zel, US and Shadowheart it's a piece of cake.
I know you are ignoring my coments, but i ask anyway ... maybe someone else will repeat it to you and maybe you answer me after that. laugh
Who exactly said having more party members "does not affect dificiulty of encounters"? O_o

I thought that people were talking about that game remains the same (no tuning, no changing, no adjusting to bigger party) and litteraly nobody cares about unballancing it.
I thought that point of those posts you quoted is that people dont wish this game to be reballanced for 1, 2, 3, 4, 5, 6 party members respectively ... just being ALLOWED to have them, litteraly nothing more!

Also killing General is not "extremely difficiult" ...
As long as you posses protection from evil and good (or other AC buff that reduces chance that Mind Flayer will be hit, none other i know about is as effective as disadvantage tho), then Illithid will kill the general himself, honestly our 1-5 damage once per aproximately 5-10 turns when we finaly dont miss ... dont do so much difference. laugh

(A little offtopic: GM4Him ... now when i mentioned it, i remembered that this is why i was against incerasing levels for everyone ... your own significance is then lost quite fast, when "big boys play" laugh.)

The whole point I was trying to make was that the game is already unbalanced because it is not using proper stats, and there are too many variables.

So an argument against a 6 person party centered around "because they have to rebalance the game is null and void because they already need to rebalance the game. And, I might add, how imbalanced do you think the game is going to be at the end of EA without level cap when characters can reach potentially level 6 (because in current stat, if they lift the level cap you'll likely be at level 6 or close to it if you do everything in EA). So they already have LOTS of rebalancing to do.
Posted By: Alyssa_Fox Re: Party Size Discussion - 31/10/21 03:34 AM
Originally Posted by RagnarokCzD
I know you are ignoring my coments, but i ask anyway ... maybe someone else will repeat it to you and maybe you answer me after that. laugh
Who exactly said having more party members "does not affect dificiulty of encounters"? O_o

The person I quoted said that "arguing against the option of a party size of six based on encounter design is obviously an invalid argument", which is wrong, because while tutorial area can be completed with just one Lae'zel, if you try to kill every cambion it's much easier to do with a bigger party. Same goes for every encounter in the game. A party of 6 is much stronger than a party of 4, and not only in combat encounters, in social too, because you have access to more buffs, more skills, etc...

Originally Posted by RagnarokCzD
I thought that people were talking about that game remains the same (no tuning, no changing, no adjusting to bigger party) and litteraly nobody cares about unballancing it.
I thought that point of those posts you quoted is that people dont wish this game to be reballanced for 1, 2, 3, 4, 5, 6 party members respectively ... just being ALLOWED to have them, litteraly nothing more!

...and we can't ignore that, because an ability to bring 6 characters into an enviourment balanced for 4 will remove the challenge and without challenge many players will not find the game enjoyable. We all play videogames to get our dopamine hit, and for majority of the players overcoming obstacles is one of the ways to trigger that hit, unless you play just for story or something like that, then of course you don't care. Now if you play to overcome challenges, then these challenges must be properly balanced, because if the difficulty is too hard then it will cause frustration and if it is too easy it won't get you high on dopamine. You can already have a party of 6 by using mods, if you want Larian to make it official, they will have to rebalance the game for that party size because players will take a party of 6 even if they would've enjoyed playing with a party of 4 more. Why? Because a party of 6 is stronger and players want to maximize their power in any legal way possible. So if we allow players to become stronger we need to adjust teh difficulty so that those stronger players will still get adequate challenge and enjoy the game.

Btw, it's the reason why people critisize barrelmancy, because "just don't use it" argument is bad, players who hate barrelmancy will feel forced to use in an encounter they find sufficiently hard. They will hate it, but they will do it, and chances are they won't enjoy it that way.
Posted By: GM4Him Re: Party Size Discussion - 31/10/21 03:55 AM
And still, no one who wants 4 party members only has addressed the following:

For me, the bottom line is, what makes the most sense for this game? It all goes back to these things:

1. With a party of 6, you can have more characters in your party so you don't have to constantly switch characters out in order to trigger origin character story elements. I can have all the current origin characters in my single player party and not have to switch out one in order to get Shadowheart's full story, or switch out another to get Wyll's or switch out another to get Lae'zel's. All of them can just be in my party at once and we can trigger many more cutscenes without annoyingly having to switch characters out.

2. (And this is the BIG one) For 4-player multiplayer, I can still trigger origin story content by having at least 2 origin characters in the party. Thus, multiplayer is more enjoyable, and you can still experience the whole game the way D&D was meant to be played, with others. Right now, that's not possible. You cannot even have Lae'zel interrogate Zorru to find the githyanki patrol because your party is full up with 4. You can't complete Wyll's questline either. You can't complete ANY of their questlines.

3. A party of 6 allows players more variety for strategy and combat.


And the point about combat encounters needing revamping is that you all keep arguing that you don't want them to rebalance the game and they'd have to with a party of 6. Then the game wouldn't be balanced for a party of 4.

My point is that they have to rebalance everything anyway once they lift the level cap. It's not a valid argument because no matter what, they have to rebalance, and it's also not valid because they're going to implement difficulty settings - at least that's what they said - so if they balance the game for a party of 6 on Normal, you can set the game to Easy (or whatever they call it) if it is too hard for a party of 4. You'd then have your choice to play at 4 party members but it'd allow those who want 6 to play with 6.

OR, as we've said before, they could rebalance it using XP split, which they may do anyway so you aren't level 6 by the time you complete EA.

Seriously, these encounters should take you to level 6 by the end of EA easy. I played it out via tabletop WITH XP split and the party still leveled up to 6 after defeating all the EA missions BEFORE the Underdark because they're throwing high level XP enemies at you but nerfing them so you can still beat them capped at level 4.
Posted By: mrfuji3 Re: Party Size Discussion - 31/10/21 04:28 AM
Originally Posted by Alyssa_Fox
it's the reason why people critisize barrelmancy, because "just don't use it" argument is bad, players who hate barrelmancy will feel forced to use in an encounter they find sufficiently hard. They will hate it, but they will do it, and chances are they won't enjoy it that way.
This is a valid complaint (#2 in my earlier list of "valid complaints") and I emphasize with this. Honestly, I think I'd enjoy playing BG3 with a party of 4 way more than with a party of 6; 6 is just too many for me to have fun handling especially with current BG3 movement mechanics, UI, etc. And if the game by-default allows a party of 6, I will either have less fun controlling 6 characters or I'll play with a party of 4 but feel like I'm missing out on story/banter/companion reactions to the world. Neither is great.

HOWEVER, a solution is to make a party of 6 an option in game settings: set to off by default and not advertised anywhere. Complete with a warning: "BG3 was created with a party of 4 in mind (or a party of 1 or 2 via Lone Wolf). Checking this box will allow you up to 6 party members but we make no promises about your experience." This'd be enough to convince my monkey brain that I'm not missing out by sticking with a party of 4.

And thus I still advocate for a party of 6 option, because - assuming it's implemented as above - it'd make a lot of people happy at ~minimal cost to myself. and also because a lot of people against a 6-person party are making bad arguments and I can't help but explain why said arguments are dumb
Posted By: RagnarokCzD Re: Party Size Discussion - 31/10/21 07:55 AM
Originally Posted by Alyssa_Fox
The person I quoted said that "arguing against the option of a party size of six based on encounter design is obviously an invalid argument", which is wrong, because while tutorial area can be completed with just one Lae'zel, if you try to kill every cambion it's much easier to do with a bigger party. Same goes for every encounter in the game. A party of 6 is much stronger than a party of 4, and not only in combat encounters, in social too, because you have access to more buffs, more skills, etc...
You know what is funny?
You both are saying the same thing, just focusing on different parts. smile

He say that no matter if you go into tutorial Final battle just by Youreself (I know you cant really deny Lae'zel joining you, but you can attack her before she even starts talking to you, kill her and never recruit her ... it require little metagaming i admit that, but it IS possible ... or you can easily simply left her in previous room i forgot her there once laugh) ... or with full party wil Lae'zel, Shadowheart and Us ... the encounter is still the same ... notice this: "same" not "same difficiulty". wink
And you say that if you go just by Youreself, the encounter is hard ... but you take the others, it become a lot easier, BECAUSE you have them to incerase your power.

But the point remain the same in both cases ...
Generals HP, AP, Statistics, damage, anount of enemies in that room, the fact that two others will come in later ... litteraly none of those things changes to reflect how many player characters just come in.

And that is litteraly why that person said its invalid argument
> when no ballancing is happening for smaller-than-expected size of party ... then no ballancing is happening for bigger-than-expected size of party. smile
> since encounter with Commander Zhalk remains exactly the same wink

Originally Posted by Alyssa_Fox
Originally Posted by RagnarokCzD
I thought that people were talking about that game remains the same (no tuning, no changing, no adjusting to bigger party) and litteraly nobody cares about unballancing it.
I thought that point of those posts you quoted is that people dont wish this game to be reballanced for 1, 2, 3, 4, 5, 6 party members respectively ... just being ALLOWED to have them, litteraly nothing more!
...and we can't ignore that, because an ability to bring 6 characters into an enviourment balanced for 4 will remove the challenge and without challenge many players will not find the game enjoyable.
That is the thing, we dont "ignore that" ... or at least i dont for sure ... we just dont believe that game needs to be redesigned from the scratch ...
That is why we (i) said that there should be toggable option to incerase your party limit WITH WARNING SIGN, that will tell you that doing this will affect ballance and will cause your game easier compared to what it was designed for. :P
See? Not ignoring, acknowledging and let others to acnowledge it too ... this is the way. smile

I realize its lazy solution, but you cant deny its effectivity. laugh
I mean everyone who will toggle this option will be warned about lowering difficiulty ... therefore nobody can complain about that, since they all "agreed with terms of use", in other words we can expect everyone who will be using this option will be using it despite the fact that difficiulty will be lowered for him ... or maybe exactly for that reason (looking at you Githyanki patrol). laugh

Also note that in the future, when there will be Difficiulty settings, 2 OPTIONAL party members can help us to adjust this even better ...
Do you wish Hardcore challenge? Use Hardcore difficiulty.
Do you wish Hardcore challenge, but Hardcore difficiulty is a little too Hardcore for your taste? (I know it sounds like oximoron, thats bcs it is, but w/e, not the point here) ... Allow another 2 party members and lower the difficiulty a little, while keeping everything else exactly the same. laugh

Originally Posted by Alyssa_Fox
We all play videogames to get our dopamine hit, and for majority of the players overcoming obstacles is one of the ways to trigger that hit,
Yes and i believe we should be able to adjust our challenge as we see fit, to suit our own needs.

I mean look at curent state of this game ...
Its ballanced for 4 people ...

Do you desire to have more challenging encounters? You go with 3 people ...
Do you desire to have even more challenging encounters? You go with 2 people ...
Do you desire to have even more challenging encounters? You go Lone Wolf style ... and there are people who did this and still managed to get through whole EA, and had their dopamine hit exactly as they wanted. :P

But do you desire to have a little less challenging encounters? You go with 5 people ... NAH YOU CANT, unless you download another software to altern your savegames and potentialy ruin your game whole (wich happened to me). laugh
And there are people who did this and still managed to have fun going through whole EA and had their dopamine hit exactly as they wanted it. :P

This is the whole point here ... freedom of choices, and ofcourse suffering the consequences. laugh

Originally Posted by Alyssa_Fox
players will take a party of 6 even if they would've enjoyed playing with a party of 4 more.
Well, right now we have situation just other way around ...
Players are forceed to take a party of 4 even if they would've enjoyed playing with a party of 6 more.

The whole point is allowing both sides to get the experience they want.

Originally Posted by Alyssa_Fox
Because a party of 6 is stronger and players want to maximize their power in any legal way possible.
I mean i do understand what do you say ...
But it seems to me like set game to easiest difficiulty possible, and them complaining about that combat is not challenging enough. O_o

That is why its part of settings ...
That is why there is warning sign ...
That is why people who are toggling this need to agree with change they will cause ...

Originally Posted by Alyssa_Fox
So if we allow players to become stronger we need to adjust teh difficulty so that those stronger players will still get adequate challenge and enjoy the game.
Difficiulty will be added in the future ...
So far the only way we can enjoy our 6 members party, is the save alterning software ... do you know what ballance changes it make with rest of the game? None. smile
And nobody is complaining about it. laugh
Gues why. laugh

Originally Posted by Alyssa_Fox
Btw, it's the reason why people critisize barrelmancy, because "just don't use it" argument is bad, players who hate barrelmancy will feel forced to use in an encounter they find sufficiently hard. They will hate it, but they will do it, and chances are they won't enjoy it that way.
And it will be entirely their own fault ...
If i stuck my hand inside fire, i cant complain about the fact im burning ... i simply should not stuck my hand into fire ... or at least should take it out. laugh
Posted By: Maximuuus Re: Party Size Discussion - 31/10/21 09:28 AM
Best solution : party of 5.
Posted By: kanisatha Re: Party Size Discussion - 31/10/21 03:27 PM
Originally Posted by Alyssa_Fox
Originally Posted by kanisatha
Originally Posted by GM4Him
You can't base party size on encounter balance. Why? Because party size is already too varied. From the very beginning of the game, the first encounter, you could have the MC, Lae'zel and Us OR just you and Lae'zel OR you, three other players, Lae'zel and Us, or you, three other players and Lae'zel. It depends on who you have playing. Is it single-player mode or multi?
This is it exactly! Party size is already something that can vary within the game, by Larian's own design! So arguing against the option of a party size of six based on encounter design is obviously an invalid argument.

Wrong, it actually a proof of how party size affects difficulty in encounters. Killing commander Zhalk with just Lae'zel is extremely difficult, with Lae'zel, US and Shadowheart it's a piece of cake.
No, you're the one who's wrong. And in being wrong you are making my argument for me by admitting the game already can be played with varying party sizes from 1 to 4. So if the game allows us to play with party size 1, as you yourself say here that it does, AND not a single person anywhere is demanding that the game should be balanced for party size 1, then why not also allow party sizes of 5 or 6 in exactly that same way? There is zero difference between the game allowing us to play with party size 1 versus party size 6, even while being balanced for party size 4.
Posted By: GM4Him Re: Party Size Discussion - 31/10/21 05:26 PM
And AGAIN... Difficulty settings will allow all players the ability to rebalance the game however they want.
Posted By: kanisatha Re: Party Size Discussion - 31/10/21 06:51 PM
Originally Posted by GM4Him
And AGAIN... Difficulty settings will allow all players the ability to rebalance the game however they want.
Amen.
Posted By: Imora DalSyn Re: Party Size Discussion - 01/11/21 10:09 AM
I honestly don't expect difficulty settings.

I mean we already have stuff like loaded dice as a base option. I actually like the way other games have it though, where, for example, you have core rules, easy/story mode, and hard or unfair weighted in favor of the AI. This is how Wrath of the Righteous and Kingmaker did it.

As for party size, it's probably limited because of multiplayer. They likely don't want groups of six players in the same game. Why? Who knows. But multiplayer is the primary reason for a lot of design choices in games.
Posted By: Imora DalSyn Re: Party Size Discussion - 01/11/21 10:18 AM
Originally Posted by Alyssa_Fox
Originally Posted by Archaven
i was having so much fun with pathfinder wrath of the righteous. it's the first game that make me feels that i needed 7 party character instead. not a joke. i'm intending to use a mod to increase the size to 7. here me out why. i play on core difficulty and above so it seems to cover most of the roles to have the best gameplay (for myself personally), some companions are simply required for every playthrough... except if you play on normal difficulty i don't think it's going to matter.

camellia - simply required for me as she's the best party buffer, tank and critter.
seelah - she's really powerful with mark of justice and really required if you play higher difficulty.
sosiel - mandatory for me over daeran. sadly daeran has to go because sosiel much better.
nenio or woljif - nenio here winning over both woljif and ember. ember sleep is really nice though. but cam got her covered.

so the other party companion, unless you are playing as a range MC yourself, i would say arue or lann is simply mandatory.
but due to above party setup, if my main character isn't a DPS himself, i would rate that greybor is mandatory.

due to this design it simply leave me no choice for a 7 party character setup. also.. a pet companion is simply very important! in higher difficulty as well.

bottomline: i find myself enjoying and having alot of fun with pathfinder wrath of righteous given alot of options and different playstyles. with 4 party character in bg3 sadly to say.. i only completed EA once and never have touch it anymore.

for the sake of gameplay, i honestly think larian should increase the party size to 6 instead of 4. but i can really see through their intention which they really wanted that 4 party multiplayer thingy. but for single player i really urge larian to do the right thing. not everyone plays multiplayer. i have DOS / DOS2 and i never once touch the multiplayer. i don't see it any issue giving more options to players who want 6.

instead of giving more options and flexibility why larian chose to do the opposite?

Funny, because I played WoTR on hard and I felt that 6 person party is an overkill. I only actually used Weduag, Arue and my sorcerer PC in combat every turn. Nenio, Camellia (later Lann, I killed Camellia and leveled Lann as a shaman when I got him in act 5) and Daeran just summoned monsters to tank and I usually skipped most turns for those three. Combat in Pathfinder is extremely boring and easy because AI is just too dumb.

Nah, summons are just broken. lol
Posted By: Tuco Re: Party Size Discussion - 01/11/21 12:30 PM
Originally Posted by Imora DalSyn
I honestly don't expect difficulty settings.
They already confirmed the intent to include difficulty settings in the future.
The question is more about what shape they may take.
Posted By: GM4Him Re: Party Size Discussion - 01/11/21 12:40 PM
I'm gonna put this here because it applies to party size as well.

Encounters right now are all jacked up. A single Imp is 200 XP. If I faced an imp at level 1 with 1 other character in the party, I should earn 100 XP. Fight 3 and level up. So, the first fight alone should level you up.

But they've severely nerfed the imps, and they only give you like 25 XP or something for each imp fight. Intellect devourers are supposed to be 450 XP each. So if you fight 3 with just Shadowheart, which is utterly ridiculous because 1 is a serious challenge for 4-6 level 2 characters, you should be easily level 3 or even 4 by the end of the first encounter on the beach.

In short, the enemies you face actually should drive you very quickly to level 4, but they are so severely nerfed that it throws the whole system out of whack.

The whole game, however, works much better from a multiplayer perspective. If you have 4 PCs+1 or 2 (Lae'zel and/or Shadowheart), the encounters are more appropriate, and if you split XP, also more appropriate for a slower increase in levels.

The point, if they did this game right, the encounters are already balanced, with proper enemy stats, for party size 5-6 right from the very beginning. The imbalance comes from allowing any party size less than that, so they have to nerf every encounter to fit less than 5 or 6.
Posted By: GM4Him Re: Party Size Discussion - 01/11/21 01:51 PM
OK. This is going to create a stir, but it's been something I've been thinking for some time. So, whether you like it or not, this is the truth:

This game, from start to finish, was created with a 5-6 member party size in mind. In truth, all they'd have to do to fix imbalance issues is to use proper D&D stats and to allow 5-6 party members. That would literally be the easiest fix. Stop nerfing the enemies and make them proper stat-wise and then allow 5-6 party members and use XP split to award experience points. Make players create 4 custom characters in single player mode or 1 each in multiplayer. The first character created (the host) is the default party leader.

That said, the Custom Characters could each have a default template: Cleric, Rogue, Fighter, Wizard. Each with a default race. Cleric is Tav, an elf. This is the default Custom Character as party leader. Then there could be Vim the (just throwing names out) the halfling rogue, Dorian the human wizard and Bogan the dwarf fighter. Customize them if you want or just accept and venture forth. Your choice. Either way, you have a base party of 4 and then can add up to 2 origin characters like Lae'zel and Shadowheart.

Make this the standard, use proper D&D stats, make it so you can switch out all the custom characters; even Tav in case you just like all the origin characters or whatever. Then the game would be perfectly balanced with very little work because every encounter is already built based on a 5-6 character party. Nerfing wouldn't be necessary, XP split would cause characters to level up at a more appropriate speed, and the game would function smoothly. If you want to party with less than 5, that's up to you. The encounters might be more challenging, but then you could set the difficulty to easier to balance it out.

Anyway, that's what I think would be easiest for Larian and more appropriate for this game, whether you think so or not.
Posted By: RagnarokCzD Re: Party Size Discussion - 01/11/21 02:06 PM
Originally Posted by GM4Him
whether you think so or not.
Well ... i dont. :P
(Just for the record: I dont like xp split idea ... rest is fine)
Posted By: GM4Him Re: Party Size Discussion - 01/11/21 03:00 PM
Originally Posted by RagnarokCzD
Originally Posted by GM4Him
whether you think so or not.
Well ... i dont. :P
(Just for the record: I dont like xp split idea ... rest is fine)

Why? If you face 3 imps, your first battle, and you don't do XP split, everyone in your party, all 5 characters, would gain 600 XP and level up. Using XP split would divide the 600 XP between your custom party of 5 and grant only 120 XP to each. This is more appropriate so that most of the prologue you stay at level 1 instead of being at level 3 by the end of the prologue.

See, it's already built for a party of 5 or 6 if you use proper stats and XP split. Otherwise, it's broken.
Posted By: RagnarokCzD Re: Party Size Discussion - 01/11/21 04:26 PM
Why? Bcs your theory is based on wrong presumption ...

Your theory is only working with the idea of this game having 6 characters, bcs right now there is only 5 Origin characters + Tav ... once Origin characters will become playable base of yout theory that "its's already build for a party of 5 or 6" starts to fall ... but not even close as much as how it starts to crumble once they start to implement other Origin characters ...
I mean we kinda "know" there should be at least 3 more (Karlach, Minsc and Helia) ... that would mean that the same XP that by yout theory "was ment to 6" is sudently "ment for 9"?
Just bcs you still cant accept the fact that we get theese Origins just bcs they were first done, not bcs they are only one, or somehow most important. -_-

Also how would you like to level your inactive party members once you would drag them for their quest?
I mean you will have Tav + Gale + Shadow + Lae'zel + Astarion + Minsc ... all of them being level 5/6 ... and then Wyll (who you never used before) wants to join you, not for some Goblin party ...
How is that enjoyable model to drag useless lvl 1 with you just bcs you wish to do his own quest?
Or would you need to switch them regulary so they all have aproximately simmilar power? laugh

And finaly and most importantly ...
What benefit exactly would this system bring? I cant find any ... yes, your "main party" would be exping a little faster (presuming you will still split the same amount of XP, wich i also doubt) ... but your "off party members" would be next to useless. :-/
Posted By: GM4Him Re: Party Size Discussion - 01/11/21 04:57 PM
No. Ragzlin... can I call you Ragzlin? Thanks. It's much shorter and easier to type.

Ragzlin, I'm basing it purely on what BG3 was supposed to be based on. It was meant to be based on D&D 5e. If you take the way the game is CURRENTLY designed, it really fits more for a party of 5-6 characters. It has nothing to do with what I'm wanting or presuming.

A party of 5-6 Level 1 characters could defeat 3 Imps at a time. A party of 1-2 could not. Period. That's the logistics of it. If Larian used proper Imp stats instead of their nerfed down homebrew stats, there is very little possibility that a party of 1-2 (MC + Lae'zel) could beat 3 Imps. Period.

And IF you only had a party of 1-2, then by the end of the very first encounter, even IF you managed to somehow beat 3 imps, you would gain, using XP Split, enough experience to level up to Level 2. So it is clear that:

A. They are not using proper D&D stats but have nerfed the enemies considerably because they know you will likely (in single player mode) only have 1-2 characters on average to face 3 imps, and

B. That if you only face said 3 imps you'd gain enough XP to gain a level up after your first encounter. So they severely nerfed how many XP's you should get from that encounter so you don't level up right away.

So, what I'm trying to say is that the encounters are already based on the expectation that you will start with a party of 4 (single or multiplayer) and you'll add at least Lae'zel (and possibly Us) to your party to make a party of 5 or 6 by the time you face your first Imp encounter. Again, however, that would only be IF they used actual D&D 5e stats. My point is that the way the encounters were initially constructed, it had to be assumed you'd have 5 or 6 in your party in order to defeat 3 Imps. Then they realized that "Oh dang! There might only be 1-2 characters in single player mode. We'd best nerf everything because most people are going to be playing this with only 1-2 characters in the party by this point."

So, what I'm saying is, make it so players start with 4 Customized Characters whether single or multiplayer, increase party size to 6, and use proper D&D stats, and the entire game would be perfect for a legit D&D 5e experience with proper XP gain per encounter and proper challenge ratings and so forth.

Then use Difficulty settings to allow players to adjust to their own desired number of characters. If you want 4, adjust Difficulty to make encounters easier (nerfed) like it is now.

But for the love of all that is holy, give players the option to have up to 6 and make that the norm. Then make options to allow players to balance it more for their preference.

You always start big and then work down to small. You never start small and work big or it never works right.

If they were to balance the game right now based on 1-4 party size, they'd need to nix every encounter in the prologue and almost every encounter in the game if they were to use proper D&D stats, and that's what I'm trying to say. The game is actually, literally built for 5-6 party size. I've tested it via Tabletop. I know what I'm talking about. It is WAY to hard with a party size of 4 unless you severely nerf EVERYTHING, which is the current state of the entire game.
Posted By: RagnarokCzD Re: Party Size Discussion - 01/11/21 05:55 PM
Originally Posted by GM4Him
No. Ragzlin... can I call you Ragzlin? Thanks. It's much shorter and easier to type.
No ...

Originally Posted by GM4Him
It has nothing to do with what I'm wanting or presuming.
Oh really ...

Originally Posted by GM4Him
A party of 5-6 Level 1 characters could defeat 3 Imps at a time. A party of 1-2 could not. Period.
I see some presumption here ...
Like presumption that Larian will use some 5e monters that are, again presumed, totally unfitting as enemies for level 1 character ... ​O_o

Originally Posted by GM4Him
That's the logistics of it.
Since Logistics represents the organization, planning, management and implementation of goods flows ...
I dare to presume here you wanted to say logic ... yet its not logic, its just your presumptions.

Originally Posted by GM4Him
If Larian used proper Imp stats instead of their nerfed down homebrew stats, there is very little possibility that a party of 1-2 (MC + Lae'zel) could beat 3 Imps. Period.
Indeed ...
So why would they use them in such case? O_o
And probably more importantly, why would they even bother with creating weaker version, and nerf it even futher a little later ... since if you remember, Imps in previous patches had Fire and i believe even Poison Resistances.

Originally Posted by GM4Him
And IF you only had a party of 1-2, then by the end of the very first encounter, even IF you managed to somehow beat 3 imps, you would gain, using XP Split, enough experience to level up to Level 2.
See there is another presumption ...
XP split, something nobody except you (and i believe one or two other people i have seen) never mentioned previously, like ever ... and game curently dont even show any hits that they would like to implement it in the future ...
Quite the contrary since they were fixing that tiny detail, that Shadowheart was 30xp late, compared to rest of our group.

Originally Posted by GM4Him
A. They are not using proper D&D stats but have nerfed the enemies considerably because they know you will likely (in single player mode) only have 1-2 characters on average to face 3 imps, and

B. That if you only face said 3 imps you'd gain enough XP to gain a level up after your first encounter. So they severely nerfed how many XP's you should get from that encounter so you don't level up right away.

And C. they either nerfed it both ... or never even cared about what stats or XP reward monster with same name should give.
Imps were simply chosen bcs they are fitting best Tutorial atmosphere ... and XP was chosen so it fits their game.
Nothing deeper there.

Originally Posted by GM4Him
Again, however, that would only be IF they used actual D&D 5e stats.
In other words ... if your presumption has ben corect.

Originally Posted by GM4Him
So, what I'm saying is, make it so players start with 4 Customized Characters whether single or multiplayer, increase party size to 6, and use proper D&D stats, and the entire game would be perfect for a legit D&D 5e experience with proper XP gain per encounter and proper challenge ratings and so forth.
In other words ... change litteraly everything you builded so far. laugh
I mean come on ... you change stats, you change party size, you change starting party (even tho i believe it was confrimmed in the past that we will be able to create multiple custom characters in Single player), you change xp reward system ... whats left? O_o

Originally Posted by GM4Him
Then use Difficulty settings to allow players to adjust to their own desired number of characters. If you want 4, adjust Difficulty to make encounters easier (nerfed) like it is now.
This is first pure suggestion without any asumptions ...
And i totally disagree with that ...
As we said multiple times before (and you were agreeing with that too) simply allow party of 6, warn people who allow it that game was not ballanced for that amount of characters and everyone should be happy ... there is litteraly no reason to create double amount of Difficiulty settings based on party members number. -_-

Originally Posted by GM4Him
But for the love of all that is holy, give players the option to have up to 6 and make that the norm. Then make options to allow players to balance it more for their preference.
Yes, this is the right way ...
Allowing 5th and 6th party member AS PART OF DIFFICIULTY SETTINGS!

Originally Posted by GM4Him
I've tested it via Tabletop. I know what I'm talking about.
And that is why you are wrong ...
We keep telling you this for last 3/4 year and you still dont get it. :-/
You are using different set of rules (yes many of them are same, and many of them are based on your rules... but they are NOT SAME) ... therefore your simulation are false. -_-
Posted By: GM4Him Re: Party Size Discussion - 01/11/21 06:24 PM
No, Ragnarok (I was only kidding about the Ragzlin thing). You are wrong, and let me tell you why you are wrong. You are wrong because you are wrong. You are always wrong. No matter what you say, you are wrong. Always. I am right, and you are wrong. My rightness only shows how wrong your wrongness is.

Do me a favor, Ragnarok. Take a step back and try to stop telling people they are wrong or that they presume things or assume things.

BG3 is based on D&D 5e. Yes?

If it is, then what I'm saying is that if you use D&D 5e tabletop rules as the game was initially designed, all the encounters in BG3 are based on a party size of 5-6. This is not a presumption. This is based on me taking the actual encounters and attempting to play through them with a party of 5-6 characters via tabletop. Why is tabletop valid? Because I'm comparing the rules that BG3 is supposed to be based on with the actual video game and the point I'm trying to make is that the original BG3 encounters were obviously built based on a party size of 5-6. How do I know this? Because that is the ONLY way, using original D&D 5e rules, that anyone could possibly ever beat 3 imps at level 1. You would have to roll exceptionally well and your enemies roll exceptionally poorly, every round, in order to defeat 3 imps at level 1 with only 2 level 1 characters (3 at most with Us).

How do I also know? Because in original versions of the game, several patches ago, Imps DID have resistance, but they were still nerfed. The original battles were still too tough, so they had to nerf the imps even more so they wouldn't frustrate the players during the tutorial. If they made it so that the game started with 4 custom characters in your party, they could use proper stats (again, I've tested it with tabletop) and the imps wouldn't be impossible for 4-6 level 1 characters.

And again, I've also tested it with tabletop, and I've discovered that 3 intellect devourers is not impossible for a party of 4 + Shadowheart. It can be done. So, again, my point is that it is clear that the initial design and build of every encounter was a party size of 5-6. Then they severely dumbed down the entire thing so that you could do it with far less numbers in your party.

So, I could be wrong, Ragnarok, but I don't think so. All the evidence seems to point to the likelihood that they first developed this game as a 6 party max (including early screenshots, mind you) and they decided to try to nerf everything to make it doable for 4.

All this is to say that encounters wouldn't have to be rebalanced at all if they moved to a party size of 6. They'd simply have to use original D&D 5e stats for monsters for a party size of 6 max and then allow players to use an Easy difficulty setting if they only want a party of 4. In both cases, they wouldn't have to rework anything. They could simply create a difficulty setting that puts all monsters with proper stats based on D&D 5e tabletop rules, and a party of 6 would work just fine. Or, they could have a difficulty setting that keeps all monsters with the stats they have right now, and a 1-4 party size works just fine.

That is the entirety of my point. Difficulty setting to True D&D Core Ruleset and Stats for a 6 character party and Nerfed Difficulty Setting for 1-4 party size. Then they'd neither have to rebalance a party of 1-4 nor rebalance a party of 6.
Posted By: RagnarokCzD Re: Party Size Discussion - 02/11/21 02:42 PM
Originally Posted by GM4Him
BG3 is based on D&D 5e. Yes?
Yes ...
Now lets play a game ... its called search for difference:

"Based on rules" and "literal transcription of rules 1:1" wink

Originally Posted by GM4Him
Why is tabletop valid?
It is not ... and we were through this discusion countless times.
Do you use EXACTLY SAME set of rules as BG3? YOU DO NOT ... therefore, no matter how much simmilar your tabletop shits are they are not the same and therefore they are invalid.
Easy.

Its as if you ordered grilled Parmesan, and i give you Eidam (not sure if you have that one, but google if you dont) ... its both cheese, therefore it is "based on" the same basics, but ITS NOT THE SAME.
Its as if you ordered a House, and i give you Tent ... its both shelter against weather, therefore it is "based on" the same basics, but ITS NOT THE SAME.
Its as if you ordered a Dice, and i give you Electronic RNG machine ... its both used to generate random numbers, therefore it is "based on" the same basics, but ITS NOT THE SAME.
Posted By: GM4Him Re: Party Size Discussion - 02/11/21 05:35 PM
I think your analogy is a bit off. Here's why:

If Larian said, "We're basing this game on DOS rules and gameplay," and I said, "But it's not following D&D tabletop rules," I'd totally agree with you.

However, Larian said, "This is a D&D 5e game with some homebrew because, ya know, tabletop doesn't perfectly align with video games."

So, by saying it is a D&D 5e game based on Tabletop D&D, it is perfectly reasonable to compare the video game to the Tabletop especially since I can see that evidence exists from the beginning that they did, in fact, base the game MORE on 5e originally. I can see clearly that all of the encounters were based on a party size of 5-6 BECAUSE when I tested it using TT, the encounters worked very well with standard 5e stats for monsters and XP split and a party of 5-6. None of these encounters work at all with a party size less than 5. NONE.

So, why do they work in BG3 right now? It's only because of severe nerfing. Period.

I just replayed the prologue. Imps award a whopping 10 XP per kill. They're supposed to give 200 XP each. Why are they so nerfed? Because if they actually offered 200 per we'd level up to level 2 after the first fight.

The point is that the whole game is fricked up because they didn't stick to a party size of 5-6 like they should have in order to make their encounters work. If they just went back to a party size of 5-6, they could go back to proper enemy stats and the game would be challenging, rewarding, and it would be perfect for us true D&D fans.

Now, while I understand that you don't give two craps about D&D, the game is based on D&D set in a D&D world, and by not sticking true to D&D at all, it is like some jerk author writing a Star Trek novel or script and making Klingons weak-willed pushovers who are peace loving and think everyone should just stop fighting and get along.

So, here's what's wrong with your cheese analogy. You keep saying that comparing BG3 to Tabletop D&D is like comparing two different things. You said they are like two different cheeses. They are both cheeses, but they are not the same cheese. That analogy would be like me comparing BG3 to DOS. They are both video games, but they have two totally different worlds and rulesets.

Comparing BG3 to Tabletop D&D is more like comparing regular swiss cheese with swiss cheese that someone melted and mixed a whole lot of peppers and spices in it. Both are swiss cheese, but the second one has had a bunch of impurities mixed into it which has made it now totally different than normal swiss. You can still call it swiss, but if you do you are going to get a lot of surprised faces when customers bite into the swiss mingled with peppers and stuff. They're definitely still in the same category, swiss, but now the swiss with stuff in it tastes so different from regular swiss that it is almost not even the same cheese anymore. It tastes completely different, and it will now make swiss lovers very unhappy.

So who is Larian's audience? Here, again, we come back to this question. If a person creates a story in the Star Wars universe, but they don't make their story appealing to Star Wars fans, what do you think is going to happen? Likewise, if a person creates a story in the Lord of the Rings world, but he doesn't appeal to Lord of the Rings fans, what do you think is going to happen?

Likewise, if Larian is truly creating a D&D game set in a D&D world, and they completely and totally disregard the D&D rules altogether, giving imps and intellect devourers completely different stats and abilities, and everything about the game is barely even D&D at all because they've nerfed everyone and everything so much, what do you think D&D fans are going to do?

They're going to compare the REAL D&D game with this so-called D&D game. They're going to naturally view it as a wannabe pretender to the genre, and naturally they are going to say, "This isn't a sequel to the original BG1 and 2. This is a fake." Just like a person who loves pure swiss will bite into a swiss with all sorts of junk in it and go, "What the heck is this? I ordered swiss, not this crap."

So, again, I say, "This game was built originally based on a party size of 5-6 from start to finish. It was built with multiplayer 4 players in mind with the ability to add 1 or 2 more characters so that encounters were balanced based on the original 5e rules and stats and XP rewards. Then, in order to make it work with only 1-4 characters in a party, they nerfed EVERYTHING about the game so that players wouldn't throw the game out the window yelling and screaming about how insanely difficult this game was."

All I'm asking is that they go back to where they started on this. Make the game party size 5-6, rebalance the encounters back to 5-6 party size as a DIFFICULTY setting that is Core D&D 5e rules and stats, then make how the game is currently a DIFFICULTY setting for all you who don't like true D&D and just want some nerfed version so you can play it with only 1-4 characters.
Posted By: RagnarokCzD Re: Party Size Discussion - 02/11/21 09:01 PM
Originally Posted by GM4Him
However, Larian said, "This is a D&D 5e game with some homebrew because, ya know, tabletop doesn't perfectly align with video games."
Wich part of your own words you dont understand?
Posted By: Imora DalSyn Re: Party Size Discussion - 02/11/21 09:41 PM
Here we are, arguing about something they probably won't change.

-_-
Posted By: GM4Him Re: Party Size Discussion - 02/11/21 10:54 PM
Originally Posted by RagnarokCzD
Originally Posted by GM4Him
However, Larian said, "This is a D&D 5e game with some homebrew because, ya know, tabletop doesn't perfectly align with video games."
Wich part of your own words you dont understand?

Yes. But what about the cheese? Is it Swiss? Swiss plus plus? What if people who like Swiss wind up eating Swiss plus plus? Will they no longer eat the cheese if it is Swiss plus plus?

Swiss, by the way, has 6 holes. Swiss plus plus has four, and it doesn't smell like Swiss oh, look like Swiss, or taste like Swiss. It tastes like Gouda. I don't like Gouda.
Posted By: RagnarokCzD Re: Party Size Discussion - 03/11/21 08:29 AM
Originally Posted by Imora DalSyn
Here we are, arguing about something they probably won't change.

-_-
Is that somehow bothering you? O_o
Posted By: Black_Elk Re: Party Size Discussion - 03/11/21 09:05 AM
This is pure speculation and not revealed truth, so I wouldn't indulge that spin, but I think its very likely that you are correct - that someone with tabletop 5e experience was hired and brought in to write this campaign, or at least the initial draft version of it, with the nuts and bolts all pretty tight. Basically meaning that the major encounters were outlined assuming a standard 5e party size of 3-5 members, with monsters using standard stats, CR, the recommended XP progression etc. In other words, that the campaign was planned and created in PnP and then handed off.

I think it's also entirely possible that many of Larian's initial development staff had no substatial experience playing table top Dungeons and Dragons or even Baldurs Gate 1 or 2 when they landed this project. Perhaps they are people with Ragnarok's predisposition, and no particular attachment to D&D systems or to the earlier BG games in the series, beyond just a general interest in developing cool fantasy rpgs? Maybe several of them were simply too young to have had any direct experience of the original games, either as games or as a cultural phenomenon. So they just don't really care about that stuff as deeply and also don't see how much extra work they are actually creating for themselves by going off script there.

Lets just say for this thought experiment that they had a pretty dialed PnP campaign thrown into their laps and were then directed by their bosses to "make this work!" with the pre-existing game engine. I can easily imagine how something like that could happen. Also, because the existing game engine was not particularly well suited to handle D&D rules they started changing everything around immediately so it would at least begin to take shape. Mixing and matching, throwing out encounters, adding monsters or nerfing them -heavily tweaking and adapting everything to suit their existing systems, instead of first designing appropriate new systems that the original campaign draft assumed would be in place, before players were invited to play.

Maybe they released it a bit to soon into EA, probably as a cash grab, to sustain the project under heightened fears of the possible economic fallout of a world crushing pandemic in the offing. You know, to get at the money before everyone was broke and out of work and also while we were all still locked down at home and searching for things to do with our time. So this is why we ended up with a half baked potato.

If they pushed it out too quickly with underdeveloped systems - such that all the work of prebalancing encounters by the books got thrown out the window in the scramble to get something out the door that would be serviceable as a demo - now they are stuck in the position where half their playerbase thinks that what we're seeing is fully intentional. All part of the grand plan to make DOS2 Faerun, and that what we see now is somehow already balanced and tuned. While the other half thinks it's still a hot mess waiting to be untangled, once the real D&D systems are in place.

Right now players who have no real affinity for the D&D or BG part, but just want a shove-em around tb action game with a D&D story might think it's rad and 'don't mess with the winning formula.' Whereas people who wanted something more mechanically consistent with D&D this couldn't possibly be right, cause it doesn't behave like a proper campaign using the standard standards should play.

What they desperately need is a game mode called "Action" so they can do whatever the hell they want with it for their Divinity fans, and another game mode called "Classic" which tries to appeal to the people who came here expecting a more traditional D&D campaign and aims to do everything it can to put the first campaign draft into proper practice. Again all wildly speculative. Such a campaign might never have really existed beyond an outline, but I can see the logic and the circumstances that might have allowed such a situation to arise.

When the game comes out of EA and they've basically ignored the Classic audience to go with party of 4 and a paltry 8 companions. I'll know at that point that they've failed. Until then I have to keep arguing in favor of the disaffected cohort here who wants the game to work for >4 with the normal stat spreads and standard systems.

Also, 6!

grin
Posted By: GM4Him Re: Party Size Discussion - 03/11/21 11:15 AM
Looks like Swiss, smells like Swiss, tastes like Swiss. It must be Swiss.

BG1 = party of 6, D&D rules, D&D stats, D&D XP rewards
BG2 = party of 6, D&D rules, D&D stats, D&D XP rewards
BG3 = party of 4, D&D rules with many homebrew rules mixed in, severely nerfed D&D stats, severely nerfed XP rewards

If it's nerfed with 4, maybe, just maybe, it was meant for 6. Hmmm.
Posted By: Imora DalSyn Re: Party Size Discussion - 03/11/21 12:33 PM
Originally Posted by RagnarokCzD
Originally Posted by Imora DalSyn
Here we are, arguing about something they probably won't change.

-_-
Is that somehow bothering you? O_o

No, I just feel it's a futile argument. With how far in development the game probably is, there's not time to rebalance it.

My personal opinion is that I don't care, but turn based combat with a large amount of actors is annoying as balls. Do the Defenders Heart seige in WotR in turn based mode. You'll be there for over an hour. I'd prefer to not have that here, too, but if they do it, so be it.

If I find six to be cumbersome, I just won't play it at launch. And I find large party turn based play to be cumbersome.
Posted By: GM4Him Re: Party Size Discussion - 03/11/21 12:54 PM
Now see? That's why I was saying that the game is already balanced for a party of 6. They wouldn't have to rebalance anyting. They would just need to use proper stats for all monsters. The game is only balanced for a party of 4 currently because they severely nerfed all the monsters.

And now I have to ask, "Would it really make combat so much slower to add 2 more party members?

Let's take the goblin camp battle. There are like 20 enemies or so versus your 4. Now, if I had a party of 6, wouldn't it stand to reason that I would kill 20 enemies faster? I get 2 more attacks per turn at least. So if, with a party of 6, I get 6+ attacks against an ogre per turn if I gang up on it, wouldn't I kill it faster then if I only got 4 attacks?

And what is with so many people arguing that they have to rebalance the game? They have to do that anyway once the game is released and they lift the level cap. Even in the games current nerfed state, once they lift the level cap, your party should be at least level 5 if not 6 by the time you get to the Underdark unless you skip a lot of content.

So rebalancing is going to have to occur regardless or the last few sections of EA are going to be way too easy.
Posted By: Zarna Re: Party Size Discussion - 03/11/21 07:42 PM
Originally Posted by GM4Him
And now I have to ask, "Would it really make combat so much slower to add 2 more party members?
The way they muddle up things, yes it will. They will probably end up adding more health to enemies or adding more of them to each encounter if they change everything for 6 party members because they feel it is balanced for 4 currently and 6 would make it too easy. Adding enemies especially will make combat even worse than it already is for those of us who like stealth gameplay (or what passes for it here.) I have actually found solo play to feel "faster" in the goblin camp simply because I can go and do other things while the enemies take all day to do nothing on their turns. Having to sit and stare at the screen because my party has to take their turns already makes it tedious enough with 4.

If they were to keep things as they currently are and add an option for 6 party members then I don't care.
Posted By: Imora DalSyn Re: Party Size Discussion - 03/11/21 09:12 PM
I'd personally feel compelled to bring six.

I'm sure a lot of people would. Sure, folks like to undersize stuff, but to me it feels wrong and give an option, I'd feel compelled to do it as the balance would be around six.

And bringing six now as it is would make a lot of the harder fights easy.

I honestly don't expect them to change it. I hope they don't, but if they do, meh.
Posted By: mrfuji3 Re: Party Size Discussion - 03/11/21 10:30 PM
Originally Posted by Imora DalSyn
I'd personally feel compelled to bring six.

I'm sure a lot of people would. Sure, folks like to undersize stuff, but to me it feels wrong and give an option, I'd feel compelled to do it as the balance would be around six.

And bringing six now as it is would make a lot of the harder fights easy.

I honestly don't expect them to change it. I hope they don't, but if they do, meh.
So you're saying that, if 6 was an option, you'd feel compelled to bring 6 people and either:
1.) Larian rebalances the game around 6 (possibly using split exp, possibly changing encounters) and thus your game balance would be fine, or
2.) Larian doesn't rebalance the game around 6, and thus playing with 6 would be too easy.
Is that right?

Obviously option #2 is bad, but are you also implying that option #1 is different/worse than currently being compelled to use a party-of-4? If so, how? Please assume that Larian will NOT balance for a party of 6 by adding more enemies (e.g., WotR Defender's Seige); basically everyone already agrees that's a bad idea so there's no point discussing it.
Posted By: GM4Him Re: Party Size Discussion - 03/11/21 11:04 PM
And here again I think you're all missing the point that I've been trying to make. All they would literally have to do to balance this game currently for a party of six is to use proper D&D stats for all monsters. If they just used proper stats, the game is balanced for six. I've tested it. I know it works. It makes the game so much more fun.

And yes, the big battles take some time, but in tabletop session, it took less time with a party of six then it does in the video game right now with a party of four. Same enemies. Proper stats. The reason is that you have a bigger party that can do more damage per round.

You, the player, having more characters to control during combat speeds up combat. It also means that you have a far less probability of losing a fight and having to reload. Reloading a fight is far more time consuming and frustrating.
Posted By: RagnarokCzD Re: Party Size Discussion - 04/11/21 07:11 AM
Originally Posted by Imora DalSyn
With how far in development the game probably is, there's not time to rebalance it.
I see ...
Well, my personal feeling is that time is not the problem here, but i agree that game should not be rebalanced whole ...
That is why i (and few other people) supported the idea that Larian should simply allow us to add two more party members in settings, and warn us that this toggle will make game conciderably easier, and unballanced.

That way no additional balancing is needed (nor even desired sometimes ... since i actualy can imagine some people toggling this on just for Gith encounter) ...

And as i said countless times before ... everyone should be happy. ^_^
Posted By: Tarorn Re: Party Size Discussion - 04/11/21 08:00 AM
Never gonna happen ..you can see the money that’s being spent - the huge amount of choice and branching paths. Adding 2 more is essentially 50% more time and cost if you want the same high standard of game we have.
Personally I prefer 4 but I understand that people love 6 man/woman parties but it simply ain’t gonna happen …maybe a modders thing someday but outside of that I’d be astounded - happy for those that want it- but astounded if it is put in ….
Unless the $$$$ make sense & the release date could wait lord knows how long.
Posted By: GM4Him Re: Party Size Discussion - 04/11/21 11:18 AM
They STARTED with 6. It's been designed for 6. Early screenshots even prove it. They've even said they will do difficulty settings.

Ah geez. I quit. Whatever. We're all just saying the same gosh darn things over and over again. If Larian doesn't realize by now that they need to implement 6 as an option with true D&D stats...
Posted By: kanisatha Re: Party Size Discussion - 04/11/21 01:05 PM
Originally Posted by Zarna
The way they muddle up things, yes it will. They will probably end up adding more health to enemies or adding more of them to each encounter if they change everything for 6 party members because they feel it is balanced for 4 currently and 6 would make it too easy.
Originally Posted by Imora DalSyn
I'd personally feel compelled to bring six.

I'm sure a lot of people would. Sure, folks like to undersize stuff, but to me it feels wrong and give an option, I'd feel compelled to do it as the balance would be around six.

And bringing six now as it is would make a lot of the harder fights easy.
So then what happens when a player uses only a party of 1? That makes all the encounters too difficult and so Larian has to change the encounters to keep them from being too difficult, right?
Posted By: GM4Him Re: Party Size Discussion - 04/11/21 01:59 PM
You spin me right round baby right round like a record baby right round round round.

That's all we're doing here.

Imma be Gale for a sec:

Fact 1: The game CAN have anywhere between 1 and 4 players in current state.

Fact 2: If it CAN have 4 players, and the game is balanced for 1, the game becomes instantly too easy for 4 players. Evidence? The prologue is INSANELY easy for 4 players. Even Zalk becomes amazingly easy to kill when you have Shadowheart pummeling him with Guiding Bolt and Lae'zel hacking him with a sword and Us raking him with claws and 4 PCs all pegging him with all their own abilities plus the mind flayer.

Fact 3: With a max of 4 party members, if you play multiplayer, you CANNOT and are RESTRICTED from adding any origin characters to your party. Therefore, you CANNOT and are RESTRICTED from having any origin character story line quests such as interrogating Zorru, having Lae'zel with you while speaking with the Gith Patrol, having Wyll with you while you are fighting goblins and interrogating them, having Shadowheart with you when you visit the statues of Selune, having Gale with you when you save Arabella so he can talk to you about some of his past, etc. etc. etc.

Fact 4: The game is currently NOT using proper D&D stats for most of its monsters. Many are nerfed to try to MAKE it balanced for 4. If they used a party of 6 as their standard balance, they would not need to nerf enemies or use these weird homebrew rules and such that they've been using.

Fact 5: The XP allowances wouldn't NEED to be nerfed if they used proper D&D XP rewards, a party of 6, and XP split. They'd still level up just as fast if they did these things. The only reason Imps now give only a whopping 10 XP is because they needed to severely nerf them in order to prevent players from leveling up to Level 3 before the prologue was over. Make the game based on a party of 6 from the beginning, and you wouldn't have to do this.

Conclusion: If everything about the game deviates from true D&D 5e simply because they need to do this in order to make it work with a party of 1-4, and if it would actually work perfectly based on true D&D 5e rules and stats if they made it a party of 6, why are they basing the entire balance of the game on a party of 1-4 max?

By only allowing a max of 4 characters in your party, they are especially severely limiting multiplayer mode, and they are having to completely nerf the system to make it work. Makes no sense.

You always start big and then adjust to small. You don't start small and try to adjust to big. If you do, things don't work well. Balance for 6 and then make it so that there are game adjustments to tweak stats and such for situations where players are using less than 6. Give players the ability for a maximum of 6 party members, especially for multiplayer, and then provide Difficulty settings so players can adjust down to 1-4 if that's their preference. Don't completely limit and hinder multiplayer so drastically and nerf stats so drastically and make the game a lot less fun for those who want to play with true D&D rules and a party of 6 ESPECIALLY when it is so obvious that the game COULD and SHOULD be based on a party of 6 using standard rules and stats.

If they created no other difficulty options, they should at least create this:

1. Core Rules and Stats Difficulty with Party of 6
2. Current Game Rules and Stats Difficulty with Party of 1-4.

Simple adjustment. You play with a party of 4 Difficult Setting, the stats and rules are exactly as Larian has created the game right now. If you play with a party of 6 Difficulty Setting (especially for those who play 4 player multiplayer), you get traditional D&D rules and stats.

Then, everybody on this thread should be happy. Should anyway.
Posted By: Imora DalSyn Re: Party Size Discussion - 04/11/21 05:32 PM
Originally Posted by mrfuji3
Originally Posted by Imora DalSyn
I'd personally feel compelled to bring six.

I'm sure a lot of people would. Sure, folks like to undersize stuff, but to me it feels wrong and give an option, I'd feel compelled to do it as the balance would be around six.

And bringing six now as it is would make a lot of the harder fights easy.

I honestly don't expect them to change it. I hope they don't, but if they do, meh.
So you're saying that, if 6 was an option, you'd feel compelled to bring 6 people and either:
1.) Larian rebalances the game around 6 (possibly using split exp, possibly changing encounters) and thus your game balance would be fine, or
2.) Larian doesn't rebalance the game around 6, and thus playing with 6 would be too easy.
Is that right?

Obviously option #2 is bad, but are you also implying that option #1 is different/worse than currently being compelled to use a party-of-4? If so, how? Please assume that Larian will NOT balance for a party of 6 by adding more enemies (e.g., WotR Defender's Seige); basically everyone already agrees that's a bad idea so there's no point discussing it.


Adding enemies would just drag out combat in a turn based game. I mentioned an example earlier. They'd have to increase HP a bunch.

If they don't rebalance, 6 will make it too easy. If 6 is optional ill feel compelled to bring them along anyway because "it's obviously intended this way, otherwise they wouldn't have made it this way.". As I'm sure you know, bringing 4 now is optional, as all of EA has been solo cleared, and that's not something I'd do, because it's not intended, just possible.

If that makes sense.
Posted By: Imora DalSyn Re: Party Size Discussion - 04/11/21 05:35 PM
Re: 4 player multi-player - what's stopping you from brining six players in that circumstance? You'd have the same problem.
Posted By: mrfuji3 Re: Party Size Discussion - 04/11/21 05:51 PM
Originally Posted by Imora DalSyn
Adding enemies would just drag out combat in a turn based game. I mentioned an example earlier. They'd have to increase HP a bunch.

If they don't rebalance, 6 will make it too easy. If 6 is optional ill feel compelled to bring them along anyway because "it's obviously intended this way, otherwise they wouldn't have made it this way.". As I'm sure you know, bringing 4 now is optional, as all of EA has been solo cleared, and that's not something I'd do, because it's not intended, just possible.

If that makes sense.
I think you misunderstood me. I agree that adding enemies would drag out combat and is the ~worst way to rebalance for a 6-person-party.

Let's assume that Larian balances for an optional 6-person-party in such a way that combat difficulty and length remain the ~same as for a 4-person party (split exp or increased enemy HP). Would you be perfectly fine with playing a party of 6 in this scenario? Or would you reluctantly play with a 6-person party, feeling compelled, but would have been happier if Larian had stuck with 4?
Posted By: Imora DalSyn Re: Party Size Discussion - 04/11/21 06:45 PM
So long as the difficulty is exactly the same, which I'm afraid won't be possible. And that it's a hard toggle, and no way to recruit past 4 without it on.

Because if you can, you have to. That's just how it works sometimes.
Posted By: RagnarokCzD Re: Party Size Discussion - 04/11/21 06:52 PM
Originally Posted by Imora DalSyn
Re: 4 player multi-player - what's stopping you from brining six players in that circumstance? You'd have the same problem.
First of all?
Game engine ... to allow party of 4 players bring two companions with them (wich is allready implemented fully, just require adjustment in value "maxpartymembers" from 4 to 6) that is not a problem ...
But if you would like to add two additional players, you would need to rework whole engine.
Posted By: GM4Him Re: Party Size Discussion - 04/11/21 06:55 PM
Same encounters as now.

Use Proper D&D 5e stats and XP rewards with XP split.

No additional enemies and no removing enemies. Same exact number of bad guys everywhere.

Lift level cap.

Increase party to 6.

The game would be perfectly balanced.

Player tested via tabletop, which the game is based on and designed to mimick. It works. Encounters are fun and rewarding.

No rebalance necessary. All they'd have to do is what I just mentioned above as an option for players.

Option 1: Play 1-4 character party. All stats and enemies as is right now with current XP rewards.
Option 2: Play 5-6 character party. All stats and enemies are set to D&D 5e with D&D 5e XP rewards. Same exact number of enemies as 1-4, just different stats and special abilities, like resistance for imps and intellect devourers and so forth.
Posted By: Maximuuus Re: Party Size Discussion - 04/11/21 07:03 PM
Are you sure using DnD stats without changing anything else would work ?

We're fighting a bulette at level 4 and 4 harpies at level 3.
Too powerfull and/or too weak ennemies if I trust the CR. In other word, unappropriate ennemies...

What level should be a party of 1, a party of 2, a party of 3 (and so on) to fight 2 ettercaps and 2 phase spiders with DnD stats ?

You obviously know DnD better than I do but if I'm trying this specific combat in an encounter builder for DD5, it does not seem easy to balance...
- party of 4 (average if everyone is level 8)
- party of 5 (average if everyone is level 7)
- party of 6 (average if you're level 5)
- party of 2 (average if you're lvl 14...)
Posted By: mrfuji3 Re: Party Size Discussion - 04/11/21 07:08 PM
Originally Posted by Imora DalSyn
So long as the difficulty is exactly the same, which I'm afraid won't be possible. And that it's a hard toggle, and no way to recruit past 4 without it on.

Because if you can, you have to. That's just how it works sometimes.
Why do you think it's impossible for the difficulty to be exactly the same? Or at least similar enough that a single individual wouldn't be able to notice it?

There are so many knobs that can be tweaked to adjust balance: enemy HP, enemy damage, enemy to-hit, enemy proficiency bonus, type of enemy, placement of enemies on high ground, items enemies have available, enemy AI, split exp between party members, the list goes on. I find it hard to imagine that it's impossible for the difficulty using a 6-person-party to be effectively the same. DMs do it commonly in tabletop after all, tweaking encounters when a player join or can't make the session.

It's reasonable to argue that Larian won't be able to implement it properly, but that's different than "impossible" and is a different discussion.

I agree that any 6-person-party option should be a hard toggle.
Posted By: Zarna Re: Party Size Discussion - 04/11/21 07:27 PM
Originally Posted by kanisatha
So then what happens when a player uses only a party of 1? That makes all the encounters too difficult and so Larian has to change the encounters to keep them from being too difficult, right?
I think most of us who play solo like it for the challenge and don't want the game to be changed to make it easier, takes all the fun out of it.
Posted By: mrfuji3 Re: Party Size Discussion - 04/11/21 07:44 PM
Originally Posted by Zarna
Originally Posted by kanisatha
So then what happens when a player uses only a party of 1? That makes all the encounters too difficult and so Larian has to change the encounters to keep them from being too difficult, right?
I think most of us who play solo like it for the challenge and don't want the game to be changed to make it easier, takes all the fun out of it.
There was a whole discussion about this...maybe earlier ITT, maybe in a different thread. But while you play solo for the challenge, that doesn't mean everyone or even most people who play do. For example, some people may just not want to go through the hassle of controlling multiple characters, especially with Larian's toilet chain.

As always, this is easily solved by options and exp splitting. If you want to play a challenge solo mode, don't enable exp splitting and level up at normal speed. If you want to play a normal-difficulty solo mode, enable exp-splitting (and/or Lone Wolf). It'd take Larian ~zero additional effort to make such changes optional instead of mandatory settings.
Posted By: Imora DalSyn Re: Party Size Discussion - 04/11/21 07:59 PM
Originally Posted by mrfuji3
Originally Posted by Imora DalSyn
So long as the difficulty is exactly the same, which I'm afraid won't be possible. And that it's a hard toggle, and no way to recruit past 4 without it on.

Because if you can, you have to. That's just how it works sometimes.
Why do you think it's impossible for the difficulty to be exactly the same? Or at least similar enough that a single individual wouldn't be able to notice it?

There are so many knobs that can be tweaked to adjust balance: enemy HP, enemy damage, enemy to-hit, enemy proficiency bonus, type of enemy, placement of enemies on high ground, items enemies have available, enemy AI, split exp between party members, the list goes on. I find it hard to imagine that it's impossible for the difficulty using a 6-person-party to be effectively the same. DMs do it commonly in tabletop after all, tweaking encounters when a player join or can't make the session.

It's reasonable to argue that Larian won't be able to implement it properly, but that's different than "impossible" and is a different discussion.

I agree that any 6-person-party option should be a hard toggle.

Why do I think it's too difficult to balance? Because this game isn't my first rodeo and balance in games that are 15 years old is still not possible. You'll never have perfect balance, especially if you get new content added.

I'm done with this discussion. Larian changed it to four for a reason, I don't get why it MUST be changed. I'd rather them leave it alone and get the game finished faster.

And the graphics problems fixed. Grr.
Posted By: mrfuji3 Re: Party Size Discussion - 04/11/21 08:22 PM
Originally Posted by Imora DalSyn
Why do I think it's too difficult to balance? Because this game isn't my first rodeo and balance in games that are 15 years old is still not possible. You'll never have perfect balance, especially if you get new content added.

I'm done with this discussion. Larian changed it to four for a reason, I don't get why it MUST be changed. I'd rather them leave it alone and get the game finished faster.

And the graphics problems fixed. Grr.
Not sure why you're done with this discussion, because this ^ combined with your earlier post about "feeling compelled" actually echoes/complements my thoughts.

It's not that it's impossible (you've used "impossible" and "difficult" interchangeably) for a 6-person party to be good, it's that you think it will take too much development time away from other parts of the game. OR if Larian implements a simple fix - adding the option for a 6-person party without adjusting balance - you'll feel compelled to play with 6, making the game too easy.

I feel similar; if the game is not locked to 4 players by default, I'll feel compelled to play with 6. And, particularly because of the toilet chain/UI but also just in general, I think I'd have less fun playing with 6 characters. And thus the argument for a hard toggle hidden in the game settings as a compromise between my and others' desires.
Posted By: GM4Him Re: Party Size Discussion - 04/11/21 10:38 PM
Originally Posted by Maximuuus
Are you sure using DnD stats without changing anything else would work ?

We're fighting a bulette at level 4 and 4 harpies at level 3.
Too powerfull and/or too weak ennemies if I trust the CR. In other word, unappropriate ennemies...

What level should be a party of 1, a party of 2, a party of 3 (and so on) to fight 2 ettercaps and 2 phase spiders with DnD stats ?

You obviously know DnD better than I do but if I'm trying this specific combat in an encounter builder for DD5, it does not seem easy to balance...
- party of 4 (average if everyone is level 8)
- party of 5 (average if everyone is level 7)
- party of 6 (average if you're level 5)
- party of 2 (average if you're lvl 14...)

Positive. I tested it several times with different characters.

Let's just take the spider matriarch battle. Characters were level 4 by this point. Rogue, wizard, barbarian, druid, fighter, and ranger. They faced 2 phase spiders with typical stats for phase spiders plus their ability to do ethereal jaunt. I gave the matriarch double stat values, so double HP, double attack value, and double the attacks per round, plus 1D extra for damage. I gave the babies a quarter of the standard value because they just hatched.

Most of the party was taken down by the end. One person was left standing when the last spider fell. I didn't have the spiders porting all over. They would disappear, and then phase back and pounce. The matriarch focused first on hatching the eggs. Then they swarmed the party.

Take the first battle at the gate. Fighter, cleric, ranger, Rogue, wizard and another fighter. What makes the fight right now in the game so easy is that they don't attack you. When we did this fight, they fought back. I used a goblin chief, and a bugbear chief. Then I used normal stats for the other goblins and the worg. The only thing I added was I made one of the goblins a spellcaster with basic spells. That was to mirror what they had in the game. It was still a somewhat easy fight, but it was actually more challenging then what you have in the game currently.

The skeleton scribes took down 2 level 2 characters out of six because they were hurling spells like magic missile. Over and over again I've tested these encounters with proper rules and stats. They are insanely difficult for four characters but doable for 6.
Posted By: RagnarokCzD Re: Party Size Discussion - 05/11/21 08:03 AM
Originally Posted by Maximuuus
Are you sure using DnD stats without changing anything else would work ?
Of course it would not ...
There even arent some creatures like exactly that mentioned matriarch ... it depends on GM thoughts what stats he would give them ...

For example here:
https://www.dndbeyond.com/monsters/giant-spider > Regular giant spider.
https://www.dandwiki.com/wiki/Giant_Spider_Matriarch_(5e_Creature) > Giant spider Matriarch (yes im aware its also a Homebrew creature ... but notice she is certainly NOT created with "just double stats")

Not even mention all those differences between tabletop rules and *curently used* BG-3 rules ...
Like sorcerer being able to cast up to 3 Full spells per turn ...
Like anyone being able to Hide or drink Potion as Bonus Action ...
Like Wizard being able to Bless and Heal party members ...

The lesson here is simple ...
GM4Him's tabletop simulations is usable only for his own simulations ... and there is no relevance for BG-3.
If Larian would change everything to fit them, then they would be relevant ... but not any time sooner.

//Edit:
It would be just the same as to say:
Hey i played this encounter in Pathfinder ruleset and i like it more ... therefore whole game should be imediatly reworked to fit Pathfinder rules.
Posted By: GM4Him Re: Party Size Discussion - 05/11/21 11:17 AM
I tested it again last night.

Party of 5. 3 imps. Regular D&D stats and rules. 4 Custom + Lae'zel. Imps took 2 down, but my cleric revived them and brought them back into play. Challenging first fight, but easy enough that unless you roll REAL bad you won't game over.

Same group with Shadowheart. Faced 3 intellect devourers. Level 1. So party of 5 versus 3 intellect devourers. The barbarian was taken down by Devour Intellect. One other suffered serious injury but didn't fall.

Battles totally doable and challenging with party of 5. Totally UNdoable with 2 UNLESS you need the system.

Also started over with party of 4 in BG3. SUPER easy. Boring multiplayer because battles are so nerfed. They let me get Lae'zel for party of 5, but saved SH and she's like, "Um. Your full up. See ya.". Lame. "I know you just rescued me and all, but you have 5 people. Sorry. I'm going it alone.". ON THE NAUTILOID! Come on.

True D&D stats and rules, party of 4 + Lae'zel + SH against 4 imps and 2 hellhogs is much more fun. Right now, party + Lae'zel versus nerfed enemies. Snore.

And the worst part is, SHs excuse. "You have a large group with you. One more might draw too much attention. Best go it alone.". Then she runs off ahead of you TO THE HELM. This ain't no stealth mission. We're storming the helm. The more the merrier, and 1 more ain't gonna draw more attention. Besides, WE'RE GOING THE SAME WAY.

Dumb. Just increase to party of 6 and use proper stats like you should.

Look. I don't care what way you slice it. For multiplayer, a party of six and proper DND stats is absolutely necessary. Without it, multiplayer is severely limited. If nothing else, they need to at least allow a party of six for multiplayer.
Posted By: kanisatha Re: Party Size Discussion - 05/11/21 02:50 PM
Originally Posted by Imora DalSyn
So long as the difficulty is exactly the same, which I'm afraid won't be possible. And that it's a hard toggle, and no way to recruit past 4 without it on.

Because if you can, you have to. That's just how it works sometimes.
But why is this Larian's problem? Isn't this your problem? You are choosing to make the game easier for you by taking six, in exactly the same way as those who are choosing to make the game harder for them by taking only one. You cannot legitimately complain about the game becoming easier by saying you are somehow "compelled" to take six. No one from Larian showed up at your home, put a gun to your head, and made you do it.
Posted By: kanisatha Re: Party Size Discussion - 05/11/21 02:53 PM
Originally Posted by Zarna
Originally Posted by kanisatha
So then what happens when a player uses only a party of 1? That makes all the encounters too difficult and so Larian has to change the encounters to keep them from being too difficult, right?
I think most of us who play solo like it for the challenge and don't want the game to be changed to make it easier, takes all the fun out of it.
Right. Exactly. So how is it any different for those of us who want to play with six? If you get to have the choice to make the game harder for you (by getting to play solo), why shouldn't I have the SAME choice to make the game easier for me (by playing with six)?
Posted By: GM4Him Re: Party Size Discussion - 05/11/21 03:21 PM
I don't want the game easier for a party of 6. I want them to balance it for 6 simply by implementing ACTUAL D&D stats, because by doing so I'd actually get a more authentic D&D experience, the game would work best for multiplayer this way, and everything would work SO much better.

Imagine imps with resistance and a poison sting. Imagine intellect devourers with Devour Intellect... You know, their PRIMARY attack that makes them what they are. Imagine phase spiders that actually phase and pounce on you with hit and fade assassin-like attacks instead of teleporting around and spitting poison at you. Imagine skeleton scribes hurling magic missiles and chromatic orbs two or three times each and proving a challenge for 6 party members instead of being kinda sorta easy for a party of 4.

Imagine a goblin boss during the first Grove gate fight having multiple attacks and using redirect attack. Imagine facing a Bugbear Chieftain with 65 HP and AC 17 and multi-attack with a party of 6 when saving Nadira, the pink haired tiefling instead of this lame weak-butt Bugbear that can die in 1 round and is kinda like, "What the flip was that" when facing it with a party of 4.

Over and over again, all I can see is how much better the game would be with a party of 6 and using proper D&D stats. They do this entire game such an injustice with a party of 4 and everything nerfed. It saddens me, which is why I'm so passionate about the party of 6.

Make it for party of 6. THEN create options for people to be able to play it with less than 6. The prologue is built with proper D&D stats for a party of 4 Custom PCs + Lae'zel and maybe Shadowheart or Us or both. The intellect devourer battle on the beach is similarly built for a party of 4 + Shadowheart. The battle in the crypt is built for a party of 6. The grove battle is built for a party of 6. The phase spider battle, the hag battle, the ogre fight, the githyanki fight, the gnoll fight... all of them! IF they used proper D&D stats.

So the reason we have these nerfed monsters without their proper special abilities is simply because they decided at some point to go with a party of 4 without changing any of the monsters and such that they're using. It just makes no sense to me. They made the game so much less D&D in order to go with a party of 4 which is so limiting in both single and especially multiplayer.
Posted By: mrfuji3 Re: Party Size Discussion - 05/11/21 03:49 PM
Originally Posted by kanisatha
Originally Posted by Imora DalSyn
So long as the difficulty is exactly the same, which I'm afraid won't be possible. And that it's a hard toggle, and no way to recruit past 4 without it on.

Because if you can, you have to. That's just how it works sometimes.
But why is this Larian's problem? Isn't this your problem? You are choosing to make the game easier for you by taking six, in exactly the same way as those who are choosing to make the game harder for them by taking only one. You cannot legitimately complain about the game becoming easier by saying you are somehow "compelled" to take six. No one from Larian showed up at your home, put a gun to your head, and made you do it.
This is similar to the "don't like it? don't use it" argument that's also used for other Larian homebrew like lack of long rest restrictions, eating food to heal, shove instakills, bonus action jump+disengage, wizards learning cleric scrolls, trivial stealing from merchants, etc. (Note: I restricted these examples to things that are actually possible to avoid, unlike e.g., BA Shove which enemies will use against you.)

This is Larian's problem because games require restrictions; it's not fun to have to purposefully nerf yourself as a player. And Larian allowing a party size of up to 6 by default (meaning: the 5th+6th companion you find will automatically join your party if asked, and the game wont warn you that "BG3 is balanced for parties of 4") is poor game design. Players will have to consciously decide to continue to play with 6 or play with less than a full party, either making the game easy or having a game with less party banter & companion-specific-story-interactions respectively.

My proposed solution to the above is a hard toggle in settings that defaults to off, that isn't advertised, and that comes with a warning "this game is balanced for 4-person-parties." This would be enough of a disincentive that I wouldn't feel bad playing with 4, but would still allow people to play with 6 if desired. Also add a "split exp" toggle, so your party-of-6 can either be balanced or not: the player can choose.
Posted By: GM4Him Re: Party Size Discussion - 05/11/21 03:55 PM
Ugh. But it isn't balanced for 4. It's ONLY balanced for 4 because of nerfing. That's the problem. They've nerfed EVERYTHING to MAKE it party size 4.

It's like saying, "Here's the rules to chess. Now, play chess."

"Wait! We're changing the rules because chess is too hard. So, knights can move in an "L" shape but also can teleport to the other side of the board in any random location. Oh, and rooks can move in "L" shapes too. Oh, and kings can also move anywhere, like queens. Pawns seemed lame, so we decided to let them move in any direction."

Are you still playing chess?
Posted By: kanisatha Re: Party Size Discussion - 05/11/21 05:42 PM
Originally Posted by GM4Him
I don't want the game easier for a party of 6.
Oh I don't either. I was being rhetorical, essentially pointing out that there is no logical difference whatsoever between people playing with a smaller party versus a bigger party.
Posted By: kanisatha Re: Party Size Discussion - 05/11/21 05:44 PM
Originally Posted by mrfuji3
Originally Posted by kanisatha
Originally Posted by Imora DalSyn
So long as the difficulty is exactly the same, which I'm afraid won't be possible. And that it's a hard toggle, and no way to recruit past 4 without it on.

Because if you can, you have to. That's just how it works sometimes.
But why is this Larian's problem? Isn't this your problem? You are choosing to make the game easier for you by taking six, in exactly the same way as those who are choosing to make the game harder for them by taking only one. You cannot legitimately complain about the game becoming easier by saying you are somehow "compelled" to take six. No one from Larian showed up at your home, put a gun to your head, and made you do it.
This is similar to the "don't like it? don't use it" argument that's also used for other Larian homebrew like lack of long rest restrictions, eating food to heal, shove instakills, bonus action jump+disengage, wizards learning cleric scrolls, trivial stealing from merchants, etc. (Note: I restricted these examples to things that are actually possible to avoid, unlike e.g., BA Shove which enemies will use against you.)

This is Larian's problem because games require restrictions; it's not fun to have to purposefully nerf yourself as a player. And Larian allowing a party size of up to 6 by default (meaning: the 5th+6th companion you find will automatically join your party if asked, and the game wont warn you that "BG3 is balanced for parties of 4") is poor game design. Players will have to consciously decide to continue to play with 6 or play with less than a full party, either making the game easy or having a game with less party banter & companion-specific-story-interactions respectively.

My proposed solution to the above is a hard toggle in settings that defaults to off, that isn't advertised, and that comes with a warning "this game is balanced for 4-person-parties." This would be enough of a disincentive that I wouldn't feel bad playing with 4, but would still allow people to play with 6 if desired. Also add a "split exp" toggle, so your party-of-6 can either be balanced or not: the player can choose.
I never said anything contrary to Larian issuing a warning to players who use the option. In fact, I have said it myself in previous posts that Larian can provide a very stark and clear warning, for example a large popup that comes up on your screen the moment you toggle that option.
Posted By: mrfuji3 Re: Party Size Discussion - 05/11/21 06:21 PM
Originally Posted by kanisatha
I never said anything contrary to Larian issuing a warning to players who use the option. In fact, I have said it myself in previous posts that Larian can provide a very stark and clear warning, for example a large popup that comes up on your screen the moment you toggle that option.
:thumbsup: (sorry, who has said what gets hard to keep track of over 78 pages)
Posted By: Zarna Re: Party Size Discussion - 06/11/21 01:32 AM
Originally Posted by kanisatha
Originally Posted by Zarna
Originally Posted by kanisatha
So then what happens when a player uses only a party of 1? That makes all the encounters too difficult and so Larian has to change the encounters to keep them from being too difficult, right?
I think most of us who play solo like it for the challenge and don't want the game to be changed to make it easier, takes all the fun out of it.
Right. Exactly. So how is it any different for those of us who want to play with six? If you get to have the choice to make the game harder for you (by getting to play solo), why shouldn't I have the SAME choice to make the game easier for me (by playing with six)?
You are arguing with the wrong person. I have said countless times I don't care if you guys get an option to play with your 6 people. I have also said that I think there should be two options, the current one for 4 and another for 6. Or that they could compromise and give us 5. What I don't want is to be stuck playing an overpowered character because some of you (maybe not you specifically, don't feel like rereading this thread) want to shove xp balancing on any number of party members just to get your larger party.

Originally Posted by mrfuji3
As always, this is easily solved by options and exp splitting. If you want to play a challenge solo mode, don't enable exp splitting and level up at normal speed. If you want to play a normal-difficulty solo mode, enable exp-splitting (and/or Lone Wolf). It'd take Larian ~zero additional effort to make such changes optional instead of mandatory settings.
If they go this route then it should make most everyone happy.
Posted By: GM4Him Re: Party Size Discussion - 06/11/21 02:14 AM
Fair enough. That's why I was saying a Difficulty setting for 6, proper 5e stats and XP, and a Difficulty setting for 4, stats as is right now with XP rewards as is right now.

So, to be clear, the only change would be an option for players to set party size to 6 with an option to play the game using true D&D stats and XP rewards with XP split.
Posted By: GM4Him Re: Party Size Discussion - 06/11/21 03:50 AM
Dang! Just tested the Bulette fight with the following character builds:

Level 5 Wood Elf Rogue Arcane Trickster
Level 5 Half Orc Barbarian
Level 5 Drow Mage
Level 4 Dragonborn Cleric
Level 5 Half-elf Druid
Level 6 Human Fighter

Bulette lost some health before it moved. Then it ran and jumped into the midst of three of them. Down went the Mage and Cleric, and the Fighter lost almost 30 HP out of 56. Then it bit the Barbarian, and he lost something like 24 HP. They pummelled it a few more times. It jumped. Down went the Druid, and the Barbarian lost most of the rest of his health. Then it bit the Barbarian, and he went down for good.

Rogue stabbed it with her short swords, then the Fighter finished it with two swings of his longsword.

Bulette fight via Tabletop. Two rounds. Most of the party wiped, and they were on average Level 5.

Bulettes are supposed to have +7 to hit and 4d12+4 damage per bite. Then, when they jump, everyone makes a DC 16 Strength or Dexterity Save. If you succeed, you don't get knocked prone and you take half damage, but you are still pushed 5 feet away from it. If you fail, 3d6+4 piercing + 3d6+4 bludgeoning damage. That's 6d6+8 damage total to everyone it lands near.

So yeah, is the Bulette SUPPOSED to be too tough for 4 level 4 characters? ABSOLUTELY. It was almost too much for 6 level 5 characters.

Should the game be a party of 6 and set to D&D stats? It should at least be an option for those of us who REALLY want a genuine D&D experience with a real challenge because if you gave us a real Bulette fight and let us be Level 5 or 6 by the time we go into the Underdark, with a party of 6, our characters would not be slaughtered by it, and you wouldn't have to nerf the creature to avoid pissing off your entire fan base.
Posted By: GM4Him Re: Party Size Discussion - 06/11/21 05:57 AM
Ugh. This limit for multiplayer sucks! It's so dumb. Not only do you rescue Shadowheart on the nautiloid, and she says, "We should travel together." Then two seconds later she says, "Well, you have too many in your party. We wouldn't want to draw attention now would we?" And then she takes off running TOWARDS the helm, ya know, the same place you're going, BUT...

You arrive on the beach, all four of you. There's Shadowheart lying there. You wake her. She goes into an even greater litany on how she thinks it'd be really good to travel together and how we need each other and everything.

Two seconds later, "But it looks like you are really travelling with a full group, aren't you. That's a bit too much for me," and she gets kinda snarky with you for having a party of 4 already. Then you can either dismiss her completely or send her to camp and you tell her you'll mark it on her map. If you send her to camp, she says, "All right. That works for me, I guess. I'll wait for you there." Then she takes off running and vanishes.

Now... um... just woke up on the beach. I don't have a camp yet. How'm I sending her to camp and marking it on her map when I ain't got no camp yet?

It's all totally bad. Zalk was easy to kill. Cleric, Fighter, Ranger and Druid with Lae'zel, we were just beating the tar out of everything.

Until they give us an option for 6, why would anyone WANT to multiplayer this game? All encounters are super easy, you can't do any of the origin character side stories or quests because you can't take them with you in your party, dialogue doesn't make sense and they're constantly telling you that a party of 4 is just WAY too many for them. The only cool thing about 4 player multiplayer is that you can have a party of 4 custom characters. Oh, and I also like how your custom characters will dialogue with one another.

Other than that, 4 player multiplayer is severely limited BECAUSE the game only allows party of 4, and it's only been made worse with Patch 5 and 6.
Posted By: RagnarokCzD Re: Party Size Discussion - 06/11/21 10:56 AM
Quote
It's like saying, "Here's the rules to DnD. Now, play DnD."

"Wait! We're changing the rules because DnD is too hard..."
(blah blah blah, we know what changes was made)

Are you still playing DnD?
I wonder how would you feel about this example. smile
I really, really wish to know your answer. laugh

Originally Posted by mrfuji3
Originally Posted by kanisatha
Originally Posted by Imora DalSyn
So long as the difficulty is exactly the same, which I'm afraid won't be possible. And that it's a hard toggle, and no way to recruit past 4 without it on.

Because if you can, you have to. That's just how it works sometimes.
But why is this Larian's problem? Isn't this your problem? You are choosing to make the game easier for you by taking six, in exactly the same way as those who are choosing to make the game harder for them by taking only one. You cannot legitimately complain about the game becoming easier by saying you are somehow "compelled" to take six. No one from Larian showed up at your home, put a gun to your head, and made you do it.
This is similar to the "don't like it? don't use it" argument that's also used for other Larian homebrew like lack of long rest restrictions, eating food to heal, shove instakills, bonus action jump+disengage, wizards learning cleric scrolls, trivial stealing from merchants, etc. (Note: I restricted these examples to things that are actually possible to avoid, unlike e.g., BA Shove which enemies will use against you.)
It is not similar ... its the same and valid argument in both cases. laugh

This is just how it is ...
Larian give us options ... its up to us if we want to use them or not.

Originally Posted by mrfuji3
My proposed solution to the above is a hard toggle in settings that defaults to off, that isn't advertised, and that comes with a warning "this game is balanced for 4-person-parties." This would be enough of a disincentive that I wouldn't feel bad playing with 4, but would still allow people to play with 6 if desired. Also add a "split exp" toggle, so your party-of-6 can either be balanced or not: the player can choose.
Best option would be to give everything on toggle ...
But its easier for Larian to simply create system they want, and leave the rest for mod-comunity. laugh

Originally Posted by GM4Him

Level 5 Wood Elf Rogue Arcane Trickster
Level 5 Half Orc Barbarian
Level 5 Drow Mage
Level 4 Dragonborn Cleric
Level 5 Half-elf Druid
Level 6 Human Fighter

Bulette lost some health before it moved. Then it ran and jumped into the midst of three of them. Down went the Mage and Cleric, and the Fighter lost almost 30 HP out of 56. Then it bit the Barbarian, and he lost something like 24 HP. They pummelled it a few more times. It jumped. Down went the Druid, and the Barbarian lost most of the rest of his health. Then it bit the Barbarian, and he went down for good.

Rogue stabbed it with her short swords, then the Fighter finished it with two swings of his longsword.

Bulette fight via Tabletop. Two rounds. Most of the party wiped, and they were on average Level 5.

Bulettes are supposed to have +7 to hit and 4d12+4 damage per bite. Then, when they jump, everyone makes a DC 16 Strength or Dexterity Save. If you succeed, you don't get knocked prone and you take half damage, but you are still pushed 5 feet away from it. If you fail, 3d6+4 piercing + 3d6+4 bludgeoning damage. That's 6d6+8 damage total to everyone it lands near.
Should the game be a party of 6 and set to D&D stats? It should at least be an option for those of us who REALLY want a genuine D&D experience with a real challenge because if you gave us a real Bulette fight and let us be Level 5 or 6 by the time we go into the Underdark, with a party of 6, our characters would not be slaughtered by it, and you wouldn't have to nerf the creature to avoid pissing off your entire fan base.
It should certainly not ... for reasons you described in spoiler part ...
I believe this is the part when mod-support come to play ... i bet that Larian counts on that someone who wish to have pure DnD stats for monsters will altern them ... it dont quite make sence for them to invest time and resources to create two completely separate systems just bcs someone like that, and someone else wants this. :-/
Posted By: robertthebard Re: Party Size Discussion - 06/11/21 01:18 PM
Originally Posted by GM4Him
No. Ragzlin... can I call you Ragzlin? Thanks. It's much shorter and easier to type.

Ragzlin, I'm basing it purely on what BG3 was supposed to be based on. It was meant to be based on D&D 5e. If you take the way the game is CURRENTLY designed, it really fits more for a party of 5-6 characters. It has nothing to do with what I'm wanting or presuming.

A party of 5-6 Level 1 characters could defeat 3 Imps at a time. A party of 1-2 could not. Period. That's the logistics of it. If Larian used proper Imp stats instead of their nerfed down homebrew stats, there is very little possibility that a party of 1-2 (MC + Lae'zel) could beat 3 Imps. Period.

And IF you only had a party of 1-2, then by the end of the very first encounter, even IF you managed to somehow beat 3 imps, you would gain, using XP Split, enough experience to level up to Level 2. So it is clear that:

A. They are not using proper D&D stats but have nerfed the enemies considerably because they know you will likely (in single player mode) only have 1-2 characters on average to face 3 imps, and

B. That if you only face said 3 imps you'd gain enough XP to gain a level up after your first encounter. So they severely nerfed how many XP's you should get from that encounter so you don't level up right away.

So, what I'm trying to say is that the encounters are already based on the expectation that you will start with a party of 4 (single or multiplayer) and you'll add at least Lae'zel (and possibly Us) to your party to make a party of 5 or 6 by the time you face your first Imp encounter. Again, however, that would only be IF they used actual D&D 5e stats. My point is that the way the encounters were initially constructed, it had to be assumed you'd have 5 or 6 in your party in order to defeat 3 Imps. Then they realized that "Oh dang! There might only be 1-2 characters in single player mode. We'd best nerf everything because most people are going to be playing this with only 1-2 characters in the party by this point."

So, what I'm saying is, make it so players start with 4 Customized Characters whether single or multiplayer, increase party size to 6, and use proper D&D stats, and the entire game would be perfect for a legit D&D 5e experience with proper XP gain per encounter and proper challenge ratings and so forth.

Then use Difficulty settings to allow players to adjust to their own desired number of characters. If you want 4, adjust Difficulty to make encounters easier (nerfed) like it is now.

But for the love of all that is holy, give players the option to have up to 6 and make that the norm. Then make options to allow players to balance it more for their preference.

You always start big and then work down to small. You never start small and work big or it never works right.

If they were to balance the game right now based on 1-4 party size, they'd need to nix every encounter in the prologue and almost every encounter in the game if they were to use proper D&D stats, and that's what I'm trying to say. The game is actually, literally built for 5-6 party size. I've tested it via Tabletop. I know what I'm talking about. It is WAY to hard with a party size of 4 unless you severely nerf EVERYTHING, which is the current state of the entire game.

I've sat at more than one table where we only had 4 total players, or less, including the DM. From Pamphlets to 4e. Balance then becomes up to the DM.

1. Why are those Imps injured? Because they've been fighting on a ship that's populated with Mindflayers, and being attacked by Gith with dragons. We see evidence of this throughout the tutorial, so it is beyond contestation. So having them injured is both logical, and a choice made by the DM.

2. The intellect devourer encounters at the crash site are presumably newborns. What makes me believe that? Us. We also have evidence to suggest that they were still under direct control by the Mindflayers. What am I basing that on? Again, Us, and the scene that plays out immediately after we rescue him. So not being as powerful as they could/should be is also understandable, and then there's the incident where Sven got wiped by that encounter, so it's evidently possible that they can, in fact, win that fight.

3. At the end of the day, this game is also a SP campaign. After release, we'll be able to do something that shoots a hole the size of Texas in your idea that the game is balanced for 6 players already, Tav doesn't have to exist. Yes, we'll be able to, if we wish, pick one of the Origin characters as the main character. Make no mistake, some will choose to play as one, or all of them, across multiple playthroughs. Even if the only goal is to see more of the Origin Character stories at once.

But to get closer to where I'm at with this whole idea, the game is balanced where it is because it includes a SP campaign. Even the addition of just SH playing SP trivializes any content that comes after, in the tutorial. I'm looking at how trivial it would be with a party of 4, let alone a party of 6 or more, and thinking that it wouldn't be a great idea. In fact, I could see a 6 person party being the next barrelmancy. One mage to create surfaces, another to ignite them, or otherwise activate them, and maybe even another to CC them in the surface, so they can't get out. Along with lots of ranged DPS to take out any survivors. Yep, sounds like a really fun game to me.
Posted By: GM4Him Re: Party Size Discussion - 06/11/21 01:49 PM
Multiplayer. 4 players. Severely limited. Dumb dialogue that makes no sense. Too easy gameplay. Can't do origin side quests because you can't even have them in the party... Not even 1.

And injured imps and intellect devourers ain't the problem.

Imps don't have resistance or poison stings.
Intellect devourers aren't newborns if they have max HP that equals that of adults.
Intellect devourers don't do their very basic signature move, devour intellect.
Intellect devourers don't have resistance.
Phase spiders don't ethereal jaunt, they misty step across the board.
Phase spiders spit poison.
Bulette doesn't wipe the floor with 4 level 4 characters when it can almost wipe the floor with 6 level 5s.

And I could go on and on and on and on.

Fact:. Stats are severely nerfed to fit the mold of the very limiting 4 character max party.

Fact: 4 player multiplayer is severely limited and gameplay quality reduced because of 4 character party max.

Fact: 6 character max works IF proper stats are used for monsters. If not proper stats, party of 6 is too easy.

Solution: Provide an option for max 6 plus an option for true D&D stats.
Posted By: Anthraxid Re: Party Size Discussion - 06/11/21 01:55 PM
If you want to cheese the heck out of a game its your problem. Nobody dictates you how to play your playthroughs. Thats not the best example given.

Dont want to play with a party of 6? Then dont. Play with 4. Others will force their way into playing the game solo. Who am i to tell them how they want to play their playthrough? Blasphemous.
Posted By: robertthebard Re: Party Size Discussion - 06/11/21 02:41 PM
Originally Posted by GM4Him
Multiplayer. 4 players. Severely limited. Dumb dialogue that makes no sense. Too easy gameplay. Can't do origin side quests because you can't even have them in the party... Not even 1.

And injured imps and intellect devourers ain't the problem.

Imps don't have resistance or poison stings.
Intellect devourers aren't newborns if they have max HP that equals that of adults.
Intellect devourers don't do their very basic signature move, devour intellect.
Intellect devourers don't have resistance.
Phase spiders don't ethereal jaunt, they misty step across the board.
Phase spiders spit poison.
Bulette doesn't wipe the floor with 4 level 4 characters when it can almost wipe the floor with 6 level 5s.

And I could go on and on and on and on.

Fact:. Stats are severely nerfed to fit the mold of the very limiting 4 character max party.

Fact: 4 player multiplayer is severely limited and gameplay quality reduced because of 4 character party max.

Fact: 6 character max works IF proper stats are used for monsters. If not proper stats, party of 6 is too easy.

Solution: Provide an option for max 6 plus an option for true D&D stats.

None of this affects my opinion on the end result, nor my experience rescuing SH in the tutorial. If, as you claim, the game is balanced for 6, then a total party size of 4 shouldn't trivialize content.
Posted By: GM4Him Re: Party Size Discussion - 06/11/21 03:03 PM
Ok. Let's put it another way:

4 party limits gameplay for those who play multiplayer with 4 players.

6 party limits no one.

4 party = current stats and so forth. No change.

6 party = option to use proper D&D stats. Change doesn't hurt or limit anyone.

So why not give those of us who want a 6 party the OPTION to have it and to have it with proper D&D stats so it isn't so easy it's boring? Why fight it if it doesn't limit or change your gameplay in any way?
Posted By: RagnarokCzD Re: Party Size Discussion - 06/11/21 03:06 PM
Bcs it costs money ...
And people wants to see money spend on something they wish for. :P

Easy as that. laugh
Posted By: GM4Him Re: Party Size Discussion - 06/11/21 03:14 PM
A AAA budget. I think they might be able to afford a single difficulty setting using proper D&D stats and go into the code and change some 4s to 6s especially since they've said in the past they will do difficulty settings eventually and especially since it is obviously so important to a lot of people.

Mega thread page 79 now. I think they might need to just spend a tiny pit of cash on it.
Posted By: robertthebard Re: Party Size Discussion - 06/11/21 03:21 PM
Originally Posted by GM4Him
Ok. Let's put it another way:

4 party limits gameplay for those who play multiplayer with 4 players.

6 party limits no one.

4 party = current stats and so forth. No change.

6 party = option to use proper D&D stats. Change doesn't hurt or limit anyone.

So why not give those of us who want a 6 party the OPTION to have it and to have it with proper D&D stats so it isn't so easy it's boring? Why fight it if it doesn't limit or change your gameplay in any way?

Only in as much as it limits SP. At this stage of development, Early Access, where we can't play as the Origin characters, then yes? What about all the other limits that we have because it's Early Access? As I said previously, once we're out of Early Access, and can play as the Origin Characters, your party of 4 could all be Origin Characters.

Party of 6 will trivialize the content. This is a point that has been made, and refuted with "so what".

Changing the party size as an option will have no bearing on the stats of NPCs throughout the game. The only way this is true is if they make the appropriate changes in the base game, or with difficulty modes, which again, we don't have because we're still in Early Access.
Posted By: mrfuji3 Re: Party Size Discussion - 06/11/21 03:34 PM
Originally Posted by robertthebard
Party of 6 will trivialize the content. This is a point that has been made, and refuted with "so what"..
It has also been refuted with "implement split exp," which (since the exp forumla can be freely modified) will basically by definition be able to balance the game.

But also, yes "so what?" Does it affect you if some people turn on a toggle to play an easier game with a party of 6?
Posted By: RagnarokCzD Re: Party Size Discussion - 06/11/21 03:41 PM
Originally Posted by GM4Him
A AAA budget. I think they might be able to afford a single difficulty setting using proper D&D stats and go into the code and change some 4s to 6s especially since they've said in the past they will do difficulty settings eventually and especially since it is obviously so important to a lot of people.
That is question of implementation ...
If you create whole system with lets say 1.000 creatures ... and then you implement your difficiulty like:

Story mode
HP * 0,5 ... AC * 0,5 ... Hit roll * 0,5 ... damage roll * 0,5 ... Dif for conversation rolls * 0,5

Easy
HP * 0,75 ... AC * 0,75 ... Hit roll * 0,75 ... damage roll * 0,75 ... Dif for conversation rolls * 0,75

Normal
HP * 1 ... AC * 1 ... Hit roll * 1 ... damage roll * 1 ... Dif for conversation rolls * 1

Hard
HP * 1,5 ... AC * 1,5 ... Hit roll * 1,5 ... damage roll * 1,5 ... Dif for conversation rolls * 1,5

Insane
HP * 2,5 ... AC * 2,5 ... Hit roll * 2,5 ... damage roll * 2,5 ... Dif for conversation rolls * 2,5

All walues will set themselves with zero additional work ...
You simply adjust single variable, everything else is made automaticly ...
But if you have to go through stats of all 1.000 creatures and check every of all those stats they have ... well, that is conciderably more work, dont you agree?

And im talking here about stats only ... note that if you would wish to give full DnD Difficiulty, then you would also need to check all their attacks and spells they should have ... then learn them to use them properly ... then learning all your other characters to react on them properly ...

Originally Posted by robertthebard
Party of 6 will trivialize the content. This is a point that has been made, and refuted with "so what".
Wich was never answered. laugh
I mean come on ... indulge me, please ... tell me at least single "so what", for why would you even care that im playing this game easier. laugh
Posted By: Imora DalSyn Re: Party Size Discussion - 06/11/21 08:43 PM
If they were going to change it, they'd have either said so, or done it by now.

I still say it's too far along in development.
Posted By: robertthebard Re: Party Size Discussion - 06/11/21 09:44 PM
Originally Posted by mrfuji3
Originally Posted by robertthebard
Party of 6 will trivialize the content. This is a point that has been made, and refuted with "so what"..
It has also been refuted with "implement split exp," which (since the exp forumla can be freely modified) will basically by definition be able to balance the game.

But also, yes "so what?" Does it affect you if some people turn on a toggle to play an easier game with a party of 6?

...and it's got nothing to do with me. I merely pointed to something that's been pointed out in the thread. By all means, turn the game down to Casual, and use however many comps you think you need to complete content. I really can't begin to explain how many F's I don't give. What I will be doing, however, is looking back on threads very much like this one, and this one, when people start complaining about the game being too easy. For me, in the current difficulty, a party of 4 is already trivializing some of the content, I listed the tutorial above. I won't be utilizing any options for more. Why would I, I'm finding a lot of this mind numbingly easy already. I expect that most of this will be countered by having difficulties added however.
Posted By: RagnarokCzD Re: Party Size Discussion - 06/11/21 11:39 PM
Originally Posted by Imora DalSyn
I still say it's too far along in development.
To do what exactly? laugh
Switch single value? O_o
Posted By: Imora DalSyn Re: Party Size Discussion - 07/11/21 08:13 AM
Originally Posted by RagnarokCzD
Originally Posted by Imora DalSyn
I still say it's too far along in development.
To do what exactly? laugh
Switch single value? O_o

You think it's just a single value but it's not.

It's mob rebalance too. For the whole game, not just the EA available stuff.

I'd rather they focus on getting the game out.
Posted By: RagnarokCzD Re: Party Size Discussion - 07/11/21 08:58 AM
Originally Posted by Imora DalSyn
It's mob rebalance too. For the whole game, not just the EA available stuff.
Ehm ...
Since basic premise was litteraly "just allow us to have 6 members party, warn us about that using this feature game will become unballanced and conciderably easier ... and DO NOT CHANGE ANYTHING ELSE" ...

I would dare to say its not mob rebalance too. laugh
Its only single value ... and yes, writing one warning sign ... wink
Posted By: Imora DalSyn Re: Party Size Discussion - 07/11/21 09:13 PM
I refuse to accept a larger party with the paltry difficulty of this game. You'd be steamrolling everything without a rebalance.

Just get over it.
Posted By: RagnarokCzD Re: Party Size Discussion - 07/11/21 09:32 PM
Most likely ...
So what? laugh
Posted By: The Composer Re: Party Size Discussion - 07/11/21 09:59 PM
I think what I'd do in Larian's shoes, if the plan was to increase party cap up to a maximum of six, would be a two-fold effort broken into a few steps:

  • Rebalance NPC stats to mirror 5E monsters list to the letter
  • Slight homebrew by making their attacks a slight bit stronger (make them individually more dangerous) - Because I believe the current reasoning for the bloated HP pools etc, is because of not wanting too many enemies in a particular battlefield because of turn-based turning into a slog if too many units active at once. Consequentially, this would likely make each encounter shorter if played well, and appeal to the portion of the playerbase who already finds it too tedious, or would argue that a bigger player party would require more enemies to balance out, because they'd individually die faster.
  • Still balance the game around a party of four.
  • Repurpose the difficulty system from Divinity: Original Sin 2 into a balancing measure, where if the party has more than four members, increase the enemy stats by 10% and have the [Hardcore] tag on them, which in DOS2 means those enemies would only appear in higher difficulties. So yes, bigger player party would mean more enemies, but combat would be about just as long and "tedious" as it is now, except for more enemies but generally dies faster / fewer turns.


It's been a thought in the back of my mind, and I think that's the solution I'd settle with personally.
Posted By: GM4Him Re: Party Size Discussion - 08/11/21 09:54 AM
I still have not heard 1 solution to the 4 player multiplayer issue with Max 4 party size. More than anything else, if they don't increase party size to 6, Multiplayer with 4 people is severely limited and you can't enjoy all aspects of the game.

And every time someone says, "You have SO many people in your party already," I just wanna laugh. 4 people is OH so many. [Sarcasm] Come on.

Sounds like Composer and I are on roughly the same page.

Option

1. 4 party = everything as is for you "Please don't change the game" folks.

2. 6 party = D&D 5e stats and rules and XP rewards.

Slight homebrew is usually necessary. Totally get that. Especially boss monsters. What fun is there if you don't throw a nasty homebrew boss in here and there. Phase Spider Matriarch is perfect example. Don't mind her having special powers. Teleport around, spitting poison. That's good for her. Not for her minions.
Posted By: Lenggao Re: Party Size Discussion - 10/11/21 08:46 AM
The best argument for 4 member parties staying as is so far smh 🤦🏻‍♂️ lol.
"So what?"
Obviously they just want to feel some type of control over how other players who they'd never meet or play with enjoy their day to day lives.
That's basically it, from the gist of it.

I see a valid counter argument for every argument about why every single person on the planet should play a 4 member team vs. Solo, duo, trios, 5 or 6 members being on a team for those who wants it.
Posted By: robertthebard Re: Party Size Discussion - 10/11/21 01:40 PM
Originally Posted by GM4Him
I still have not heard 1 solution to the 4 player multiplayer issue with Max 4 party size. More than anything else, if they don't increase party size to 6, Multiplayer with 4 people is severely limited and you can't enjoy all aspects of the game.

Which issue is that? Do you mean lacking Origin Characters? Because on full release, as I said earlier, you can have a party with nothing but Origin characters, so the limit here is "but the game works the same for MP and any aspect of MP, as it does for SP"?

Quote
And every time someone says, "You have SO many people in your party already," I just wanna laugh. 4 people is OH so many. [Sarcasm] Come on.

Sounds like Composer and I are on roughly the same page.

Option

1. 4 party = everything as is for you "Please don't change the game" folks.

2. 6 party = D&D 5e stats and rules and XP rewards.

Slight homebrew is usually necessary. Totally get that. Especially boss monsters. What fun is there if you don't throw a nasty homebrew boss in here and there. Phase Spider Matriarch is perfect example. Don't mind her having special powers. Teleport around, spitting poison. That's good for her. Not for her minions.

So you want this to be more like 5e, but when you're presented with a table that has a total of 5 players, including a DM, it's broken. From this, I postulate that you believe that any table that doesn't have 7 players isn't playing proper DnD? You say that the game is already balanced for a party of 6, and my experience tells me that a party of 4 already breaks some of the encounters, by trivializing them. My first tutorial run after this update, I cleared the first encounter after picking up Lae'zel with just my rogue, and a bow. I got a sneak attack on each of the Imps, because they didn't see me kill their buddies. Lae'zel and Us never entered combat. Why would I need a party of 6? Even if I'm playing MP, and one of them pulls a Leroy Jenkins, a party of 4 would still be overkill. So that encounter definitely isn't "balanced for 6 players", right? Yet, this is the claim you make to support this requested feature.

On one hand, you want Intellect Devourers to be more powerful, ignoring the stream where Sven literally got owned by them, and on the other, you complain that those same imps are already wounded. Why? They've been fighting Intellect Devourers and Mindflayers, shouldn't they be wounded? The evidence is plain to see, just by walking into the room, and looting all the bodies laying around. I have to wonder, as well, if anyone has actually had to reload after that first imp encounter because they got owned the first time? I'm sure that, if they had, they'd be all for increasing the party size to make it easier to survive that, right? It makes sense to me, and it's not like I haven't seen similar arguments in other places.

...and here, we have a major disconnect. Isn't one of the abilities of a Phase Spider that they can "teleport around"?

Quote
A phase Spider possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its Movement on the Ethereal Plane before coming back to The Material Plane makes it seem like it can Teleport.

Source

It's mighty nice of you to concede that a Phase Spider can do what they're designed to do. The spitting is homebrew, according to this source, but the phasing in and out of the Material Plane is a bonus action, called Ethereal Jaunt. Why do I, a player that hasn't touched TT since 4e know this, but you, a self professed DM, don't?
Posted By: GM4Him Re: Party Size Discussion - 10/11/21 02:34 PM
If I have 4 players, I literally can't take a single origin character in my party. Period. They refuse.

Therefore:

1. No Lae'zel interrogation of Zorru
2. No Lae'zel at Gith Patrol option
3. No Wyll at windmill
4. No Shadowheart reveal
5. No Wyll with Spike
6. No real chances for increasing relationships with origin characters
7. No origin interaction at all except at camp, and it's very limited

6 member party size allows for 2 other companions, thus allowing for all of these things.

And in single player mode, I would have more companion interaction and dialogues outside of camp without constantly having to switch characters in and out.
Posted By: GM4Him Re: Party Size Discussion - 10/11/21 03:05 PM
You misunderstand. When I say it is balanced for 6, I mean IF they actually used D&D 5e monster stats and not the nerfed version we currently have.

4 party max is balanced right now only because they nerfed almost every monster they've used in the game.

If they un-nerfed, party of 6 would be perfect and party of 4 would be doomed.

Look, the suggestion I am trying to make is simple:

Difficulty Option 1: Exactly as the game is now. Recommended for Party Size 4.

Difficulty Option 2: True Core D&D rules and monster states. Recommended for Party Size 6.

Then allow players to choose. Do you want Party Size 4 or 6. Your choice.
Posted By: GM4Him Re: Party Size Discussion - 10/11/21 03:16 PM
Phase Spiders fold or phase into the Ethereal Plane. Then they move foot for foot up to their opponents as if invisible ninjas. Then they fold back and attack, remaining for one round in the material plane because it takes a bonus action to fold in and out.

They do not port across 500 feet and spit poison in a single round. There's a difference...and especially don't spit poison.
Posted By: RagnarokCzD Re: Party Size Discussion - 10/11/21 03:27 PM
Originally Posted by GM4Him
Difficulty Option 2: True Core D&D rules and monster states. Recommended for Party Size 6.
For the love of anything that is, isnt or even might be holy ...
What dont you understand about that "giving monsters DnD stats" means practicaly recreate every single NPC over again from scratch? (except models) -_-
Posted By: avahZ Darkwood Re: Party Size Discussion - 10/11/21 05:41 PM
I would be happy with the party of 4 + a merc. That being said I still prefer a party of atleast 5.
Posted By: GM4Him Re: Party Size Discussion - 11/11/21 04:44 AM
Here. Example of how the Intellect Devourer battle should go on the beach with proper D&D 5e rules and stats, 4 Players + Shadowheart for a party of 5. All at level 1 still.

Initiative = Shadowheart rolled 20 total, then Lynari 18, Intellect Devourer 2 (ID2) 17, Diadell 16, Vel 13, Drogyn 3, ID1 3, and ID3 3.

Shadowheart keeps her distance and rolls a 20 with her Guiding Bolt. Hit. 15 Damage off of ID1. It had 22 HP total to begin with. It now has 7 HP remaining.

Lynari is a drow wizard and casts Magic Missile at ID1. Rolls 3d4, does 6 damage. ID1 has 1 HP left.

ID2 uses Dash and runs 80 feet, moving up to Drogyn who is towards the front.

Diadell, a wood elf Rogue, moves up and attacks ID2 with her two shortswords. Sneak Attack proper rules = Advantage is not necessary if an ally is within 5 feet of the target. Since Drogyn is there, she gets to use Sneak Attack if she hits. First roll 1. Critical Miss. Second roll 14+5=19. Hit. 1d6 damage = 4, but ID2 has Resistance to Piercing and Slashing weapons. Half damage. Diadell only does 2 points off. ID2 had 25 HP. It now has 23.

Vel is a half elf Druid. He casts Entangle and effects an area that captures both ID1 and ID3 in it. Both must make Strength checks against Vel's Spell DC or be ensnared/restrained for up to 10 rounds. Each round, a successful check could free them. Vel's DC is only 12. ID1 rolls a 1. ID3 rolls a 4. They both fail and are restrained.

Drogyn is a half-orc barbarian. He attacks ID2 with his greatsword and rolls a 4+5=9. Miss. He needed a 12.

ID1 rolls to break free of the Entangle spell. Rolls a Natural 20 and succeeds. That cost an Action. It can now only move 40, but because of difficult terrain (the Entangle spell area), it cannot move fast enough to get up to the adventurers.

ID3 rolls to break free of the Entangle spell. Rolls a 10-2=8. (Strength is only 6, which is a -2 bonus). It fails and can't move.

Round 2. Shadowheart casts Guiding Bolt again on ID2. She rolls a 9+3=12. Hit. She rolls 4d6 and does 10 damage. It still has 13 HP.

Lynari casts Magic Missile again. She hurls 1 at ID1 and the other 2 at ID2. She does 1 point of damage to ID1, killing it. She does 4 to ID2. It has 9 left.

ID2 attacks Drogyn. Here is how an Intellect Devourer should behave. First, attacks with claws. Rolls a 2+4=6. Miss. Has Multiattack, so it can attack with claws and Devour Intellect in the same turn. Uses Devour Intellect on Drogyn. He must make a DC 12 Intelligence saving throw or take 2d10 psychic damage. He rolls a 9+0=9. Failure. DM rolls 2d10 and only gets 3. He's lucky. He had 15. He now has 12 HP. But that's not all. The DM also rolls 3d6. If the total equals or exceeds Drogyn's Intelligence score of 10, that score is reduced to 0. The target is stunned until it regains at least 1 point of Intelligence. DM rolls a 12. Drogyn is out of the fight. His Intelligence is now 0.

Diadell's turn. She attacks twice, once with each shortsword. She rolls a 2 and 4. Miss both times. Vel runs up and attacks ID2 with his spear. He rolls 6+3=9. Miss.

ID3 rolls a 14-2=12 and finally breaks free of the Entangle spell. It moves through difficult terrain, unable to reach the heroes.

Round 3. Shadowheart has no spell slots left. She pulls out her crossbow as a free action and fires at ID2. 11+3=14. Hit. 1d8+1 damage, she rolls a 7+1=8, but ID2 has Resistance. Half damage. She only actually deals 4 HP off. It has 5 HP remaining.

Lynari casts Firebolt. Natural 20. 2d10 damage (using extra d10 because of Critical Hit). She rolls a 9 total. ID2 dies in a fiery ball of death.

Diadell sheaths her swords and falls back 30 feet. She pulls out her bow and fires. This is all 1 Free Action. She hits with a Natural 20. 2d6 damage. 6+3=9. No Sneak Attack because no advantage. Resistance means half damage. ID3 loses 5 HP. It had 20. It now has 15.

Vel has no attack to use that won't bring the creature closer to him and the others, so he falls back.

ID3 uses Dash to move 80 feet, but is unable to get close to the remaining heroes because they moved further away.

Round 4. Shadowheart fires her crossbow again. 11+3=14. Hit. 3+1=4 divided by 2 (Resistance) = 2. It has 13 remaining.

Lynari casts Firebolt again. She only rolls a 4 to hit. Miss.

Diadell rolls for her bow and misses with a 2.

Each of them moved 30 feet further away to escape.

Vel risks his life to keep ID3 away from the others. He runs 30 feet and uses Thorn Whip. He rolls a 1. Critical Miss.

ID3 takes the bait and charges him. It attacks with claws. 4+4=8. Miss. It uses Devour Intellect. Vel rolls an 18+1=19 to resist and succeeds. He only needed a 12. He takes no damage.

Round 5. Shadowheart fires again with 11+3=14. She does 6+1=7 damage divided by 2 = 4. It has 9 remaining. She moves another 30 feet away to hopefully keep it at a distance.

Lynari casts Firebolt. 16+4=20. Hit. 8 damage. ID3 only has 1 HP remaining.

Diadell fires her bow. Natural 20. 2d6. She rolls a 6. Resistance reduces it to 3. That is enough to kill it.

Party gains 270 XP each. From the Imp fights during the Prologue, they received 600 XP during the first fight divided by 5 (including Lae'zel) = 120 XP each. After meeting Shadowheart, they had a party of 6. They faced another group of 2 Imps and a Hellsboar on the bridge. Each imp was 200 XP and Hellsboar was 100. So that was 300 XP total. Then they faced a second group of the same for another 300 XP total. Divided by 6, that was another 100 XP each. So, by the end of the Prologue, they had 120+100=220 XP. The DM then awarded them 50 XP for completing the Prologue for a total of 270 XP. They needed 300 XP to level up.

So, they were able to level up after the Intellect Devourer fight, having a total of 540 XP.

Notice how this fight was not so tough with a party of 4 + Shadowheart. They still lost a man who would now only recover during a Long Rest; thus the Long Rest would be suggested by the game at that point because you have a fallen companion who wouldn't recover until after the Long Rest from Devour Intellect. Thus, it makes sense to do a Long Rest Tutorial at that point especially if that battle didn't go as well as this one did.

First, what part of this fight here couldn't be done in a video game? Anything?

Second, THAT is how Intellect Devourers should act and how tough they really are.

Third, tell me that the game wasn't designed with a party size of 5+ based on this scenario above. The ONLY reason it works for a Party Size 4 at all (and ESPECIALLY for just 1 MC and Shadowheart) is because they not only reduced each of the ID's to like 10-12 HP, but they removed Resistance and Multiattack and took away their Devour Intellect and Body Thief abilities.

This is why I'm suggesting:

1. Option for Party Size 6. This Option allows 4 Player Multiplayer games to have their 4 Custom Characters and Shadowheart, thus giving them a better chance of surviving this fight.
2. Option for Core D&D 5e Rules Difficulty so that when you play 4 Player Multiplayer + Shadowheart, it is a challenging and rewarding experience instead of an absolute breeze that is lame and almost pointless. It also gives the Intellect Devourers their proper stats and signature attacks so that they are actual Intellect Devourers.
3. Option for Players to be able to create up to 4 Custom Characters even in Single Player Mode so that they could play with the Core D&D 5e Rules Difficulty from the beginning of the game and not be totally wiped out by fighting 3 Intellect Devourers with only 1 MC and Shadowheart.
Posted By: Soul-Scar Re: Party Size Discussion - 13/11/21 03:29 PM
The party size in D&D depends on the quest nothing more. A party of 4 is standard it simply depends on the size of the campaign. It doesn't matter to me either way. Party size of 6 would make an already bad party pathing system an absolute nightmare. Unless Larian make the party pathing work a party of 6 is not a good idea imo.

Honestly if they cannot get it working in the engine in their two previous games I think the chances are low they will fix it in this one. Man chaining and unchaining, wibble here and there....no thanks.
Posted By: GM4Him Re: Party Size Discussion - 13/11/21 03:43 PM
Originally Posted by Soul-Scar
The party size in D&D depends on the quest nothing more. A party of 4 is standard it simply depends on the size of the campaign. It doesn't matter to me either way. Party size of 6 would make an already bad party pathing system an absolute nightmare. Unless Larian make the party pathing work a party of 6 is not a good idea imo.

Honestly if they cannot get it working in the engine in their two previous games I think the chances are low they will fix it in this one. Man chaining and unchaining, wibble here and there....no thanks.

Now that is an argument I can agree with. If they don't fix the crappy movement mechanics, 6 would make the game worse. You are right.

But I'm fighting for them to fix both.
Posted By: GM4Him Re: Party Size Discussion - 18/11/21 04:21 AM
Has anyone tried this? I'm thinking of giving it a go and was just wondering.

https://www.reddit.com/r/BaldursGat...se_the_party_size_limit_in_3_minutes_or/
Posted By: Black_Elk Re: Party Size Discussion - 18/11/21 04:35 AM
Its frustrating that it's described there as like one 1 line of code to change the number from 4 to something higher, and still they can't make it an options toggle in the game settings?

I can't recall playing a FR computer game with a party of 8 since like Eye of the Beholder heheh. It could be so epic!

If you get it working take some screens shots. I'd be curious to see how it looks in the UI. I still don't want to have to download a mod for this though, when I'd rather it just be built into the game settings.
Posted By: GM4Him Re: Party Size Discussion - 18/11/21 07:12 AM
Originally Posted by Black_Elk
Its frustrating that it's described there as like one 1 line of code to change the number from 4 to something higher, and still they can't make it an options toggle in the game settings?

I can't recall playing a FR computer game with a party of 8 since like Eye of the Beholder heheh. It could be so epic!

If you get it working take some screens shots. I'd be curious to see how it looks in the UI. I still don't want to have to download a mod for this though, when I'd rather it just be built into the game settings.

Didn't work for me. Not sure if I just did something wrong, but whatever. Interestingly, I found it and changed it to 6 or 8, but when I loaded the game up, they still said I was full up.

Oh well.
Posted By: Peranor Re: Party Size Discussion - 21/11/21 08:39 PM
Originally Posted by Imora DalSyn
...But multiplayer is the primary reason for a lot of design choices in games.

Unfortunately frown
Posted By: Archaven Re: Party Size Discussion - 10/12/21 11:22 AM
Originally Posted by GM4Him
Has anyone tried this? I'm thinking of giving it a go and was just wondering.

https://www.reddit.com/r/BaldursGat...se_the_party_size_limit_in_3_minutes_or/

thanks for sharing. that's really cool. however the problem lies deeper with larian's slow pacing animation, the annoyance of the chaining/unchaining and the number of enemies / stats balance with more party members. it's kinda sad seeing larian still want to cling to it's old 4 party formula. i believe their decision was mainly for the multiplayer (which sadly doesn't interest me).

hopefully there will be some kind folks who can do some battle rebalance mod? with more enemies on screen and stats to compensate for the extra party characters.
i completed pathfinder wrath of righteous with 6 party characters and 1-2 animal companions! in turn-based!. odd i dont feel the pacing being slow there.

maybe larian should learn something from owlcat.
Posted By: GM4Him Re: Party Size Discussion - 10/12/21 01:10 PM
Based on testing via tabletop, all they'd have to do is give monsters proper stats and a 6 party size would work just fine.

Example: start game with 4 instead of 1. Meet Lae'zel. Party of 5. Fight 3 imps with proper 5e stats - sting, invisibility and resistance - balanced first encounter. Not too hard for 5. Good first battle to get you used to the game. Meet Shadowheart. Party of 6. Fight 3 and then 3 more enemies, 2 imps + hellsboar each fight... Balanced for 6 with proper stats. Not too hard but certainly not easy for level 1.

On beach. 3 intellect devourers with proper stats, party of 5 with Shadowheart. Tough fight, but doable as long as you follow SH advice and keep your distance.

So they wouldn't need more enemies. Just proper 5e stats for a party of 6 max.
Posted By: RagnarokCzD Re: Party Size Discussion - 10/12/21 02:14 PM
Originally Posted by GM4Him
Not too hard for 5.
Maybe 5 characters in experienced player(s) hands ...

I wonder what would happen with your house of cards if you would switch them with some completely new player with wrong stats and litteraly no idea what to do. :-/
Posted By: GM4Him Re: Party Size Discussion - 10/12/21 02:35 PM
The game tells you what to do. If you're a new player and you don't listen when Shadowheart tells you to keep your distance, that's on you. The DM can't make it more clear how you should handle the fight than to have an NPC tell you to keep your distance.

And they could use this as a teachable moment. They could have more tool tips to guide you through this battle and use it to explain how to handle creatures with resistance and so forth.

House of cards still standing. 😃
Posted By: Archaven Re: Party Size Discussion - 13/12/21 12:23 PM
the way i see it if larian ever do something with the "toilet chain" then there may still be hope for expanded party characters. are there mods out there to replace toilet chain at all?
Posted By: GM4Him Re: Party Size Discussion - 13/12/21 03:30 PM
I tried the 6 party size mod. Didn't work. Now my game crashes more frequently. Not sure if it's related, but I'm thinking of wiping out my game and reinstalling it because of this.

I hate mods for this reason. That's why I want Larian to just give us the option to go 6 party members. Don't make us have to play around with potentially game-crashing mods just so we can play the game with 6 party members. And even IF it did work, the stats for the monsters are still nerfed, so a party of 6 would make the game so easy that it'd be completely boring.

We need a party of 6 option AND a D&D 5e Core Rules & Stats option so that the monsters are tougher, like they should be, and therefore the game is not so easy with a party of 6.
Posted By: kanisatha Re: Party Size Discussion - 13/12/21 03:37 PM
Originally Posted by GM4Him
I tried the 6 party size mod. Didn't work. Now my game crashes more frequently. Not sure if it's related, but I'm thinking of wiping out my game and reinstalling it because of this.

I hate mods for this reason. That's why I want Larian to just give us the option to go 6 party members. Don't make us have to play around with potentially game-crashing mods just so we can play the game with 6 party members. And even IF it did work, the stats for the monsters are still nerfed, so a party of 6 would make the game so easy that it'd be completely boring.

We need a party of 6 option AND a D&D 5e Core Rules & Stats option so that the monsters are tougher, like they should be, and therefore the game is not so easy with a party of 6.
I feel exactly the same way about mods. More often than not they are problematic. But I'm just not at all interested in playing this game without a 6-person party. frown
Posted By: GM4Him Re: Party Size Discussion - 13/12/21 04:03 PM
The more I play the game, the more the 4 party restriction bugs me. I have to frequently go back to camp, boot someone, invite another character, just so I can trigger certain dialogues and quests.

I play a fighter and don't need Lae'zel so much, but I have to boot someone else just to invite her so she will interrogate Zorru or interact with the Gith Patrol. I have to boot someone to make sure Wyll is in my party at the windmill and goblin camp to learn more about Mizora. I need to boot someone in Blighted Village school and statue to trigger Shadowheart dialogue.

And with my favorite party of 4 custom characters in multiplayer mode, I get NOTHING. I can't even trigger a SINGLE one of these dialogues. Not 1. Why? Because all 4 party slots are custom characters and I can't boot them to allow any origin characters at all.

It's frustrating.
Posted By: mrfuji3 Re: Party Size Discussion - 13/12/21 04:59 PM
Originally Posted by GM4Him
The more I play the game, the more the 4 party restriction bugs me. I have to frequently go back to camp, boot someone, invite another character, just so I can trigger certain dialogues and quests.

I play a fighter and don't need Lae'zel so much, but I have to boot someone else just to invite her so she will interrogate Zorru or interact with the Gith Patrol. [...]
In regions where we're allowed to fast travel (so basically everywhere) it wouldn't be a bad idea for there to be a party-swap button. Click that button, swap two characters, done. At the very least, you shouldn't have to actually speak with characters to swap them. That's just such a needlessly tedious implementation.
Posted By: Archaven Re: Party Size Discussion - 13/12/21 06:12 PM
as much as i wanted 6 party characters sadly i don't think larian would want to do it. the way i see it they always like to bully players with restricted max of party of 4 while swarming you with a huge number of enemies less you abuse the barrelmancy and their elements combo crowd control and they call it difficulty.
Posted By: Taylan Re: Party Size Discussion - 13/12/21 06:27 PM
I think a 4-char party *could* be fine. Currently I'm running Wizard, Wizard, Fighter, Cleric (MC, Gale, Lae'zel, Shadowheart) and I can pick locks and disarm traps just fine mostly. Still, I might go with a Rogue MC next time to make some things easier. (I can't stand Astarion. No chance.)

Like others already noted, 5e rules don't seem to be very rigid with regard to the roles of characters, so you can do lots of interesting things.

Of course I would still love 6 characters based on a few simple facts like:

1. It will feel more like the old Infinity Engine games.
2. More NPCs to chose from during each run, so you get to experience more of them per run.
3. Possibly more versatile and strategic combat as you have more characters to control.

However I'm not sure if it could be implemented well with the way the game looks so far. The following concerns come to mind:

1. The more characters in one party, the more interactions there can be, opening the gates for more bugs / logical inconsistencies in the way characters react to each other in dialogue. That said, the characters don't feel ALL that lively to me anyway right now (not sure if I've ever seen a character react to another character's reaction to my main character, if you know what I mean).
2. More characters to control means longer combat rounds. (You might say, but you will kill the enemy quicker. Well obviously there will have to be more enemies or beefier enemies to balance things. Hence longer fights.)
3. In some spots the characters are already at their limits regarding how well they can automatically follow your main character. Two more party members might make their movement very cumbersome and frustrating.

All in all, I'm undecided. It could be great theoretically, but the implementation might be very tricky/risky, ending up with more disadvantages.
Posted By: mrfuji3 Re: Party Size Discussion - 13/12/21 06:52 PM
Originally Posted by Taylan
2. More characters to control means longer combat rounds. (You might say, but you will kill the enemy quicker. Well obviously there will have to be more enemies or beefier enemies to balance things. Hence longer fights.)
If you have one thing that decreases fight times (killing the enemy quicker) and another thing that increases fight times (stronger enemies), each by unknown amounts, it's impossible to say whether the total time will increase or decrease.

Additionally, assuming you have <6 players, each player will control more characters during combat. So each player will be actually participating in combat for the same (in the case of more enemies) or a higher (in the case of stronger enemies) percentage of time. In the latter case, combat will feel faster as there will be less time spent watching enemies take their turns. This ties into your "benefit #3."
Posted By: Archaven Re: Party Size Discussion - 14/12/21 11:57 AM
Originally Posted by GM4Him
I tried the 6 party size mod. Didn't work. Now my game crashes more frequently. Not sure if it's related, but I'm thinking of wiping out my game and reinstalling it because of this.

I hate mods for this reason. That's why I want Larian to just give us the option to go 6 party members. Don't make us have to play around with potentially game-crashing mods just so we can play the game with 6 party members. And even IF it did work, the stats for the monsters are still nerfed, so a party of 6 would make the game so easy that it'd be completely boring.

We need a party of 6 option AND a D&D 5e Core Rules & Stats option so that the monsters are tougher, like they should be, and therefore the game is not so easy with a party of 6.

yeap i wanted this as well. not to mentioned the possibilities of mods abandonment. like newer patches may render some mods not working, etc. definitely in favor of 6 party characters in bg3. but too bad i don't think larian will budge. they are set in stone with their 4 party DOS2 formula. the 4 has a reason IMHO. they want to artificially make the game harder so that they have more enemies to bully you and if more party characters proven to be more fun in single player, that will be a disaster for larian as their theme for gather your party.. essentially for multiplayer. so no.. the way i see it they wont do it.
Posted By: Archaven Re: Party Size Discussion - 14/12/21 12:03 PM
Originally Posted by mrfuji3
Originally Posted by Taylan
2. More characters to control means longer combat rounds. (You might say, but you will kill the enemy quicker. Well obviously there will have to be more enemies or beefier enemies to balance things. Hence longer fights.)
If you have one thing that decreases fight times (killing the enemy quicker) and another thing that increases fight times (stronger enemies), each by unknown amounts, it's impossible to say whether the total time will increase or decrease.

Additionally, assuming you have <6 players, each player will control more characters during combat. So each player will be actually participating in combat for the same (in the case of more enemies) or a higher (in the case of stronger enemies) percentage of time. In the latter case, combat will feel faster as there will be less time spent watching enemies take their turns. This ties into your "benefit #3."

with increased party characters, they may need to rebalance combat too. with more enemies and stats changes. larian formula has always been bullying the players and force them with abusing terrain/elements and barrelmancy. that's their winning formula. also.. the number of encounters are limited.. very limited and no random encounter. so i would say it make sense to really makes each fight memorable.
Posted By: GM4Him Re: Party Size Discussion - 14/12/21 01:32 PM
Originally Posted by Archaven
Originally Posted by mrfuji3
Originally Posted by Taylan
2. More characters to control means longer combat rounds. (You might say, but you will kill the enemy quicker. Well obviously there will have to be more enemies or beefier enemies to balance things. Hence longer fights.)
If you have one thing that decreases fight times (killing the enemy quicker) and another thing that increases fight times (stronger enemies), each by unknown amounts, it's impossible to say whether the total time will increase or decrease.

Additionally, assuming you have <6 players, each player will control more characters during combat. So each player will be actually participating in combat for the same (in the case of more enemies) or a higher (in the case of stronger enemies) percentage of time. In the latter case, combat will feel faster as there will be less time spent watching enemies take their turns. This ties into your "benefit #3."

with increased party characters, they may need to rebalance combat too. with more enemies and stats changes. larian formula has always been bullying the players and force them with abusing terrain/elements and barrelmancy. that's their winning formula. also.. the number of encounters are limited.. very limited and no random encounter. so i would say it make sense to really makes each fight memorable.

I've tabletop tested it. They would just need to make enemies using 5e stats and use XP split so 6 party members wouldn't be level 5 by the end of the surface portion. 6 level 4 characters using proper stats would balance combat out a lot more. Some enemies like the Gith Patrol actually wouldn't need any rework. They're already tough enough.

As for the beginning, they have made enemies too weak for multiplayer. 4 players + Shadowheart against 3 proper intellect devourers would be a solid challenging fight. 1 player + Shadowheart against 3 is insane, so they nerfed them. This is true for imps as well. So, I suggest they again stabilize it by making players start with 4 custom characters and/or origin. So your base party size is 5 or 6. The customs are already defaulted so if you don't want to tweak them just alter the first, accept the rest, and start playing. Don't like the customs? First chance you get, dump them at camp. They can simply be your tutorial characters.

This would make it so multiplayer and single player are pretty much the same and monsters are balanced for both,
Posted By: GM4Him Re: Party Size Discussion - 14/12/21 01:42 PM
Right now, the game is geared for single player. It is not really geared for multiplayer. In Multiplayer, enemies in the beginning are too easy. You can't trigger ANY origin story dialogues or have any origin characters in the party.

Party of 6 would fix this. Keep multiplayer limit at 4 and allow 2 more slots for origin characters.
Posted By: Archaven Re: Party Size Discussion - 14/12/21 05:48 PM
my wild guess would be they do not want the disparity on number of party characters between single player and multiplayer. if single player proven much more enjoyable than said multiplayer with 6 party characters, they would be slapping themselves in the face. restricting it to 4 makes the game more accessible to general audience. having more party characters would be a nightmare for them especially if larian's goal is to market the game to multi-platform be it on consoles and handheld. it certainly won't be an enjoyable experience for casuals especially if they have to control too many party characters.

that is the sole reason why they want it to gimped the game and forced it as a party of 4 (which you have exposed them of gimping the stats). best hope really would be mods but i really hope larian will really do the game justice and allow 6 party characters. looks how successful with pathfinder wrath of the righteous. they should learn from owlcat honestly.
Posted By: GM4Him Re: Party Size Discussion - 14/12/21 07:37 PM
Originally Posted by Archaven
my wild guess would be they do not want the disparity on number of party characters between single player and multiplayer. if single player proven much more enjoyable than said multiplayer with 6 party characters, they would be slapping themselves in the face. restricting it to 4 makes the game more accessible to general audience. having more party characters would be a nightmare for them especially if larian's goal is to market the game to multi-platform be it on consoles and handheld. it certainly won't be an enjoyable experience for casuals especially if they have to control too many party characters.

that is the sole reason why they want it to gimped the game and forced it as a party of 4 (which you have exposed them of gimping the stats). best hope really would be mods but i really hope larian will really do the game justice and allow 6 party characters. looks how successful with pathfinder wrath of the righteous. they should learn from owlcat honestly.

But what doesn't make sense is if they are gearing it for multiplayer then they are truly shooting themselves in the foot with 4. You literally miss a LOT of origin character interaction with 4 player multiplayer because you CAN'T have a single origin character in your party. At least if they allowed 6, you could have 2 origin characters in the party and 4 players would still get the experience of all the origin character stories. As it is currently, you are severely restricted in 4 player multiplayer.

And it really makes no sense. Four characters should never equal a maximum full party. That makes no logical sense other than that this is a video game and the designers don't want anything more than a party of four. The only time four would max out a party is if the entire mission was some sort of super secretive stealth mission. Most of the Encounters in this game are not stealth missions.
Posted By: Archaven Re: Party Size Discussion - 15/12/21 03:17 PM
Originally Posted by GM4Him
Originally Posted by Archaven
my wild guess would be they do not want the disparity on number of party characters between single player and multiplayer. if single player proven much more enjoyable than said multiplayer with 6 party characters, they would be slapping themselves in the face. restricting it to 4 makes the game more accessible to general audience. having more party characters would be a nightmare for them especially if larian's goal is to market the game to multi-platform be it on consoles and handheld. it certainly won't be an enjoyable experience for casuals especially if they have to control too many party characters.

that is the sole reason why they want it to gimped the game and forced it as a party of 4 (which you have exposed them of gimping the stats). best hope really would be mods but i really hope larian will really do the game justice and allow 6 party characters. looks how successful with pathfinder wrath of the righteous. they should learn from owlcat honestly.

But what doesn't make sense is if they are gearing it for multiplayer then they are truly shooting themselves in the foot with 4. You literally miss a LOT of origin character interaction with 4 player multiplayer because you CAN'T have a single origin character in your party. At least if they allowed 6, you could have 2 origin characters in the party and 4 players would still get the experience of all the origin character stories. As it is currently, you are severely restricted in 4 player multiplayer.

And it really makes no sense. Four characters should never equal a maximum full party. That makes no logical sense other than that this is a video game and the designers don't want anything more than a party of four. The only time four would max out a party is if the entire mission was some sort of super secretive stealth mission. Most of the Encounters in this game are not stealth missions.

perhaps the issue is getting more players in multiplayer would be a tedium? would they need to rebalance the stats or more enemies with 6 players? also i'm not sure how DOS2 multiplayer works as i have never played multiplayer in DOS2. i only play for the singleplayer. if each player has to wait for the current player to end turn, that may be a nightmare? otherwise they may have a forced timer for each player to act without causing frustration of other players? imagine if one of them AFK (away from keyboard) we all know where that leads to. so with 6 party in multiplayer it may be a nightmare.

i'm definitely all in for 6 party in the single player. i don't care or mind if it's 4 in multiplayer. hopefully larian would yield and listen to our pleas. also, they may do away with their toilet chain if they allow more than 4 but seeing larian repeating the same thing with BG3 like as in DOS2, that shows how much they want to cling to their old system.
Posted By: GM4Him Re: Party Size Discussion - 15/12/21 07:06 PM
Let me clarify when I say that they just need to use proper D&D 5e stats and a party of 6 would work just fine:

Here is a breakdown of the encounters:

3 Imps in Prologue with Lae'zel - Party of 4 custom + Lae'zel. Add Us if you want, still works with a party of 6. What doesn't work is 3 imps with only 1 custom character + Lae'zel and/or Us, so they had to nerf the imps.

3 imps on deck and any fight with an intellect devourer. A single Intellect Devourer is a challenge for a party of 5 or 6 Level 1 characters using standard 5e rules and stats, but not too hard for a tutorial. Again, they nerfed these fights to make them work for party of 4.

2 imps + hellsboar. Same. 3 Intellect Devourers on the beach with party of 4 + Shadowheart. Same. All nerfed for party of 1 custom + Lae'zel and/or Shadowheart.

Fishermen with Mind Flayer in nautiloid. Lame fight regardless. Whether you use any kind of 5e stats or not, this fight will be super easy for 4 or 6 party size. Makes no difference. Then again, it doesn't seem like it's supposed to be hard, so good either way.

Gimblebock, Mari and Barton and mercenaries using Bandit and Bandit Captain stats (Gimblebock, Mari and Barton being Captains). Using 5e stats would work just fine with a party of 6 for these fights. Again, what doesn't work is party of 4. In the beginning, these characters were really hard to defeat in like Patch 1 and 2. Why? I think it's because they were originally created for a party of 6, and they had to nerf them too in order to make them work with party of 4.

Dank Crypt skeletons - These are all homebrew anyway. So this battle is fine whether you have 4 or 6. Spellcasting skeletons that hurl magic missiles and put characters to sleep, etc. is tough. The battle would certainly be easier with 6, but since this is early game, an easier battle at this point wouldn't be so bad. Keep in mind, at this point in the game, beginner players will think they should sleep as little as possible, so battles should be easier until they learn that it's okay to sleep. The tadpole is dormant... for now.

At the grove gate, battle becomes more interesting when using Bugbear Chieftain stats as opposed to what they're using. This coupled with actual Goblin Boss stats with an AI that uses Redirect Attack would make either a party of 4 or party of 6 more challenging here. I think the homebrew booyahg works well. That said, frankly, this battle need more goblins because it's too easy regardless of 4 or 6 party size. Your ally to enemy ratio is too high right now. You have Zevlor, several tieflings, Wyll, Aradin and his two cronies and your party all teaming up against only five goblins, a worg and a bugbear. You have more on your side than they do! Why is everyone acting like you just saved the grove from some huge army of goblins? So, regardless, this fight needs a rebalancing anyway. We need maybe twice as many goblins, and if you don't use a bugbear chief, we need another bugbear and maybe even another worg. This should be a tough fight, but Zevlor and his people on the wall have the advantage because the goblins have to only use ranged to hit them. Aradin and his two goons should be hard to save based on the reactions everyone gives you. So that you, the player, aren't overwhelmed, enemy AI should focus archers and booyahg on tieflings on the wall. The goblin boss, bugbears and worgs should focus on Aradin and his two minions. You basically attack from behind, so only those you attack should turn and start fighting you. In this way, you can lure enemies away from killing the NPC's you're trying to save. Having a party of 6 would certainly allow the player more of an opportunity to really feel like they are saving the grove from a large goblin raiding party with 10 goblins (including 1 boss and 1 booyahg), 2 bugbears and 2 worgs.

Harpy fight is just fine whether party of 4 or 6. This is actually probably one of the most 5e battles in the game.

Owlbear fight. Party of 6 would probably be too much for the owlbear and cub. Probably would have to add a second owlbear for a party of 6. Enter, the Papa.

Goblins in Blighted Village. Party of 4 or 6, doesn't really matter. They're ambushing you on the rooftops. Therefore, ranged is supreme here. It takes a bit for melee characters to get to the goblins to even attack them, especially now that they have Nimble Escape. So, a party of 6 would make this fight easier, but this is a minor fight. Should it really be super hard? Remember, the less difficult the fights are, the less a player should long rest, which goes along more with the story. This fight, as is, whether party of 4 or 6, should chip away at the party enough to be a decent encounter but not leave the party in a position that they need to long rest immediately after. A party of 6 ensures this idea more than a party of 4.

Same is true for every encounter in the Blighted Village. They're pretty much fine as is. Party of 6 would just make them far less volatile. For example, the battle at the windmill can go VERY poorly with a party of 4 if you roll badly on initiative. You can find your entire party dead before you even get a chance to go. It's happened to me. Party of 6 increases your chances of at least standing a chance in this fight; especially if you don't know the trick about how to end it quickly. Bugbears and ogres are the same. Party of 6 only gives you, the player, a better chance of surviving without having to practically die with each fight and then long rest immediately after.

Hag and Bog. Same scenario. Proper stats for wood woads and mud mephits work well with a party of 6. They are nerfed for party of 4 and don't act like proper wood woads and mud mephits. Redcaps wouldn't be such a brutal fight with 6 party members (keeping in mind I'm talking about new player experience as well... not just people who have played the game for 100+ hours and know all the tricks to beating them). The hag herself would not be such a volatile fight where I feel like I'm probably going to have to reload at least a couple of times just to beat her. Same with her 4 mask minions. THAT fight can be truly brutal, especially with Vengeance.

The Gith Patrol. I don't need to say anything further, but I will. Party of 4, I've been taken out in just a turn or two before and had to reload simply because of bad RNG. Party of 6 stabilizes this encounter and allows for some room for bad RNG. Party of 4 leave literally no room for mistakes or bad RNG. You make a mistake or have bad RNG, and you're reloading. Guaranteed.

Same is true for the gnolls, though that fight is a bit more forgiving. The Tyrites, if you fight them, are also fine as is whether party of 4 or 6. Certainly easier with party of 6, but the fights would be more stabilized and less RNG.

And they absolutely killed the skeleton battle outside the necromancer's lair. They need to put it back the way it was in like Patch 1 and let us have a party of 6. Then the encounter would be fun, unique and challenging. The necromancer's journal makes it sound like he's got some tough guardians to face the zulkiers with should they show up, but from experience, this fight is so not scary even in the remotest sense for a party of 4. It's baby mode now. Again, put it back to the skeletons running to like 9 different caskets and springing up all those skeletons against you. Then give us a party of 6 so we can fight them all successfully without nerfing them. That was a tough fight, but I enjoyed it was it was. It was quite unique and made a lot more sense once upon a time.

The phase spiders I've talked about at length. Party of 6 would work fine with proper phase spider stats. Of course, mama would be a homebrewed nightmare, and her babies would be homebrewed as well because there are no stats for those. However, the 2 phase spider minions in the lair and the 2 with the ettercaps should be ninja melee assassins popping up out of nowhere unexpectedly and attacking at close range. This would be a fun set of encounters with a party of 6 especially if they went back to having mama hatch ALL her 18 baby eggs in the lair. Party of 6, hatch all 18 eggs, phase spiders with proper stats. This would be awesome.

The massive goblin fights including fights against the bosses. Again, so much less volatile with a party of 6. They'd still be hard, especially if you upped the levels on the bosses. Let's face it, Larian is going to have to up their levels when EA is over because they are going to be too baby once you're not capped at level 5. Right now, I can reach level 5 by doing all the missions in the game BEFORE I face the goblin leaders. So, imagine fighting the goblin leaders and the entire camp at level 5 instead of 4. Yeah. Gut, Ragzlin and Minthara are going to need level boosts or those fights are going to be way too easy.

If you lure Minthara to the grove to fight here there, too easy as is. There needs to be a rebalance. The last several times I did this fight, I slaughtered everything including Minthara without the gate even so much as losing half its health. We just kept pegging enemies and blowing them up from a distance. They never even got close.

And once you reach the Underdark, the current imbalances are even worse. Party of 6 with proper stats would balance those out, but they'd still need tweaking. For example, the duergar in Blighted Village. There's only 4. A party of 4 level 2's could probably take them if you're strategic enough. Throw a party of 4 level 5's at them, which you will likely be level 5 by that point, and this battle will be so easy you'll hardly even know you fought it.

Are you seeing what I'm getting at here? Regardless, most of the fights need to be rebalanced whether it is a party of 4 or 6. In fact, the balance of most of their encounters would only be benefited from a party of 6 and proper 5e stats.
Posted By: mrfuji3 Re: Party Size Discussion - 15/12/21 08:06 PM
To be clear, most arguments I've read are NOT arguing for an increased multiplayer-limit along with an increased party size limit. The max number of players would still be 4; some players would control multiple characters in a 6-person party. I agree that playing BG3 with 5 other real people would likely be a...not enjoyable experience.

And again, Larian wouldn't need to adjust any encounters. Instead, they could scale exp so a party-of-6 is lower-leveled than a party of 4. All encounters could remain designed for a party-size of 4. Alternatively, they could adjust all encounters for a party of 6 as per @GM4Him's wishes, and then give smaller-parties boosted exp. Whichever.
Posted By: RagnarokCzD Re: Party Size Discussion - 15/12/21 08:58 PM
Main problem i have with your examples GM4HIM ...
Is that you are counting with party of 6 ... you dont seem to take it as option, when you adjust mob stats, but as the only option. :-/

I mean, yeah cool if they adjust imps and intellect devourers, party of 5 or 6 will deal with them just fine.

But what exactly will do that player, who dont want to have so huge party right from the start?
Or who just wants to create single custom character?
[Linked Image from pbs.twimg.com]
Posted By: GM4Him Re: Party Size Discussion - 15/12/21 11:05 PM
Originally Posted by RagnarokCzD
Main problem i have with your examples GM4HIM ...
Is that you are counting with party of 6 ... you dont seem to take it as option, when you adjust mob stats, but as the only option. :-/

I mean, yeah cool if they adjust imps and intellect devourers, party of 5 or 6 will deal with them just fine.

But what exactly will do that player, who dont want to have so huge party right from the start?
Or who just wants to create single custom character?
[Linked Image from pbs.twimg.com]

No. I get you. I know there are people who want to just play the game with a party of four or by themselves. The problem is you can't build a game on that unless you're going to create some sort of level of difficulty options. You have to start with a baseline. And that's my point. The baseline should be a party of six with normal stats based on 5e. Then you can create an option for four players or a single player mode or whatever with stats that are nerfed.
Posted By: The Composer Re: Party Size Discussion - 15/12/21 11:05 PM
I'm in a strange position where I wouldn't mind an option for having 6 members of a party in a video game, but I'd strongly prefer to have max 3-4 people in actual tabletop. In tabletop, 4 + DM is the sweet spot for my preferences. Weird take, hence kinda wanted to share it :P
Posted By: RagnarokCzD Re: Party Size Discussion - 16/12/21 07:31 AM
I see ...
Well i would preffer to keep everything else as it is.

I mean it would be easier to ballance around middle ground.
Difficiulty settings was allready promised by Swen and if party size would be implemented as separate toggable option there ... i kinda see that as win/win scenario ...
Posted By: GM4Him Re: Party Size Discussion - 16/12/21 01:35 PM
Originally Posted by RagnarokCzD
I see ...
Well i would preffer to keep everything else as it is.

I mean it would be easier to ballance around middle ground.
Difficiulty settings was allready promised by Swen and if party size would be implemented as separate toggable option there ... i kinda see that as win/win scenario ...

Well... I would think it would be easier to start with the rule system that they are basing it on with a party size that works with the already established rules. Then tweak to fit whatever.

So, if a party of 6 with established 5e rules is balanced, start there and create party of 4 and tweak stats and rules. What they seem to be doing is balancing for a party of 4 and stripping the rules first.

That said, I've often actually wondered if they HAVE the full game with 5e rules already set and they aren't giving it to us because they know it works. So, because it's EA, they are actually only giving us homebrew nerfed rules to test them to see what works for 4 party and even down to single. In other words, we're the guinea pigs for OTHER difficulty settings.

A guy can hope anyway. 😁
Posted By: RagnarokCzD Re: Party Size Discussion - 16/12/21 01:45 PM
Start? Maybe ...
But that thing happened few years back. laugh

Now it would mean to rework every encounter, start to test them and ballancing from the scratch ... just so they can start tweaking thins back. laugh

Not exactly effective solution if you ask me. :-/
Posted By: GM4Him Re: Party Size Discussion - 16/12/21 02:59 PM
Originally Posted by RagnarokCzD
Start? Maybe ...
But that thing happened few years back. laugh

Now it would mean to rework every encounter, start to test them and ballancing from the scratch ... just so they can start tweaking thins back. laugh

Not exactly effective solution if you ask me. :-/

Right. But my 2 points are that they mostly need reworking anyway especially once you lift the level cap, and I honestly have to wonder if they already have been working from this perspective. They're just not telling us.

See, the more I'm digging in, the more I see signs that the originally built encounters using a party of six and 5e rules. So it seems like they started that way and nerfed everything. That's one of the main points I keep trying to make. I don't think they'd have to "rework every encounter." They'd literally just need to keep all encounters as is and provide us with the stats and rules they originally started with. Yes, if they didn't save their original work, that could mean a lot of extra work, but I doubt they deleted all their previous work.

For example, Imps in the beginning, back before all patches and even for a few patches, had Resistance. I think it was patch 3 or 4 that they stripped them of this. So, literally, go back and give them back their Resistance. Same with Intellect Devourers.

And as far as party of 6 goes, all they'd have to do is change 1 number from 4 to 6, as it was once able to be done in the Mod that is provided in this thread. 1 number. That's it. Party of 6 enabled. Proper stats restored by simply giving them BACK what they had in the beginning. Game balanced.

But, again, I'm suspecting that they are actually NOT doing this because they WANT us to test out their homebrews for the purposes of Difficulty and Game Settings. And if that's the case, then I'm all for it. Certainly, if they gave us true 5e rules and party of 6, too many would likely just run with those and NOT help them tweak other difficulty settings. So, in that regard, IF that is what they are doing, then it is VERY smart and clever.

I'm just hoping that is exactly what they are doing. If not, then I'm calling for them to give us the options for party of 6 and 5e... but that's just me nagging like Lae'zel wanting us to go to the Gith Creche. smile
Posted By: RagnarokCzD Re: Party Size Discussion - 16/12/21 03:24 PM
Dunno ... if you are right and they are allready working on it, then lucky you i gues. laugh
If you are wrong, then im affraid no power on Earth, Heavens, or Hells (maybe except WotC CEO) can force them. laugh

I know you see the signs ... im just not quite sure if you see them bcs you were right, or bcs you want to see them ... if you know what i mean.
From my perspective, the chances are aproximately simmilar to that Larian was simply guessing that "monster like this will be fine right here" ... then they let us play for few months, and find out 70% of people die there ... so they simply adjusted the monster.

That is clasic tuning in games and have nothing to do with 5e ... you see they indeed removed resistanc from Imps and Intellect devourers, but they also added even more HP to Githyanki patrol. O_o
Therefore i dare to say that they are simply working with data we provided them ... sometimes we are dying much more than they expected > monster get nerf ... and sometimes we die a much less than they expected > monster get buff.
We can only pray that those experience will help them to prepare all those encountners we will never be able to test. laugh

I agree with the statement that all they need is to change single number in code, yes.
The rest of is a little vague tho:
- You expect them to have proper 5e stats in early build (wich we dont know for sure)
- You expect them to have those stats still stored somewhere.
And the most problematic.
- You expect them to want this change. laugh
- As i mentioned earlier, you would be ballancing the game for 6 member party ...

Personaly i find the last point as most problematic, since for some people tutorial with full party might seem a little overwhelming, especialy those who have little or zero experience with CRPG. :-/
And yes i am aware that there will be in some distant future difficiulty settings ... but we dont have them right now. :-/
They would need to create some kind of adaptive dificiulty, when number of your enemies would be set by size of your party ... bcs, logialy, if you ballance your game for 6 people, those who will simply go with Tav and Lae'zel will be screwed. laugh :-/

Personaly i would be fine with just 6 members party ... i dont mind have combats a little faster (its not like there is any hard challenge right now anyway ... even Gith are quite easy when you are killing them for 20th time. :D) ... and once they start to implement difficiulty settings, it would be even better.
Posted By: Archaven Re: Party Size Discussion - 16/12/21 05:07 PM
in pathfinder wrath of the righteous.. game was designed with 6 party characters. there seems to be people who played with 4 too and even solo. it's doable. but i won't be punishing myself nor am i having the guts to play the game solo. i'm having a tough challenge even with 6. there are alot of options in regards to the difficulty. like more enemies, enemies with scaled stats and enemies that behave differently as well like.. marking your squishies as sworn enemies.

since pathfinder can implement it, i believe larian can too. the question is only whether if they want to. bg3 has a AAA budget for an RPG while pathfinder wrath came from a small indie studio with no huge budgets. while bg3 looks very appealing visually, the core of the game is still the combat. so i hope larian would give us the options for 6 and customized difficulty options for people who wants to play the way they like to play it.
Posted By: GM4Him Re: Party Size Discussion - 16/12/21 06:27 PM
Originally Posted by Archaven
in pathfinder wrath of the righteous.. game was designed with 6 party characters. there seems to be people who played with 4 too and even solo. it's doable. but i won't be punishing myself nor am i having the guts to play the game solo. i'm having a tough challenge even with 6. there are alot of options in regards to the difficulty. like more enemies, enemies with scaled stats and enemies that behave differently as well like.. marking your squishies as sworn enemies.

since pathfinder can implement it, i believe larian can too. the question is only whether if they want to. bg3 has a AAA budget for an RPG while pathfinder wrath came from a small indie studio with no huge budgets. while bg3 looks very appealing visually, the core of the game is still the combat. so i hope larian would give us the options for 6 and customized difficulty options for people who wants to play the way they like to play it.

The idea is that you should always start big and then go smaller. If you develop the system for a larger party, you can make it so that it is smaller. If you try to do the reverse, that's when you run into difficulties. It is always more challenging to try to implement a larger party size after you've already based everything on smaller.
Posted By: Archaven Re: Party Size Discussion - 17/12/21 05:19 AM
Originally Posted by GM4Him
Originally Posted by Archaven
in pathfinder wrath of the righteous.. game was designed with 6 party characters. there seems to be people who played with 4 too and even solo. it's doable. but i won't be punishing myself nor am i having the guts to play the game solo. i'm having a tough challenge even with 6. there are alot of options in regards to the difficulty. like more enemies, enemies with scaled stats and enemies that behave differently as well like.. marking your squishies as sworn enemies.

since pathfinder can implement it, i believe larian can too. the question is only whether if they want to. bg3 has a AAA budget for an RPG while pathfinder wrath came from a small indie studio with no huge budgets. while bg3 looks very appealing visually, the core of the game is still the combat. so i hope larian would give us the options for 6 and customized difficulty options for people who wants to play the way they like to play it.

The idea is that you should always start big and then go smaller. If you develop the system for a larger party, you can make it so that it is smaller. If you try to do the reverse, that's when you run into difficulties. It is always more challenging to try to implement a larger party size after you've already based everything on smaller.

just to add.. i kickstarted pillars of eternity 2.. there was a huge backlash from the community and there are certain obsidian defenders trying to silent and bash whoever that brings up the 6 party character discussion. see how pillars of eternity 2 reception now. it was a financial failure. of course the issues are not just the party characters alone but it's one of the biggest hightlight. even a tweet from "critical role" about that 5 party characters. there are only few new characters. 3 of the existing characters were returned from pillars1 even. moral of the story don't alienate your core fanbase.
Posted By: GM4Him Re: Party Size Discussion - 17/12/21 07:24 AM
I FINALLY GOT IT TO WORK... but then I had to stop playing for the day. frown

BEHOLD: PARTY OF 6!!! TAV + ALL ORIGIN CHARACTERS
[Linked Image from lh3.googleusercontent.com]

So, first you have to use the ExtratTool-v1.15.10 as instructed in the Mod instructions. Switch Max Party Size from 4 to 6 or 8. Save. I even used the Extract function and chose the same file folder as the Save I was using. Not sure that's necessary, but I did it anyway.

But here was the step that I had to do to make it work in the end. I loaded up the modified save file, and they still wouldn't let me add more than a party of 4. So I dismissed everyone from the party and reinvited everyone back into the party. THAT'S what made it work. Once I reinvited everyone, suddenly, on the 5th person, VIOLA! No more, "You're full up."

Now I just need to test combat with it. Looks like I'll be starting over my 4 Custom Character game to try it out... or I may just keep going with Tav and the gang! Yeah. I think I'll do that. Then I don't have to dismiss or pull in any characters at all for story content.

Ah! This is great! I can't wait!
Posted By: Archaven Re: Party Size Discussion - 17/12/21 08:15 AM
Originally Posted by GM4Him
I FINALLY GOT IT TO WORK... but then I had to stop playing for the day. frown

BEHOLD: PARTY OF 6!!! TAV + ALL ORIGIN CHARACTERS
[Linked Image from lh3.googleusercontent.com]

So, first you have to use the ExtratTool-v1.15.10 as instructed in the Mod instructions. Switch Max Party Size from 4 to 6 or 8. Save. I even used the Extract function and chose the same file folder as the Save I was using. Not sure that's necessary, but I did it anyway.

But here was the step that I had to do to make it work in the end. I loaded up the modified save file, and they still wouldn't let me add more than a party of 4. So I dismissed everyone from the party and reinvited everyone back into the party. THAT'S what made it work. Once I reinvited everyone, suddenly, on the 5th person, VIOLA! No more, "You're full up."

Now I just need to test combat with it. Looks like I'll be starting over my 4 Custom Character game to try it out... or I may just keep going with Tav and the gang! Yeah. I think I'll do that. Then I don't have to dismiss or pull in any characters at all for story content.

Ah! This is great! I can't wait!

congrats! that's really cool. while i still do not have any urgency in reinstalling bg3 (i only completed bg3 EA once during the first EA initially released), are there mods to tweak enemies stats? that will be a great start to be very honest. i'm really looking forward on the release date of this game and really wanted to play with 6 party characters. but encounter balance are still important especially with their restored dnd5e stats.
Posted By: GM4Him Re: Party Size Discussion - 17/12/21 12:10 PM
Originally Posted by Archaven
Originally Posted by GM4Him
I FINALLY GOT IT TO WORK... but then I had to stop playing for the day. frown

BEHOLD: PARTY OF 6!!! TAV + ALL ORIGIN CHARACTERS
[Linked Image from lh3.googleusercontent.com]

So, first you have to use the ExtratTool-v1.15.10 as instructed in the Mod instructions. Switch Max Party Size from 4 to 6 or 8. Save. I even used the Extract function and chose the same file folder as the Save I was using. Not sure that's necessary, but I did it anyway.

But here was the step that I had to do to make it work in the end. I loaded up the modified save file, and they still wouldn't let me add more than a party of 4. So I dismissed everyone from the party and reinvited everyone back into the party. THAT'S what made it work. Once I reinvited everyone, suddenly, on the 5th person, VIOLA! No more, "You're full up."

Now I just need to test combat with it. Looks like I'll be starting over my 4 Custom Character game to try it out... or I may just keep going with Tav and the gang! Yeah. I think I'll do that. Then I don't have to dismiss or pull in any characters at all for story content.

Ah! This is great! I can't wait!

congrats! that's really cool. while i still do not have any urgency in reinstalling bg3 (i only completed bg3 EA once during the first EA initially released), are there mods to tweak enemies stats? that will be a great start to be very honest. i'm really looking forward on the release date of this game and really wanted to play with 6 party characters. but encounter balance are still important especially with their restored dnd5e stats.

I did not see any mods for 5e stats or rules. I also still want Larian to just do this for us. This is a REALLY dumb workaround that requires us to hack the game just so we can change 1 number that THEY could give us the option to do. 1 number. That's it.

And yeah, haven't tested it yet, but I am guessing the game is going to be WAY too easy now. We'll see.
Posted By: kanisatha Re: Party Size Discussion - 17/12/21 02:19 PM
Originally Posted by GM4Him
I FINALLY GOT IT TO WORK... but then I had to stop playing for the day. frown

BEHOLD: PARTY OF 6!!! TAV + ALL ORIGIN CHARACTERS
[Linked Image from lh3.googleusercontent.com]

So, first you have to use the ExtratTool-v1.15.10 as instructed in the Mod instructions. Switch Max Party Size from 4 to 6 or 8. Save. I even used the Extract function and chose the same file folder as the Save I was using. Not sure that's necessary, but I did it anyway.

But here was the step that I had to do to make it work in the end. I loaded up the modified save file, and they still wouldn't let me add more than a party of 4. So I dismissed everyone from the party and reinvited everyone back into the party. THAT'S what made it work. Once I reinvited everyone, suddenly, on the 5th person, VIOLA! No more, "You're full up."

Now I just need to test combat with it. Looks like I'll be starting over my 4 Custom Character game to try it out... or I may just keep going with Tav and the gang! Yeah. I think I'll do that. Then I don't have to dismiss or pull in any characters at all for story content.

Ah! This is great! I can't wait!
This needs to be pinned/saved somewhere for future reference!!
Posted By: GM4Him Re: Party Size Discussion - 19/12/21 06:02 AM
Initial feedback about party of 6:

Hugely enjoyable to me. Very satisfying. Fought the battle with the harpies, and it was pretty easy with 6. Yes, admittedly, the battle is probably too easy with 6. Gale almost got taken down, and Wyll got hit a couple of times, but it was an easy fight. Didn't even use a potion, and no one even healed anyone else with spells or nothing.

That said, I will say that the fight went MUCH quicker. So, the argument about adding 2 more slowing down combat is not true. It does go faster because YOU have more attacks, etc. per round. Sure, if they added more enemies, then it would be probably about the same in terms of how much time it takes, but ultimately I would say that it doesn't slow down combat at all. If anything, it's faster.

In terms of easy fight, I think the fight would be harder if they switched up the enemy AI a bit on those harpies. They all flew right down into the midst of my characters and just let us pound them to pieces. I also used Silence to disrupt their songs, so that didn't help them either. Harpies, also, should use multiattack with claws and clubs. So, again, implementing 5e stats would benefit this battle tremendously. This would make them more tough. They also just swoop down one at a time. It would make for a tougher fight if they swooped down all at once on all sides of my party and attacked all at once. Four or five harpies is nothing to sneeze at. 38 HP and 2 attacks per turn; 1 with claws and 1 with club for a potential of 3d4+3 damage (I think... off the top of my head) each per round. And, I do like that they can throw rocks. That makes it so that the battle would be tougher if you try to just peg them from a distance. If they kept their distance more and just kept pegging with rocks, even a party of 6 might have some serious trouble taking them down especially because of the homebrew height bonus (which I do think works). So, either the ranged strat or the melee swarm strat should be implemented to make this fight tougher, for either party of 4 or 6. I'd prefer the melee swarm strat, because the ranged one would probably be pretty annoying, considering that's the strat they used to use in like 4 patches ago, and it was annoying as heck. They'd constantly fly higher and gain a bonus to hit you and in their AC, and they'd just peg you off from a distance without you ever being able to hit them. So, I'd definitely recommend the melee swarm attack for the sanity of players. The occasional thrown rock is not so bad, but if they use it constantly and keep their distance, that's going to make the fight REALLY not fun.

Anyway, benefits of a party of 6 are that you never have to switch anyone out. The party members feel more like a team working together and talking together. I discovered that party members are talking more because there are more in the party. So, Gale is chatting with Lae'zel about the creche. Astarion then asks something about her and her creche like 30 seconds later. Shadowheart makes a comment a little bit after that, etc. I rescue the boy and Gale is right there. No having to go get Gale BEFORE the encounter so that I learn a bit more about his past. Everyone is interacting a LOT more in the game in various cutscenes, random dialogue, etc. THAT is freaking awesome. I also gave Wyll Speak with Animals, so I'm able to switch out to him to talk to every animal in the grove, and then I can switch to Astarion to pick locks. I can switch to Lae'zel to jump to further places or lift rocks. I can use everyone's skills and abilities as a full team, all without having to constantly go to camp to get the people I want PRIOR to triggering a cutscene that I have to know ahead of time will be better if I have a certain character with me (like having Gale in the party before saving the tiefling boy by the river from the harpies as mentioned above).

And carrying capacity as a party has greatly increased. I don't have to worry as much about encumbrance because now I have two more members to help carry everything. And here's another interesting thing I noticed. There aren't enough cool weapons to go around. Yes! Party of 6 means less magical items per character. I can't just fully equip the entire party with awesome gear right off the bat. I have to be a bit more strategic with it. Maybe Tav gets the good armor, Lae'zel gets the flaming sword, Shadowheart gets the Watcher's Spear, Wyll gets the ring with color spray, Astarion gets the amulet for speaking with dead, and Gale gets magic scrolls or something. I didn't do this. I noticed after the fact that Wyll and Gale and Astarion all have mostly basic weapons and equipment. I didn't have enough money to even remotely get them anything special. I know that will change. Eventually, I'll get enough to spread around so everyone can be fully magically equipped, but the point is that the progress for that is much slower now with 6 to spread it all amongst. So, in that regard, during the harpy fight, Gale and Wyll were easily slapped around by the harpies because their AC is still low and they don't have any cool gear. I didn't have enough to really boost them in that regards, making them weaker than if I only had 4 and was able to equip all 4 characters with better gear faster. So, what I'm saying is, I focused on Tav, Shadowheart, and Lae'zel, and they have better armor and gear, but Astarion, Gale and Wyll are still fairly low AC and their weapons are all their starter or just base short swords, etc., making half the party weaker than the other half. So, in that regard, it balances out.

Item management is also not a big deal. I simply scroll to the right and there are the other two. I can then right click and Send to Tav or Shadowheart or whoever, just like I normally would, to transfer items from one person to the next. There is no real added frustration or anything in that regard. Item management is still just as painful as with 4. So that also knocks down some people's fears that if they made this a party of 6 game then it would be so much worse because item management would take even more time. If anything, I'm not wasting as much time trying to juggle equipment around due to encumbrance. One person is encumbered, throw something at someone else. Again, with 2 more people, I have to send less things to camp or even worry as much about all the crap I'm picking up.

I would say that the biggest frustration for me with the party of 6 is actually the movement mechanics, and even that isn't that big of a deal. It's not that much worse than it already is. I've had a few times that I almost clicked on one of my party members and almost initiated dialogue. They do tend to get in the way a bit more than currently, but only really in zoomed in mode. When I'm zoomed out, it's about the same. Zoomed in, going up and down hills, that's when you start to feel the extra members getting in the way. I'm having to spin the camera a bit more to try to avoid triggering dialogue.

Even the single crouch function we gripe about isn't that much more of a pain. I mean, it's click on their portrait and hit the "C" key. It's four more clicks/button presses every time you want to group stealth. Though this could easily be fixed with the much needed Group Stealth feature that we've been fighting for, the point is that it isn't that much more of a pain point really.

All in all, I still need to test out the party of 6 more, but I would DEFINITELY say that the preliminary result is that the game is better for it. I am absolutely loving the fact that I now have the entire cast of origin characters in my party at one time, and they are all fighting together as a more cohesive team. Even if they didn't change a single thing about the encounters, the end result would be that players wouldn't need to long rest as much, making it more plausible from a story perspective. Characters would do a LOT more in one day than they can currently with a party of 4. Thus, the story would make a lot more sense because your party wouldn't be sleeping after every fight or 2 with a ticking time bomb tadpole in their heads. Of course, I still want them to implement more 5e stats for monsters, as that would make most of them tougher. As I said above with the harpies, giving them clubs and multiattack would make them SO much tougher, and they'd be a more challenging fight for a party of 4 or 6 both.

The biggest issue with less sleeping is that dialogue is tied to long rest. If they changed that so dialogue is triggered on the road or just at camp or whenever you short rest or whatever (except where it makes sense that it should only be at camp), then this wouldn't be an issue either. Gale's Go to Hell dialogue makes sense regardless of whether you are at camp or not. Click a Short Rest, and you should trigger that scene. He's just basically saying that you should have already started changing by that point. Same with his Mirror Image Dialogue. Even Shadowheart's "I'm not sure this is such a good idea," dialogue would be fine with a short rest. She's saying it because she isn't sure resting at all is a good idea. You need to find a healer and fast, so it would make sense even to trigger that with a Short Rest. Astarion biting you on the neck while you sleep only really makes sense during a long rest at camp, so I could see that remaining at camp, but most other dialogues should not. Of course, I think that dialogue with Astarion trying to bite you is off anyway and needs to be entirely reworked. It makes no sense especially if you're an elf who doesn't sleep. And think about it, even if you're a human, why would he bite you in the midst of the entire camp with everyone else around? Come on. What'd he think would happen? Did he think you wouldn't cry out in pain or anything? And where is everyone while you're having this convo about almost getting drained of all your blood? Shouldn't Gale and Shadowheart and Lae'zel be all ready to kill him?

Anyway, sorry. Didn't mean to go off on that tangent in this post. The point is that party of 6 is incredibly fun. I am enjoying it a lot and I'm going to keep testing it to see just how hard/easy the fights are and to see whatever else might be a bonus or handicap with such an option implemented. I'll keep you posted.

Oh, and it doesn't glitch, by the way. It functions just fine as if it was meant to be how the game is played. What I mean is that you don't have characters doing weird things like jumping off cliffs or being left behind or something (any more than they do currently, anyway). The only weird thing I've noticed is that sometimes characters are standing inside one another. Astarion and Gale were blending with Lae'zel during dialogue sequences. But the game does that sometimes anyway.

I also thought it was cool that when I slept for the night, 4 party members were sleeping/meditating on their bedrolls, but the other two were sitting nearby, as if keeping watch. They were ALL at the camp around the fire, as one party instead of just four with the others just not there at all. Wyll and Gale were keeping watch while Astarion, Tav, Shadowheart and Lae'zel were in the bedrolls.

Ah! More please! PLEASE PLEASE PLEASE make this an option, Larian. I don't want to have to mod this game in the future to make this happen. I really don't like mods. REALLY don't like them. I keep thinking it's going to eventually screw up my computer.

PLEASE! Party of 6. At least as an option! I'M BEGGING YOU ON HANDS AND KNEES WITH MY HANDS FOLDED AND TEARS STREAMING DOWN MY FACE CRYING OUT AND SHAKING VIOLENTLY!

Thank you... ahead of time...

... please... please... please... smile
Posted By: kanisatha Re: Party Size Discussion - 19/12/21 02:57 PM
Originally Posted by GM4Him
Initial feedback about party of 6:

Hugely enjoyable to me. Very satisfying. Fought the battle with the harpies, and it was pretty easy with 6. Yes, admittedly, the battle is probably too easy with 6. Gale almost got taken down, and Wyll got hit a couple of times, but it was an easy fight. Didn't even use a potion, and no one even healed anyone else with spells or nothing.

That said, I will say that the fight went MUCH quicker. So, the argument about adding 2 more slowing down combat is not true. It does go faster because YOU have more attacks, etc. per round. Sure, if they added more enemies, then it would be probably about the same in terms of how much time it takes, but ultimately I would say that it doesn't slow down combat at all. If anything, it's faster.

In terms of easy fight, I think the fight would be harder if they switched up the enemy AI a bit on those harpies. They all flew right down into the midst of my characters and just let us pound them to pieces. I also used Silence to disrupt their songs, so that didn't help them either. Harpies, also, should use multiattack with claws and clubs. So, again, implementing 5e stats would benefit this battle tremendously. This would make them more tough. They also just swoop down one at a time. It would make for a tougher fight if they swooped down all at once on all sides of my party and attacked all at once. Four or five harpies is nothing to sneeze at. 38 HP and 2 attacks per turn; 1 with claws and 1 with club for a potential of 3d4+3 damage (I think... off the top of my head) each per round. And, I do like that they can throw rocks. That makes it so that the battle would be tougher if you try to just peg them from a distance. If they kept their distance more and just kept pegging with rocks, even a party of 6 might have some serious trouble taking them down especially because of the homebrew height bonus (which I do think works). So, either the ranged strat or the melee swarm strat should be implemented to make this fight tougher, for either party of 4 or 6. I'd prefer the melee swarm strat, because the ranged one would probably be pretty annoying, considering that's the strat they used to use in like 4 patches ago, and it was annoying as heck. They'd constantly fly higher and gain a bonus to hit you and in their AC, and they'd just peg you off from a distance without you ever being able to hit them. So, I'd definitely recommend the melee swarm attack for the sanity of players. The occasional thrown rock is not so bad, but if they use it constantly and keep their distance, that's going to make the fight REALLY not fun.

Anyway, benefits of a party of 6 are that you never have to switch anyone out. The party members feel more like a team working together and talking together. I discovered that party members are talking more because there are more in the party. So, Gale is chatting with Lae'zel about the creche. Astarion then asks something about her and her creche like 30 seconds later. Shadowheart makes a comment a little bit after that, etc. I rescue the boy and Gale is right there. No having to go get Gale BEFORE the encounter so that I learn a bit more about his past. Everyone is interacting a LOT more in the game in various cutscenes, random dialogue, etc. THAT is freaking awesome. I also gave Wyll Speak with Animals, so I'm able to switch out to him to talk to every animal in the grove, and then I can switch to Astarion to pick locks. I can switch to Lae'zel to jump to further places or lift rocks. I can use everyone's skills and abilities as a full team, all without having to constantly go to camp to get the people I want PRIOR to triggering a cutscene that I have to know ahead of time will be better if I have a certain character with me (like having Gale in the party before saving the tiefling boy by the river from the harpies as mentioned above).

And carrying capacity as a party has greatly increased. I don't have to worry as much about encumbrance because now I have two more members to help carry everything. And here's another interesting thing I noticed. There aren't enough cool weapons to go around. Yes! Party of 6 means less magical items per character. I can't just fully equip the entire party with awesome gear right off the bat. I have to be a bit more strategic with it. Maybe Tav gets the good armor, Lae'zel gets the flaming sword, Shadowheart gets the Watcher's Spear, Wyll gets the ring with color spray, Astarion gets the amulet for speaking with dead, and Gale gets magic scrolls or something. I didn't do this. I noticed after the fact that Wyll and Gale and Astarion all have mostly basic weapons and equipment. I didn't have enough money to even remotely get them anything special. I know that will change. Eventually, I'll get enough to spread around so everyone can be fully magically equipped, but the point is that the progress for that is much slower now with 6 to spread it all amongst. So, in that regard, during the harpy fight, Gale and Wyll were easily slapped around by the harpies because their AC is still low and they don't have any cool gear. I didn't have enough to really boost them in that regards, making them weaker than if I only had 4 and was able to equip all 4 characters with better gear faster. So, what I'm saying is, I focused on Tav, Shadowheart, and Lae'zel, and they have better armor and gear, but Astarion, Gale and Wyll are still fairly low AC and their weapons are all their starter or just base short swords, etc., making half the party weaker than the other half. So, in that regard, it balances out.

Item management is also not a big deal. I simply scroll to the right and there are the other two. I can then right click and Send to Tav or Shadowheart or whoever, just like I normally would, to transfer items from one person to the next. There is no real added frustration or anything in that regard. Item management is still just as painful as with 4. So that also knocks down some people's fears that if they made this a party of 6 game then it would be so much worse because item management would take even more time. If anything, I'm not wasting as much time trying to juggle equipment around due to encumbrance. One person is encumbered, throw something at someone else. Again, with 2 more people, I have to send less things to camp or even worry as much about all the crap I'm picking up.

I would say that the biggest frustration for me with the party of 6 is actually the movement mechanics, and even that isn't that big of a deal. It's not that much worse than it already is. I've had a few times that I almost clicked on one of my party members and almost initiated dialogue. They do tend to get in the way a bit more than currently, but only really in zoomed in mode. When I'm zoomed out, it's about the same. Zoomed in, going up and down hills, that's when you start to feel the extra members getting in the way. I'm having to spin the camera a bit more to try to avoid triggering dialogue.

Even the single crouch function we gripe about isn't that much more of a pain. I mean, it's click on their portrait and hit the "C" key. It's four more clicks/button presses every time you want to group stealth. Though this could easily be fixed with the much needed Group Stealth feature that we've been fighting for, the point is that it isn't that much more of a pain point really.

All in all, I still need to test out the party of 6 more, but I would DEFINITELY say that the preliminary result is that the game is better for it. I am absolutely loving the fact that I now have the entire cast of origin characters in my party at one time, and they are all fighting together as a more cohesive team. Even if they didn't change a single thing about the encounters, the end result would be that players wouldn't need to long rest as much, making it more plausible from a story perspective. Characters would do a LOT more in one day than they can currently with a party of 4. Thus, the story would make a lot more sense because your party wouldn't be sleeping after every fight or 2 with a ticking time bomb tadpole in their heads. Of course, I still want them to implement more 5e stats for monsters, as that would make most of them tougher. As I said above with the harpies, giving them clubs and multiattack would make them SO much tougher, and they'd be a more challenging fight for a party of 4 or 6 both.

The biggest issue with less sleeping is that dialogue is tied to long rest. If they changed that so dialogue is triggered on the road or just at camp or whenever you short rest or whatever (except where it makes sense that it should only be at camp), then this wouldn't be an issue either. Gale's Go to Hell dialogue makes sense regardless of whether you are at camp or not. Click a Short Rest, and you should trigger that scene. He's just basically saying that you should have already started changing by that point. Same with his Mirror Image Dialogue. Even Shadowheart's "I'm not sure this is such a good idea," dialogue would be fine with a short rest. She's saying it because she isn't sure resting at all is a good idea. You need to find a healer and fast, so it would make sense even to trigger that with a Short Rest. Astarion biting you on the neck while you sleep only really makes sense during a long rest at camp, so I could see that remaining at camp, but most other dialogues should not. Of course, I think that dialogue with Astarion trying to bite you is off anyway and needs to be entirely reworked. It makes no sense especially if you're an elf who doesn't sleep. And think about it, even if you're a human, why would he bite you in the midst of the entire camp with everyone else around? Come on. What'd he think would happen? Did he think you wouldn't cry out in pain or anything? And where is everyone while you're having this convo about almost getting drained of all your blood? Shouldn't Gale and Shadowheart and Lae'zel be all ready to kill him?

Anyway, sorry. Didn't mean to go off on that tangent in this post. The point is that party of 6 is incredibly fun. I am enjoying it a lot and I'm going to keep testing it to see just how hard/easy the fights are and to see whatever else might be a bonus or handicap with such an option implemented. I'll keep you posted.

Oh, and it doesn't glitch, by the way. It functions just fine as if it was meant to be how the game is played. What I mean is that you don't have characters doing weird things like jumping off cliffs or being left behind or something (any more than they do currently, anyway). The only weird thing I've noticed is that sometimes characters are standing inside one another. Astarion and Gale were blending with Lae'zel during dialogue sequences. But the game does that sometimes anyway.

I also thought it was cool that when I slept for the night, 4 party members were sleeping/meditating on their bedrolls, but the other two were sitting nearby, as if keeping watch. They were ALL at the camp around the fire, as one party instead of just four with the others just not there at all. Wyll and Gale were keeping watch while Astarion, Tav, Shadowheart and Lae'zel were in the bedrolls.

Ah! More please! PLEASE PLEASE PLEASE make this an option, Larian. I don't want to have to mod this game in the future to make this happen. I really don't like mods. REALLY don't like them. I keep thinking it's going to eventually screw up my computer.

PLEASE! Party of 6. At least as an option! I'M BEGGING YOU ON HANDS AND KNEES WITH MY HANDS FOLDED AND TEARS STREAMING DOWN MY FACE CRYING OUT AND SHAKING VIOLENTLY!

Thank you... ahead of time...

... please... please... please... smile
Hope this gets passed on to the devs, because it is clear, detailed, excellent feedback. THANK YOU!!!
Posted By: GM4Him Re: Party Size Discussion - 20/12/21 09:49 AM
Still very much enjoying the party of 6 playthrough. It's made me realize I've neglected Wyll on most playthroughs. I'm seeing dialogues I've never seen before, and I'm not sure if they're Patch 6 related or just that I haven't had Wyll in my party enough at various points.

For example, when talking to Zevlor after Kagha, Zevlor addresses Wyll and talks to him directly about going after the goblins. I've never seen that dialogue before because I don't think I've ever had Wyll with me at that point. I usually send him to camp because I'm already full up. During Raphael's scene, Wyll actually speaks to him and freaks out that he's a cambion. Is that just because he's apart of my party?

And here's a dialogue I've never seen before. Wyll says that he used to be very powerful, but now he's a weakling. Gale then responds that it's because of the tadpoles. They've left us completely weak and starting over, basically.

Thus, they confirm what I thought was the case the whole time but I've never seen anyone in the game actually say it. All the characters used to be super powerful, including Tav. However, they've been reset to Level 1 because of Tad the Tadpole.

Anyway, again, never saw these things before, and now I am seeing them... lots of new dialogue and such... all because we're traveling as one party of 6. It's REALLY a major highlight of this playthrough and has rekindled my love for the game.

I will say that I am noticing the characters inside one another more in dialogues. That is a not so cool element of party of 6. It's not that big a deal, but seeing Wyll, Astarion and Lae'zel all blended together during dialogues is a bit weird. Fix that and thus far I'd say we're golden.

BTW. I bought the Spellthief bow for Tav to try to buy yet another cool weapon to spread out amongst a party of 6. Dang! Had to sell almost all my cool potions and scrolls and such to get it. Now I'm really stretched thin on potions and revivify and so forth. Wyll, Gale and Astarion are still not really equipped with any good gear. smile Guess we'll see how party of 6 does without very many potions and revivify scrolls and such. I only have 6 healing potions in total and I sold ALL my revivify scrolls. Should be a good test. Will I need them or will the battles be so easy that I don't?
Posted By: GM4Him Re: Party Size Discussion - 21/12/21 05:28 AM
Owlbear fight. Too easy with party of 6 especially with Andrick and Brynna.

Goblin fight inside Bogrot east entrance? Nice. Still didn't lose anyone or need a potion, but MOST of the party of 6 was at less than 10 HP by the time the battle was over. It's a good fight that COULD go worse for a party of 6 or WAY better, depending on RNG. The important thing to note, though, is that it isn't frustrating. I didn't even go first, and I didn't get surprise, and I triggered it so that they were on the rooftops with height bonus and everything, and I didn't feel like I was going to need to reload. I almost used a potion or two, but then I started turning the tide and winning. All in all, it was a good party of 6 fight that wasn't so hard that I feel like I need to long rest now. I can keep going with my adventure.

Keep in mind, I'm not using as many homebrews and gimicks as I can not use. So, no potion throwing, and I'm using drink potion as an action for most people, etc. I'm also not cheating with broken stealth mechanics and sniping the crap out of enemies before they even get to take a turn. I'm, for the most part, testing the game as if I'm a newby player to D&D and I don't really know all the tricks for stealth and height and so forth. So, if you do apply the expert, I know how to play the game super well with positioning everyone on high ground before a fight and stealthing around behind people to get extra attacks and just peg them off from a distance with Astarion who can keep hidden longer, etc., then yes. Party of 6 with current enemy stats and homebrew mechanics will make the game SUPER UBER BORING EASY. As much as I want party of 6, that's just the truth of it. Then again, that's true for Party of 4 too. When I start applying the game's gimicks, the game becomes SO SUPER EASY BORING. So, honestly, it really isn't much different in that regard. I still think they need to remove more of those gimicks, and especially with party of 6.

So yes, I'm still greatly in favor of party of 6, even IF they don't take out all the homebrew and they don't implement more 5e rules and stats. Why? Because I can actually adventure and defeat enemies and such without feeling like I have to long rest after just about every fight, etc. I left the grove after taking a long rest, visited the harper camp, met Andrick and Brynna, helped them kill the owlbear, met Scratch, fought the gobbos at the east gate of Blighted Village, and I can still keep adventuring with only having used a short rest. I don't need to go back to camp and long rest after only adventuring for maybe thirty minutes tops. It feels more like a genuine adventure instead of adventure for a tiny snippet, get my butt kicked, sleep for 23 1/2 hours, adventure again for 30 minutes, get my butt kicked, sleep for 23 1/2 hours... and all with a ticking time bomb tadpole in my head. It's more natural feeling.

And again, I can't stress this enough, SO much more party interaction. It's like super night and day. I'm receiving dialogue I've literally never heard before while just moving about the map. The party is really talking to one another, asking each other questions, bantering, etc. It's my favorite part of the party of 6. SO much more dialogue on the road. I can't even begin to tell you. It really makes the party feel more like a team and like they're alive and really getting to know one another.

Now, if they'd just remove major dialogue sequences from long rest camp, then we'd be set.

So, you know, you short rest, trigger Gale's Go to Hell dialogue as if you set up a camp right where you were to short rest; fire and all. Then, short rest a second time, Shadowheart asks if it's a good idea. You need a healer. Then you long rest and Gale triggers his mirror image dialogue... not that it's tied to camp but just that the next time you long or short rested it triggers one of the dialogues.

Anyway, whatever the case, party of 6 is now the ONLY way I'm going to be playing this game. If I absolutely must, I will mod it, but I REALLY hope I don't have to and they implement more 5e stats and rules so that it is a bit more challenging than current. Even if it isn't, though, it's still WAY better than party of 4.
Posted By: Grainofariver Re: Party Size Discussion - 21/12/21 07:42 AM
Just gonna throw in my (probably unpopular) opinion and say I've always preferred parties of 4. Whenever there's more, it almost always means more time in menus managing things. If people presently dislike managing four separate inventories, then managing six is just going to be that much more of a pain (and I'm not a fan of a shared inventory either). I thought Solasta played well with 4, I thought Divinity played well with 4. I feel like Pathfinder and the old IE games get a big bogged down with 6. Even if I look at JRPGs, I felt the 5-man party of FF4 was tedious to manage. By contrast, the 3 man parties of FF7 and 8 were too limiting. For me, 4 is the magic number, offering decent strategic variation while not being too tedious to manage.

Anyway, just offering my own view for whatever it's worth. If there's a mod that lets you enjoy the game, I think that's a great thing too!
Posted By: GM4Him Re: Party Size Discussion - 21/12/21 01:48 PM
Originally Posted by Grainofariver
Just gonna throw in my (probably unpopular) opinion and say I've always preferred parties of 4. Whenever there's more, it almost always means more time in menus managing things. If people presently dislike managing four separate inventories, then managing six is just going to be that much more of a pain (and I'm not a fan of a shared inventory either). I thought Solasta played well with 4, I thought Divinity played well with 4. I feel like Pathfinder and the old IE games get a big bogged down with 6. Even if I look at JRPGs, I felt the 5-man party of FF4 was tedious to manage. By contrast, the 3 man parties of FF7 and 8 were too limiting. For me, 4 is the magic number, offering decent strategic variation while not being too tedious to manage.

Anyway, just offering my own view for whatever it's worth. If there's a mod that lets you enjoy the game, I think that's a great thing too!

Mods are not ideal. I understand what you're saying. We're just looking for an option for party of 6 with true 5e stats so it isn't so easy. Right now, with party of 4, they have to nerf monsters to make it work.

And, I could just be biased, but I actually found it easier to manage items with six people because I didn't have to worry as much about encumbrance. I could pick up all sorts of things and as soon as one person gets weighed down I just start having somebody else be the one who picks things up. By the time I get through six people I'm at a merchant. Then it's just a matter of double clicking on everything to put it in the sell cue.

So that's what I don't understand about that kind of thing. Don't get me wrong. I'm not trying to criticize your opinion or anything. That's your point of view and I respect that. I'm just saying, for me, it actually seems easier with a bigger party to manage items better because I'm not playing the encumbrance shifting items constantly around game.

But I get that some people just want a party of four. That's great. I just want them to give us the option for a party of six so that those of us who really enjoy party of six can do so.
Posted By: kanisatha Re: Party Size Discussion - 21/12/21 03:56 PM
Originally Posted by GM4Him
Originally Posted by Grainofariver
Just gonna throw in my (probably unpopular) opinion and say I've always preferred parties of 4. Whenever there's more, it almost always means more time in menus managing things. If people presently dislike managing four separate inventories, then managing six is just going to be that much more of a pain (and I'm not a fan of a shared inventory either). I thought Solasta played well with 4, I thought Divinity played well with 4. I feel like Pathfinder and the old IE games get a big bogged down with 6. Even if I look at JRPGs, I felt the 5-man party of FF4 was tedious to manage. By contrast, the 3 man parties of FF7 and 8 were too limiting. For me, 4 is the magic number, offering decent strategic variation while not being too tedious to manage.

Anyway, just offering my own view for whatever it's worth. If there's a mod that lets you enjoy the game, I think that's a great thing too!

Mods are not ideal. I understand what you're saying. We're just looking for an option for party of 6 with true 5e stats so it isn't so easy. Right now, with party of 4, they have to nerf monsters to make it work.

And, I could just be biased, but I actually found it easier to manage items with six people because I didn't have to worry as much about encumbrance. I could pick up all sorts of things and as soon as one person gets weighed down I just start having somebody else be the one who picks things up. By the time I get through six people I'm at a merchant. Then it's just a matter of double clicking on everything to put it in the sell cue.

So that's what I don't understand about that kind of thing. Don't get me wrong. I'm not trying to criticize your opinion or anything. That's your point of view and I respect that. I'm just saying, for me, it actually seems easier with a bigger party to manage items better because I'm not playing the encumbrance shifting items constantly around game.

But I get that some people just want a party of four. That's great. I just want them to give us the option for a party of six so that those of us who really enjoy party of six can do so.
+1
Posted By: Black_Elk Re: Party Size Discussion - 21/12/21 09:54 PM
It's cool to read your experience and to hear that you're having fun with it using a party of 6.

I have the same opinion regarding mods, in that I'm sure I'd much prefer playing with 6, but am reluctant to mod game for this.

Especially in EA where some rando hotfix could break my install and force me delete folders and redownload everything. A modded game in EA makes bug hunting and feedback feel pointless, since it's hard to know what's a result of resent patches or what's coming from the result of a mod. Had they made this an official option I'd probably have been playing BG3 a lot more these past months. Instead I've barely touched this game since the Summer and the BG3 launch icon just sits around collecting dust on desktop.

During the time when I could have been playing BG3, I've just been replaying the entire Baldur's Gate Saga in EE from BG1 to TOB on a higher difficulty setting, using a Charname class choice and party comp I'd never tried before. I've been playing those games for 20 years and am still finding reasons to return to them with new eyes. I created a series of custom portraits for all the NPC companions and once again the game seems new. Even the EE companions feel more interesting once they have decent portraits lol. In the old games I generally had a core crew of 4 for the long haul, with the 5th and 6th slots rotating out based on the story progression. In BG3 I don't feel like the game changes all that much from one playthrough to the next, even if trying to rock a different path or a different party composition. I've barely been playing it for a year and it already feels spent like that. There just aren't enough companions in BG3 to make it seem like anything is really different from one run to the next and I quickly get bored of it. All my Tavs sound the same, they all end up looking the same with the same outfits in the same colors, and it's the same deal with their companions.

BG3 is way more developed in terms of party interaction than BG1/2 ever were, and yet somehow playing the Original Saga with "Dark Jaheira" dressed in all black and wearing the Helm of Opposite Alignment with a different portrait is still more engaging hehe. Even though it's umpteenth playthrough, the idea of rolling with an evil Bard through the entire Saga had me eager to hit New Game. When I hear the "level up" chime I get excited. When Khalid got merced by the first Ogre we met and we decided to see what it would take to break a Harper in the aftermath, that still feels fun. I'm playing with a party of 5 mixed alignment companions that I never used together before, taking a different route through the game, with different cursed items getting the showcase and generally having a blast. Charming Ursa to have her lay waste to the Xvart village instead of just nuking them all with fireballs lol, stuff of that sort. It set the tone. I wish BG3 was more like that, because I know there's a lot more going on here than there is in the games from 1998-2001, but the small party and the lookalikes all looking alike each time are really holding it back for me.
Posted By: Grainofariver Re: Party Size Discussion - 22/12/21 07:43 AM
Glad we both respect each other's opinions: trust me, I get not wanting to need a mod to play a game a certain way. As to the inventory thing, for me it's not simply what's in the bags: it's managing six character's equipment, toolbars, keeping track of abilities and spells, etc. It's definitely one of those things which will vary by person.

I do have one question though, and it's a genuine question, not a challenge: do you think reverting stats to basic 5e would be enough? I've only been getting into CRPGs within the past 2-3 years, and one of the things I enjoy about the genre compared to JRPGs is that damage/heal numbers are not the biggest factors in winning a fight: without smart use of utility, you'll be pasted rather quickly. I'd think that when you effectively double your party size, your utility would increase substantially, requiring a considerable re-working of just about every encounter.

Or is it simply a matter of taking what you can get? (something else I am -very- acquainted with)
Posted By: GM4Him Re: Party Size Discussion - 22/12/21 01:36 PM
Honestly, the encounters need reworking regardless. Part of the issue with "open world" is that there is too much volatility. I can literally reach the Gith Patrol at level 2, but I may also be level 5 or 6 by then as well.

I played through the story using tabletop. Did every encounter using 5e stats as best I could and true 5e rules, with just a few homebrew. It played out pretty well with party of 6, to a certain degree. By the time I was going to the Underdark, all characters were level 6.

Here's what I discovered. Some battles are too easy. Some still nearly wiped the party. Gith Patrol, level 5 party, still almost wiped them. Spider Matriarch, only used 4 level 5s, almost wiped the party, but I made her a mage also with the ability to cast Fireball, because, you know, she's an Arachnomancer according to the story.

My point is, regardless, the encounters need tweaking depending on what they're going for. If they want you to have every fight be epic and exciting, the encounters need reworking for party of 4 once level cap is lifted.

So, regardless of what party size they choose to give us, they need to rework encounters.
Posted By: Archaven Re: Party Size Discussion - 22/12/21 05:07 PM
Originally Posted by GM4Him
Originally Posted by Grainofariver
Just gonna throw in my (probably unpopular) opinion and say I've always preferred parties of 4. Whenever there's more, it almost always means more time in menus managing things. If people presently dislike managing four separate inventories, then managing six is just going to be that much more of a pain (and I'm not a fan of a shared inventory either). I thought Solasta played well with 4, I thought Divinity played well with 4. I feel like Pathfinder and the old IE games get a big bogged down with 6. Even if I look at JRPGs, I felt the 5-man party of FF4 was tedious to manage. By contrast, the 3 man parties of FF7 and 8 were too limiting. For me, 4 is the magic number, offering decent strategic variation while not being too tedious to manage.

Anyway, just offering my own view for whatever it's worth. If there's a mod that lets you enjoy the game, I think that's a great thing too!

Mods are not ideal. I understand what you're saying. We're just looking for an option for party of 6 with true 5e stats so it isn't so easy. Right now, with party of 4, they have to nerf monsters to make it work.

And, I could just be biased, but I actually found it easier to manage items with six people because I didn't have to worry as much about encumbrance. I could pick up all sorts of things and as soon as one person gets weighed down I just start having somebody else be the one who picks things up. By the time I get through six people I'm at a merchant. Then it's just a matter of double clicking on everything to put it in the sell cue.

So that's what I don't understand about that kind of thing. Don't get me wrong. I'm not trying to criticize your opinion or anything. That's your point of view and I respect that. I'm just saying, for me, it actually seems easier with a bigger party to manage items better because I'm not playing the encumbrance shifting items constantly around game.

But I get that some people just want a party of four. That's great. I just want them to give us the option for a party of six so that those of us who really enjoy party of six can do so.

+1. i'm not looking for mods but i like 6 party characters as an official options for those who want this. i don't think it's difficult to implement at all. it's just larian just want to be larian.. doing their own DOS2 formula games. that is why there are so many complaints in every where (not just this forum). if larian just want to keep ignoring the core fans, i'm sure they'll backfire one day for clinging to their stubborness.
Posted By: dlux Re: Party Size Discussion - 22/12/21 06:37 PM
Originally Posted by GM4Him
I FINALLY GOT IT TO WORK... but then I had to stop playing for the day. frown

BEHOLD: PARTY OF 6!!! TAV + ALL ORIGIN CHARACTERS
[Linked Image from lh3.googleusercontent.com]

So, first you have to use the ExtratTool-v1.15.10 as instructed in the Mod instructions. Switch Max Party Size from 4 to 6 or 8. Save. I even used the Extract function and chose the same file folder as the Save I was using. Not sure that's necessary, but I did it anyway.

But here was the step that I had to do to make it work in the end. I loaded up the modified save file, and they still wouldn't let me add more than a party of 4. So I dismissed everyone from the party and reinvited everyone back into the party. THAT'S what made it work. Once I reinvited everyone, suddenly, on the 5th person, VIOLA! No more, "You're full up."

Now I just need to test combat with it. Looks like I'll be starting over my 4 Custom Character game to try it out... or I may just keep going with Tav and the gang! Yeah. I think I'll do that. Then I don't have to dismiss or pull in any characters at all for story content.

Ah! This is great! I can't wait!
All that work and D:OS 3 with a six party mod is still D:OS 3, just with even more sluggish combat.

All said, enjoy. You can't fix what is inherently broken and has next to nothing in common with the originals.
Posted By: GM4Him Re: Party Size Discussion - 22/12/21 07:09 PM
After testing party of 6 with a few more encounters, the way I see it, there are two ways for this game to go:

1. Larian wants the majority of the fights to be tough, so they will tweak the encounters so that players will have to long rest more frequently, after almost every fight, in order to continue. In this scenario, a party of 6 will definitely lower the frequency of long resting. Fights will be less deadly and therefore the party will have to long rest less. They could essentially move through pretty much most of the surface of EA possibly without long resting once, depending on how good the player is. So, if this is Larian's intent, then yes. A party of 6 will certainly require not only using proper 5e stats but also require adding more enemies to various encounters in order to compensate for the 2 additional party members. Certain fights, however, like the wood woads, would only require 5e monster stats to be implemented. 2 wood woads alone could handle a party of 6 level 3-5 characters. Add mud mephits as well, and it'd be a tough fight. Currently, this fight is only doable with party of 4 because the monsters are severely homebrewed. Either way, if Larian is going to stick with fights that are deadly almost every fight, and they want players to long rest frequently, then a party of 6 will certainly require some additional enemies per encounter for most fights.

2. Larian wants the majority of fights to be moderate to easy with a few that are really tough. In this scenario, the idea is that the players will try to long rest as infrequently as possible. Therefore, they will fight their way through the surface of EA, plowing their way through enemy encounters that more slowly chip away at their resources as opposed to fights that leave them virtually unable to continue without a long rest. In this scenario, the player would be able to clear more of the map before needing to long rest, so it would fit a bit more with the game, actually. You have a tadpole in your head, so you want to sleep as little as possible. You have characters in your party urging you to move your butt to one destination or another. You have a ritual being completed that is supposed to boot everybody out permanently, and so forth. So, storywise, you are racing against a clock, even if mechanically you are not. So, being able to clear more of the map without long resting goes along more with the story. This said, fights may feel a bit too easy as you work your way through. The fights won't all be quite so "edge of your seat." On the other hand, you also would not have as many situations where you have to reload because you lost initiative and the enemies slaughtered your party before you even got a chance to act (I can't tell you how many fights where that's happened to me.)

So, yes, if Larian wants a constant "edge of your seat" experience from battle to battle as you slowly and painstakingly make your way through each encounter, then a party of 6 would require a good amount of reworking encounters to add more enemies, etc. If they want more of an "each encounter will wear you down until you need to long rest" experience, then a party of 6 plus proper 5e stats will do just fine.

All this is to say that three things would be required, in my opinion, to make us party of 6 players happy:

1. Give us the option to play with 4 custom characters in single player mode so we can have, at minimum, a party of 4. This would make the prologue more of a party of 5-6 experience once you add Lae'zel and/or Shadowheart.
2. Give us the option to play with a party of 6 max.
3. Give us the option to play using proper 5e stats and rules.

After testing party of 6, I think these three things would make a party of 6 experience fun, feel more like we're actually on an adventure and not such weakling idiots who can only travel for like 5 minutes before we need to sleep the rest of the day away, and we'd experience all the dialogues and party cohesion that a party of 6 provides. Besides this, if playing 4 player multiplayer, allowing us 2 additional origin characters means that we can still do all the side story quests and such that we would be locked out of with a party of 4 max.

Give us these three things as options, and I think we'd be all set. The "edge of your seat" per encounter crowd would be happy because they could still play party of 4 with current encounters as is, and the party of 6 crowd would be happy because they would have a less "edge of your seat" per encounter experience with party cohesion and a more genuine RPG adventure experience like you might find in a standard tabeltop session.

And don't get me wrong. You'd still have a few encounters that were edge of your seat with a party of 6 and the other 2 options I mentioned above. Again, 2 wood woads with proper stats plus a few mud mephits would be a hard encounter for a party of 6. Ragzlin with proper hobgoblin warlord stats plus his room full of cultists and such would be hard for a party of 6 level 4 characters. Minthara with proper AC would also be hard, along with her goblins and spiders and such. The gith patrol is still brutal, regardless of 4 or 6 party size.
Posted By: jfutral Re: Party Size Discussion - 22/12/21 09:05 PM
I'm kind of agnostic about the whole thing. Playing 6 the first time through BG1 and 2 was awesome and part of the experience. But I always followed up those runs with small party sizes. I did a couple duo runs, but I never did solo. I definitely never did solo unarmored runs.

It truly seems making 6 an option should not be difficult to implement and still keep things challenging. Sounds more a philosophical decision rather than customer facing.

Joe
Posted By: GM4Him Re: Party Size Discussion - 23/12/21 04:52 AM
Started over with 4 custom characters and am going to see if I can get it to work with more than party of 4. Already tried prologue, and Shadowheart still won't join.

Party of 4 custom and Lae'zel make quick work of everything in the prologue. However, I will say, it's no biggie to me. Prologue goes faster.

I am trying it with more of a "If I was legit there, how would I REALLY act? Would I search everything or just run to the helm,. So, I skipped a LOT of gear and only looted whatever I ran into on the way.

The tutorial was way more fast paced.
Posted By: GM4Him Re: Party Size Discussion - 24/12/21 03:42 AM
And...this is why I hate modding. Game crashed with my 4 custom characters on the loading screen after you reach the helm. Now, I can't get the dang game to load. None of my saves are working and I have to reinstall the game.

Well. I WAS enjoying party of 6 tremendously. 🥺
Posted By: RagnarokCzD Re: Party Size Discussion - 24/12/21 08:33 AM
Exactly the reason im still not trying mods. :-/
It sucks when this happens.
Posted By: GM4Him Re: Party Size Discussion - 25/12/21 12:06 PM
Aha! Back in business. It wasn't the mod after all. It was my graphics card being outdated. 😏

But, that said, can't do 4 custom characters with party of 6 because I can't remove anyone from the party. So it won't let me add anyone else. 😒

Back to my other party of 6 playthrough, I guess.
Posted By: RagnarokCzD Re: Party Size Discussion - 26/12/21 07:02 AM
So i finaly decided that its time for trying some modifications and i joined the 6 members club. laugh
And its indeed awesome. ^_^

Just note:
If you have problems with corupting your saves, for some reason since last hotfix you need to mod your very first autosave the game makes when you create new character ... any other save will cause crashes. O_o
You welcome. wink
Posted By: kanisatha Re: Party Size Discussion - 26/12/21 05:05 PM
Originally Posted by RagnarokCzD
So i finaly decided that its time for trying some modifications and i joined the 6 members club. laugh
And its indeed awesome. ^_^
YAY!! smile
Posted By: OneManArmy Re: Party Size Discussion - 27/12/21 09:11 AM
Hello, how do you like the idea of ​​making a 3 people squad? As in Mass Effect
[Linked Image from cdn.segmentnext.com]
Posted By: RagnarokCzD Re: Party Size Discussion - 27/12/21 10:45 AM
Originally Posted by OneManArmy
Hello, how do you like the idea of ​​making a 3 people squad? As in Mass Effect
Personaly i would hate it just as i hate it every single other game, where you have bunch of followers, but 75% is just sitting at camp/city/inn/shit (i wanted to write ship here ... but somehow i cant force myself to corect this typo laugh )/whatever ... while you are saving the world with chosen few. :-/

The more epic the story is, the stupider it seems. :-/
Especialy when saving of the world (or even Galaxy in Mass Effect, or Star Wars: Knights of the Old Repiblic case) is the goal ...
It seems sad (and stupid btw) that those games usualy involves only single mission where you need your "until now unused" party members. :-/

Dragon Age - Origins:
Attack on the Capital city ... just before final battle you switch you your "second party" and are protecting the city against hordes of enemies.
Great use of other party members ... brilliant immersive story reason for you taking only some followers to final battle ... sadly just this one mission involves that and it dont outweight that the whole time you were "rushing to stop the Archdemon" they were just sitting in camp, yawning. frown

Star Wars - Knights of the Old Republic II, Sith Lords:
Mission on Onderon/Dxun ... you need to simultaneously attack the city and old Sith temple ... so your pick two teams and play then both.
Once again, the only mission. frown

Mentioned Mass Effect 2:
Final suicidal mission ... the only reason you have litteraly FULL SHIP (there is really LOT OF THEM here, and you are still only using 2 whole game)
And all you can see is one more companion doing something on screen ... they dont even allow you to play the other group. frown

Taken over and over ...
I would like to see in the future more games that would actualy understands that we are building a litteral army for a reason and give us more options to use them all. :-/
Posted By: RagnarokCzD Re: Party Size Discussion - 27/12/21 11:40 AM
I have two new observations i would like to share with you ...

First:
Originally Posted by GM4Him
But, that said, can't do 4 custom characters with party of 6 because I can't remove anyone from the party. So it won't let me add anyone else. 😒
Have you tryed to altern that first autosave game create?
I deleted my whole save folder, just to be sure (i would on next patch anyway, so no harm i gues) ...
Then i alterned my first (and curently only) save ...
And it worked like a charm.

I met Shadowheart, she joined me.
I met Astarion, he joined me.
I met Gale, he joined me.
I met Lae'zel, she joined me.
I met Wyll, he joined me.

No removing was necesary. wink

---

And second:
I just recently noticed some interesting ... im not sure how should i call it, basicaly i would say "bug" but since it only reaplied original rules, it was more like bug for mod that worked like a fix. laugh
Anyway ...
When i reached the cellar under Blighted Village and i clicked on Necromancy of Thei ... Shadowheart, Astarion, Lae'zel comented on it ... then i missclicked and put it back ... so i clicked it again and this time Shadowheart, Gale and Wyll comented on what i found.

So while this mod potentialy helps you see all conversations, i would dare to say that if more than one companion have coments prepared, game allways pick just some (by some key i dont know i gues).
Wich is yet another reason why i would like to see this option supported officialy, so situations like theese, where mod dont offer us full experience dont exists. frown

---

Its still awesome tho. laugh
Combat become so damn easy i could win it in my sleep mostly ... but that was part of the deal. smile
Posted By: Dez Re: Party Size Discussion - 27/12/21 03:08 PM
Originally Posted by OneManArmy
Hello, how do you like the idea of ​​making a 2 people squad? As in Mass Effect
[Linked Image from cdn.segmentnext.com]

You can though. :] There is nothing stopping you from running with 3 companions at all! laugh

Fun fact: In PF:WotR, I (like most other people) ran with a full group. My brother on the other hand ran the game solo as much as possible (the exceptions were companion quests and quests that demanded companion presence). It worked out very well for him as he was much higher level than me when we were at the same points of the game. He also played on higher difficulty than I did (he played on Core, I played Standard/Normal), so yeah. c:

I do hope Larian will introduce an option regarding companion exp whenever you want to reserve all exp for the ones in the party exclusively (which would be of great benefit for those who want to play alone or with fewer than max companions), OR if you want to just divide it across all currently available companion-characters to mix and match as often as you like.
Posted By: GM4Him Re: Party Size Discussion - 27/12/21 04:23 PM
Originally Posted by RagnarokCzD
I have two new observations i would like to share with you ...

First:
Originally Posted by GM4Him
But, that said, can't do 4 custom characters with party of 6 because I can't remove anyone from the party. So it won't let me add anyone else. 😒
Have you tryed to altern that first autosave game create?
I deleted my whole save folder, just to be sure (i would on next patch anyway, so no harm i gues) ...
Then i alterned my first (and curently only) save ...
And it worked like a charm.

I met Shadowheart, she joined me.
I met Astarion, he joined me.
I met Gale, he joined me.
I met Lae'zel, she joined me.
I met Wyll, he joined me.

No removing was necesary. wink

---

And second:
I just recently noticed some interesting ... im not sure how should i call it, basicaly i would say "bug" but since it only reaplied original rules, it was more like bug for mod that worked like a fix. laugh
Anyway ...
When i reached the cellar under Blighted Village and i clicked on Necromancy of Thei ... Shadowheart, Astarion, Lae'zel comented on it ... then i missclicked and put it back ... so i clicked it again and this time Shadowheart, Gale and Wyll comented on what i found.

So while this mod potentialy helps you see all conversations, i would dare to say that if more than one companion have coments prepared, game allways pick just some (by some key i dont know i gues).
Wich is yet another reason why i would like to see this option supported officialy, so situations like theese, where mod dont offer us full experience dont exists. frown

---

Its still awesome tho. laugh
Combat become so damn easy i could win it in my sleep mostly ... but that was part of the deal. smile

Are you doing a party of 4 custom characters?

I can get it to work with anything less than party of 4 custom characters. I think it's registering party of 4 custom characters as full party so when I meet SH, it's already considered full party.

I've also successfully modded save files other than the first. All you need to do is ask 1 character to go to camp, the ask everyone to join.

I absolutely love party of 6. I'm still not sure they'd need to do much to make battles harder except maybe implement 5e stats. The battles wouldn't be much harder, but they'd wear down a party of 6 faster than current homebrew stats.

Again, that's excluding bosses like Spider Matriarch. Seriously. Slight combat stat tweaks and party of 6 would reign supreme in this game.

Granted, stealth and surprise attack would still make these fights booty easy, but that's how it is now with party of 4. I can wipe most enemies with stealth and surprise and party of 4. So, can't base it on that. Almost every fight is super easy if I know what's coming and I position myself right using stealth and surprise.
Posted By: RagnarokCzD Re: Party Size Discussion - 27/12/21 07:23 PM
Originally Posted by GM4Him
Are you doing a party of 4 custom characters?

I can get it to work with anything less than party of 4 custom characters. I think it's registering party of 4 custom characters as full party so when I meet SH, it's already considered full party.
You are right ...
I have read coments there and they say that 3 is top this mod allows you.
Posted By: KingMotley Re: Party Size Discussion - 27/12/21 10:55 PM
I started with this mod, and ignored the recommendation of using it on the first autosave. I did it on a pre-existing save more than have way through Act 1. The game did crash a couple times, it doesn't like your first boat ride (my 5th party member had issues -- so I kicked them out of the party before the boat and added them back in after), and it always complains when it loads about the save being corrupt or tampered with and highly recommends you don't continue with it, but other than that it has been working great. I've only been running with 5 (my main and the 4 companions I ran across) so it might be different with 6.

The inventory and character panels scroll left/right even though there is plenty of screen space, but a minor inconvenience that will hopefully get fixed down the road. I play on a 5120x1440 ultra-wide screen, so the UI only using the center 50% of my screen isn't great.
Posted By: GM4Him Re: Party Size Discussion - 28/12/21 05:32 AM
Windmill fight against Fezzerk was SO much better with party of 6. Typically, this fight is hard for party of 4 unless you kill Fezzerk right away. So, I assumed I didn't know that, and I worked on fighting like I did the first time I every played it. I focused on taking out the mages and the baby gobbos while Lae'zel focused on the worgs with Tav (used default Tav Cleric of Selune).

SUCH a good fight with party of 6. I can't even begin to tell you. Wouldn't need to tweak this fight at all. Not even a little. It was faster and I still took a bit of a beating. Not super bad, mind you, but it was enough that now I need to long rest. Now, if the first fight you have at the grove gate were that good or better, then I'd feel more like I really saved the grove.

So, to be clear, the last time I long rested was at the grove. Took out the owlbear, goblins and ogres in Blighted Village, but nothing north of the bugbear sleeping. Also took out the skeletons in the necromancer's lair. Didn't do the spider lair yet.

So, relatively good amount of fighting before I'm feeling the need to long rest. Now that's an adventure! Not that party of 4 getting my butt kicked unless I stealth everything gameplay. I feel like I made some real progress and such in a single day, and if I was playing smarter and a bit more skilled at these kinds of games, I'd be able to get even farther in a single day. That's what I'm talking about.

Skeleton fight in the necro's lair, though, still needs serious tweaking. They need to unleash all 8 skeletons for that fight to be enjoyable. Ogres also need AI fixes. One just stood by and watched as we killed the rest. Still, though the ogre fight was MUCH easier, they still got in a good couple of whacks on my people and it required a short rest after.

And it was awesome when I picked up the necromancy of thay and had the characters interacting, all saying their bit. Very nice.

Anyway, I'm telling you, this is the way the game was meant to really be played. I don't know if I can ever go back. I may have to break my own rules continually and mod it forever if Larian doesn't make this truly apart of the game options.

I really still hope they do, though. My absolute ideal is to play with party of 4 custom and 2 origin characters at all times. That, I think, would be lots of fun. 4 Player multiplayer with 2 origins to do story content to enjoy the full experience with others.
Posted By: Rabbitman Re: Party Size Discussion - 28/12/21 08:42 PM
Love the 6-man party mod, and will never go back. One thing I have noticed: if you have a 6-man party (1 custom, 5 original) during some of the initial Grove encounters (Goblin Prisoner, La'zael's Interrogation, etc.) sometimes the game will glitch on the after-conversations and require a reload. Other than that, some of the tougher fights are made easier, and I love it. I may even look into the max level mod.
Posted By: Anfindel Re: Party Size Discussion - 29/12/21 09:02 AM
Unfortunately, my family and work responsibilities simply won't allow me to participate in a multi-player game - my schedule is just too bonkers.

That being said, regardless of the fact that I already purchased the game, unless I can play with a party of six - whether implemented by Larian or via a mod, I won't be playing. I'm lucky to get one play-through of a game - multiple play throughs are impossible - if I can't maximize the content available in that run, I'll invest my free time elsewhere, and sadly miss the Forgotten Realms.

I felt that way after play-testing the game and feel even more strongly about it after reading the experience of those using the mod. It has become a red line for me at this point.
Posted By: GM4Him Re: Party Size Discussion - 29/12/21 11:07 AM
All I have to say right now is that fighting the phase spiders with 6 was SO much fun. I didn't use the Larian gimmicks to beat her. I just wandered into her lair like I did on my first playthrough.

Party of 6 at level 4, it was fun, challenging, and not frustrating. I won, but it was still rough. I even long rested before entering the well. Did both fights without long resting again, but I had to short rest after the first fight. I even summoned an imp for Wyll and cat for Gale. First fight, several were close to being dropped. My Tav was healing hard. Second fight, she actually hatched ALL her eggs and Gale had like 4 HP at one point. Wyll had 6. Tav, Shadow, and Gale all expended all their spell slots but 1. Gale had enough to feather fall the party into the Underdark. Long rest definitely required after that.

Was it easier? Yes. Was it SO much more fun and less painful and frustrating with multiple attempts made just to beat it save scumming to win? Absolutely more fun. I feel like my characters are heroes instead of me being a save scum to win loser or I have to REALLY know the game to get through it.

So, you know what? The game can actually keep its mutant homebrew Misty Step Spitting Spiders. With a party of 6, it works really well. Would regular phase spiders be better? Eh. Maybe. Until I test it now with a party of 6, who can say for sure? All I know is, the spider lair was HUGELY better with 6.

So, Patch 7, give us party of 6 option and proper stats to test it out. Then we can say for sure one way or the other. 😁
Posted By: jfutral Re: Party Size Discussion - 29/12/21 02:58 PM
My ONLY problem with a larger party size (and I am sure it is only me and no one else) is feeling like I have to play zoomed out more and constantly in "tactical mode", being ready for anything. Smaller parties make it easier for me to play more zoomed in and have a (slightly) more immersive play.

Other than that I totally get what people are saying about 6 member party sizes. Especially at lower levels and especially for spell casters at lower levels. I appreciate the plethora of scrolls, but would it be better if they weren't so necessary?

Again, just me and YMMV.

Joe
Posted By: GM4Him Re: Party Size Discussion - 29/12/21 05:05 PM
I use zoomed in almost constantly. It really isn't much different between 4 and 6 in this regard. They still need to fix the janky pathing whether 4 or 6. Regardless, characters get in the way.
Posted By: 0Muttley0 Re: Party Size Discussion - 02/01/22 03:19 PM
Woof peoples and happy new year.

Been a while since I visited the forums.
I have tried using(again) the party size extender 'mod'.

Since patch 6, at least, I can't seem to get it to work. I know it worked on previous patches(4 maybe?). But for
the life of me it just WONT work anymore. I don't mean that when I try load the game after modding the save file
it gets the corrupted error like others do. I can't even load ANY save game in the editor. I get the following error
message:

[img]http://ibb.co/nkwdmGM[/img]

I have tried mentioning this in the comment section on the Nexus but had no replies in months.
Has anyone else encountered this error?
If so if you managed to remedy this, how did you 'fix' it?

Love and sausages xx
Posted By: GM4Him Re: Party Size Discussion - 03/01/22 11:20 PM
Had more glitches and crashes related to the mod. I almost lost all the saves and had to reinstall the game.

Mods SUCK Larian. Please don't make me do this in the future. I'm about ready to quit playing now. That's how frustrated I am with this.

On a positive note, the spectator and bulette fights were fun with 6.
Posted By: OneManArmy Re: Party Size Discussion - 08/01/22 06:42 PM
How do you like this idea ... turn off the group limit

I met Shadowheart, she joined me.
I met Astarion, he joined me.
I met Gale, he joined me.
I met Lae'zel, she joined me.
I met Wyll, he joined me.

AND 10 MORE
Posted By: RagnarokCzD Re: Party Size Discussion - 08/01/22 07:10 PM
Thats basicaly what we want ... laugh
Posted By: Merlex Re: Party Size Discussion - 09/01/22 09:59 AM
So far, the "mod" is working fine for me. I have to use the original auto-save at the end of every session, dismiss all companions at camp before a long rest, fast travel back to camp to reacquire them after long rest, and only load the original auto-save if I have more than a 4 person party at the time; but whatever ...

Main Character: Criminal, Custom Drow, Divine Soul Sorcerer.
Custom Companion: Outlander, Custom Lineage (Human), Hunter STRanger.
Custom Companion: Folk Hero, Wood Elf, Land Druid (Artic).
Origin Companions: Shadowheart, Lae'zel (Battlemaster), and Wyll.
Posted By: GM4Him Re: Party Size Discussion - 09/01/22 01:08 PM
Originally Posted by Merlex
So far, the "mod" is working fine for me. I have to use the original auto-save at the end of every session, dismiss all companions at camp before a long rest, fast travel back to camp to reacquire them after long rest, and only load the original auto-save if I have more than a 4 person party at the time; but whatever ...

Main Character: Criminal, Custom Drow, Divine Soul Sorcerer.
Custom Companion: Outlander, Custom Lineage (Human), Hunter STRanger.
Custom Companion: Folk Hero, Wood Elf, Land Druid (Artic).
Origin Companions: Shadowheart, Lae'zel (Battlemaster), and Wyll.

Wow. I don't need to do all that. Once I modded a save, I play the game, save like normal, dismiss no one, and I'm fine... Except for the above mentioned game crashes. Lol.

I've made it work on original save as well as ones I had way into the game. The only one it won't work with is my party of 4 custom characters.

Either way, it's a pain. It would be 1,000 times better to NOT have to mod.
Posted By: Merlex Re: Party Size Discussion - 10/01/22 09:33 AM
Originally Posted by GM4Him
Wow. I don't need to do all that. Once I modded a save, I play the game, save like normal, dismiss no one, and I'm fine... Except for the above mentioned game crashes. Lol.

I've made it work on original save as well as ones I had way into the game. The only one it won't work with is my party of 4 custom characters.

Either way, it's a pain. It would be 1,000 times better to NOT have to mod.

If I was only playing 1 main character, I could do it that way too. But I'm playing 3 MCs and 3 companions. The trouble is that 2 of my chosen companions are the last 2 I can recruit. So I swap out Gale for Lae'zel, and Astarion for Wyll. It wouldn't let me swap companions with a different save. And I plan on dumping Lae'zel before I go into the Underdark.

Also on the mod's comment page, they tell you only to edit the 1st auto-save of a playthrough, that it doesn't work with other saves most of the time. I definitely wish a 5 or 6 member party was an option. Who knows, maybe for full release?

Edited to add: So I tried to rest with all 6 party members, the game got stuck. I couldn't complete the rest and I couldn't leave camp either.
Posted By: GM4Him Re: Party Size Discussion - 25/01/22 06:05 AM
Did the duergar fight with party of 6. One note:. Let the undead live on once Gehk dies. Then the fight would be evenly matched. I focused on Gehk and virtually ignored the undead - except SH did turn undead once. Fight was fun regardless, but undead not dying would make it better. Had Glut with me too, so having him also doesn't change things much.
Posted By: RagnarokCzD Re: Party Size Discussion - 25/01/22 07:11 AM
Downvote ...
Sory but i dont like the idea at all.

Focusing on necromamcer is regular amd kinda logic strategy you dont even need to metagame necesarily.
It should not be removed just bcs its effective. :-/
Posted By: GM4Him Re: Party Size Discussion - 25/01/22 08:26 AM
My point is that the undead make the fight more even for party of 6.

So, if you don't remove the undead by killing Gehk, the fight is more challenging.

But, like I said, either way, it was fun with party of 6.
Posted By: RagnarokCzD Re: Party Size Discussion - 25/01/22 08:55 AM
Sure ... that is why kill necromancer makes that tactic so effective ...
Its like killing healer instead of bashing tank that is healed and hope for crit.
Posted By: GM4Him Re: Party Size Discussion - 25/01/22 10:18 PM
OH!!! Grymforge does NOT like Party of 6. I had Party of 6. Went to the boat. Got to Grymforge. Lae'zel and Wyll were suddenly ghosts. They had no HP, could not move, were grouped together and still at the docks in Decrepit Village. They did not go with the rest of the party to Grymforge. I tried several times. Same result. I tried Fast Travel back to the beach. They were there but not there. I tried to select them, and it let me, but they did not appear on the screen at all. I tried to fast travel as them, and they'd go to the location I had them fast travel to, even to camp, but they were invisible and still no HP and they couldn't move or anything. I tried linking them to the rest of the party while in the same exact spot as them. They stayed in that spot no matter where I went.

The only fix: Before you go onto the boat, pick two characters and ungroup them. Leave them on the beach and only take a party of 4 to Grymforge. Don't ask them to leave the party. Just ungroup them and leave them at Decrepit Village BEFORE you access the boat. Then, when you get to Grymforge with your party of 4, make sure you access the Waypoint (I think it's automatic anyway). Then fast travel back to the beach, regroup them, and fast travel back to Grymforge as one whole party. As long as you ungrouped 2 characters before going to Grymforge, you can regroup them after you go through the cutscenes and you should be fine from there.

WHAT A PAIN!!!
Posted By: GM4Him Re: Party Size Discussion - 27/01/22 03:23 AM
Ugh! Grymforge REALLY doesn't like party of 6 mod. Game keeps crashing when I save or when trying to load saves. I am now saving like 3 times when I do save and praying they don't crash the game each time. Then when I load a save, I pray 1 of the 3 will actually load.

But, regardless, battles are still fine. I also like that my characters are still chatting and such. So still a better experience IF they made it legit.
Posted By: RagnarokCzD Re: Party Size Discussion - 27/01/22 07:26 AM
Thats odd ...
I had no problem with grymforge except the ship one ... but i was warned about that one in coment section on Nexus.
Posted By: OneManArmy Re: Party Size Discussion - 01/02/22 09:41 PM
Larian wants 4 characters per party.

Players want 6.

5 is a normal compromise?
Posted By: GM4Him Re: Party Size Discussion - 02/02/22 03:08 PM
Please make party of 6 legit. My computer still keeps crashing because of the mod.
Posted By: GM4Him Re: Party Size Discussion - 02/02/22 04:29 PM
Almost died... All six party members. Defeated Nere after siding with Brithvar. Then, failed to persuade and fought Brithvar and clan. Most characters close to death with Gale dead.
Posted By: Tuco Re: Party Size Discussion - 16/02/22 01:53 AM
Welp, tried again the unofficial fix to expand the party to six with the new patch (7), I found the NEW placement for the string to edit, but now the game crashes 100% of the times for me when the tweak is applied.
Guess there's no way around playing with 4 characters now.
Posted By: S2PHANE Re: Party Size Discussion - 16/02/22 08:27 AM
Hmm, I made a full custom party through LAN.
On the Nautiloid my party consisted of my 4 characters, Lae'zel and Us. Which is effectively 6 members. When it came time to recruit Shadowheart she said I'm full up.
Posted By: RagnarokCzD Re: Party Size Discussion - 16/02/22 09:28 AM
Originally Posted by S2PHANE
Hmm, I made a full custom party through LAN.
On the Nautiloid my party consisted of my 4 characters, Lae'zel and Us. Which is effectively 6 members. When it came time to recruit Shadowheart she said I'm full up.
Yup ... that is how it has behaved in the past aswell ...
Would be great tho, if you could kill Us to make room for her. laugh
Posted By: Ragnar Hammerhan Party size and customization - 16/02/22 06:15 PM
Support for 6 party members already exists within the UI...why not just make it official? To prove this, all you have to do is use the multiplayer party creation to put together your own 4 players, then let Laezel and the intellect devourer join your party in the intro section. They both join the party without any issues. No "you're full up, find me when you ditch one of those losers" responses. Nothing breaks, and the system doesn't crash. For some inexplicable reason this seems to be the only portion of the game where this can happen, and it only works until you complete the helm mission. Once you're on the beach, Shadowheart refuses to join the party because reasons. confused Why not just increase the party size?


Also, this may be an unpopular opinion, but I really don't care about the story of the exploding wizard, grumpy cleric, grumpier warrior, vampire thief, or one-eyed warlock dude anymore. I would love it if you could make it possible to create 100% custom parties natively. I get that you all are putting a significant amount of time and effort into creating the pre-gen party characters you WANT us to use, but I honestly would prefer to be able to make my own characters without dealing with all the baggage you're packing into those pre-gens. I understand that that you're trying to make an interesting story, and I have played through that story about 25 times now. I would just like to have the option to play the game the way I want without having to do some ridiculous workaround to do it. I'd like to be able to play several classes / races that I don't normally play, and I don't want to have to create a new game for each one and play through all the same content over and over and over... BG3 is an awesome game, and some of those side stories sound like they'll be very interesting once they're fleshed out, but please let me decide whether and when to engage with them.
Posted By: Maximuuus Re: Party size and customization - 16/02/22 09:59 PM
+1 for both.

Let us play with 6 party member in solo even if the game is balanced for 4 (I'll just play in higher difficulty) and let us create all our team mates please smile
Posted By: RagnarokCzD Re: Party size and customization - 16/02/22 10:03 PM
[Linked Image from c.tenor.com]
Posted By: GM4Him Re: Party size and customization - 16/02/22 10:58 PM
+1

+1
Posted By: kanisatha Re: Party size and customization - 17/02/22 04:18 PM
+1000 to the OPs' first point.

To the second point, I won't ever use created mercenary companions myself, but I am all for everyone being happy, and so I gladly support it for those who like creating their whole party.
Posted By: machinus Re: Party size and customization - 17/02/22 04:18 PM
I don't know anyone that likes pre-made characters. But this is the kind of bloat you have to pay for when you play Larian games...
Posted By: MrToucan Re: Party size and customization - 17/02/22 04:38 PM
Increasing the default party size is not such a simple matter. I've done one playthrough with a party of 6 on Patch 6, and with this many characters you can steamroll almost every encounter using basic attacks and little else. For a proper party of 6, the entire game would have to be rebalanced, most if not all encounters remade.

Don't get me wrong, I'd like a bigger party as well, if only to see more story, but it's not as simple as "just making it official".
Posted By: Tuco Re: Party size and customization - 17/02/22 04:53 PM
Originally Posted by MrToucan
Increasing the default party size is not such a simple matter. I've done one playthrough with a party of 6 on Patch 6, and with this many characters you can steamroll almost every encounter using basic attacks and little else. For a proper party of 6, the entire game would have to be rebalanced, most if not all encounters remade.

Don't get me wrong, I'd like a bigger party as well, if only to see more story, but it's not as simple as "just making it official".
Well, aside from the fact that they COULD rebalance it (after all nothing so far is final, plus they ALREADY plan to have multiple difficulty settings) there's also the option to let this be a problem of the players. If they want to play with six characters(and I want it, too) just let them do it.

But we already talked ALL these arguments and a lot more for hundreds of pages at this point in time, as the gargantuan mega-thread on this specific topic can attest.

The option to use mercenary rather than companions is an already-confirmed upcoming feature, though, so that shouldn't be a worry for anyone.
Posted By: mrfuji3 Re: Party size and customization - 17/02/22 04:59 PM
Originally Posted by MrToucan
Increasing the default party size is not such a simple matter. I've done one playthrough with a party of 6 on Patch 6, and with this many characters you can steamroll almost every encounter using basic attacks and little else. For a proper party of 6, the entire game would have to be rebalanced, most if not all encounters remade.

Don't get me wrong, I'd like a bigger party as well, if only to see more story, but it's not as simple as "just making it official".
Increasing the default party size would take (some) additional work, but allowing an optional increased party size requires negligible work. All Larian would need to do is include a checkbox in settings "Allow parties of 6" with a warning when you click it "Warning: The game is balanced with a party of 4 in mind. Having a 6-person party might not result in the intended experience."

As Tuco says, BG3 will be released with different difficulty options, so those who want a challenge but also to play with a 6-person party could up the difficulty.
Posted By: kanisatha Re: Party size and customization - 17/02/22 08:55 PM
Originally Posted by MrToucan
Increasing the default party size is not such a simple matter. I've done one playthrough with a party of 6 on Patch 6, and with this many characters you can steamroll almost every encounter using basic attacks and little else. For a proper party of 6, the entire game would have to be rebalanced, most if not all encounters remade.

Don't get me wrong, I'd like a bigger party as well, if only to see more story, but it's not as simple as "just making it official".
The main point is that it would be an option. Nothing needs to be rebalanced or remade.

Furthermore, to what you say here specifically, for me the combat in this game is my least liked aspect of the game, something I view as parts of the game that one has to tolerate to get all the other parts of the game. So with a bigger party the combat becoming negatively affected is irrelevant to me in the face of all the positive gains of a bigger party in all the other parts of the game: a greater range of race and class combos to play with, more story, more content, more quests, more within-party banter, more party-world interractions, more usage of the equipment and items I find/win, more of everything!! What's not to love there?
Posted By: Viperswhip Re: Party Size Discussion - 22/02/22 01:35 AM
I am fine with 4. My favourite rpg of all time DAO (heavily modded) is 4. So is Mass Effect, I guess I just got used to it. As much as I play Neverwinter 1&2 and BGT (Baldur's Gate Trilogy Mod) once per year or so, when I started playing BG3, it didn't feel strange that we were limited at all. I am not familiar with the D&D rule set after 3.5, my main concern is with the number of memorized spells, it feels a little low, but then again, we are only level 4, which is a bit annoying since there is enough XP in this early access to get into level 6 or even 7. I am not sure who they are going to scale everything. Still I am gratified that modding is a thing for this game. We might even be able to tailor party size to whatever we want.
Posted By: Archaven Re: Party Size Discussion - 22/02/22 05:29 AM
Edit
Not sure why i'm not allowed to post anything here. Keeps getting timed out whenever i try to comment here. Anyone knows why? Maybe max. page reached? Need thread v2?
Posted By: Street Hero Re: Party Size Discussion - 22/02/22 09:59 AM
Originally Posted by Tuco
Welp, tried again the unofficial fix to expand the party to six with the new patch (7), I found the NEW placement for the string to edit, but now the game crashes 100% of the times for me when the tweak is applied.
Guess there's no way around playing with 4 characters now.
[Linked Image from i.postimg.cc]
Can confirm party size mod still work in p7 as long as you create less than 4 char in multiplayer...
PRAIZE THE MOD.
Posted By: Tuco Re: Party Size Discussion - 22/02/22 10:02 AM
The tweak I used NEVER involved multiplayer, though? It just involved tweaking a save file variable to allow a larger party.
It's this one: https://www.nexusmods.com/baldursgate3/mods/181?tab=description
Also, "changing method" doesn't really fit my needs, since the idea was playing with all the currently available companions in party like I did in the past, not with mute custom droids.
Posted By: kanisatha Re: Party Size Discussion - 22/02/22 03:37 PM
Originally Posted by Tuco
The tweak I used NEVER involved multiplayer, though? It just involved tweaking a save file variable to allow a larger party.
It's this one: https://www.nexusmods.com/baldursgate3/mods/181?tab=description
Also, "changing method" doesn't really fit my needs, since the idea was playing with all the currently available companions in party like I did in the past, not with mute custom droids.
Very glad we can mod a larger party without using MP/player-created characters. If having a bigger party is only possible by using empty-suit created characters, that would be counterproductive and pointless.
Posted By: Cantila Re: Party Size Discussion - 24/02/22 09:03 PM
Arguments for a 4 man party:

1. The game's difficulty, environmental (such as hallways) is balanced around it, changing that now is just plain dumb tbh. It would delay the development by a long time.

2. Even having 4 characters gets crowded in many places, when you need to jumo over your characters in narrow areas to get to the enemy. 6 characters would eb nightmare.

3. Cycling through characters in combat takes even longer, beng detrimental to game's combat speed whihc is already on the slow side. Especially when you have one character go alone ins neak mode, it's really annoying already to press end turn to skip the turn on the remaining three every turn, Doing it five times would be plain hell.

4. As stated before, the need to specific roles are much less needed in D&D so you can play without a healer etc (I do).

5. Replayability increases by a lot because even after you finish the game there will be a couple more new fresh companions to play with ij your next setup, with their unique storylines to explore.

6. It's more challening, which means more fun.

I used to miss 6 characters as well, but now because the game's so fun and enjouable even after 6+ playthroughs, I prefer 4 man. I will replay this game many times, no need to have all companions with your the first time, and it adds more variety.

I am sure a mod with add 6 man party for you to enjoy anyway.
Posted By: Tuco Re: Party Size Discussion - 24/02/22 09:58 PM
Originally Posted by Cantila
Arguments for a 4 man party:.
Sorry, rejected.
NEEEXT!
Posted By: Tuco Re: Party Size Discussion - 24/02/22 10:02 PM
Originally Posted by kanisatha
Originally Posted by Tuco
The tweak I used NEVER involved multiplayer, though? It just involved tweaking a save file variable to allow a larger party.
It's this one: https://www.nexusmods.com/baldursgate3/mods/181?tab=description
Also, "changing method" doesn't really fit my needs, since the idea was playing with all the currently available companions in party like I did in the past, not with mute custom droids.
Very glad we can mod a larger party without using MP/player-created characters. If having a bigger party is only possible by using empty-suit created characters, that would be counterproductive and pointless.
For the record I managed to make this work with Patch 7.
Turns out the culprit of my constant crashes was the tool I used to edit the savegames, that needed to be updated at the latest version.

Too bad I realized this just yesterday, after already going through my entire playthrough of Patch 7 with a LAME 4-men party.
"More fun" my hairy ass...
Posted By: GM4Him Re: Party Size Discussion - 24/02/22 10:32 PM
Originally Posted by Cantila
Arguments for a 4 man party:

1. The game's difficulty, environmental (such as hallways) is balanced around it, changing that now is just plain dumb tbh. It would delay the development by a long time.

2. Even having 4 characters gets crowded in many places, when you need to jumo over your characters in narrow areas to get to the enemy. 6 characters would eb nightmare.

3. Cycling through characters in combat takes even longer, beng detrimental to game's combat speed whihc is already on the slow side. Especially when you have one character go alone ins neak mode, it's really annoying already to press end turn to skip the turn on the remaining three every turn, Doing it five times would be plain hell.

4. As stated before, the need to specific roles are much less needed in D&D so you can play without a healer etc (I do).

5. Replayability increases by a lot because even after you finish the game there will be a couple more new fresh companions to play with ij your next setup, with their unique storylines to explore.

6. It's more challening, which means more fun.

I used to miss 6 characters as well, but now because the game's so fun and enjouable even after 6+ playthroughs, I prefer 4 man. I will replay this game many times, no need to have all companions with your the first time, and it adds more variety.

I am sure a mod with add 6 man party for you to enjoy anyway.

We've discussed many of these before. I'll only touch on a few. You are certainly entitled to your opinion, and I'm not suggesting that there is a right or wrong answer here. However, I have many reasons for liking party of 6, so I will defend it and try to point some things out about your reasoning.

1. Difficulty is based on Larian's homebrew gimmicks and rules and monsters. Proper 5e rules, monsters, etc. would change the entire difficulty in a hot minute. Encounters that are currently challenging, as you say, would become deadly if they actually used the right rules and stats. So, a party of 6 would be required to NOT have an OP encounter in this game if they used the proper 5e stats and rules. Also, I've played party of 6 mod, and it works just fine as far as environment, hallways, etc. Would it delay the development? Not really that much. Change some numbers and such. If a simple mod can do it, they can do it. Change Party Max Size to 6 instead of 4, like the mod does. The hardest part would be to implement 5e rules and stats, but they need to do difficulty settings for the game anyway. So, provide us with a Core Rules difficulty, party of 6, and we're good.

2. Jumping is only an issue because Larian is still needing to work on the whole mechanic of it. They require you to jump because they don't let you pass through other character's spaces. An enemy should block you. A friend should not. They should allow your own party members to pass totally through each others' spaces. So, if someone is blocking you, it should only be an enemy. THEN Jumping like a superhero wouldn't be necessary just to maneuver around the map. You wouldn't NEED to feel crowded by 6 characters or 4 in tight spaces because they wouldn't get in your way as much. This CAN and HAS been done in games like Solasta.

3. I've touched on this before. 6 party members would not slow down combat as much as people think. In fact, many times it would speed it up. Imagine teaming up on a single ogre with a party of 6 as opposed to a party of 4. 6+ attacks in a single round as opposed to just 4-ish. One ogre could be potentially taken out per round if 6 members gang up on it, each taking 1-10 HP off of it. Meanwhile, it may take multiple rounds to try to take out the same ogre with only a party of 4 especially if it gets to go at some point and knocks out one of your 4 before they get to attack. Sure, the skipping thing is totally true. If stealthing or doing something similar, if you have to just skip the turns of everyone else, that can get a bit more annoying than only a party of 4, but how much slower are we really talking? Especially as they are speeding up combat more and more, I'm thinking the end result probably won't be THAT painful. But, of course, that's a matter of opinion.

4. TRUE D&D REQUIRES class distinctions. This is something else we're fighting for. You SHOULD require a healer. By the Nine! The fact that you don't is just sad. Larian has severely crushed the classes, making them so they really aren't unique or needed at all. Imagine playing the game and not being able to throw potions to heal. Imagine not being able to use every scroll no matter which character you are. Imagine a potion being an Action to use. Imagine that when a party member falls, you have to make a Medicine roll to revive them before they die. If you fail, they continue to roll to see if they die. Imagine that you don't have magic items that give you the ability to use spells that your class wouldn't normally be able to use. You see, part of the problem is that Larian ISN'T being true to D&D, and that's why you don't need all your bases covered in your party. You don't need a rogue because everyone can pick locks, disarm traps, use potions as Bonus Actions, etc. All these things are NOT D&D.

5. With the Party of 6 mod, the characters interact MORE with one another when all traveling together. Things you normally would not have happen actually happen. They talk to one another and have banter and everything SO much more than with party of 4. This is, of course, another matter of opinion, but I much more prefer the party feeling like one cohesive group actually talking to each other and bantering than having some sitting at camp doing nothing because a party of 4 is, for some reason, "full up." Never mind you have a tadpole in your head and you're all in the same boat. Wyll and Astarion'll just sit back and do nothing while 4 people try to take on a goblin camp of 30 or more, some of which are ogres.

6. Challenging, again, is based on difficulty settings and the fact that they don't use proper stats. Trust me when I say, this whole game could be so much more fun if party of 6 with proper stats. Very challenging still and lots of fun. I played it out via tabletop. It works and encounters are still rather deadly at times. The big difference is, there's more balance with proper stats and rules without people jumping like superheroes, shoving people 30 feet through the air, spiders spitting poison and teleporting like mages, imps with actual resistance, intellect devourers that use devour intellect and try to body thief you, mud mephits that don't multiply like a virus, wood woads that act like wood woads, drow with sun sensitivity who only fight at night because the sun hinders them, goblins who don't have thunder arrows that knock you into explosive barrels and blow you and your whole party to kingdom come...

Ahem. I digress. The point is, this game COULD be truly balanced and awesome with party of 6 fairly easily. They just need to implement a Core Rules difficulty and set the monster stats to what they should be using more appropriate monster tactics and abilities.
Posted By: Drath Malorn Re: Party Size Discussion - 24/02/22 10:36 PM
Having the possibility to play 6 adventurers is far from being my top priority (the low quality of the gameplay makes me put a lot of things higher than this). But I don't like seeing bad arguments. And this argumentation is flawed on such a large, large scale.


1.a. At the moment, the game is anything but balanced. You can't break something that was never whole to being with. (Note/digression : I don't necessary view this as bad. I'd prefer that Larian waits until they have implemented all the classes and the game's max level, before they move to the balancing/fine-tuning of encounters.)

1.b. That it would take a long time is light years from being obvious. In fact, adjusting a game that would be balanced for 4 adventurers to a game balanced for 6 adventurers can start with a simple rule of thumb. With 6 turns per round instead of 4, the player has 50% more actions and thus firepower : increase enemy HP by 50%. Also, the player's team has 50% more HP. Increase enemy damage by 50%. Bam, first draft done, 30sec of dev time. Of course, that may need testing (perhaps adding goblins is better than buffing their stats, etc). But the first draft is fast.

Also, nothing prevent Larian from saying "hey, we balanced the game for 4 adventurers. If you have 6, nothing in the game will be adjusted and you'll have a much easier game. Feel to increase the difficulty to whatever seems appropriate for you". Indeed, the game will have difficulty options.

2. Really bad argument. A poor movement/party control system isn't a good reason to keep the number of characters low : it's a poor feature to ditch and rework while it's still Early Access. If anything, your argument would call for playing BG3 single player with a solo adventurer.

(Side note : in DnD 5E, allies can move through each other. Larian just didn't get this part right. But their engine allows character to move through each other, as can be seen when they climb ladders.)

3. Really depends at what you choose to measure. If the number of enemies is unchanged, having 6 adventurers instead of 4 means you spend a larger fraction a round's time actually playing.

4. Agreed, you don't need 6 classes. But if some players want more companions and banter in their games ?

5. Artificially increasing replayability by limiting the number of companions you can have is a very poor tactics.

And speaking for myself, given how horrendous the UI is across the board (and how shallow the ruleset feels), I'm not sure I'll want to be forced to make a 2nd/3rd/4th playthrough to experience more narrative content.

6. False. As you mentioned in your point 1., there is this notion called balance. Playing with 6 adventurers does not have to be less challenging. Also, for the record, different players find their fun in different ways.


p.s. : sigh ... I'm really much too slow at writing.
Posted By: LukasPrism Re: Party Size Discussion - 24/02/22 11:12 PM
Originally Posted by Tuco
Originally Posted by kanisatha
Originally Posted by Tuco
The tweak I used NEVER involved multiplayer, though? It just involved tweaking a save file variable to allow a larger party.
It's this one: https://www.nexusmods.com/baldursgate3/mods/181?tab=description
Also, "changing method" doesn't really fit my needs, since the idea was playing with all the currently available companions in party like I did in the past, not with mute custom droids.
Very glad we can mod a larger party without using MP/player-created characters. If having a bigger party is only possible by using empty-suit created characters, that would be counterproductive and pointless.
For the record I managed to make this work with Patch 7.
Turns out the culprit of my constant crashes was the tool I used to edit the savegames, that needed to be updated at the latest version.

Too bad I realized this just yesterday, after already going through my entire playthrough of Patch 7 with a LAME 4-men party.
"More fun" my hairy ass...

If literally all that's required to increase the party size to 6 (or 8!) is the adjustment of one variable, then it shows Larian is at least testing it out, if not working toward larger parties. I take this as a good sign. Personally, 5 is the sweet spot for me.
Posted By: GM4Him Re: Party Size Discussion - 24/02/22 11:33 PM
Are they though? That's part of the problem. We've been told that they're going to produce the game however they want and the modders can do whatever they want.

If it is easy for modders to make it a party of six, will they waste their time on it themselves?

But the problem I have is that I hate mods. They cause the computer to crash or the game to crash. When there's an update, it may mess up my save file and I have to start all over again. I don't always trust the site I'm getting the mod from. How do you know there aren't viruses?

And then there is the matter of how the game is not really balanced for a party of six. I mean, I had fun with it even though it was super easy, and some fights were still challenging. However, there are some battles that are just so ridiculously easy because they aren't giving the monsters the proper stats and stuff.

Example, the three devourers after the beach. If I have a party of four customs, those devours are super easy. If it's just me and Shadow heart, it's a little bit more balanced but only because they're just dumb brain dogs. They're not actual devours. If they were real devours, a party of six would be severely challenged even if they're wounded. Resistance to just about any weapon, plus their devour intellect ability, these alone without body thief make them hard for four or five party members. They become ridiculously impossible for two level one characters.
Posted By: LukasPrism Re: Party Size Discussion - 25/02/22 03:05 AM
The variable is called DB_Origins_MaxPartySize(1) – and normally has a value of 4. You can change it up to 8. That's literally how easy it is, you don't need modders to work on this. Which means Larian has built the engine and the UI to handle parties of that size. I understand it's so you can have followers etc too, but basically larger parties are effectively already in the game, it just needs to be enabled.

It would be nice if encounters scaled based on party size (in reverse too for people that want to run a smaller party). Hopefully that is something they are working on, assume we will be getting difficulty levels at some point anyway.
Posted By: GM4Him Re: Party Size Discussion - 25/02/22 03:07 AM
Originally Posted by LukasPrism
The variable is called DB_Origins_MaxPartySize(1) – and normally has a value of 4. You can change it up to 8. That's literally how easy it is, you don't need modders to work on this. Which means Larian has built the engine and the UI to handle parties of that size. I understand it's so you can have followers etc too, but basically larger parties are effectively already in the game, it just needs to be enabled.

It would be nice if encounters scaled based on party size (in reverse too for people that want to run a smaller party). Hopefully that is something they are working on, assume we will be getting difficulty levels at some point anyway.

Totally agree
Posted By: Clivehusker Re: Party Size Discussion - 25/02/22 06:58 AM
Know it has been said before, but it needs to be six. Stay consistent to the IP Larian. Oh right you only want the IP for window dressing.

The idea smaller smaller makes choices matter more, no it doesn't It makes the party more cookie cutter. The limitation means people will select more often, only the top performing classes, rather than adding classes that don't perform as well for fun.

With the 4 limit that pretty much means unless I'm play a cleric myself (which isn't very likely) that that one slot is always filled. So the only factor is am I playing a melee or spell caster myself on the rest of the makeup. If I'm a melee that means 2 spell casters for CERTAIN. If I'm playing a spell caster that means most likely the same, maybe I sub in 1 melee, that most like will be a fighter since our cleric NPC fills the role of a thief for locks and traps just fine.

So the smaller party didn't make my choices more meaningful at all. It basically made me not have a choice at all.

I don't want to have to rely on mods for this. It should be baked in and let players decide and players adjust the difficulty as needed as well.
Posted By: RagnarokCzD Re: Party Size Discussion - 25/02/22 07:39 AM
Originally Posted by Cantila
Arguments for a 4 man party:
That is interesting opinion if nothing else ...
I wonder why do we even need arguments for something that is there while nobody (afaik) wanted to change it.

I mean i dont want to say everybody since there is possibikity that i obersighted something ... but as far as i know MOST people here were asking for OPTION ...
There was even some mentions of warning sign.
Wich (sory i have to be the one who tells you) completely negate everything you said bcs once i activate the option its just the same as if i use the mod ... just easier, and with much lesser risk of crashes and corupting files ... basicaly we say by choosing the option "im aware that this will affect my game but i want it anyway".
Posted By: LukasPrism Re: Party Size Discussion - 25/02/22 08:10 AM
You do have to wonder how many of these things are already on a list of Gift Bags that Larian will bring out sometime after release.
Posted By: RagnarokCzD Re: Party Size Discussion - 25/02/22 08:12 AM
Originally Posted by LukasPrism
You do have to wonder how many of these things are already on a list of Gift Bags that Larian will bring out sometime after release.
Im asking this question a lot allready. laugh
Posted By: Tuco Re: Party Size Discussion - 25/02/22 01:10 PM
Of all the recurring excuses about why a party of four would be great the one that I detest the most is quite possibly "Less slots encourage diversity between playthroughs". No, they fucking don't.
When you have basically no room for any type of role redundancy or for less than optimal classes for your need, more often than not you'll find yourself reserving some crucial slots for the same key companions (or a custom-made equivalent) and constantly excluding the same sub-optimal ones.

And NO, having room only for two characters in my party wouldn't make me wish to play the game six time to experience all the twelve classes, it just makes me look at classes I don't particularly love and say "Well, tough luck, sucker".
Posted By: JandK Re: Party Size Discussion - 25/02/22 01:14 PM
We don't even know how many companions are going to be available in Act II and Act III.
Posted By: GM4Him Re: Party Size Discussion - 25/02/22 01:32 PM
Originally Posted by Tuco
Of all the recurring excuses about why a party of four would be great the one that I detest the most is quite possibly "Less slots encourage diversity between playthroughs". No, they fucking don't.
When you have basically no room for any type of role redundancy or for less than optimal classes for your need, more often than not you'll find yourself reserving some crucial slots for the same key companions (or a custom-made equivalent) and constantly excluding the same sub-optimal ones.

And NO, having room only for two characters in my party wouldn't make me wish to play the game six time to experience all the twelve classes, it just makes me look at classes I don't particularly love and say "Well, tough luck, sucker".

This is SO true. You know why Wyll is hardly ever in my party? This. This right here. To me, he's not worth it. Why? He's squishy, doesn't deal much damage, and he can't cast a lot of spells.

You know who else tends to get kicked? Shadowheart. One of THE main people because she has the relic. Why? If I'm a druid. I have healing. Don't need her. Even if I don't have another healer, potions can be thrown and sometimes heal better. Anyone can resurrect.

So, if restricted, bye Shadowheart. This is a shame, because I like her, for the most part. Wyll too, really.

This is why especially I hate party of 4 in Multiplayer. Can't bring ANYONE THEN.
Posted By: RagnarokCzD Re: Party Size Discussion - 25/02/22 02:01 PM
Originally Posted by Tuco
it just makes me look at classes I don't particularly love and say "Well, tough luck, sucker".
Agreed. frown

Originally Posted by JandK
We don't even know how many companions are going to be available in Act II and Act III.
Personaly i hope for none. :-/

There is nothing worse in my experience than companion who joins your party at last moment (even worse is if game FORCES you to take new guy -_- ) and replace someone you allready know, know how to play, and you developed some relationship with. :-/

We should get all companions right from the start, the sooner the better ...
Posted By: Tuco Re: Party Size Discussion - 25/02/22 02:53 PM
Originally Posted by JandK
We don't even know how many companions are going to be available in Act II and Act III.
It doesn’t really make any difference when it comes to this topic in particular.
They may be the current five, they could be fifteen.
A small party with little variety of classes, builds and characters across a long-ass CRPG spawning dozens of hours would suck regardless.
Posted By: GM4Him Re: Party Size Discussion - 25/02/22 03:11 PM
Originally Posted by RagnarokCzD
Originally Posted by Tuco
it just makes me look at classes I don't particularly love and say "Well, tough luck, sucker".
Agreed. frown

Originally Posted by JandK
We don't even know how many companions are going to be available in Act II and Act III.
Personaly i hope for none. :-/

There is nothing worse in my experience than companion who joins your party at last moment (even worse is if game FORCES you to take new guy -_- ) and replace someone you allready know, know how to play, and you developed some relationship with. :-/

We should get all companions right from the start, the sooner the better ...

Oh gosh! I HOPE they give us lots more companions. I thought you wanted that too.

Ugh! Heck no. Don't lock us in to the same dang 5 companions for the whole game.

I want:

Karlach
Halsin
Maybe even Vengeance and/or the other 3 Masks
Minthara for the evil path
Mercenaries - Custom characters I can bring in later or right from the start
Maybe even Jaheira and/or Minsc

Additional companion options provide more variety and options so that if I am liking a present party member less and less, I can NOT continue with them.

How nice would it be for some players to kill Astarion but meet a Rogue or hire a Custom Rogue at the Grove. Some people, like my wife, hate Lae'zel and Shadowheart. It'd be nice to have some other cleric and fighter options.

And Karlach is my MOST coveted hopeful companion option right now. I REALLY want them to add her as a potential.

But, you know, I'd like to be able to recruit even a few odd ones, like Bernard, the automaton. Once you convince him you're Lenore, you can convince him to be in your party.

Or what about Thrinn if you take the Absolute path... or Nere, though I can't stand him personally?

Yeah, no. How many companions we have to choose from has a considerable bearing on party size. If anything, the more options, which I want, the more a party of 6 is important so you aren't SUPER limited on who you can have with you.
Posted By: RagnarokCzD Re: Party Size Discussion - 25/02/22 03:47 PM
Originally Posted by GM4Him
I HOPE they give us lots more companions. I thought you wanted that too.
I do ...
But i want them to be spreaded around Act 1 ... prefferable would be exclusively!

But yes, i certainly want that too ...
I want AT LEAST single Origin character per class ... i mean i would probably not play them, certainly not all of them even tho i may try some ... but still want option to pick to my party whatever the hells i want ... not just what im offered. frown
And it aply to Early Acess aswell ... maybe even more than full release ... i just want to test and see synergy between Barbarian, Sorcerer, Druid and Ranger ... the only way to get that right now is to make custom party. Wich completely differs your experience. frown

Also in my honest opinion the absolute basic should be two (one good and one evil) per class ... or at least some replacement if the character leave you (i mean right now the only way to have Warlock in your party is to play good guy ... ugh) ... OR and that would be also quite nice, some dialogue options that would keep the character in your group, even if your basic Aligments are incompatible ... i would sign my soul to Swen ... i mean Devil ... for some really good Coruption (ok, or redemption) arcs for companions. :3

I would certainly not mind mercenaries in Act 1 allready ...
For example that Zentharim guy, you can make a deal with when you save his ass from Gnols ... and a little later from his previous boss ... that seem like perfect candidate for being Sword (or dagger & bow?) for hire ...
Or Aradin (and basicaly everyone from his group) ...
There should be possible to persuate Nettie to go with you search for Halsin ...
I would not even mind if some of Tieflings would be hireable. :3 Especialy Lakrissa. laugh
(Just for the context ... the joke is that "krysa" in my language means "rat" laugh )

Originally Posted by GM4Him
How nice would it be for some players to kill Astarion but meet a Rogue or hire a Custom Rogue at the Grove.
In context to previous quotes:
How horrible it would be if those players would either had to play Rogue themselves, or wait for it til Act 3? :-/

That is what im against, especialy if that would be some kind of companion that you HAVE TO take with you (seen that before in some games) ... this model "Hi, im nobody you know, but now you believe me that im important for the story, so even tho you allready have your own party from thrusted, sometimes even loved, equipped and in all other ways prepared adventurers ... pick one to kick out and take me instead! I can promise i shall judge every decision you make from now on." -_-

Originally Posted by GM4Him
Some people, like my wife, hate Lae'zel and Shadowheart. It'd be nice to have some other cleric and fighter options.

And Karlach is my MOST coveted hopeful companion option right now. I REALLY want them to add her as a potential.

But, you know, I'd like to be able to recruit even a few odd ones, like Bernard, the automaton. Once you convince him you're Lenore, you can convince him to be in your party.

Or what about Thrinn if you take the Absolute path... or Nere, though I can't stand him personally?
Yeah, that i would like too ...
Bernard would be indeed great companion, and he dont even need to talk, since his programing dont gave him own will. Perfect!

Especialy the Absolute path seems to be in critical need for own set of companions, since except Astarion nobody seems to be willing to walk it. laugh
Posted By: kanisatha Re: Party Size Discussion - 25/02/22 04:01 PM
Originally Posted by LukasPrism
The variable is called DB_Origins_MaxPartySize(1) – and normally has a value of 4. You can change it up to 8. That's literally how easy it is, you don't need modders to work on this. Which means Larian has built the engine and the UI to handle parties of that size. I understand it's so you can have followers etc too, but basically larger parties are effectively already in the game, it just needs to be enabled.
Very good to know, but how does one access this variable to change its value? Is that a complicated process, especially in the context of people like me who are not at all versed in coding?
Posted By: RagnarokCzD Re: Party Size Discussion - 25/02/22 04:23 PM
Originally Posted by kanisatha
Originally Posted by LukasPrism
The variable is called DB_Origins_MaxPartySize(1) – and normally has a value of 4. You can change it up to 8. That's literally how easy it is, you don't need modders to work on this. Which means Larian has built the engine and the UI to handle parties of that size. I understand it's so you can have followers etc too, but basically larger parties are effectively already in the game, it just needs to be enabled.
Very good to know, but how does one access this variable to change its value? Is that a complicated process, especially in the context of people like me who are not at all versed in coding?
https://www.nexusmods.com/baldursgate3/mods/181

Quote
1. Start a New Game and do a Safestate.

2. Download: https://github.com/Norbyte/lslib/releases

3. Extract the .ZIP where you want and start ConverterApp.exe

4. at Top pick Game: Baldurs Gate 3
at the Tabs click Story (OSI)tools
 at Story/savegame file Path: press the "..."
 and Navigate to
 C:\Users\YOU\Documents\Larian Studios\Baldur's Gate 3\PlayerProfiles\YOU\Savegames\Story\safename\safename.lsv
 Then Press load at right top. Wait a little and a Message with Save game database loaded succesfully comes. press ok.
 at Database Editor search for the Database: DB_Origins_MaxPartySize(1) # 1198 (1rows)
 there are sorted by Numbers. That mean you have to move from the #1 till # 1198

5. Then the Value shows u a "4". Change it to 6 or 8 what ever you want (4-8). (8 if u do 1 Start char and 2 custom Chars at beginning. + all 5 Companions can join)
6. When you done it Press Save.

wink
Posted By: GM4Him Re: Party Size Discussion - 25/02/22 04:23 PM
Originally Posted by kanisatha
Originally Posted by LukasPrism
The variable is called DB_Origins_MaxPartySize(1) – and normally has a value of 4. You can change it up to 8. That's literally how easy it is, you don't need modders to work on this. Which means Larian has built the engine and the UI to handle parties of that size. I understand it's so you can have followers etc too, but basically larger parties are effectively already in the game, it just needs to be enabled.
Very good to know, but how does one access this variable to change its value? Is that a complicated process, especially in the context of people like me who are not at all versed in coding?

It's a matter of going to a website, download the tool. Load a save file into the tool, scroll for the value, and change it. There are step by step instructions.

BUT your game will know you've done it and tell you that you're using a modded save, and if your computer is like mine it might crash your game more frequently.

Others didn't seem to have crashing problems, though.
Posted By: OcO Re: Party Size Discussion - 26/02/22 02:11 AM
Some random thoughts on things I've seen posted here lately.

I'm not sure if we will have them for Act 1, but Larian did confirm they are going to have some kind of "hired mercenary" system for basic class access without forcing players to use the Origin companions.

I "believe" last we heard was 8 Origin companions for release. The remaining 3 possibly already known, I won't say here. While I personally am not a fan of the Origin companions idea overall, I would like to see at least 1 per class if they are going that route though. Hired mercenary's may be able to be custom built for max potential but lack the side quests and extras that fully developed companions come with(Origin or not). I'm generally always for more options.

On "repeatability"... I'm sure someone can call up the exact statistics and prove me right/wrong whatever, but I believe I can safely say most people don't even completely finish a single play through of most their games. 4 or 6 players per group at 8 Origins means you need 2 runs at least regardless to see everything.

As to the OP 4 v 6 debate. I believe some of the complaints elsewhere about classes being more diluted and generalized, ie everybody has bonus action stealth/can use scrolls/etc are directly related to the decision to go with a 4 player party coupled with not wanting to "force" multiplayer players into a "last guy to join has to play the healer" type situation. A party of 6 means you don't NEED to min/max quite so much and can afford to try adding characters who maybe wouldn't be quite so optimal.
Posted By: Archaven Re: Party Size Discussion - 26/02/22 08:25 AM
both pathfinder kingmaker and wrath of the righteous allows us to play with all companions in 1 single playthrough. it's player choice who they want to bring them along and never lock them out so that you have to play 2nd playthrough. i like that idea. i concur. a party of 6 provide players more flexibility in how we want to play the game. we can even pick support classes as main hero if we so choose and not forced into having a min/max party. having more options means game will be more fun.

thing is i kinda feel larian design always wanted to give players some artificial difficulty and challenge by restricting players with 4 characters and then proceed with bombarding players with outnumbered foes. and the only method to play it is that players have to resort to terrain/height/shove/barrel exploits to win battles. i say larian should forget their old formula. pathfinder has difficulty without having to resorts to exploits. the way to bypass pathfinder difficulty is to learn the rules and mechanic.
Posted By: kanisatha Re: Party Size Discussion - 26/02/22 02:17 PM
Originally Posted by GM4Him
Originally Posted by kanisatha
Originally Posted by LukasPrism
The variable is called DB_Origins_MaxPartySize(1) – and normally has a value of 4. You can change it up to 8. That's literally how easy it is, you don't need modders to work on this. Which means Larian has built the engine and the UI to handle parties of that size. I understand it's so you can have followers etc too, but basically larger parties are effectively already in the game, it just needs to be enabled.
Very good to know, but how does one access this variable to change its value? Is that a complicated process, especially in the context of people like me who are not at all versed in coding?

It's a matter of going to a website, download the tool. Load a save file into the tool, scroll for the value, and change it. There are step by step instructions.

BUT your game will know you've done it and tell you that you're using a modded save, and if your computer is like mine it might crash your game more frequently.

Others didn't seem to have crashing problems, though.
Aha! So it is your save file that gets changed, not the game files directly. And I suppose that carries over into additional future saves you create?
Posted By: GM4Him Re: Party Size Discussion - 26/02/22 03:44 PM
Originally Posted by kanisatha
Originally Posted by GM4Him
Originally Posted by kanisatha
Originally Posted by LukasPrism
The variable is called DB_Origins_MaxPartySize(1) – and normally has a value of 4. You can change it up to 8. That's literally how easy it is, you don't need modders to work on this. Which means Larian has built the engine and the UI to handle parties of that size. I understand it's so you can have followers etc too, but basically larger parties are effectively already in the game, it just needs to be enabled.
Very good to know, but how does one access this variable to change its value? Is that a complicated process, especially in the context of people like me who are not at all versed in coding?

It's a matter of going to a website, download the tool. Load a save file into the tool, scroll for the value, and change it. There are step by step instructions.

BUT your game will know you've done it and tell you that you're using a modded save, and if your computer is like mine it might crash your game more frequently.

Others didn't seem to have crashing problems, though.
Aha! So it is your save file that gets changed, not the game files directly. And I suppose that carries over into additional future saves you create?

For each save, you have to do it again.
Posted By: kanisatha Re: Party Size Discussion - 27/02/22 02:57 PM
Originally Posted by GM4Him
Originally Posted by kanisatha
Aha! So it is your save file that gets changed, not the game files directly. And I suppose that carries over into additional future saves you create?

For each save, you have to do it again.
Seriously?! So you have to keep reusing the same save again and again, which also means quicksaves and autosaves won't work. frown
Posted By: Archaven Re: Party Size Discussion - 27/02/22 03:05 PM
Means we can't save to another save games? If that's the case is possible to make duplicates of the same save files? That tedium is really discouraging. Larian give us 6 party character already!.
Posted By: GM4Him Re: Party Size Discussion - 27/02/22 03:36 PM
My bad. No. I miscommunicated. Once you tweak the first save, all saves and quicksaves within that particular playthrough of saves will be fine.

I meant it does not carry over to other playthroughs. Every time you create a new character, you have to do it again.
Posted By: RagnarokCzD Re: Party Size Discussion - 27/02/22 03:38 PM
Originally Posted by kanisatha
Aha! So it is your save file that gets changed, not the game files directly. And I suppose that carries over into additional future saves you create?
Sure it does ...
Once you altern the value, it stay alterned for future saves, for that particular party until you create new one ... wink

If you start new game tho, the notification window telling you have alterned game files may occur again, but your party limit will be set to 4 until you change it again. smile
Posted By: Archaven Re: Party Size Discussion - 27/02/22 04:35 PM
Originally Posted by GM4Him
My bad. No. I miscommunicated. Once you tweak the first save, all saves and quicksaves within that particular playthrough of saves will be fine.

I meant it does not carry over to other playthroughs. Every time you create a new character, you have to do it again.

ahh i see. then that isn't so bad. but still official support from larian having the options for 6 party characters will be neat. imagine future patches or expansion break the mod and it no longer works. with 6 party characters i like to see balance made on the encounters as well.
Posted By: GM4Him Re: Party Size Discussion - 27/02/22 05:40 PM
Originally Posted by Archaven
Originally Posted by GM4Him
My bad. No. I miscommunicated. Once you tweak the first save, all saves and quicksaves within that particular playthrough of saves will be fine.

I meant it does not carry over to other playthroughs. Every time you create a new character, you have to do it again.

ahh i see. then that isn't so bad. but still official support from larian having the options for 6 party characters will be neat. imagine future patches or expansion break the mod and it no longer works. with 6 party characters i like to see balance made on the encounters as well.

Exactly
Posted By: kanisatha Re: Party Size Discussion - 27/02/22 06:57 PM
Originally Posted by GM4Him
My bad. No. I miscommunicated. Once you tweak the first save, all saves and quicksaves within that particular playthrough of saves will be fine.

I meant it does not carry over to other playthroughs. Every time you create a new character, you have to do it again.
Oh thank God! Thanks for the clarification. smile

But like @Archaven said ....
Posted By: Street Hero Re: Party Size Discussion - 01/03/22 01:22 PM
Originally Posted by Tuco
The tweak I used NEVER involved multiplayer, though? It just involved tweaking a save file variable to allow a larger party.
It's this one: https://www.nexusmods.com/baldursgate3/mods/181?tab=description
Also, "changing method" doesn't really fit my needs, since the idea was playing with all the currently available companions in party like I did in the past, not with mute custom droids.

I kinda know how to fix your error Tuco, because i never use singleplayer mode so i can't meet that condition until now.
To make that mod work you must use Multiplayer mode even when play alone, here is proof:
[Linked Image from i.postimg.cc]

So either MULTIPLAYER or no MOD, it's your call. And yeah i know my English suck, i am an asian
Posted By: Tuco Re: Party Size Discussion - 01/03/22 07:10 PM
As I said in a previous reply, I actually got it working just fine simply updating the tools used to edit the savefile.
Posted By: Deirdre Re: Party Size Discussion - 30/03/22 11:37 AM
For me party limitation is just shouting "you are playing the game! it has game limitations!"
And yes, nearly every game has such limitations...
but they usually just dont make accent on it. You just know you have slots to fill and thats it (that is why I like system where you must choose companiaons each time and dont listen them complaning about being kicked from pre-made group)

In BG3 game is just throwing the fact that there are in-game limitations in my face.
I meet Lae'zel who is eager to remove tadpole and when I ack her to join me she just says "no, your group is full (!), I`ll sit in your camp and wait.." what? WHAT??? crazy

The worse is with "new" camp system where the camp is build into the surroundings in dungeons... I like the idea, I hate loosers among companions being there. I travel through the dangerour area with alot of enemies (lets say Underdark) with 4 people, but each time I camp there are 6 people... What other 2 are doing I want to ask, follow at the safe distance or what?


Also found that each time I play I end up with the same "useless" compations sitting an the camp 100% of the time and doing nothing and I run with the same group of 3 and listen the same their dialogs that I already have heard many times...
And I have feeling the same will be after release for me: one and the same party from start to the end...
Posted By: geala Re: Party Size Discussion - 02/04/22 03:05 PM
I think that could be explained easily. I don't like worlds which turn around the "hero" and his/her group and I don't like companions which are 100% to the main heros taste and licking his/her ... all the time. As allegedly the world is big and wild, there could be space for more parties of heros traveling around. The companions you see in the camp during rests do their own business the day over, they are just too polite to inform you how boring your adventures are in comparison to their own.
Posted By: mrfuji3 Re: Party Size Discussion - 02/04/22 03:26 PM
Originally Posted by geala
I think that could be explained easily. I don't like worlds which turn around the "hero" and his/her group and I don't like companions which are 100% to the main heros taste and licking his/her ... all the time. As allegedly the world is big and wild, there could be space for more parties of heros traveling around. The companions you see in the camp during rests do their own business the day over, they are just too polite to inform you how boring your adventures are in comparison to their own.
Except in BG3, there is nothing more important to our companions than our current main quest: deal with the tadpoles. Except for maybe Gale's bomb, but he tells us about that and requires we bring him items, and therefore isn't going off on his own to deal with it. So it doesn't really make sense that the companions aren't putting 100% of their effort into solving the tadpole issue.

I think it'd be interesting if, when you don't make quick enough progress in reaching each companion's preferred method of solving the tadpole (e.g., going to the Gith Creche for Lae'zel), the companions become dissatisfied with you. First they have a talk with you imploring and then demanding that you go there next. If you continue to do other things, however, they leave you to go there on their own. You'd be able to find them again when you go there, but perhaps things have played out differently than if you had gone there earlier.
Posted By: GM4Him Re: Party Size Discussion - 02/04/22 04:34 PM
Originally Posted by mrfuji3
Originally Posted by geala
I think that could be explained easily. I don't like worlds which turn around the "hero" and his/her group and I don't like companions which are 100% to the main heros taste and licking his/her ... all the time. As allegedly the world is big and wild, there could be space for more parties of heros traveling around. The companions you see in the camp during rests do their own business the day over, they are just too polite to inform you how boring your adventures are in comparison to their own.
Except in BG3, there is nothing more important to our companions than our current main quest: deal with the tadpoles. Except for maybe Gale's bomb, but he tells us about that and requires we bring him items, and therefore isn't going off on his own to deal with it. So it doesn't really make sense that the companions aren't putting 100% of their effort into solving the tadpole issue.

I think it'd be interesting if, when you don't make quick enough progress in reaching each companion's preferred method of solving the tadpole (e.g., going to the Gith Creche for Lae'zel), the companions become dissatisfied with you. First they have a talk with you imploring and then demanding that you go there next. If you continue to do other things, however, they leave you to go there on their own. You'd be able to find them again when you go there, but perhaps things have played out differently than if you had gone there earlier.

Exactly. What doesn't make sense to me is that any of them are willing to sit at your camp and do nothing. They all have a vested interest in the main quest, and a few of them have a vested interest in side quests.

Lae'zel is the perfect example. She wants to get to the creche and she makes it quite plain constantly by nagging you that you aren't getting there fast enough. So why would she even allow me to tell her to sit at camp and wait there? It makes more sense to me that she would tell you where you could go and just how fast if you told her to sit at camp and do nothing.

Wyll is another perfect example. He pretty much hounds you right away, urging you to go to the goblin camp. So why would he be okay with you telling him to just sit at camp and do nothing?

Astarion is really hoping to find out more about the tadpoles so he can learn their secrets and control them. So why would he be okay with anyone telling him to sit at camp and do nothing when the best chance of finding out more secrets about the tadpoles is to go with you?

Gale has a bomb and he would be worried that you might withhold artifacts from him. So why would he want to sit at camp and do nothing? He'd want to make sure that if you find artifacts that he has to say in maybe acquiring them for himself.

Even Shadowheart expresses a desire to explore the area to see if she can find out more about the conflict between her people and her enemies, the Selunites.

So, to me, it really makes no sense that any of them would be okay with you telling them to sit at camp and do nothing. if anything, them being okay with it is more like them kissing your bum and just doing what they're told
Posted By: Deirdre Re: Party Size Discussion - 03/04/22 11:11 PM
It also makes loss of companion insignificant.
Oh, my companion disagreed with my actions greatly and left the party!
Yes, that one whom I never used and who had 3 dialogs with me so far... such a tragedy! Don't know how I will continue playing without him! laugh
Posted By: GM4Him Re: Party Size Discussion - 03/04/22 11:39 PM
They've also said, I believe, that there will be custom character mercenaries in the game. Um... Why? If you only have a party of 4, there's no room for custom characters and origin.
Posted By: RagnarokCzD Re: Party Size Discussion - 04/04/22 06:30 AM
Bcs you dont have to take even 1 of them with you ... duh.

Or they can die ... even more duh. :-/
Posted By: GM4Him Re: Party Size Discussion - 04/04/22 07:13 AM
My point was that you already feel the sting of a small party with the origin characters. You'll feel it a WHOLE lot more with custom mercenaries added to the game.

Like I've said about multiplayer, so it will be with custom characters mercenaries. The more non-origin you have, the more punished you are because you can't even trigger many origin story events - or you need to switch out companions constantly to do so.

Party of 4 customs means 0 opportunity for origin story quests like Lae'zel and the Gith creche, Wyll and Spike or Shadowheart and the Selunites/Sharran war. If you had party of 6, you at least have 2 party member slots to put origin characters in. Now, you can still have story quests.

At least with mercenaries I would hope you could Leave At Camp. You can't do that with 4 player multiplayer. You play 4 players and you completely lock out all opportunities for origin story quests.

And again, Party of 6 allows them to take present encounters and balance them more appropriately with 5e rules. They wouldn't need to nerf monsters as much. 3 intellect devourers are much more fight able with party of 4 customs and Shadowheart even at level 1 than they are with just Shadowheart and the MC. Also, 3 REAL 5e imps are much more doable with party of 4 + Lae'zel than just Lae'zel and MC.

And finally, I've asked you before, Ragnarok, to be respectful. Your comments are not. Please refrain from "duh" - like nonsense that does not provide any constructive use at all. It's insulting and unnecessary. I do not appreciate it. Thank you.
Posted By: RagnarokCzD Re: Party Size Discussion - 04/04/22 01:30 PM
I dont believe mercenaries are suppose to add to origin characters ... they are suppose to replace them.

Party of 6 could be usefull in many ways ...

But mercenaries are not good argument for it, as far as i know, if you would have party of 6 ... there is litteraly nothing forbiding you to make 6 custom characters, instead of 4 ...
And (speaking about single player, obviously) you are just where you are now. :-/

In the end there is nothing disrespectful, or insulting about mentioning that some thing is obvious ... if you find such statement as personal attack, i believe you have problem. :-/
Posted By: GM4Him Re: Party Size Discussion - 04/04/22 01:52 PM
Originally Posted by RagnarokCzD
Bcs you dont have to take even 1 of them with you ... duh.

Or they can die ... even more duh. :-/

Let's get this part out of the way.

Respectful= "Bcs you dont have to take even 1 of them with you."

Respectful= "Or they can die."

Disrespectful= "Duh.". This is the same thing as saying to someone, "You're an idiot and a moron. The statement you made is absolutely idiotic. Why are you even speaking or presenting ideas, Neanderthal."

Disrespectful= "even more duh.". This emphasizes that you think the person's idea is even more stupid and moronic. So, you took the first "duh" and multiplied it 10 times, making it that much more insulting.

Would you talk to your mama that way - or your boss? If you thought their ideas were maybe a bit silly or wrong, would you be so disrespectful? If so, then that explains a lot.

My mama would have slapped my face off if I said something like that to her. I did once. Yeah. I just said, "duh" and nearly got my butt whooped. I can't imagine if I said, "even more duh."
Posted By: GM4Him Re: Party Size Discussion - 04/04/22 01:56 PM
Now, onto the actual topic.

Sorry. I see the disconnect. I was thinking the game would cap you at a total of 4 customs to align with 4 player Multiplayer. And so, the standard for the game could be set to party of 6, and you can start with up to 4 customs - 1 MC and 3 mercs. Then you'd still have the ability to add 2 origins.

But, to your point, mercs would probably be treated differently than 4 player multiplayer. You could create and let go any number of them at will.

As far as dying. Hah! Who stays dead in BG3? - unless YOU kill them.
Posted By: RagnarokCzD Re: Party Size Discussion - 04/04/22 02:32 PM
Originally Posted by GM4Him
"Duh.". This is the same thing as saying to someone, "You're an idiot and a moron. The statement you made is absolutely idiotic. Why are you even speaking or presenting ideas, Neanderthal."
Or it means just "obviously" ... nothing more, nothing less ...

And thay "may" be the reason i said it just means "obviously" in the last post ... but sure, feel free to read it however you like, if it pleases you. :-/
Just dont stuck your words into my mouth. wink :P


Originally Posted by GM4Him
Would you talk to your mama that way - or your boss?
Despite the fact that i see no reason why you even should care ...
And despite the fact that I personally consider drawing a family into an argument, the lowest act of the low ...
And despite the fact that you are neither, so even if i would not, it dont aply to you anyway ...

Yes i do.

I do say my mother, or my boss without any problems, nor remorse ... that something i just said should have ben obvious ...
And since they both are reasonable persons who are actualy willing to listen what are you telling them, instead of wasting their, and my time trying to fing some offense behind every word, sight or gesture ... i dare to say that they would simply reply that it indeed should have ben obvious, and we would simply move on.

Feel free to try it sometimes, it's incredibly liberating. wink

//Edit:
Indeed now to the actual topic ...

Originally Posted by GM4Him
cap you at a total of 4 customs
This idea i supported year ago, when it appeared first time, and every time since then ... i still like it, and i still support it ...
And i still hope Larian will implement it that way.


Originally Posted by GM4Him
But, to your point, mercs would probably be treated differently than 4 player multiplayer. You could create and let go any number of them at will.
This is one of reasons i would like to see them in EA ...
Otherwise, its all just guesses. frown

Nettie would be nice adept for mercenary ... or Aradin (and his whole group) ... or there is lot of potential alies among Tieflings ...
Hells, the options are endless. laugh


Originally Posted by GM4Him
As far as dying. Hah! Who stays dead in BG3? - unless YOU kill them.
Yup, that is the kind of death i was talking about ...

Or you simply leave them ...
I have seen few times on this forum few people talking about switching their party members after they die ... i have no idea how they manage, but i think something like that certainly should be implemented for those of us who wants to play hardcore. :3
Posted By: Demoulius Re: Party Size Discussion - 04/04/22 03:11 PM
Took a half year break from the game and when I come back this discussion is still a thing? confused il chime in because I do think its an interesting discussion but I feel its a bit of a confusing one. I feel it comes down to this sentiment. 'The game needs 6 man parties, or it isent baldurs gate!' and I feel its flawed.

Baldurs gate 1 and 2 had 6 man parties. That very much is fact. However they also used the dnd 2nd edition rules set. It used THAC0 instead of AC. Rangers werent complete dogshit. The game wasent baldurs gate because it allowed to you to bring a 6 man party. What made bg1 and 2 what it was, was the setting and the story they told in that setting. The journey of the bhaalspawn that you followed. A story that is now very much a part of the canon and thats been told (and the bhaalspawn isent our PC but thats besides the point). The story might be continuation of it, or not. But at the end of the day the game is still baldurs gate.

Its a rpg telling a story in the forgotten realms in or near the city of baldurs gate. It uses the DnD rules set.

DnD has changed over the years. Bg 1 and 2 were based on a version of DnD that is very, VERY dated by now. The class balance is different, the setting has changed and the rules set has changed. Heck entire spells have changed or outright dissapeared from dnd since then. Same goes for class features. If they make the game to have 6-man parties it wont magicly be Baldurs gate. Nor is the game any less baldurs gate if it lacks 6 man parties.

However I am in favour of 6-man parties. As an option. Not by default.

Im a DM and a player in another group. Finding good encounter balance can be exceptionally hard. And dnd is written for parties of 3 to 4 players. You can have bigger parties but it quikly muddies the waters with regards to balance. It very easily becomes to easy or to hard if you muck that up. So giving us an option to do it would work imho. Maybe make it be tied to a higher difficulty or something or just place a warning that the game might be easier then it was intended to be. But more options for the player is rarely a bad thing and I couldnt totally stand behind the option of allowing 6 man parties.
Posted By: booboo Re: Party Size Discussion - 04/04/22 07:40 PM
Originally Posted by Demoulius
\
...
And dnd is written for parties of 3 to 4 players. You can have bigger parties but it quikly muddies the waters with regards to balance. It very easily becomes to easy or to hard if you muck that up. So giving us an option to do it would work imho. Maybe make it be tied to a higher difficulty or something or just place a warning that the game might be easier then it was intended to be. But more options for the player is rarely a bad thing and I couldnt totally stand behind the option of allowing 6 man parties.

I've heard that repeatedly (the 4-party 'ideal'). I assume that's because CR was originally based on a group of 4, and it involves some work for a DM to rescale encounters in P&P. But that really doesn't mean its intended for 4 players only. I have always played with larger groups. Yes, 5E is more versatile with class roles, so you can get away with fewer players, but really that by no means precludes or limits player numbers. I have also DM'd and recently played with 6 players in a 5E campaign. It is absolutely doable, so I really don't think that's a reason not to support more than 4 players. They could quite easily target a 6-person party and have everything 'scaled' - or as others have argued, if the XP awards are split, then the party level would self balance (or could ne made to) anyway and over-levelling on core content should not be an issue.

I would prefer of 6 (or at least 5) person party. I find 4 too limiting, even if I can cover core roles with 4. It seems like an artificial optimization exercise. I would like my ranger, cleric, wizard, paladin, rogue etc. as I did before.
Posted By: GM4Him Re: Party Size Discussion - 04/04/22 09:44 PM
Originally Posted by booboo
Originally Posted by Demoulius
\
...
And dnd is written for parties of 3 to 4 players. You can have bigger parties but it quikly muddies the waters with regards to balance. It very easily becomes to easy or to hard if you muck that up. So giving us an option to do it would work imho. Maybe make it be tied to a higher difficulty or something or just place a warning that the game might be easier then it was intended to be. But more options for the player is rarely a bad thing and I couldnt totally stand behind the option of allowing 6 man parties.

I've heard that repeatedly (the 4-party 'ideal'). I assume that's because CR was originally based on a group of 4, and it involves some work for a DM to rescale encounters in P&P. But that really doesn't mean its intended for 4 players only. I have always played with larger groups. Yes, 5E is more versatile with class roles, so you can get away with fewer players, but really that by no means precludes or limits player numbers. I have also DM'd and recently played with 6 players in a 5E campaign. It is absolutely doable, so I really don't think that's a reason not to support more than 4 players. They could quite easily target a 6-person party and have everything 'scaled' - or as others have argued, if the XP awards are split, then the party level would self balance (or could ne made to) anyway and over-levelling on core content should not be an issue.

I would prefer of 6 (or at least 5) person party. I find 4 too limiting, even if I can cover core roles with 4. It seems like an artificial optimization exercise. I would like my ranger, cleric, wizard, paladin, rogue etc. as I did before.

That's the thing. I've play tested scenarios for BG3 in Tabletop. Every encounter is designed for a larger party. Party of 4 is Deadly for almost each and every encounter while Party of 6 is not.

Take the first encounters with imps. Party of 2 (MC and Lae'zel) against 3 imps is suicide using proper D&D 5e stats. However, if you START with Party of 4 and add Lae'zel, THEN 3 imps is a fairly decent Tutorial fight at Level 1. Same is true for all the fights in the Prologue. The first beach fight with 3 Intellect Devourers is also suicide with just Party of 2 (MC and Shadowheart), but a party of 4 with Shadowheart (making 5 characters at Level 1 or 2) is doable. It's still tough, but if you know to keep them at a range, you shouldn't have an issue with party of 5.

Then take on Gimblebock and his 3 friends plus the 6 mercenaries inside the crypt (total of 10, but spread out). That's a bit more rough for a party of 4 to do all without taking a Long Rest, especially if you just got done with the 3 intellect devourers at the nautiloid AND if you actually did fight the fishermen. But, with a party of 6 (4 customs + 2 origins), you can face all of them before needing a Long Rest. It all makes more sense with a party of 6 so that by the time you reach the grove, you likely won't have Long Rested even once, but you will have probably Short Rested once or twice. From a story perspective, this makes more sense.

Then take later encounters. Hag's lair can be done all in one playthrough without needing to fight redcaps, Long Rest, fight Masks, Long Rest, fight Hag. Spiders can also be done in one playthrough without fighting ettercaps and first group of phase spiders, Long Rest, fight matriarch and her minions.

Originally, outside the Necromancer's Lair, they used to have like eight skeletons that you had to fight. But the fight was so hard for party of 4 that they had to now nerf it to like 3 skeletons.

The gith fight is still complained about probably the most by players because it's too hard. Party of 6? So much more doable. Even the goblin camp massacres and so forth are so much less frustrating and take a lot less time when you have a party of 6 - so you get two more characters per round that can go and kill goblins, ogres, bugbears and so forth.

The whole experience is just a lot better with party of 6, and if they did that, they could use proper D&D stats and rules and the whole game would be more balance and fun.
Posted By: mrfuji3 Re: Party Size Discussion - 04/04/22 10:16 PM
Some facts about party size in D&D 5e, just to make sure we're all on the same page. If I get something incorrect please correct me.
  • DMG pg 83: CR and encounter building "assumes that you have a party consisting of three to five adventurers." Specifically, 3 to 5 players are treated as equivalent, whereas 6+ and 2- require additional calculations to determine encounter difficulty.
  • All Adventure Modules suggest either 4, 4-5, or 4-6 players. No modules that I'm aware of suggest 3 players.

In summary, while all party sizes are technically allowed, the standard seems to be 4-5 players with 6 or 3 less common but still explicitly encouraged by official D&D books.

Personally: +1 for allowing a larger party size where split exp is used to balance parties of all sizes, as long as it's an option in settings and not in-game. I want the base game to remain balanced around a party of 4 and I don't want to, by default, be allowed to have 6 people in my party.
Posted By: GM4Him Re: Party Size Discussion - 04/04/22 11:05 PM
Originally Posted by mrfuji3
Some facts about party size in D&D 5e, just to make sure we're all on the same page. If I get something incorrect please correct me.
  • DMG pg 83: CR and encounter building "assumes that you have a party consisting of three to five adventurers." Specifically, 3 to 5 players are treated as equivalent, whereas 6+ and 2- require additional calculations to determine encounter difficulty.
  • All Adventure Modules suggest either 4, 4-5, or 4-6 players. No modules that I'm aware of suggest 3 players.

In summary, while all party sizes are technically allowed, the standard seems to be 4-5 players with 6 or 3 less common but still explicitly encouraged by official D&D books.

Personally: +1 for allowing a larger party size where split exp is used to balance parties of all sizes, as long as it's an option in settings and not in-game. I want the base game to remain balanced around a party of 4 and I don't want to, by default, be allowed to have 6 people in my party.

2 things:

1. I do hope they give a party of 6 setting. However, I do not want the game balanced around their janky homebrew monsters and rules and then have them give us party of 6 and have it be a totally sucky experience.

2. The game is only balanced currently around party of 4 because monsters and rules are not genuine 5e. There is so much homebrew. If they were based more on 5e, the battles would be really hard for party of 4.

Give me option for genuine 5e stats and rules and option for party of 6, and we should be good. Hopefully.

My big fear is they'll balance around homebrew and then give us 5e, and it'll be so difficult even with party of 6 that it won't be fun.
Posted By: RagnarokCzD Re: Party Size Discussion - 05/04/22 05:53 AM
I for one hope they simply allow us to incerase party size and dont touch anything else ...
If for nothing else then for the reason its the easy and therefore most probable option.
Posted By: Don Bartenstein Re: Party Size Discussion - 05/04/22 11:52 AM
Originally Posted by RagnarokCzD
I for one hope they simply allow us to incerase party size and dont touch anything else ...
If for nothing else then for the reason its the easy and therefore most probable option.
+1
Posted By: Demoulius Re: Party Size Discussion - 05/04/22 02:40 PM
Originally Posted by GM4Him
Originally Posted by booboo
Originally Posted by Demoulius
\
...
And dnd is written for parties of 3 to 4 players. You can have bigger parties but it quikly muddies the waters with regards to balance. It very easily becomes to easy or to hard if you muck that up. So giving us an option to do it would work imho. Maybe make it be tied to a higher difficulty or something or just place a warning that the game might be easier then it was intended to be. But more options for the player is rarely a bad thing and I couldnt totally stand behind the option of allowing 6 man parties.

I've heard that repeatedly (the 4-party 'ideal'). I assume that's because CR was originally based on a group of 4, and it involves some work for a DM to rescale encounters in P&P. But that really doesn't mean its intended for 4 players only. I have always played with larger groups. Yes, 5E is more versatile with class roles, so you can get away with fewer players, but really that by no means precludes or limits player numbers. I have also DM'd and recently played with 6 players in a 5E campaign. It is absolutely doable, so I really don't think that's a reason not to support more than 4 players. They could quite easily target a 6-person party and have everything 'scaled' - or as others have argued, if the XP awards are split, then the party level would self balance (or could ne made to) anyway and over-levelling on core content should not be an issue.

I would prefer of 6 (or at least 5) person party. I find 4 too limiting, even if I can cover core roles with 4. It seems like an artificial optimization exercise. I would like my ranger, cleric, wizard, paladin, rogue etc. as I did before.

That's the thing. I've play tested scenarios for BG3 in Tabletop. Every encounter is designed for a larger party. Party of 4 is Deadly for almost each and every encounter while Party of 6 is not.

Take the first encounters with imps. Party of 2 (MC and Lae'zel) against 3 imps is suicide using proper D&D 5e stats. However, if you START with Party of 4 and add Lae'zel, THEN 3 imps is a fairly decent Tutorial fight at Level 1. Same is true for all the fights in the Prologue. The first beach fight with 3 Intellect Devourers is also suicide with just Party of 2 (MC and Shadowheart), but a party of 4 with Shadowheart (making 5 characters at Level 1 or 2) is doable. It's still tough, but if you know to keep them at a range, you shouldn't have an issue with party of 5.

Then take on Gimblebock and his 3 friends plus the 6 mercenaries inside the crypt (total of 10, but spread out). That's a bit more rough for a party of 4 to do all without taking a Long Rest, especially if you just got done with the 3 intellect devourers at the nautiloid AND if you actually did fight the fishermen. But, with a party of 6 (4 customs + 2 origins), you can face all of them before needing a Long Rest. It all makes more sense with a party of 6 so that by the time you reach the grove, you likely won't have Long Rested even once, but you will have probably Short Rested once or twice. From a story perspective, this makes more sense.

Then take later encounters. Hag's lair can be done all in one playthrough without needing to fight redcaps, Long Rest, fight Masks, Long Rest, fight Hag. Spiders can also be done in one playthrough without fighting ettercaps and first group of phase spiders, Long Rest, fight matriarch and her minions.

Originally, outside the Necromancer's Lair, they used to have like eight skeletons that you had to fight. But the fight was so hard for party of 4 that they had to now nerf it to like 3 skeletons.

The gith fight is still complained about probably the most by players because it's too hard. Party of 6? So much more doable. Even the goblin camp massacres and so forth are so much less frustrating and take a lot less time when you have a party of 6 - so you get two more characters per round that can go and kill goblins, ogres, bugbears and so forth.

The whole experience is just a lot better with party of 6, and if they did that, they could use proper D&D stats and rules and the whole game would be more balance and fun.
The problem with taking tabletop as a test bed for these scenarios is that the monsters that we fight are SEVERELY toned down from what they should be from the tabletop.

The intellect devourers dont have their ability to lower your int and teleport in your brain for example.
The imps in the tutorial area dont have resistances and immuniities, have lower health, cant cast invisibility and their attack is a light crossbow attack. You also are guarranteed to have the jump on them.
Gimblebock and co can be attacked piecemeal and if you even slightly use tactics you can have a jump on each seperate group.

Long resting is hardly needed for all those encoutners you listed. The hag can be nasty but if youre lucky you can kill her without having her fight back (she doesent fight back in her shack, she flees) and even WITH the redcaps helping her ive managed to do that encounter multiple times without suffering anything in the range of high damage. Mind you im sure the actual fight is alot harder but at the monent you can cheese (or rather at the moment I last played. Might be changed now) Heck last time I did the fight the change so the red caps wont join in if theyre not close enough wasent even in effect.

The 8 skeletons outside the necromancer room were seriously bog standard skeletons IIRC and they dident all raise in 1 go but more came into the fight over time. Its been a while since ive done that fight but it wasent hard at all. Even if they all rose in 1 go. Theyre skeletons. Small things aside like getting your mage swarmed I cant really see how they would give a party of 4 adventurers are hard time.

People need to seriously calm their tits honestly. If you are having trouble with a fight take a step back and consider what exactly is giving you a hard time. Some of the only fights that id consider very hard (and about on parre with the things you meet in BG2) is the githyanki fight, the minotaurs, bullette and the hook horrors. And even then those fights have been nerfed and tweaked since the last time that ive played them. I know that the Minotaurs have been toned down alot for examplle so that fight might be completly doable now even under the worst of circumstances.

Everything in the game right now is doable with a party of 4. There really isent a NEED to make the party any bigger.
Posted By: RagnarokCzD Re: Party Size Discussion - 05/04/22 03:02 PM
That is certainly not the only problem ...
There are different rules, some classes was changed, something that is missing in BG3 is in tabletop and vice versa ...
Posted By: GM4Him Re: Party Size Discussion - 06/04/22 02:58 AM
@Demoulious

That was my point. The game is balanced for party of 4 ONLY because it isn't using proper stats and rules. It's all based on homebrew and gimmicks.

But the COULD make it based on actual D&D 5e and party of 6 and the encounters would not really need to be changed. Then people would actually get a 5e experience. That's my point.

So, players who want party of 4? Change nothing. Everything as is.

Players who want D&D 5e as it should be? Bump party size to allow custom 4 characters with the ability to have total party size 6.

Then 3 homebrew nerfed imps are fine for party of 4, and 3 actual D&D 5e imps are fine for 4 customs and Lae'zel.

3 homebrew intellect devourers are fine for party of 4, but 3 actual intellect devourers with 5e stats and rules would be doable with party of 4 customs and Shadowheart.

Homebrew spider Matriarch lair is tough for party of 4, but still doable with actual 5e phase spiders and party of 6.

My point is that some think they'd have to redo encounters altogether to make party of 6 work. They'd have to add more monsters and jazz. Nope. Just do actual D&D rules and stats. Then party of 6 would be challenging and just what many of us are looking for.
Posted By: geala Re: Party Size Discussion - 11/04/22 07:27 AM
Such a long thread, I even don't know wether I posted sometimes or not. grin

For me it's easy, I like 4 person parties and I hope it stays as it is. I don't care at all for tabletop here because there usually a char is played by a person, but in the video game you have to play all the party members. I find it utterly annoying to do so in Pathfinder turn based for example. As BG 3 (thankfully) is turn-based-only, a party bigger that 4 is a nightmare for me. Ok, I'm exaggerating. smirk It wouldn't be as bad as in Pathfinder with it's stupid 3.5e or so rules, but bad enough.
Posted By: kanisatha Re: Party Size Discussion - 11/04/22 02:04 PM
Originally Posted by geala
Such a long thread, I even don't know wether I posted sometimes or not. grin

For me it's easy, I like 4 person parties and I hope it stays as it is. I don't care at all for tabletop here because there usually a char is played by a person, but in the video game you have to play all the party members. I find it utterly annoying to do so in Pathfinder turn based for example. As BG 3 (thankfully) is turn-based-only, a party bigger that 4 is a nightmare for me. Ok, I'm exaggerating. smirk It wouldn't be as bad as in Pathfinder with it's stupid 3.5e or so rules, but bad enough.
Okay, so play your game with 4. I'm not trying to stop you from doing that. So why are you trying to stop me from playing with 6?
Posted By: GM4Him Re: Party Size Discussion - 11/04/22 02:05 PM
Originally Posted by kanisatha
Originally Posted by geala
Such a long thread, I even don't know wether I posted sometimes or not. grin

For me it's easy, I like 4 person parties and I hope it stays as it is. I don't care at all for tabletop here because there usually a char is played by a person, but in the video game you have to play all the party members. I find it utterly annoying to do so in Pathfinder turn based for example. As BG 3 (thankfully) is turn-based-only, a party bigger that 4 is a nightmare for me. Ok, I'm exaggerating. smirk It wouldn't be as bad as in Pathfinder with it's stupid 3.5e or so rules, but bad enough.
Okay, so play your game with 4. I'm not trying to stop you from doing that. So why are you trying to stop me from playing with 6?

+1
Posted By: RagnarokCzD Re: Party Size Discussion - 11/04/22 02:21 PM
Originally Posted by GM4Him
Originally Posted by kanisatha
Okay, so play your game with 4. I'm not trying to stop you from doing that. So why are you trying to stop me from playing with 6?
+1
O_o
Posted By: GM4Him Re: Party Size Discussion - 11/04/22 02:49 PM
o_O
Posted By: RagnarokCzD Re: Party Size Discussion - 11/04/22 03:21 PM
What happened with "options bad" ? laugh
Posted By: GM4Him Re: Party Size Discussion - 11/04/22 05:00 PM
This is different. Lol. Just give players - all players - the ability to have a party of 6. If they don't want to adventure with 6, they can just take 4 with them. No options needed in the options screen. You can literally take as many or as few as you'd like. Just because they give you a max of 6, it doesn't mean you have to take 6 with you.

But, what if they balance for 6 and it's too hard for party of 4?

Difficulty settings. They said we'd get them eventually. If party of 4 is too hard, decrease difficulty a notch or 2.

Again, game is balanced currently for 4, for the most part. So make EA a difficulty setting. Then add a Core 5e setting, which would be harder. Allow for party of 6, and balance 5e difficulty for party of 6. Those who want 5e AND party of 4, be ready for a challenge.

But, again, if they did XP split right, it'd work out anyway because party of 4 would go up levels faster than party of 6.
Posted By: RagnarokCzD Re: Party Size Discussion - 11/04/22 06:07 PM
The only differences i see is that this is aproximately ten times as much work ... and (wich will probably be the most important) something you want. laugh
Posted By: GM4Him Re: Party Size Discussion - 11/04/22 10:10 PM
Originally Posted by RagnarokCzD
The only differences i see is that this is aproximately ten times as much work ... and (wich will probably be the most important) something you want. laugh

The only work is work they have to do anyway if they are going to keep their promises for:

1. Difficulty settings
2. Benchmark D&D game
Posted By: RagnarokCzD Re: Party Size Discussion - 12/04/22 06:18 AM
What a coincidence ...
Same it was with weapon sheets ... no additional work ... odd it was not good enough for you there.
Posted By: GM4Him Re: Party Size Discussion - 12/04/22 08:22 AM
Whatever. Like I said. If you get what you want. Great.

Isn't that what I said on that thread too? Why you bringing that up here too?
Posted By: Ikke Re: Party Size Discussion - 12/04/22 11:50 AM
Originally Posted by GM4Him
This is different. Lol. Just give players - all players - the ability to have a party of 6. If they don't want to adventure with 6, they can just take 4 with them. No options needed in the options screen. You can literally take as many or as few as you'd like. Just because they give you a max of 6, it doesn't mean you have to take 6 with you.
That is not a good argument. Very few players will want to automutiltate. If the max is six, people will play with six and assume the game is meant to be played with six.


Originally Posted by GM4Him
But, what if they balance for 6 and it's too hard for party of 4?

Difficulty settings. They said we'd get them eventually. If party of 4 is too hard, decrease difficulty a notch or 2.

Again, game is balanced currently for 4, for the most part. So make EA a difficulty setting. Then add a Core 5e setting, which would be harder. Allow for party of 6, and balance 5e difficulty for party of 6. Those who want 5e AND party of 4, be ready for a challenge.
In all likelyhood, difficulty related to the number of characters in a party is not just a matter of setting attack and defense values. One of the nice things about a limitation in party composition is that you will have to make do with what you have. Sometimes you will step into a trap because you did not bring a thief, or you will have trouble healing because you left the cleric at home. So you will encounter more situations where creative thinking is in order. In that way, the number of party slots also influences difficulty.

In another way the limitation could benefit gameplay too: With a maximum of four classes in your party you are more likely to have to rotate people, depending on an estimate of the situation ahead. That, in turn, means more variety in character interactions.

Having to change knives seems more fun than carrying a swiss army knive all the time, so to speak.

For the record, I am fine with four characters, if that is how Larian wishes to design its game.
Posted By: kanisatha Re: Party Size Discussion - 12/04/22 03:06 PM
1. Options are always good (and inclusive, if that sincerely matters to people).
2. The perceived added costs of options are hugely exaggerated by opponents.
3. In the specific case of allowing people the OPTION of playing BG3 with a party of 6, the added costs are very small.
Posted By: mrfuji3 Re: Party Size Discussion - 12/04/22 03:56 PM
Originally Posted by Ikke
Originally Posted by GM4Him
This is different. Lol. Just give players - all players - the ability to have a party of 6. If they don't want to adventure with 6, they can just take 4 with them. No options needed in the options screen. You can literally take as many or as few as you'd like. Just because they give you a max of 6, it doesn't mean you have to take 6 with you.
That is not a good argument. Very few players will want to automutiltate. If the max is six, people will play with six and assume the game is meant to be played with six.
Which is why the default max should remain 4, but there should be an option in game settings to allow up to 6(+?) with a warning that this is not the developer-intended experience.

This is particularly necessary for the case where Larian doesn't change any difficulty aspects of the game for increased party size (the nearly-trivial cost option). If players are by default allowed to use 6 PCs but not warned that the game is balanced around 4, then many players will find the game mind-numbingly easy and likely won't even think of using <6 PCs, let alone actually do it.
Posted By: RagnarokCzD Re: Party Size Discussion - 12/04/22 04:40 PM
Originally Posted by mrfuji3
Which is why the default max should remain 4, but there should be an option in game settings to allow up to 6(+?) with a warning that this is not the developer-intended experience.
Exactly. ^_^
Posted By: Ikke Re: Party Size Discussion - 12/04/22 05:10 PM
Originally Posted by kanisatha
1. Options are always good (and inclusive, if that sincerely matters to people).
No. Sometimes it is good to have limited options and make the best of that. When done right, it can make for more interesting gameplay. It is the task of the game designer to make the player suffer before ultimate victory is achieved.

Originally Posted by kanisatha
2. The perceived added costs of options are hugely exaggerated by opponents.
3. In the specific case of allowing people the OPTION of playing BG3 with a party of 6, the added costs are very small.
That is difficult to prove. I can imagine there is quite a bit of balancing involved in the capabilities of individual characters. With a party of four, each individual party member will probably need to have extra quality to compensate for the lack of quantity. Also, it is imaginable that set pieces of the story depend on the number of characters (e.g. being thrown in jail and having to break out one by one).
Posted By: The Composer Re: Party Size Discussion - 12/04/22 05:50 PM
There are other considerations that I haven't seen anyone bring up yet as well, in regards to balancing a game around the option of having both a 4-man party, and a 6-man party. Just "Add more enemies" doesn't fly as well as it sounds, nor does adjust levels. Levels shouldn't really be a thing, and I generally vouch for just hiding that from the player completely. Monsters have challenge ratings in D&D, and that's a fixed rating unless homebrew is involved. That's a tool for DMs to balance encounters against party compositions. On top of that is action economy.

If you have an encounter balanced for 4 players, but want to make an alternative for 6 players, just adding two more enemies isn't a flat and evenly scaled balance. Particularly when you get to monsters with multiattack trait. Introducing two new enemies then technically means 4 more actions against the party. Whereas adding only 1 enemy in that case, slightly scews the action economy balance in favor of the player party.

TL;DR there's more manual labor balancing to be done when accounting for both options than "Just increase numbers". At least if a fun and well designed experience is desired.

So far the best suggestion I've seen is just what Fuji said, increase party size cap with warning of not being intended experience. Game will be significantly easier, inevitably so. But all that requires is a change in a handful of story goals (individual pieces of scripting that controls how parts of the game works), and... To really generalize and not write a wall of text, add two more triggers (indicators for the game to know where to place player characters in certain situations, such as dialogue, camp site for where they stand, sleep etc) and the new dialogue cinematic systems that presumably also has triggers to dictate where player 1-4 stands (hence if you mod now, sometimes two characters stand inside each other, because they both end up sharing the same trigger).

And honestly, party size discussion boils down to preference. D&D is perfectly fine with anywhere from 3-8 players. 4-6 is the sweet spot, and there's no right or wrong in that range. Though I generally don't recommend higher than 6, unless both the DM and the players are very experienced, both individually and together as a group.

Personally I think 4 is the better option for a video game. While unlikely applicable among ourselves here, one common criticism players have is that combat feels too long and a slog, that turns take too long. It was even worse in DOS2, hence both animation speed and turn change was significantly sped up and optimized in BG3. Yet it's still a common complaint among "casuals" for a lack of a better term. And if a party of 6 was an option, pretty much everyone would default to that and assume that's the right/best way to play, as mentioned by someone a few posts back. Purely pragmatically speaking, I highly suspect a higher party size would lower the overall general audience reception and positive feedback. Cooler for us more hardcore D&D players sure, but that's about it.

Some less significant cons as well is multiplayer, which already suffers with difficulty to fill a party of 4, and on a regular and consistent basis enough to see a full playthrough to its end, particularly in random groups. (Hence I never recommend it for Larian games, they're too long for most random groups to last, at least without character import/export).
Posted By: Drath Malorn Re: Party Size Discussion - 12/04/22 07:16 PM
Warning players that "changing these settings means you will not have the intended experience" sounds to me like the good way to manage developers' vision, difficulty and accessibility. I don't have the links in mind right now, but doesn't Celeste and other games praised for their approach to difficulty do that ?

Oh yeah, Celeste and Darkest Dungeon. Here's a video (listenable as podcast) discussing difficulty. Here's an article.


Max Party Size could simply be a slider in the difficulty options. The game would just let you know that if you increase it, from its original value of 4, you are making the game easier.

It would then be up to the players to pick other difficulty options to counter-balance that (e.g. slide Enemy A.I. to "Smarter than default", or increase Enemy Numbers, or, if it comes to that, increase Enemy Stats).


As a quick aside : to some extent, I wonder if allowing parties of 6 might incentivise Larian to improve/rework the control scheme and party movement systems. Also, I'm assuming that we may have occasionally more than just the Companions to control anyway (allies/NPCs to escort like Sazza, summons, etc). So it would not be a new incentive, just a stronger one.
Posted By: GM4Him Re: Party Size Discussion - 12/04/22 08:01 PM
88 pages of back and forth.

I think people want party of 6. I don't understand the resistance.

Here's the solution I've been trying to present/suggest:

Difficulty setting

Option 1. Based on party of 4 with current EA settings. If you don't want party of 6. Great. Play Party of 4 with this Option 1 difficulty setting. It's built for Party of 4. The description could say, "Built for Party of 4 with Larian homebrew.

Option 2. Based on party of 6 with proper D&D 5e settings and rules. Intellect Devourers actually devour intellect and have resistance. Imps have resistance and can sting. Description reads, "Built for Party of 6 with D&D 5e ruleset and few Larian homebrew rules. Warning: This setting recommends that you create a Party of 4 Custom Characters to start. Most encounters assume you will have at least a party of 4 or more."

Basically, what I'm saying is, if they were to release the game right now, it is balanced for Party of 4. If they gave the option for Party of 6, it would be too easy as is currently. I'd still like that, mind you, as I don't particularly like gruelling RPGs that make me save scum, but the point is that it would be way too easy for many people who want a party of 6.

Besides that, many people want a better D&D 5e experience with closer to RAW rules. If they didn't change any of the encounters at all (meaning they changed nothing in regards to how many monsters or the types of monsters), if they implemented 5e rules more closely, that in and of itself would make the game impossible for a party of 4. You'd die right away in the prologue or on the beach. Fighting 3 imps with 2 level 1 characters is suicide and fighting intellect devourers with 2 level 1 or 2 characters is also suicide. However, if you increase it to party of 4 to start with the ability to go to party of 6, 3 imps aren't impossible, and are challenging but not deadly. 3 intellect devourers is still pretty deadly, but if you know not to run up to them and fight them at close range - something Shadowheart warns you about - then you should be able to beat them with a party of 5 (including Shadowheart).

So, that's why I'm saying, if they DON'T give us Party of 6, a lot of people are going to be upset about it - 88 pages worth of back and forth. If they give us party of 6, and balance it with 5e rules as a difficulty, then if you don't want to have a party of 6, but a party of 4 or 5, you're fine. Play it however you like. Refuse to let more people in your party than 4 or 5. Play it on the difficulty that is more designed for that party size. Shoot, like someone said, they could even set a slider so that if you REALLY can't limit yourself in the game itself, you can limit yourself via a slider in the options menu.

But think of it from the other perspective. If they don't give us the option of Party of 6, we're stuck - especially if you want to play it with 4 actual players. We can't play party of 6 unless we want to download some questionable download from some random website we don't trust and cause the game to potentially crash on us constantly because it doesn't work quite right with the game because Larian won't just give us the option to go to 6. And if you play with 4 actual players, even if you do the modder party of 6 download thing, you still can't do party of 6 because the game still forces you to drop someone, add them back, and then you can add more than 4. Since you can't drop player characters, you can only play up to 3 players if you want to use the party of 6 mod. You can't even play 4 players and party of 6.

But, if they do it in reverse and let people create a max party size of 6, EVERYONE can be happy because those who just want 4 can still have 4 all day long simply by limiting themselves to 4.

YOU be the one to say, "Sorry Lae'zel. We're full up. Can you just go to my camp and wait for me there?"

Then let me say, "Yes, Lae'zel. Four is definitely not full up. Please. Join me. I'd love to have five party members. If I could have six or eight I would. The more the merrier because DANG, we're going up against some pretty serious monsters. Imps and devourers, and we just got started. Who KNOWS what's coming?"
Posted By: kanisatha Re: Party Size Discussion - 12/04/22 08:49 PM
Originally Posted by Ikke
That is difficult to prove. I can imagine there is quite a bit of balancing involved in the capabilities of individual characters. With a party of four, each individual party member will probably need to have extra quality to compensate for the lack of quantity. Also, it is imaginable that set pieces of the story depend on the number of characters (e.g. being thrown in jail and having to break out one by one).
You are just making up additional developer work here, which is exactly what I said in point 2: exaggerating things to create a strawman that can then be opposed.

Originally Posted by The Composer
So far the best suggestion I've seen is just what Fuji said, increase party size cap with warning of not being intended experience. Game will be significantly easier, inevitably so. But all that requires is a change in a handful of story goals (individual pieces of scripting that controls how parts of the game works), and... To really generalize and not write a wall of text, add two more triggers (indicators for the game to know where to place player characters in certain situations, such as dialogue, camp site for where they stand, sleep etc) and the new dialogue cinematic systems that presumably also has triggers to dictate where player 1-4 stands (hence if you mod now, sometimes two characters stand inside each other, because they both end up sharing the same trigger).
What @mrfuji3 said and this is exactly what the vast majority of those of us seeking the option have said from Day 1. But the people who want the game to cater only to them and no one else, knowing that this option description above undermines their entire opposition, ignore what we say here and instead create the strawman of our request creating all kinds of huge changes to the game that they keep pushing again and again. It's a deliberate strategy to deny something to other people even though what those other people want does not affect them in any way.
Posted By: GM4Him Re: Party Size Discussion - 13/04/22 06:09 AM
Right. To be clear, we want the ability to play party of 6 without having to use a mod. Even if they don't create difficulty settings or implement 5e rules and monster stats, we want them to give us the ability to change a number from 4 to 6 so we can do what the mod does without needing to mod the game.

Party of 6 is tremendously rewarding to me, when the game didn't crash. I enjoyed having ALL the origin characters in the party at one time. They interacted more. I felt like everyone was useful - no lazy bums sitting at camp idling away the hours. Battles were more manageable. I didn't have to save scum. I didn't have to long rest scum. I spread weapons and equipment out better so that not even everyone had all the best gear by the end of EA.

It was glorious!

Except for the game crashing because it didn't like being modded. It happened a lot, and saves would also crash, not letting me reload. I had to learn to save multiple times each time just in case.

Oh, and I really want to create 4 custom characters and still have 2 origin in the party. I'd love to see how that experience differs.

But I can't because they won't give us the simple ability to change a number.
Posted By: RagnarokCzD Re: Party Size Discussion - 13/04/22 08:09 AM
Actualy ...
I have noticed in my last game that when you have all companions they often overwrite each other reactions ...

For example in the Crypt after defeating all skeletons i could talk with Shadowheart or Astarion ...
But when i moded my last game Astarion lost all his comentary.

But now when i think about it ...
Im not sure on wich position he was. O_o
Posted By: GM4Him Re: Party Size Discussion - 13/04/22 12:05 PM
Originally Posted by RagnarokCzD
Actualy ...
I have noticed in my last game that when you have all companions they often overwrite each other reactions ...

For example in the Crypt after defeating all skeletons i could talk with Shadowheart or Astarion ...
But when i moded my last game Astarion lost all his comentary.

But now when i think about it ...
Im not sure on wich position he was. O_o

A minor tweak.
Posted By: GM4Him Re: Party Size Discussion - 13/04/22 12:08 PM
The point is, it's able to be modded by changing a number.

That said, I'm still hoping for a 5e difficulty setting so that a party of 5-6 characters COULD still have a difficulty that is more balanced for it.
Posted By: kanisatha Re: Party Size Discussion - 13/04/22 01:38 PM
Originally Posted by GM4Him
Right. To be clear, we want the ability to play party of 6 without having to use a mod. Even if they don't create difficulty settings or implement 5e rules and monster stats, we want them to give us the ability to change a number from 4 to 6 so we can do what the mod does without needing to mod the game.
^This is it. There's nothing else to what we are asking for. I'm really tired of certain people setting up their strawmen in the face of this being all that we're asking for, something so very minor and easy to do. It just goes to show how extremely cussed some people can be in trying to deny even the tiniest bit of happiness to other people, even when that comes at no cost to themselves. It is mind-boggling.
Posted By: Archaven Re: Party Size Discussion - 17/04/22 06:00 AM
unfortunately for me.. if with 6 party characters, i like if someone who can make mods to rebalance the encounter. not sure if there's such thing like fast fast animation. with 6 party characters, it definitely needs a skip or fast animation. pathfinder wrath of the righteous has that for turn-based.
Posted By: RagnarokCzD Re: Party Size Discussion - 17/04/22 07:53 AM
I wonder why ...
There is not much difference in combat between 4 and 6 members ...

Except you come to your turn more often, and it takes less rounds to finish the batte ... but beyond that? O_o
Posted By: Alexlotr Re: Party Size Discussion - 18/04/22 04:04 PM
Originally Posted by RagnarokCzD
The only differences i see is that this is aproximately ten times as much work ... and (wich will probably be the most important) something you want. laugh
How is it ten times as much work? How did you come up with this number, why not let's say aproximately 1.008 as much work?
Posted By: GM4Him Re: Party Size Discussion - 19/04/22 09:17 AM
I hate mods. Tried it with party of 6. Constantly get "Your save file is corrupt" and the game crashes frequently.

For something SO simple, why? Just freaking let players have the ability to select how many they want in their party. If the player wants 6 or even up to 8, the game CAN do it... So just let us do it? That's all we're asking.

If all we have to do is change a dang number from 4 to 6 or 8 in some stupid mod, then Larian can easily let us change that number in an option screen OR just build it into the game that you can have up to 8 party members, and if you don't want to have a party of more than 4, don't party with more than 4.

You can ALWAYS choose to play with 4 if they make the max size 6 or 8. You can't EVER make the party size more than 4 if they limit the max size to 4.

And as far as game balance goes... That's a Difficulty settings issue. They can create a Difficulty setting more for party of 4 balance and one more for party of 6 or 8 or whatever.
Posted By: RagnarokCzD Re: Party Size Discussion - 19/04/22 10:05 AM
Why? Im affraid, you said exactly the reason ...
If you mod something, and then clipping isues come, crashes come, corrup files come, graphical bugs come ... etc. ... its on you, since you moded.
But if this is allowed by creator, people would expect smooth gameplay without any issues, since its integral part of the game. :-/

So if change single value in files can make so incredibly HUGE MESS with the game ... one cant really blame Larian they dont want to go that road, unless they explicitly have to. :-/
Posted By: GM4Him Re: Party Size Discussion - 20/04/22 03:57 AM
Originally Posted by RagnarokCzD
Why? Im affraid, you said exactly the reason ...
If you mod something, and then clipping isues come, crashes come, corrup files come, graphical bugs come ... etc. ... its on you, since you moded.
But if this is allowed by creator, people would expect smooth gameplay without any issues, since its integral part of the game. :-/

So if change single value in files can make so incredibly HUGE MESS with the game ... one cant really blame Larian they dont want to go that road, unless they explicitly have to. :-/

???

Are you serious? If I hack a game and it crashes, it could be for a million reasons. One tiny piece of code is thrown out of whack and the whole thing freezes. The mod SEEMS to be only a number change, but is it? What did the modder have to do to create the tool used to mod it? Did he/she change part of a code that now causes more game crashes?

On the other hand, if Larian adjusts the code, they know what the frick they're doing. So, they can make sure it all lines up right and doesn't crash. In other words, they're not hacking their system. They are the architects. Therefore, unlike modders, they can easily change the number without hacking and potentially breaking the system.
Posted By: RagnarokCzD Re: Party Size Discussion - 20/04/22 09:48 AM
Originally Posted by GM4Him
Are you serious?
Deadly serious.

Originally Posted by GM4Him
If I hack a game and it crashes, it could be for a million reasons.
True ...
But you didnt "hack" anything ... you simply opened a file and changed single value. wink

Originally Posted by GM4Him
One tiny piece of code is thrown out of whack and the whole thing freezes.
Yup ...
And that is bcs that rest of the thing is build on that single piece of code ...

Just an example ...
So our characters dont end stuck in each other, game can have some kind of colission detection, that will control personal space for every member of our party ...
Its set and prepared for 4 characters ... you changed single value, nothing else ... sudently the colission detection mechanism have 6 inputs to work with, but can still only work with 4, since that is what it was written for.
Result? > Crash.

Originally Posted by GM4Him
The mod SEEMS to be only a number change, but is it?
Yes, it is.
(Actualy that may be the problem. laugh )

Originally Posted by GM4Him
What did the modder have to do to create the tool used to mod it? Did he/she change part of a code that now causes more game crashes?
I dont think so ...
In older games you can easily open their code in notepad and rewrite anything you want ... this is basicaly what we do here, its just a little more complex ...
And we get nice UI so we dont have to read it whole line after line. laugh

Originally Posted by GM4Him
On the other hand, if Larian adjusts the code, they know what the frick they're doing.
Every experienced programator know what they are doing ...
Its not some magic box, where only creator can understand its content. wink

It would be easier for Larian to determine where colisions, causing Crashes can be tho ... i gues you wanted to say something like that.

Originally Posted by GM4Him
So, they can make sure it all lines up right and doesn't crash.
And that is exactly that extra work i was talking about ...

Right now they have ... well, not perfectly, but adequately stable system that works ...
What would be their reason to invest money and resources to create another?
Posted By: GM4Him Re: Party Size Discussion - 20/04/22 12:33 PM
Oh whatever Rags.

I'm done.

From now on, I think I'm just gonna do this:

I want party of 6. I think it's better. No other reasons so Ragnarok can't argue and fight. Just I want it.

Let's take a poll.

Who else wants party of 6 max. Let's tally it up.

I'm 1.
Posted By: RagnarokCzD Re: Party Size Discussion - 20/04/22 12:38 PM
Im 2. laugh
Posted By: kanisatha Re: Party Size Discussion - 20/04/22 01:19 PM
3.
Posted By: Wormerine Re: Party Size Discussion - 20/04/22 01:25 PM
4.
Posted By: mrfuji3 Re: Party Size Discussion - 20/04/22 05:44 PM
This forum has poll functionality. It seems like it'd be vastly superior to do that instead of asking for individual comments in support of/against.

E.g., select all you'd be in favor of:
- Allow up to 6 with no additional changes
- Allow up to 6 but with changes (e.g., split exp, rebalancing encounters, default party size, etc)
- Allow more than 6
- Keep party limit at 4
- Reduce party size below 4

(If you do create a poll, it's probably worth iterating on these options a few times with other posters to create a somewhat "official/approved" poll)
Posted By: GM4Him Re: Party Size Discussion - 20/04/22 07:33 PM
Originally Posted by mrfuji3
This forum has poll functionality. It seems like it'd be vastly superior to do that instead of asking for individual comments in support of/against.

E.g., select all you'd be in favor of:
- Allow up to 6 with no additional changes
- Allow up to 6 but with changes (e.g., split exp, rebalancing encounters, default party size, etc)
- Allow more than 6
- Keep party limit at 4
- Reduce party size below 4

(If you do create a poll, it's probably worth iterating on these options a few times with other posters to create a somewhat "official/approved" poll)

You're assuming I know anything about polling on this forum.
Posted By: RagnarokCzD Re: Party Size Discussion - 20/04/22 08:25 PM
It have ...
But it would require starting yet another new topic about this ... it would also be needed for Moderators to not merge it with this megathreat (wich should not be a problem lately) since then the poll would be quickly loss in middle of it. frown
Posted By: Alexlotr Re: Party Size Discussion - 21/04/22 02:28 PM
Originally Posted by RagnarokCzD
I wonder why ...
There is not much difference in combat between 4 and 6 members ...

Except you come to your turn more often, and it takes less rounds to finish the batte ... but beyond that? O_o
The same "logic" can be applied to arguing for 2 members instead of 4.

There is not much difference in combat between 2 and 4 members ...

Except you come to your turn more often, and it takes less rounds to finish the batte ... but beyond that? O_o
Posted By: Archaven Re: Party Size Discussion - 21/04/22 03:34 PM
there isn't any reason to fight or argue with one another. different people have different opinions and needs. personally i want 6 party characters. i also want that larian stay true to dnd5e and not change the rule themselves. the reaction, the bonus action, the height advantage, monster statblock, etc. i also want that larian do away their dos formula (barrelmancy, elemental combo, abuses to win fights). just make a dnd game and respect the franchise. not pushing their dos formula.
Posted By: RagnarokCzD Re: Party Size Discussion - 21/04/22 06:20 PM
Originally Posted by Alexlotr
Originally Posted by RagnarokCzD
I wonder why ...
There is not much difference in combat between 4 and 6 members ...

Except you come to your turn more often, and it takes less rounds to finish the batte ... but beyond that? O_o
The same "logic" can be applied to arguing for 2 members instead of 4.

There is not much difference in combat between 2 and 4 members ...

Except you come to your turn more often, and it takes less rounds to finish the batte ... but beyond that? O_o
I require elaboration ...
Since our math is obviously not working the same way ...

Lets say you have 4 enemies ... and 4 member group ...
So half (4/8) of turns is yours ...

Then lets say you have 4 enemies ... and 6 member group ...
So 6/10 turns is yours ... 6 > 4 ...

Then lets say you have 4 enemies ... and 2 member group ...
So third (2/6) of turns is yours ...

In what universe is both "more often" ? O_o
Posted By: geala Re: Party Size Discussion - 22/04/22 04:53 AM
I'm for 4 in the party. Look below, really wanna more?


Exploring the Dungeon
[Linked Image from i.imgur.com]




(main reason for 4 is for me, I don't want to deal with 6, no more Pathfinder etc. please. 6 is ok for RTC, 4 is good for TBC)
Posted By: RagnarokCzD Re: Party Size Discussion - 22/04/22 07:52 AM
Originally Posted by geala
I'm for 4 in the party.
As far as i know (and i would dare to claim that i do) nobody ever asked that game should be reworked to disable 4 member party.

So ... you mind even that option?
And if so ... why?
Posted By: GM4Him Re: Party Size Discussion - 22/04/22 09:44 AM
Originally Posted by geala
I'm for 4 in the party. Look below, really wanna more?


Exploring the Dungeon
[Linked Image from i.imgur.com]




(main reason for 4 is for me, I don't want to deal with 6, no more Pathfinder etc. please. 6 is ok for RTC, 4 is good for TBC)

Ok. So. Here we go again.

If we go with Party of 4 max, I CANNOT have a party of 6. I am limited and I don't get what I want.

If we go with party of 6 max, I get what I want and so do you. Why? Because if you don't want 6 people in your party because it's just too much, you can tell whoever to shove it and go away. YOU can tell Lae'zel, "Sorry, we're full up."

So, everyone wins with party of 6. Based on poll, if we go with party of 4, a majority of people don't win with party of 4 because a majority of people want party of 6.

It's no different from those who want to solo the entire game. It's built for a party, but they choose to run around by themselves because they can and like the challenge.

All we want is the OPTION built by Larian, not mods because many of us hate them, to play as a party of 6. Then give us difficulty settings, as promised, so if we think party of 6 is too easy, we can up the difficulty. Everyone wins. Everyone is happy.

Party of 4. Not everyone is happy.
Posted By: kanisatha Re: Party Size Discussion - 22/04/22 02:15 PM
Originally Posted by geala
I'm for 4 in the party. Look below, really wanna more?


Exploring the Dungeon
[Linked Image from i.imgur.com]




(main reason for 4 is for me, I don't want to deal with 6, no more Pathfinder etc. please. 6 is ok for RTC, 4 is good for TBC)
Okay, so keep your party at four. Why deny me my party of six?
Posted By: Archaven Re: Party Size Discussion - 24/04/22 03:25 AM
Originally Posted by GM4Him
Originally Posted by geala
I'm for 4 in the party. Look below, really wanna more?


Exploring the Dungeon
[Linked Image from i.imgur.com]




(main reason for 4 is for me, I don't want to deal with 6, no more Pathfinder etc. please. 6 is ok for RTC, 4 is good for TBC)

Ok. So. Here we go again.

If we go with Party of 4 max, I CANNOT have a party of 6. I am limited and I don't get what I want.

If we go with party of 6 max, I get what I want and so do you. Why? Because if you don't want 6 people in your party because it's just too much, you can tell whoever to shove it and go away. YOU can tell Lae'zel, "Sorry, we're full up."

So, everyone wins with party of 6. Based on poll, if we go with party of 4, a majority of people don't win with party of 4 because a majority of people want party of 6.

It's no different from those who want to solo the entire game. It's built for a party, but they choose to run around by themselves because they can and like the challenge.

All we want is the OPTION built by Larian, not mods because many of us hate them, to play as a party of 6. Then give us difficulty settings, as promised, so if we think party of 6 is too easy, we can up the difficulty. Everyone wins. Everyone is happy.

Party of 4. Not everyone is happy.

+1
Its really just as simple as this. Not sure why Larian wants to push their agenda on restricting with 4.
Posted By: RagnarokCzD Re: Party Size Discussion - 24/04/22 06:51 AM
Im quite honestly not sure why do you 3 quoted whole post. O_o
Posted By: Alexlotr Re: Party Size Discussion - 24/04/22 07:09 PM
Originally Posted by RagnarokCzD
Originally Posted by Alexlotr
Originally Posted by RagnarokCzD
I wonder why ...
There is not much difference in combat between 4 and 6 members ...

Except you come to your turn more often, and it takes less rounds to finish the batte ... but beyond that? O_o
The same "logic" can be applied to arguing for 2 members instead of 4.

There is not much difference in combat between 2 and 4 members ...

Except you come to your turn more often, and it takes less rounds to finish the batte ... but beyond that? O_o
I require elaboration ...
Since our math is obviously not working the same way ...

Lets say you have 4 enemies ... and 4 member group ...
So half (4/8) of turns is yours ...

Then lets say you have 4 enemies ... and 6 member group ...
So 6/10 turns is yours ... 6 > 4 ...

Then lets say you have 4 enemies ... and 2 member group ...
So third (2/6) of turns is yours ...

In what universe is both "more often" ? O_o

Who said both? I compare 2 different cases - arguing for 4 vs 6 and agruing for 2 vs 4. And the arguments in those cases can be the same.

4 has no objective advantages over 3, 5, 6 or 2. It's just a limit for the sake of a limit. They should allow us to change it. And we're not asking for 200 party memebers.

6 was the max group size in BG 1-2 so...
Posted By: RagnarokCzD Re: Party Size Discussion - 24/04/22 10:59 PM
Originally Posted by Alexlotr
Who said both?
You did:

Originally Posted by Alexlotr
Originally Posted by RagnarokCzD
Except you come to your turn more often, and it takes less rounds to finish the batte ...
Except you come to your turn more often, and it takes less rounds to finish the batte ...
Posted By: Alexlotr Re: Party Size Discussion - 25/04/22 09:51 PM
Originally Posted by RagnarokCzD
Originally Posted by Alexlotr
Who said both?
You did:

Originally Posted by Alexlotr
Originally Posted by RagnarokCzD
Except you come to your turn more often, and it takes less rounds to finish the batte ...
Except you come to your turn more often, and it takes less rounds to finish the batte ...
Wrong. I compare 2 different cases - arguing for 4 vs 6 and agruing for 2 vs 4. And the arguments in those cases can be the same.

4 has no objective advantages over 3, 5, 6 or 2. It's just a limit for the sake of a limit. They should allow us to change it. And we're not asking for 200 party memebers.

6 was the max group size in BG 1-2 so...
Posted By: RagnarokCzD Re: Party Size Discussion - 26/04/22 06:41 AM
Originally Posted by Alexlotr
And the arguments in those cases can be the same.
And i ask: HOW?
Posted By: Lastman Re: Party Size Discussion - 26/04/22 08:30 AM
Originally Posted by Archaven
Originally Posted by GM4Him
Originally Posted by geala
I'm for 4 in the party. Look below, really wanna more?


Exploring the Dungeon
[Linked Image from i.imgur.com]




(main reason for 4 is for me, I don't want to deal with 6, no more Pathfinder etc. please. 6 is ok for RTC, 4 is good for TBC)

Ok. So. Here we go again.

If we go with Party of 4 max, I CANNOT have a party of 6. I am limited and I don't get what I want.

If we go with party of 6 max, I get what I want and so do you. Why? Because if you don't want 6 people in your party because it's just too much, you can tell whoever to shove it and go away. YOU can tell Lae'zel, "Sorry, we're full up."

So, everyone wins with party of 6. Based on poll, if we go with party of 4, a majority of people don't win with party of 4 because a majority of people want party of 6.

It's no different from those who want to solo the entire game. It's built for a party, but they choose to run around by themselves because they can and like the challenge.

All we want is the OPTION built by Larian, not mods because many of us hate them, to play as a party of 6. Then give us difficulty settings, as promised, so if we think party of 6 is too easy, we can up the difficulty. Everyone wins. Everyone is happy.

Party of 4. Not everyone is happy.

+1
Its really just as simple as this. Not sure why Larian wants to push their agenda on restricting with 4.
Probaly because of mutiplayer and or split screen? Maybe even due to the horribal chain control system they use for consoles... i guess we will never know, because Sven doesn't have the courage to just say it?>

Btw what game is in the screenshot?:)
Posted By: RagnarokCzD Re: Party Size Discussion - 26/04/22 11:53 AM
Originally Posted by Lastman
Probaly because of mutiplayer and or split screen? Maybe even due to the horribal chain control system they use for consoles...
Actualy theese problems GM4Him had allready covered in his past suggestions that are somewhere in this mess, so maybe you missed those. laugh

Both multiplayer and split screen problems are tied only to amount of PC players ...
So IF (and i know its a big if) Larian would allow us 6 members, party with limitation of 4 player max ...

There would be no problem at all. smile
Posted By: geala Re: Party Size Discussion - 27/04/22 10:30 AM
Originally Posted by RagnarokCzD
Originally Posted by geala
I'm for 4 in the party.
As far as i know (and i would dare to claim that i do) nobody ever asked that game should be reworked to disable 4 member party.

So ... you mind even that option?
And if so ... why?

That's easy. A party of 6 would make rework of the encounters necessary, despite what friends of the party of 6 say. I'm not sure a proper balance for the party of 4 play would result, I doubt it. You cannot simply take DnD rules and experience because the monsters and combat rules are changed in BG3, what many mourn about. So, although I'm usually always for more options and variety, here I prefer to be very egoistic and say, it's good as it is.

BTW why a party of only 6? Because it is in the DnD rules? Why not a party of 8 or 10, for the lovers of variety. Many more interesting characters and classes to enjoy. It's just a little bit of adjustment, seemingly.
Posted By: RagnarokCzD Re: Party Size Discussion - 27/04/22 11:16 AM
Originally Posted by geala
A party of 6 would make rework of the encounters necessary, despite what friends of the party of 6 say.
Even when "friends of the party of 6" (minus GM4Him ... he is lobing for 5e stats strongly in many topics) litteraly said that they dont want any encoutners rework?

I mean that is exactly the result you get if you are using the mod ...
Your amount of party members is incerased by 2 ... NOTHING else changes ... sure, it screws many things in game, especialy around ballance ... and that is EXACTLY and PRECISELY the reason "friends of the party of 6" suggested that there should be warning sign next to this option clearly stating:
"WARNING: This game was created and ballanced for party of 4 ... if you pick this option, you will not have that kind of experience we planned for you ... but feel free to, if you wish it anyway."

So no rework of the encounters (or any other rule in fact) is necessary. wink


Originally Posted by geala
BTW why a party of only 6? Because it is in the DnD rules?
I dont think it is rules ...
Its more like *the* number people are used to, doubt there is any deeper reason. laugh

Also there is that small and insignificant fact that Swen himself claimed that they *know* that most people *will* require party of 6, since they are used to that from previous BG games (and many others) so they shall create whole UI with this in mind and friendly to any 6member party mod ...
And some us simply come to conclusion that since all the mod do is change single value from 4 to 6 ... it would be really nice gesture from Larian if they would include its function to game itself. smile


Originally Posted by geala
Why not a party of 8 or 10
Using the mod, we can create party of 8 top ... since there is no more characters right now and once you started with 4 custom characters, you cant recruit anyone else for some reason. laugh

I tryed it once ... it was ... well, not bad, but also not exactly good ... combat was soooooo fucking trivial, so many enemies didnt even get a change to attack me i was able to loot half of the map and still was not encumbered, i had so many spellslots so i could wipe out half of the map and still have some reserves. laugh
All said figuratively ofc ...
Anyway it was not exactly fun for me ... but if someone wants it, why not ... the mod is right there. laugh
Posted By: mrfuji3 Re: Party Size Discussion - 27/04/22 01:17 PM
Originally Posted by geala
That's easy. A party of 6 would make rework of the encounters necessary, despite what friends of the party of 6 say.
No, a rework of encounters isn't necessary.

As @Rag says above, the absolute minimum Larian could do is simply allow an OPTIONAL max party size of 6 without making ANY additional changes. For people who play with a party of 4, the game is exactly the same. For people who play with a party of 6, either their game is easier or they increase the game difficulty (BG3 will almost certainly include difficulty options) to compensate.

If Larian wants to do slightly more work, a relatively easy balancing is to adjust exp gain for differently-sized parties. A party of 6 gains less exp - and thus levels up more slowly - than a party of 4, which would work to balance combats. E.g., 4 level-3 characters vs 6 level-2 characters are roughly similar in power.
Posted By: geala Re: Party Size Discussion - 27/04/22 02:07 PM
Without a rework of the encounters the highest difficulty would be a joke for the party of 6 players. They (or some) would accuse Larian to be a liar about the proposed masochistic "Way of the uber Damned", being a cakewalk in the game. Or not?

If the only change to the game were that a party of 6 could be used, why not.

It could also lead to some interesting forum talk later, about the option, it's users, about self restriction and why you can change it/cannot change it during playthroughs for example. grin
Posted By: RagnarokCzD Re: Party Size Discussion - 27/04/22 04:38 PM
Originally Posted by geala
Or not?
Nope ...
As long as there is warning telling people that turning this option on will affect their difficiulty in the way that *may* potentialy make the game incredibly trivial.

Of course some fools will complain anyway, but by present of that warning there would be clear proof that they are fools. laugh
Posted By: kanisatha Re: Party Size Discussion - 28/04/22 01:49 PM
Originally Posted by RagnarokCzD
Originally Posted by geala
Or not?
Nope ...
As long as there is warning telling people that turning this option on will affect their difficiulty in the way that *may* potentialy make the game incredibly trivial.

Of course some fools will complain anyway, but by present of that warning there would be clear proof that they are fools. laugh
+1
Posted By: Archaven Re: Party Size Discussion - 28/04/22 02:03 PM
Originally Posted by mrfuji3
Originally Posted by geala
That's easy. A party of 6 would make rework of the encounters necessary, despite what friends of the party of 6 say.
No, a rework of encounters isn't necessary.

As @Rag says above, the absolute minimum Larian could do is simply allow an OPTIONAL max party size of 6 without making ANY additional changes. For people who play with a party of 4, the game is exactly the same. For people who play with a party of 6, either their game is easier or they increase the game difficulty (BG3 will almost certainly include difficulty options) to compensate.

If Larian wants to do slightly more work, a relatively easy balancing is to adjust exp gain for differently-sized parties. A party of 6 gains less exp - and thus levels up more slowly - than a party of 4, which would work to balance combats. E.g., 4 level-3 characters vs 6 level-2 characters are roughly similar in power.

+1
Most games have difficulty settings. Even in DOS2 IIRC. If there are custom settings that would even be better. I'm sure there probably be modders to "enhance" the combat encounters hence i believe a max party of 6 would be really enjoyable. Those who wanted 4 they can still play the way they want. Everyone wins.
Posted By: geala Re: Party Size Discussion - 03/05/22 12:39 PM
Originally Posted by Lastman
...


Btw what game is in the screenshot?:)


Just read it now, it's not a game but simply a picture made by me (with Daz studio, I'm not an artist), loosely based on some games and typical group dynamics. wink
Posted By: EstherEloise Re: Party Size Discussion - 05/05/22 07:31 AM
I'm interested in how will they manage party structure with just 4 characters and classes like druid/bard. I feel I already feel shoehorned into cleric/fighter/rogue/mage type of class for my main.
Posted By: geala Re: Party Size Discussion - 05/05/22 10:02 AM
On the current difficulty level (which is named "Classic" in the game) any class could be played as main to master the fights, in my opinion. A lot of the custom rule choices of Larian make group roles less defined and certain classes less mandatory, which you can like or not.
Posted By: RagnarokCzD Re: Party Size Discussion - 05/05/22 11:11 AM
I just recently started to replay Dragon Age: Origins ...
I like when my party is, lets say fiting rather than perfectly effective ... so was thinking that my Dwarf would make perfect party with Oghren, Shale and Sten ... then i find out that playing as 4 Warriors is impossible (unless you play on Easy). -_-

So if we dont get option to have bigger party in BG-3 ... wich would be sad. :-/
I hope that at least we get some more options so our party can fit better together thematicaly. laugh
Posted By: Archaven Re: Party Size Discussion - 05/05/22 12:50 PM
Originally Posted by EstherEloise
I'm interested in how will they manage party structure with just 4 characters and classes like druid/bard. I feel I already feel shoehorned into cleric/fighter/rogue/mage type of class for my main.

biggest problem for me as well. i find myself that for solasta i absolutely need pally, cleric and a wizard. so i only left with 1 slot. really i don't have much room for others.
Posted By: Stabbey Re: Party Size Discussion - 10/05/22 02:22 PM
I definitely would be more comfortable with a party size of at least 5, strictly because it feels like the game needs to fill the roles of: Melee Fighter, Healer, Trap/Lock Wrangler, Ranged Attacker, Controller, and Multiple Target Damage. Now, 5e does have options to allow for flexibility, which allow for people to double up on some of those roles, but limits on class proficencies and ability score modifiers providing bonuses to skill proficencies can limit how useful that can be. Especially of note is how some skills are not represented at all in Backgrounds, and others are in many different backgrounds (although that issue can be somewhat fixed by allowing for backgrounds to customize your skill proficencies). Solasta just outright told the player in character creation that "X skill/language is not used in-game, so if you're taking that, it'll only be for flavor."

That said, Solasta also goes with a 4-person team and they have fewer options overall. I'm playing that game and trying out different party configurations to see how well I can cover roles with different parties and backgrounds. My first team was Barbarian/Cleric/Rogue/Sorcerer. My second team is Fighter/Druid/Ranger/Wizard. I'm sure there are more teams I can try and maybe the 4-person limit will feel fine in both Solasta and BG 3.

However, Solasta also is fairly strict with the rules on enemy HP, AC, saving throws, and options, and that can make a big difference.
Posted By: Archaven Re: Party Size Discussion - 11/05/22 03:13 PM
due to the problem with concentration i find alot of stuffs are not being used and hence more party characters defintely helps. for one putting a sorceror? for twinning that may be really great. Btw.. i'm not sure how action surge works in baldur's gate 3. actually i havent try action surge in solasta either. so if action surge grants additional action in one turn that means a fighter with 2 attacks can have 4 with action surge. as extra attacks are based on attack action. so having 2 actions would mean having 2 attack actions. how is it supposed work actually?
Posted By: Stabbey Re: Party Size Discussion - 11/05/22 06:14 PM
Originally Posted by Archaven
due to the problem with concentration i find alot of stuffs are not being used and hence more party characters defintely helps. for one putting a sorceror? for twinning that may be really great. Btw.. i'm not sure how action surge works in baldur's gate 3. actually i havent try action surge in solasta either. so if action surge grants additional action in one turn that means a fighter with 2 attacks can have 4 with action surge. as extra attacks are based on attack action. so having 2 actions would mean having 2 attack actions. how is it supposed work actually?


You have it correct. Action surge gives you a second full action, so if the attack action normally gives you two attacks, you can have two additional attacks, or use that other action for something else. However, it does not give you an additional Bonus Action.
Posted By: Archaven Re: Party Size Discussion - 11/05/22 07:28 PM
Originally Posted by Stabbey
Originally Posted by Archaven
due to the problem with concentration i find alot of stuffs are not being used and hence more party characters defintely helps. for one putting a sorceror? for twinning that may be really great. Btw.. i'm not sure how action surge works in baldur's gate 3. actually i havent try action surge in solasta either. so if action surge grants additional action in one turn that means a fighter with 2 attacks can have 4 with action surge. as extra attacks are based on attack action. so having 2 actions would mean having 2 attack actions. how is it supposed work actually?


You have it correct. Action surge gives you a second full action, so if the attack action normally gives you two attacks, you can have two additional attacks, or use that other action for something else. However, it does not give you an additional Bonus Action.

if that's the case fighter is far superior than other martial classes. even paladin wouldn't be able to match fighter damage at higher levels? also action surge is per short rest. in dnd5e it seems like there's no limit to how many short rest you can take. dual-wielding on the other hand seems really bad to me. was wondering if the off-hand weapon procs elemental damage? it seems in solasta the off-hand weapon doesn't proc elemental damage. correct me if i'm wrong? if it procs elemental damage then dual-wielding maybe better than two-handed weapon. my ranger in solasta currently is dual-wielding 2 longswords one with 1d8 lightning and the off hand is 1d8 cold damage. however i don't seem to see the cold damage being proc. i have previously tried a rogue for few levels and then i abandon the party. rogue seems very bad at damage compared to my pally that burst down bosses fairly quickly.

also that makes multi-classing with fighter would be really strong. just 5 levels in fighter with action surge could net 4 attacks per turn excluding haste. not sure follow-up strike is a solasta thing does bg3 has it?
Posted By: mrfuji3 Re: Party Size Discussion - 11/05/22 10:51 PM
Originally Posted by Archaven
if that's the case fighter is far superior than other martial classes. even paladin wouldn't be able to match fighter damage at higher levels? also action surge is per short rest. in dnd5e it seems like there's no limit to how many short rest you can take. dual-wielding on the other hand seems really bad to me. was wondering if the off-hand weapon procs elemental damage? it seems in solasta the off-hand weapon doesn't proc elemental damage. correct me if i'm wrong? if it procs elemental damage then dual-wielding maybe better than two-handed weapon. my ranger in solasta currently is dual-wielding 2 longswords one with 1d8 lightning and the off hand is 1d8 cold damage. however i don't seem to see the cold damage being proc. i have previously tried a rogue for few levels and then i abandon the party. rogue seems very bad at damage compared to my pally that burst down bosses fairly quickly.

also that makes multi-classing with fighter would be really strong. just 5 levels in fighter with action surge could net 4 attacks per turn excluding haste. not sure follow-up strike is a solasta thing does bg3 has it?
For pure basic attacks, sure fighters get more --> more total damage. But other classes (e.g., Paladin) have powerful abilities (e.g., Smite) which can make up for the fewer attacks. Action Surge is essentially 1x per combat, but a Paladin can Smite as many times as they have spell slots, a rogue can sneak attack every turn, etc.

If the weapon itself deals dice of elemental damage, then the offhand attack should deal that damage. The only restriction for off-hand attack damage is that it doesn't deal your modifier in additional damage. So your ranger's MH should do 1d8+Dex (or Str) lightning damage, and the off-hand should deal 1d8 cold damage. You have to specifically use your bonus action to attack with your off-hand weapon though; it doesn't happen automatically like in BG3. And you presumably have some feat or ability to dual-wield long swords..??

Rogue is great if you constantly get sneak attack damage on your turn AND if you also make frequent opportunity attacks (which deal sneak attack damage); otherwise yeah the damage is only okay.

"Just 5 levels in fighter" ... 5 levels is a lot, especially since most campaigns don't go above level ~10. Most people take 2 levels in fighter for the Action Surge, and rely on their base class for either Extra Attack or other features that benefit from action surge.
Posted By: MarcAbaddon Re: Party Size Discussion - 12/05/22 08:00 AM
Leaving it open to mods is a good idea. From a tactical perspective I think 5 party members are often the sweet spot but 4-6 are fine. The issue with 4 is that it often leads little flexibility in party composition if you want to cover the usual roles.
Posted By: kanisatha Re: Party Size Discussion - 12/05/22 01:36 PM
Not only does four limit party composition on party roles, but it also keep you from taking along that oddball/eccentric/quirky companion who doesn't bring much to combat but is a great companion for roleplaying and party interractions. With only four party slots I could never justify taking along that companion, which would be a huge shame.
Posted By: Archaven Re: Party Size Discussion - 12/05/22 02:53 PM
Originally Posted by mrfuji3
For pure basic attacks, sure fighters get more --> more total damage. But other classes (e.g., Paladin) have powerful abilities (e.g., Smite) which can make up for the fewer attacks. Action Surge is essentially 1x per combat, but a Paladin can Smite as many times as they have spell slots, a rogue can sneak attack every turn, etc.

If the weapon itself deals dice of elemental damage, then the offhand attack should deal that damage. The only restriction for off-hand attack damage is that it doesn't deal your modifier in additional damage. So your ranger's MH should do 1d8+Dex (or Str) lightning damage, and the off-hand should deal 1d8 cold damage. You have to specifically use your bonus action to attack with your off-hand weapon though; it doesn't happen automatically like in BG3. And you presumably have some feat or ability to dual-wield long swords..??

Rogue is great if you constantly get sneak attack damage on your turn AND if you also make frequent opportunity attacks (which deal sneak attack damage); otherwise yeah the damage is only okay.

"Just 5 levels in fighter" ... 5 levels is a lot, especially since most campaigns don't go above level ~10. Most people take 2 levels in fighter for the Action Surge, and rely on their base class for either Extra Attack or other features that benefit from action surge.

Paladin once depleted the smites he has to long rest. Meanwhile fighter only need a short rest. Very useful in cases where long rests are being policed by developer. Paladin has alot of nice tricks unfortunately he has to use them carefully especially again when long rests are being used as a difficulty barrier by developers. It's being used in solasta, i'm quite sure it's possibly could be used by Larian as well. I much prefer rations where you can rest anywhere as opposed to "fixed" and "static" area where rests were intended by developers. It seems more like a "scripted" experience by developers to play the game it's mean to be played as dictated by developers.

I'm not sure if solasta is buggy or not. I have only once twin blade ever triggered as a reaction. I'm pretty confident that some attack rolls where my existing AC +3 would actually beat the enemy attack roll. Longsword on it's own is a 1d8 and lightning should provide another 1d8. so the calculation should be 1d8 + 1d8 + [STR modifier]. i have the ambidexterous feat and longswords are not finesse. as pointed, i didn't actually seems to notice that my off-hand proc the additional 1d8 frost damage. i do have the dual-wield feats so i believe my off-hand should add the STR modified as well. anyway with the damage comparing to pally i was to the point of depressed. maybe.. well maybe once i'm dual-wielding 2 longswords of dragonblade (1d8 + 2d6 Fire) and another Punisher (1d8 + 2d6 Piercing) on off hand that damage may actually compete with paladin?

IMO maybe rogue should get 2 times sneak attack per turn that probably would be much better. I'm really excited about multi-class i hope Larian really put it in. Now that's the only edge Larian has over Solasta at the moment.

Also... yesterday i just got counterspell... it was freaking amazing. I'm not sure if it's bugger.. but i can counterspell the enemy counterspell? woahh.. my melee was about to hit the enemy caster and he counterspell.. and i got a reaction to counter him!. that's pretty cool.
Posted By: nation Re: Party Size Discussion - 13/05/22 03:11 PM
+1

'i am once again asking for your 6 party slots support'
Posted By: virion Re: Party Size Discussion - 16/05/22 06:33 AM
Since this topic is already a 90 page shitstorm let's add a bit more to it. I think 5 member party size is the optimum. Prove me wrong over the next 90 pages. Have fun!
Posted By: Saito Hikari Re: Party Size Discussion - 16/05/22 08:30 AM
I suppose 5 is also fine. To me, 6th party slot mostly exists for characters I really like but probably can't optimize them for combat very well due to not really synergizing with the rest of the party.

I feel like the only game I've played with 6 party members where I actually got extra tactical mileage out of the 6th slot were the Pathfinder games.
Posted By: kanisatha Re: Party Size Discussion - 16/05/22 02:37 PM
Originally Posted by virion
Since this topic is already a 90 page shitstorm let's add a bit more to it. I think 5 member party size is the optimum. Prove me wrong over the next 90 pages. Have fun!
Um, when it comes to opinions, it's your job to prove yourself right, not someone else's job to prove you wrong. wink
Posted By: virion Re: Party Size Discussion - 16/05/22 02:43 PM
Originally Posted by kanisatha
Originally Posted by virion
Since this topic is already a 90 page shitstorm let's add a bit more to it. I think 5 member party size is the optimum. Prove me wrong over the next 90 pages. Have fun!
Um, when it comes to opinions, it's your job to prove yourself right, not someone else's job to prove you wrong. wink
Just kidding obviously. Never understood why some people on the forum are so determined 6 people in party is a determining factor for anything. I've read pages and pages of people trying to prove their point about it. The only one that actually makes sense is party compositions might be a tad more intereseting with 6 characters since you have more classes to mix together. But ...that's it. Everything else is really a matter of taste.
Posted By: GM4Him Re: Party Size Discussion - 16/05/22 04:13 PM
Originally Posted by virion
Originally Posted by kanisatha
Originally Posted by virion
Since this topic is already a 90 page shitstorm let's add a bit more to it. I think 5 member party size is the optimum. Prove me wrong over the next 90 pages. Have fun!
Um, when it comes to opinions, it's your job to prove yourself right, not someone else's job to prove you wrong. wink
Just kidding obviously. Never understood why some people on the forum are so determined 6 people in party is a determining factor for anything. I've read pages and pages of people trying to prove their point about it. The only one that actually makes sense is party compositions might be a tad more intereseting with 6 characters since you have more classes to mix together. But ...that's it. Everything else is really a matter of taste.

Is it? Maybe you missed ALL the reasons I've given previously as to why Party of 6 makes more sense for this game. It isn't just a matter of taste.

What about:

1. Party of 6 allows for Party of 4 actual Players in multiplayer mode and 2 origin characters, thus allowing people to play together and still have a couple of character slots so you can do origin character story missions/quests and so forth - allowing for origin character dialogues and so forth with a full party of 4 players.
2. Party of 6 allows for more party dialogues. I did the party of 6 mod where you tweak the max party size number. I hate mods, but I made an exception because I cared about this one so much. Turns out, your characters have a lot more dialogues and seem more like a cohesive party and unit when you have 1 Custom Character and the 5 origin characters all traveling together in one party at one time. Yes, they actually talk more when you have all of them together.
3. Party of 6 allows for less frustration in tougher combats. For example, if a duergar shoves Lae'zel 30+ feet into lava for a 1-Hit KO, you still have 5 other party members, meaning you aren't quite as hindered in the fight as you would be with only 3. Instead of losing 1/4th of your team in just one stupid move, you only lose 1/6th. Still a sucky thing, but you can live with it.
4. You can carry more with a party of 6, meaning you don't have to manage items as much, constantly shifting things around or sending one item at a time to camp because you just can't pick up that beloved spoon you spotted in the treasure chest in the basement of the toll house. When I was traveling with the party of 6, I could easily spread out the items and keep going without having to stop and manage them so much. (This one wasn't as big a deal for me, but it was still something.)
5. Party of 6 makes it so you don't have to constantly return to camp and switch out party members when wanting to do an origin character side quest like Lae'zel and Zorru or Wyll and Spike. You can keep all the current origin characters with you all the time and not have to worry about constantly switching them out.
6. It makes more sense that if you are going to go face a squad of gith who have a dragon, that you might bring everyone you have with you for the fight. Makes no sense to be "full up" with a party of 4 and then go to face some super tough enemies one-on-one. If I'm going to enter a phase spider matriarch's lair or face a horde of goblins, I might want to bring a bigger party.
7. Combat would be actually more balanced with a 5e ruleset if they implemented party of 6 instead of party of 4. EVERY combat currently is a Deadly encounter if they were to actually implement 5e rules and stats for monsters. 3 Imps against 2 Level 1 characters is insane. 3 Imps against 5 level 1 characters (4 custom and Lae'zel and/or Shadowheart) is not so insane. Same with 3 intellect devourers. Same with skeleton magic users. Same with actual bandits/mercenaries. Same with gnolls on the road. Same with 4 githyanki. Same with phase spiders.

I could go on and on and on and on, as I have in this thread, but I think that should be enough to show that it's more than taste. There are a LOT of gameplay elements that are currently hindered by a party size of 4. Again, party of 4 limits people who want a party of 6 while party of 6 does not hinder a party of 4.

So why?
Posted By: virion Re: Party Size Discussion - 16/05/22 05:48 PM
Originally Posted by GM4Him
Originally Posted by virion
Originally Posted by kanisatha
Originally Posted by virion
Since this topic is already a 90 page shitstorm let's add a bit more to it. I think 5 member party size is the optimum. Prove me wrong over the next 90 pages. Have fun!
Um, when it comes to opinions, it's your job to prove yourself right, not someone else's job to prove you wrong. wink
Just kidding obviously. Never understood why some people on the forum are so determined 6 people in party is a determining factor for anything. I've read pages and pages of people trying to prove their point about it. The only one that actually makes sense is party compositions might be a tad more intereseting with 6 characters since you have more classes to mix together. But ...that's it. Everything else is really a matter of taste.

Is it? Maybe you missed ALL the reasons I've given previously as to why Party of 6 makes more sense for this game. It isn't just a matter of taste.

What about:

1. Party of 6 allows for Party of 4 actual Players in multiplayer mode and 2 origin characters, thus allowing people to play together and still have a couple of character slots so you can do origin character story missions/quests and so forth - allowing for origin character dialogues and so forth with a full party of 4 players.
2. Party of 6 allows for more party dialogues. I did the party of 6 mod where you tweak the max party size number. I hate mods, but I made an exception because I cared about this one so much. Turns out, your characters have a lot more dialogues and seem more like a cohesive party and unit when you have 1 Custom Character and the 5 origin characters all traveling together in one party at one time. Yes, they actually talk more when you have all of them together.
3. Party of 6 allows for less frustration in tougher combats. For example, if a duergar shoves Lae'zel 30+ feet into lava for a 1-Hit KO, you still have 5 other party members, meaning you aren't quite as hindered in the fight as you would be with only 3. Instead of losing 1/4th of your team in just one stupid move, you only lose 1/6th. Still a sucky thing, but you can live with it.
4. You can carry more with a party of 6, meaning you don't have to manage items as much, constantly shifting things around or sending one item at a time to camp because you just can't pick up that beloved spoon you spotted in the treasure chest in the basement of the toll house. When I was traveling with the party of 6, I could easily spread out the items and keep going without having to stop and manage them so much. (This one wasn't as big a deal for me, but it was still something.)
5. Party of 6 makes it so you don't have to constantly return to camp and switch out party members when wanting to do an origin character side quest like Lae'zel and Zorru or Wyll and Spike. You can keep all the current origin characters with you all the time and not have to worry about constantly switching them out.
6. It makes more sense that if you are going to go face a squad of gith who have a dragon, that you might bring everyone you have with you for the fight. Makes no sense to be "full up" with a party of 4 and then go to face some super tough enemies one-on-one. If I'm going to enter a phase spider matriarch's lair or face a horde of goblins, I might want to bring a bigger party.
7. Combat would be actually more balanced with a 5e ruleset if they implemented party of 6 instead of party of 4. EVERY combat currently is a Deadly encounter if they were to actually implement 5e rules and stats for monsters. 3 Imps against 2 Level 1 characters is insane. 3 Imps against 5 level 1 characters (4 custom and Lae'zel and/or Shadowheart) is not so insane. Same with 3 intellect devourers. Same with skeleton magic users. Same with actual bandits/mercenaries. Same with gnolls on the road. Same with 4 githyanki. Same with phase spiders.

I could go on and on and on and on, as I have in this thread, but I think that should be enough to show that it's more than taste. There are a LOT of gameplay elements that are currently hindered by a party size of 4. Again, party of 4 limits people who want a party of 6 while party of 6 does not hinder a party of 4.

So why?


1)You're missing the point of origin characters here.And you talk about 2 different subjects.
1.a)To some extent I agree, don't get me wrong. It's cool to have the impression your party is " living it's own life" despite following your "left clicks". But you don't have to have 6 characters to achieve this effect. You just need at least 2 origin characters. What if you have 4 of them? In the same party? Because yes, they are playable.

1.b)If you have 4 players in the same team everyone can still play as one of the origins characters and have his " side quests" as your own missions to follow. And that's the entire idea behind origin characters to begin with. Everyone can be a hero of their own story. From Larian perspective they are making as many games as they are making origin characters.

This option is not available in EA of BG3 so far( or at least it wasn't when I played the game last time) but it did make some quite interesting scenarios in DOS:2 multiplayer(Origin characters missions if played by the player could be played out entirely differently than if the character was a companion.Some quests were requiring certain origin characters to murder an NPC a different origin character had to protect). Their in-party dialogues would still activate even if players are using them as main characters. Players will be the ones making those dialogues happen once trigerred (assumably randomly) by in game scripts.

Only issue was you could take 4 origins characters with you. Others would die at act 1 so that would lead to a set of limitations when it comes to origin characters stories(Not like their story would lead to their death or something since you can't really replace them). But that's last bit is off topic.


2) I won't argue here. Didn't try the mod but yeah seems logical if you have more characters they talk more. That aspect would make it more interesting in solo/ duo. From 3+ players you can probably come back to #1.


3) Linking game difficulty or balance to the number of available characters is a bit silly. You balance the game around the max amount of characters not the other way around.


4) I'm tempted to dismiss this as a balance issue[More items = more money]. But it could be a valid argument for more QoL when it comes to item management. Either easier transfer of items to camp or ....backpacks.

5)Oh don't worry about switching them all out, they will most likely all die apart from the ones in your current active party. So you will never complete their side quest until your next playthrough. Just an assumption based on Dos:2 origin characters fate. Sven said " at the end of ACT 1 players will have to commit when it comes to their companions". Whatever that means.

6) Makes sense to some extent. Bigger fights could use a "highlight" in the form of more allies following you for a particular fight. It can be done on " case by case" basis though, doesn't require a 6 man party. Like...if story wise it's justified to " bring as many people as we can" then....why only bring 2 more guys? Why not every one?

7)Again, I completed the game on release while sleeping 3 times max for the most part. The hag+the patrol kinda bit the living shit out of me. Started sleeping a bit more often in the underdark. Cleric OP. Phase spiders -> Tough but cleric rolls over them head first.

After me you want 6 characters party and because of that fact alone you start seeing some things as they were unconditionally supporting this idea. But they really aren't.
I'm not advocating AGAINST it. I'm just stating all arguments used above can be used to say the exact opposite with ease.


6 characters cause more party banter so more immersion, more classes,so it's kinda cool and Larian please give us the option to make it happen and pls balance the game for it ?Or at least make a difficulty level that kinda balances out the possibility of having 3 barbarians ( god forbid backed by a cleric+sorc+ thief covering the sorc?). It won't be perfect but at least we can play the way we want? Yeah sure. But don't try to prove there's more than this to it cause there really isn't.

There are a few issues mentioned in this thread or even in your last post that are far from ignorable but 6 man party isn't a solution to it. It's a seperate subject. A seperate request. Not an ultimate truth.
Posted By: GM4Him Re: Party Size Discussion - 16/05/22 11:07 PM
Everything else aside... Party of four players. Doesn't matter who you go with. There are five current origin characters and they have said there will be more. Therefore, with a Max party size of four, you will never have the ability to go on any other companion side quests when you are playing the game with three other players.

If one of you is not Wyll, then even meeting him in the game is pointless because you can't do any of his side quest story lines. Doesn't matter if you ever run into his little devil mistress at any point in the game, you're stuck because you didn't pick him as one of your four player characters.

But with a Party Max size of six, you can at least switch out one of the two extras that you have in the party and make sure he is one of them so that you can do his side quests.

Likewise, if you play a party of 4 customs, you can literally have NO origin characters in the party, thus you are unable to do ANY side quests belonging to them.

So, party of 4 locks players out of content. Party of 6 does not.
Posted By: virion Re: Party Size Discussion - 16/05/22 11:43 PM
Originally Posted by GM4Him
Everything else aside... Party of four players. Doesn't matter who you go with. There are five current origin characters and they have said there will be more. Therefore, with a Max party size of four, you will never have the ability to go on any other companion side quests when you are playing the game with three other players.

If one of you is not Wyll, then even meeting him in the game is pointless because you can't do any of his side quest story lines. Doesn't matter if you ever run into his little devil mistress at any point in the game, you're stuck because you didn't pick him as one of your four player characters.

But with a Party Max size of six, you can at least switch out one of the two extras that you have in the party and make sure he is one of them so that you can do his side quests.

Likewise, if you play a party of 4 customs, you can literally have NO origin characters in the party, thus you are unable to do ANY side quests belonging to them.

So, party of 4 locks players out of content. Party of 6 does not.

Yeah I can see what you mean.

The same problem appears if you have 6 players playing together though. So again it doesn't solve the problem entirely(it definitely adresses it to some extent ngl). Having some of those characters not controlled by players despite playing in coop and still having their things to say+their quests. Only Larian knows how often people play with 4 players coop though. Is it actually a thing? I guess it is.

To be honest I think we simply can't have it both ways? Like...either you have you+ a friend on custom characters + a party of NPC's roleplaying being a party or you have a lobby full of custom characters manned by players. Arguably you can have a coop playthrough and a seperate solo playthrough.

Just for this aspect alone( having multiple points of view collide with each other) party of 6 would be nice. That's definitely one of the things missing from the older BG's too. You could have 1 character commenting on one of your choices and a 2nd one disagreeing with it to the point of attempting to murder one of your own team members. The more the merrier in this case.

Fun fact in the example I provided in the previous post Larian actually proved they already had this exact same conversation and their implementation of origin characters in DOS:2 is a way to adress this exact issue. " Party members should disagree over something sooner or later. Players playing together won't sabotage each other by instinct. Unless...they have a reason.Their origin character story". So they already tried to give us tools to roleplay those situations in game (assuming you play one of the origins characters. In DOS:2 you could fully customize their class and appearance so there was theoratically no reason not to play one).

I think the entire "6 players party" makes way more sense if you place it in single player context tbh.
It does create a bit more space for custom characters(And...ngl, despite my 2 last posts I actually prefer playing custom characters lol) if you play with a lower amount of people too while leaving space for more origin characters so in this sense it adresses multiplayer too but question remains do most people play alone/ in small parties or do they actually go for full lobbies? God knows, Larian knows.
Posted By: GM4Him Re: Party Size Discussion - 17/05/22 01:08 AM
@virion

If anything, it seems you are the one attempting to justify your own arguments, and you're making a number of assumptions to do so. You're assuming, for example, that BG3 will be exactly like DOS2, that party members will die at some point - among other items you mentioned. Though it is possible, and maybe probable, it is still an assumption. They certainly don't have to do it that way, and in my opinion they shouldn't if they don't want even more people griping about how this is a DOS3 and not BG3. You are also assuming that if they increase max party size to 6 that they have to then increase multiplayer max party size to 6. They COULD do a max party of 4 players with a max party of 6 or even 8 (2 to 4 NPC members). In fact, if they really wanted to make some people happy, they'd make it so you could play a party of 4 players with each player being able to control an origin character and allow up to 8 max party size with 2 characters per player

Anyway, my point is that there is legit reasons why some of us want a party of 6. It's not just, "I want a party of 6, so you people who want party of 4 just shut up." Again, party of 4 limits the game and locks out content and makes things less fun, especially since I've played the mod and enjoyed party of 6 so much more. It's like getting a taste of something good and having people tell me I can't continue to have it. Screw you because I only want my limited version.

But I'm asking for both, and that's why I said they COULD balance a party of 6 by making a 5e Core ruleset and allowing 4 custom characters to start, even in single-player mode. Then those who want to play party of 4 can do so on the janky homebrew ruleset and those who want to play hard core 5e AND party of 6 can do so. They wouldn't even have to add or remove more monsters. Then everybody is happy.
Posted By: virion Re: Party Size Discussion - 17/05/22 08:19 AM
Originally Posted by GM4Him
@virion

If anything, it seems you are the one attempting to justify your own arguments, and you're making a number of assumptions to do so. You're assuming, for example, that BG3 will be exactly like DOS2, that party members will die at some point - among other items you mentioned. Though it is possible, and maybe probable, it is still an assumption. They certainly don't have to do it that way, and in my opinion they shouldn't if they don't want even more people griping about how this is a DOS3 and not BG3. You are also assuming that if they increase max party size to 6 that they have to then increase multiplayer max party size to 6. They COULD do a max party of 4 players with a max party of 6 or even 8 (2 to 4 NPC members). In fact, if they really wanted to make some people happy, they'd make it so you could play a party of 4 players with each player being able to control an origin character and allow up to 8 max party size with 2 characters per player

Anyway, my point is that there is legit reasons why some of us want a party of 6. It's not just, "I want a party of 6, so you people who want party of 4 just shut up." Again, party of 4 limits the game and locks out content and makes things less fun, especially since I've played the mod and enjoyed party of 6 so much more. It's like getting a taste of something good and having people tell me I can't continue to have it. Screw you because I only want my limited version.

But I'm asking for both, and that's why I said they COULD balance a party of 6 by making a 5e Core ruleset and allowing 4 custom characters to start, even in single-player mode. Then those who want to play party of 4 can do so on the janky homebrew ruleset and those who want to play hard core 5e AND party of 6 can do so. They wouldn't even have to add or remove more monsters. Then everybody is happy.


Fair enought, I'm not immune to personal bias either I guess. I have to make certain assumptions since Larian didn't confirm everything for obvious reasons ( work in progress). The assumptions about DOS:2 origin characters and how it will look in BG3 is indeed just that: an assumption. But" player will have to commit" said by Sven in early stages kinda supports this claim you can't say the opposite. In that light the part of " switching characters left and right to know their story" isn't exactly an issue since you most likely won't have the option to switch them. But assuming they don't die and stay alive somewhere in the world indeed what you said makes sense. Never denied that particular aspect.

Regarding increasing the party size without necessarily increasing the amount of players kinda solves the issue i highligthed above so fair enought on that.
Good to know it's moddable cause it kinda gives me hopes. Like worst case in a couple months post release we can mod it ourselves if Larian doesn't commit to 6 man party.


Now I think it's important to clarify one thing: From the very start of this conversation I genually would prefer 6 characters too. Mostly cause the more the merrier and the party feels more alive( in my opinion). So we agree on that part which is nice.
However arguments can be made in the opposite direction :

1)With the current movement system too much characters to manage can be a burden to some.

2)It can compromise replayability to some extent ( Depends on the max amount of characters in the entire game. In the end we have 0 idea how many there will be. Considering their origin stories seem VERY built up with their own cinematics etc we could make an assumption there won't be that many. In which case that issue applies).

3)More characters = different balance so while it doesn't have to lead to encounters re-design it will lead to more testing for Larian. They can't just release a 6 man party with an info" we didn't test it , don't use it". That's equivalent to making it moddable.

4)On the same side of more work all encounters teleporting your players or acting on your entire party would also need to be done twice: For a party of 4 and a party of 6. Not undoable obviously since it was modded in EA but still something to consider.

5)Regarding the last two points: Do we want to convince Larian to double down on something that theoratically isn't game defining(Theoratically as in for me and you it might be important not for others)? Well it's a hard sell.

Don't comment on the "arguments against" cause that's not my point. I don't think either of us wants to talk about why it doesn't make sense to have 6 characters.We both think it does.
My point is rather there are implications to that and having it "half-assed" isn't really an option(Like in that case you can get the 6 man party mod and you will achieve a similar result). So should Larian work on it ? Well would be cool but we can't say it's superior or problem free. It comes with it's own issues to solve and adress.

AKA what is there to prove over 90 pages? We can't deny it has it's pros and cons. Some will matter to some others won't. It's not something tengible or easily explainable like the critic of "Advantage given on attacks from highground" which Larian listened to and patched out.

That's the only reason there's 90 pages about it. There's no middleground for taste. Larian taking under consideration everyone's taste? YES please. But for the love of god we agree on having a party of 6 and yet we can't agree on everything.
So its there a better proof this is really a case of " taste" and not arguments and reasons due to the main impact being immersion (It's positive/negative influence on combat and how to adress this is probably the main thing there is to discuss but you already said about it more than I will ever know or test in EA so i can shut up on that subject) ?


HENCE WHY my first comment about proving me wrong 5 man party is the optimal solution. Voila. have a good day, I hope we agree to some extent.
Posted By: GM4Him Re: Party Size Discussion - 17/05/22 12:43 PM
@virion

I get where you're coming from, and to a large extent I agree. Regardless of what they decide, I'm good. I want 6, but after all is said and done, I'm not going to cry of they don't. I'd rather they just finish the game.
Posted By: RagnarokCzD Re: Party Size Discussion - 17/05/22 01:21 PM
Originally Posted by virion
But" player will have to commit" said by Sven in early stages
Personaly i believe this "have to commit" can quite easily mean that our companions will all go their ways after Act 1 ... just as Shadowheart says, when you ask her what will be do afterwards ... after all, the only thing that hold them together was tadpole and if that will get (at least seemingly) resolved in end of first act, there is no reaspon for them to stay together ... especialy for those who dislike each other. laugh

+ note that even full custom party will most likely "have to commit" to someone. wink


Originally Posted by virion
In that light the part of " switching characters left and right to know their story" isn't exactly an issue since you most likely won't have the option to switch them
Asuming we will get locked all party members since then ... maybe.
But since we were allready told that there WILL be mercenary system included, and so far we didnt seen any mercenary NPC, nor any hint that any of them presented in Act 1 would be potentialy used as one ... its safe to presume that some mercenaries will join us even later, and in such case you certainly should have option to switch your party members however you need. wink


Originally Posted by virion
Good to know it's moddable cause it kinda gives me hopes.
I remember Swen talking about that they count with this mod, since day 1 ... so they want to create their interface in a way that would not interfere with party of 6 ...
When you then take under concideration that its just matter of switching single value, and people dont demand any futher ballance changes ...

Seems almost silly that they refuse (or at least dont agree) to include this option to base game. O_o


Originally Posted by virion
1)With the current movement system too much characters to manage can be a burden to some.
Since all people asking for is option ... people who would concider it a burden would most likely keep it off ...
NEXT! laugh


Originally Posted by virion
2)It can compromise replayability to some extent
Quite small extent ... especialy if we count interactions between our characters.
Personaly i never felt discouraged to replay DA:Inquisition just by the fact that i allready know side quests for my companions ... after all, i kinda also know all (or at least most) other quests, including main one and plot ... wich is a little bit more important. laugh

Quite the oposite actualy ... since interactions between companions is interesting for me, i was encouraged to replay using different party members bcs i was curious about it. smile
For example head-chess game between Iron Bull and Solas is legendary. ^_^


Originally Posted by virion
3)More characters = different balance so while it doesn't have to lead to encounters re-design it will lead to more testing for Larian. They can't just release a 6 man party with an info" we didn't test it , don't use it". That's equivalent to making it moddable.
Yes they can.
But that sign should be "this game was created and optimised for party of 4 ... by switching this option on, you may compromise your experience". wink

As it was also suggested few times before. smile


Originally Posted by virion
4)On the same side of more work all encounters teleporting your players or acting on your entire party would also need to be done twice: For a party of 4 and a party of 6. Not undoable obviously since it was modded in EA but still something to consider.
I dunno what do you mean ...

Are you talking about situations as there is on raft in the Underdark?
That can be easily resolved by short dialogue like:
Narrator: "There is not enough space on this raft for your whole party ... pick 4 people who will scout ahead with you."
or Narrator: "Your whole group would be too heavy for this raft ... pick 4 people who will scout ahead with you."


Originally Posted by virion
5)Regarding the last two points: Do we want to convince Larian to double down on something that theoratically isn't game defining(Theoratically as in for me and you it might be important not for others)? Well it's a hard sell.
Yes we do.
Posted By: Volsalex Re: Party Size Discussion - 23/05/22 06:33 AM
I think that party of 5 is the most balanced variant - it can allow to cover party basic roles (arcane caster aka CC / AoE damage, divine caster aka healing / support, tank, single-target DPS) and allow main PC to play any class they want to complement it. As far as I know, there are also 8 planned companions, so 4 companion slots make perfect sense - game can still be replayed with totally different set of companions. It is also not a very big increase to player party power (around 25%), so maybe Larian would not even need to rebalance encounters much to adjust. Something like:
Current game design for 4 party -> Easy difficulty for 5 party (so they do not even need to scrap it)
Their planned hard difficulty for 4 party -> Medium difficulty for 5 party (so they do not need to scrap it as well)
More enemies / harder stats / additional abilities for them -> Hard difficulty for 5 party

So, the only additional work Larian would need to do in addition to already planned is change party number to 5 and implement "hard" difficulty for 5 party.

Though, many of these points could be applied to party of 6 as well, but it would require more work to balance the game for that.
Posted By: GM4Him Re: Party Size Discussion - 23/05/22 08:01 AM
I've said it before and I'll say it again. They could keep everything the same and allow party of 6 with D&D 5e Core stats and rules and allow players to create up to 4 custom characters, and it would be balanced. I've tested via tabletop. The encounters would be challenging but not too difficult.

Party of 6 with gameplay as is? Easy mode.
Posted By: RagnarokCzD Re: Party Size Discussion - 23/05/22 11:35 AM
Originally Posted by Volsalex
So, the only additional work Larian would need to do in addition to already planned is change party number to 5 and implement "hard" difficulty for 5 party.
Well the point for most of us here is to avoid any additional work. laugh
Posted By: kanisatha Re: Party Size Discussion - 23/05/22 02:03 PM
Well, to my way of playing a D&D game, based on party roles (which btw is one of the most attractive and awesome things about D&D for me: party-based game with party roles for each party member), the six-person party is what is ideal because I identify six core party roles in D&D: tank, targeted damage dealer, area damage dealer, controller, buffer, and healer.
Posted By: GM4Him Re: Party Size Discussion - 23/05/22 03:55 PM
And, once again, we'll state: "Many of us want party of 6 even IF they balance the game around party of 4."

Again, "Party of 6 allows players to play party of 4 if they want. Won't hurt party of 4 players at all. But in reverse, limiting to party of 4 means us party of 6-ers CAN'T play as we want."

So please, Larian. Let us have the option without mods.
Posted By: kanisatha Re: Party Size Discussion - 24/05/22 06:14 PM
Originally Posted by GM4Him
Party of 6 allows players to play party of 4 if they want. Won't hurt party of 4 players at all. But in reverse, limiting to party of 4 means us party of 6-ers CAN'T play as we want.
Yup.
Posted By: Nightstryker Re: Party Size Discussion - 25/05/22 10:07 PM
Yes Please the option for a Party of 6!!!!
Posted By: Lenggao Re: Party Size Discussion - 29/05/22 12:09 PM
Originally Posted by GM4Him
Originally Posted by virion
Originally Posted by kanisatha
Originally Posted by virion
Since this topic is already a 90 page shitstorm let's add a bit more to it. I think 5 member party size is the optimum. Prove me wrong over the next 90 pages. Have fun!
Um, when it comes to opinions, it's your job to prove yourself right, not someone else's job to prove you wrong. wink
Just kidding obviously. Never understood why some people on the forum are so determined 6 people in party is a determining factor for anything. I've read pages and pages of people trying to prove their point about it. The only one that actually makes sense is party compositions might be a tad more intereseting with 6 characters since you have more classes to mix together. But ...that's it. Everything else is really a matter of taste.

Is it? Maybe you missed ALL the reasons I've given previously as to why Party of 6 makes more sense for this game. It isn't just a matter of taste.

What about:

1. Party of 6 allows for Party of 4 actual Players in multiplayer mode and 2 origin characters, thus allowing people to play together and still have a couple of character slots so you can do origin character story missions/quests and so forth - allowing for origin character dialogues and so forth with a full party of 4 players.
2. Party of 6 allows for more party dialogues. I did the party of 6 mod where you tweak the max party size number. I hate mods, but I made an exception because I cared about this one so much. Turns out, your characters have a lot more dialogues and seem more like a cohesive party and unit when you have 1 Custom Character and the 5 origin characters all traveling together in one party at one time. Yes, they actually talk more when you have all of them together.
3. Party of 6 allows for less frustration in tougher combats. For example, if a duergar shoves Lae'zel 30+ feet into lava for a 1-Hit KO, you still have 5 other party members, meaning you aren't quite as hindered in the fight as you would be with only 3. Instead of losing 1/4th of your team in just one stupid move, you only lose 1/6th. Still a sucky thing, but you can live with it.
4. You can carry more with a party of 6, meaning you don't have to manage items as much, constantly shifting things around or sending one item at a time to camp because you just can't pick up that beloved spoon you spotted in the treasure chest in the basement of the toll house. When I was traveling with the party of 6, I could easily spread out the items and keep going without having to stop and manage them so much. (This one wasn't as big a deal for me, but it was still something.)
5. Party of 6 makes it so you don't have to constantly return to camp and switch out party members when wanting to do an origin character side quest like Lae'zel and Zorru or Wyll and Spike. You can keep all the current origin characters with you all the time and not have to worry about constantly switching them out.
6. It makes more sense that if you are going to go face a squad of gith who have a dragon, that you might bring everyone you have with you for the fight. Makes no sense to be "full up" with a party of 4 and then go to face some super tough enemies one-on-one. If I'm going to enter a phase spider matriarch's lair or face a horde of goblins, I might want to bring a bigger party.
7. Combat would be actually more balanced with a 5e ruleset if they implemented party of 6 instead of party of 4. EVERY combat currently is a Deadly encounter if they were to actually implement 5e rules and stats for monsters. 3 Imps against 2 Level 1 characters is insane. 3 Imps against 5 level 1 characters (4 custom and Lae'zel and/or Shadowheart) is not so insane. Same with 3 intellect devourers. Same with skeleton magic users. Same with actual bandits/mercenaries. Same with gnolls on the road. Same with 4 githyanki. Same with phase spiders.

I could go on and on and on and on, as I have in this thread, but I think that should be enough to show that it's more than taste. There are a LOT of gameplay elements that are currently hindered by a party size of 4. Again, party of 4 limits people who want a party of 6 while party of 6 does not hinder a party of 4.

So why?


I'm currently playing Divinity original sin 2 with a party size of 7 and another with 8 the only issue I have, is that the game was meant for 5 at max when it comes to UI compatibility. At least when playing with a controller, it works fine with a mouse and keyboard. So Baldur's gate 3 will definitely suffer the same issue. Which is why I'm saying it's better if it was a real option instead of a mod.

Fights are fun, the story feels extremely fresh and more indepth as everyone now interact in ways that wasn't there when there was just 4 of us. I'm playing on the hardest mode and don't have to cheese as much, there's no "abusing the system" needed, I can really enjoy the game without breaking immersion, I'm finally using weapons I'll never used and tbh, I probably can't go back to 4, because I play co op too, and it's fun asf.

There's no extreme Min and Maxing needed, I can casually enjoy the game.

Options is always great imo, the more freedom of choice the better.

I'm on one side of the map doing the Lizard's mission, my co op buddy has her own squad on the Blood island, we're both enjoying the story with no real limitations. Fights are fun and when we both fight together or separatly with our team it feels great. Because for once, the story doesn't revolve around me alone, like I'm some omnipotent being who have to deal with every single issue that comes up, whoever stumbles here or there first deals with this or that first it changes the story up, the game feels more alive, she has her own choices that I have no say in. Her party members don't even like me, and that's refreshing, because their loyalty lies with her. I bet you can't give another game that gives this kind of experience out there, or if there are games, it doesn't number more than fingers on our hand.

So imagine if Baldur's gate 3 allows more party members, a game that's suppose to be bigger than Div 2? It'll make it that much better tbh. People whining about difficulty act as if you can't up or lower it to suit yourself. It's literally a single player, co op game, it'll not affect anyone besides those playing together.

The funnest thing about games like Skyrim with mods is that, you're making your own game, the way you want with all sorts of options, the reason why today, it's still being enjoyed by people around the world is the freedom to choose and tinker.

Hell, even today they've finally made a multiplayer, co op mod for Skyrim, which took near 5 years to make. If it was offered already in the first place, modders wouldn't have to struggle.

So I don't see how adding more option is going to hurt the game and anyone besides these players who enjoys telling other people how to play.

These same players are probably the same folks saying they paid for college and people today should too, when stuff like taking college debt away comes up or making it free in general pops up. It's full of the "I don't get the option or don't want to use it so you shouldn't be able to" mentality.

"Oh you play with friends? Well I don't have friends, so that option should be limited because it makes us socially inept folks feel better when you guys can't enjoy the game to its maximum potential."

Kind of childish imo.

I'm currently playing these new dnd games I've never before and the only thing holding me back from buying Baldur's gate 3 is the inability to get more than 4 players, I'm playing part one rn and it's fun, in its own way. I got Pathfinder wrath of the fury too, bound to play that soon in a few months, so I'm not really strap for options when it comes to game tbvh. It's not like I'll miss out om Baldur's gate 3.

Because by the time it comes out, I bet there's already other gamss out to play.

Been waiting to test Ghost of Tsusiba or whatever too.
Posted By: GM4Him Re: Party Size Discussion - 16/06/22 03:07 AM
Ok. So. Been thinking. Some have argued that party of 4 is standard party size for D&D. They say that the adventures are designed for 3-5 players, so 4 is perfect.

While reviewing some campaigns, I gave this additional thought. Larian is treating BG3 as literally if you create a character then you are 1 player, 1 PC. All other characters are actually NPCs you control unless you play with other players via multiplayer.

But here's my issue, then. Even D&D campaigns will increase your party size to 6 or more depending on the campaign and player choices with NPCs.

Example:. Party of 4 PCs in Descent into Avernus. Meets Reya. She joins the party. Now Party of 5. If you had 5 PCs, now party of 6.
Later. Going after the duke, you can gain a devil ally. You also have Lulu. That boosts party size to potentially 6 to 8.

See. I still have an issue with party of 4 because in most D&D sessions, even if you only have 3 or 4 players, the DM usually adds NPCs to the party to help.

In BG3, they're ALL NPCs you control.
Posted By: Flooter Re: Party Size Discussion - 16/06/22 12:25 PM
I’m not sure I understand your issue. BG3 adds plenty of characters beyond the four PC party limit. You’ve got temporary companions in summon slots. Also, there’s Halsin, Volo and other camp dwellers who you can’t control. They are as close as the game has to DMPCs.

Do you wish the game added allies that followed you around in the world and participated in combat without player input? Or is your issue with the basic premice that DnD is balanced around 4 PC parties when source books keep adding to the party beyond that limit?
Posted By: GM4Him Re: Party Size Discussion - 16/06/22 12:57 PM
Originally Posted by Flooter
I’m not sure I understand your issue. BG3 adds plenty of characters beyond the four PC party limit. You’ve got temporary companions in summon slots. Also, there’s Halsin, Volo and other camp dwellers who you can’t control. They are as close as the game has to DMPCs.

Do you wish the game added allies that followed you around in the world and participated in combat without player input? Or is your issue with the basic premice that DnD is balanced around 4 PC parties when source books keep adding to the party beyond that limit?

No. My point is that it has been argued that party of 4 limit is based on standard D&D 5e campaign builds. They are standardly designed for 3-5 players. But, my point - not issue, just making a point - is that in most campaigns the story gives PCs the ability to get more NPC companions that join your party. This means that, in truth, most encounters in said campaigns are designed with a larger overall party in mind.

In BG3, all the characters but the MC are NPCs. Thus, it is no different. We should be allowed to take all 5 of our NPCs with us when we adventure if we want. The argument that D&D campaigns are designed for party of 3-5 doesn't really hold water because in most campaigns parties increase with NPCs often to 6 or even up to 8 depending on number of players. And many DMs will hand out these extra NPCs for players to control during battles so that the DM isn't managing/ rolling as much.

So, again, I'd like to point out that when I play multiplayer with 4 players, at present, I can't add a single NPC origin character to my party except during the prologue. I'm full up. I'm stuck with just a party of 4 players. No NPCs allowed except the very temp ones like Sazza or Halsin. Nevermind that I have 5 to choose from. I'm stuck with just my 4 PCs.
Posted By: Ruswarr Re: Party Size Discussion - 16/06/22 01:38 PM
The main issue I see with increasing party to 4+ is that the game is not being built around it. Personally, I think party of 5 would be the best for me; 4 is playable but pretty limiting in choices, 5 is more flexible while 6 might be a little too many for me to manage.

So if there are 5-6 active party members that will definitely require a rebalance of enemy stats/numbers for a default difficulty level. And with increased enemy numbers maps can become pretty crowded leaving less space to manuever and maybe opening an issue of a party member being more likely to be alpha-striked (probably less relevant as party levels up?). So that might require map rework, and that I don't really see happening. Plus there's multiplayer aspect, and I think getting and commiting 5/6 people to play a long campaign (I'm assuming it will be around DoS2 length, so probably up to 100 hours?) can be harder.
Posted By: kanisatha Re: Party Size Discussion - 16/06/22 02:33 PM
Originally Posted by Ruswarr
The main issue I see with increasing party to 4+ is that the game is not being built around it. Personally, I think party of 5 would be the best for me; 4 is playable but pretty limiting in choices, 5 is more flexible while 6 might be a little too many for me to manage.

So if there are 5-6 active party members that will definitely require a rebalance of enemy stats/numbers for a default difficulty level. And with increased enemy numbers maps can become pretty crowded leaving less space to manuever and maybe opening an issue of a party member being more likely to be alpha-striked (probably less relevant as party levels up?). So that might require map rework, and that I don't really see happening. Plus there's multiplayer aspect, and I think getting and commiting 5/6 people to play a long campaign (I'm assuming it will be around DoS2 length, so probably up to 100 hours?) can be harder.
This is exactly the claim that @GM4Him is refuting, by pointing out that there is no such thing as "standard party size" for a D&D game module because the exact same module can be played tabletop with party sizes ranging from as small as 4 to as large as 8.
Posted By: Ruswarr Re: Party Size Discussion - 16/06/22 03:21 PM
Originally Posted by kanisatha
This is exactly the claim that @GM4Him is refuting, by pointing out that there is no such thing as "standard party size" for a D&D game module because the exact same module can be played tabletop with party sizes ranging from as small as 4 to as large as 8.
Well, I did not look at the whole issue as a "standard party size in D&D". I'm actually pretty far from D&D (never even played BG1/2) and my knowledge is more about bits and pieces of lore rather than tabletop mechanics.

I don't see a module that can be readily adjusted to a varying number of players. What I see is that BG3 is being built with an exact party limit in mind - four, standard or not. No way around that. Any adjustments to party limit will require more work that just ramping enemy stats or numbers up if were're expecting some balance difficulty-wise. And would I like to see party size changed? Yes. Can I see it happening, even as option? Not really, outside of mods.
Posted By: RagnarokCzD Re: Party Size Discussion - 16/06/22 04:37 PM
Originally Posted by Ruswarr
The main issue I see with increasing party to 4+ is that the game is not being built around it.
Please define for me "not being build around it". O_o

Are you adressing problems with combat dificiulty?
> Allready talked about, as long as party of 6 is OPTIONAL (wich is what most people want here) its not a problem, bcs people who will want it will be notified that difficiulty of game will be affected ... and people who dont mind will not activate it ... sure there will be people who will activate it anyway and then complain that game seems too easy, but you cant save everyone, especialy not those who are swimming in acid and cry "it burns".

Are you adressing UI issues?
> Larian actualy (paraphrasing Swen himself) "count with the fact that 6member party mod WILL be present for many players and preparing all UI to be as possible to adjust to it as it can"

Are you adressing problems for some players to operate with more characters?
(I honeslty never understand this argument, its turn based, you allways use only 1 character at the time)
> Again not a problem ... if rule (as we ask) will be optional ... is party of 6 too much for you? Set party of 5. wink

Are you adressing anything else?
> Please tell me, those were meerely FRC ... frequently repeated complains smile laugh
Posted By: Ruswarr Re: Party Size Discussion - 16/06/22 05:51 PM
Originally Posted by RagnarokCzD
Please define for me "not being build around it". O_o

Simple as it is - it is the *intended* experience, crafted by the team. Larian chose this limit and the systems will be more or less revolving around it.

For example, GM4Him mentioned quite a lot that BG3 creatures don't follow "true" D&D stats, so it's reasonable to assume that Larian did not build their encounters around D&D challenge rating. Hence the most probable measuremnt - party size and expected levels of encounters. If we change party size then any kind of balance (which I think is in OK state currently, assuming it's the intended default difficulty) is thrown out of the window - 5-6ppl party will easily stomp through current content with much higher potential for removing enemies per turn or nuking high HP targets, and that also opens more class options which would provide more general flexibility for the party.

Can Larian make a setting for an optional 6ppl mode? Sure, and I'm pretty sure that's the easy part. Will it provide the intended experience that way? Nope, as the balance will swing heavily into players' favor, even if they were warned, and it's Larian who get blamed for an imbalanced mode even if it were players who asked for this. Then add difficulty settings and it's a whole another can of worms in regards to balance. Reception from players will vary a lot too and in case of further changes Larian might have a hard time finding what was truly overtuned or undertuned to fix.
I would also say there's a good probability of DOS2-like event that will "seal" the party composition at one point (I wouldn't want that but that's something I expect nontheless) and I'm not sure how the game will react if there are more people left. Will the possibility be accounted for or will some scripts just break, etc?

it's nice to hear that they are trying to adjust the UI for people who want bigger parties though. And if there's to be a "proper" 6ppl mode... it will require a lot of work, which I've already mentioned. Maybe it could happen after release if demand will be high enough?

And I'm not really complaining, I'm just saying why I think it's unreasonable to expect a 4+ party size from the game. I would like an officially supported bigger party too as I think 4-man is a little too rigid but I don't see it happening. So even if 6 ppl will be supported by the game from a techinical point, you would probably still need a mod for this rather than an official setting.
Posted By: RagnarokCzD Re: Party Size Discussion - 16/06/22 06:28 PM
Originally Posted by Ruswarr
Simple as it is - it is the *intended* experience, crafted by the team. Larian chose this limit and the systems will be more or less revolving around it.
I see ...

Well, i dare to presume this isnt actualy a "problem" tho, is it?
Since as i said, that people ask for is option to enlarge the group size ... so as long as other people want to get "intended experience" all they need to do is dont flip that switch. laugh

Originally Posted by Ruswarr
For example, GM4Him mentioned quite a lot that BG3 creatures don't follow "true" D&D stats
Yeah he does that a lot ...
I dunno how often you read this forum, but sooner or later you find out that many people around here have few topics they are REALLY interested in ... and some of them then waste no chance to mention it once again. smile

But still, its separated suggestion ... he only use it often as yet another reason for 6 member party, since as it seems he believe that those two suggestions works best together. smile

Originally Posted by Ruswarr
If we change party size then any kind of balance is thrown out of the window
Yes, this was allready mentioned countless of times ...
But most people who participated in this very topic agreed on that "at very least" they would settle with just option to enlarge your group, with NO futher ballance adjustments ... just note for players ... something like:
"WARNING: This game has ben prepared and intended for party of 4 ... if you check this window, your party size will be incerased to 5 / 6 ... please understand such change will affect your gameplay experience and difficiulty setting ... now, when we understand each other please feel free to play however you like."

And voila! Whoever pick the option takes responsibility for himself. smile

Originally Posted by Ruswarr
and that also opens more class options which would provide more general flexibility for the party.
Im confused now, that is bad thing? laugh

Originally Posted by Ruswarr
Can Larian make a setting for an optional 6ppl mode? Sure, and I'm pretty sure that's the easy part.
Will it provide the intended experience that way? Nope...
And the third imporant questions would be:
Who cares? laugh In my opinion the answer is: Not the people who will turn this option "on" even if this is what they will be warned about. laugh

Originally Posted by Ruswarr
I would also say there's a good probability of DOS2-like event that will "seal" the party composition at one point (I wouldn't want that but that's something I expect nontheless) and I'm not sure how the game will react if there are more people left. Will the possibility be accounted for or will some scripts just break, etc?
Thats something we dont really know right now ... Larian do. smile

BUT!
It was allready confrimmed by Swen himself that there will be mercenaries in this game, to fill role of our potential companions in this adventure.
And since there is no mercenary so far in EA, one could presume that our party will "somehow" possibly change even futher in game.

My personal theory is:
That at the end of Act 1 ... we will (at least seemingly) resolve our problem with tadpole ...
Therefore our characters will have no reason to stick together any futher (after all Shadowheart herself told us that we "will go our separate ways of course")
And our character will have to decide wich Origin character s/he want to follow futher, since their personal story will become main drive of the story ... at least for start ... maybe after we get into Baldur's Gate we find out that our personal stories have to be once again put aside for something greater.

This theory have one big plot hole tho ... what if we will play as Origin character?
I cant quite imagine any of them would decide to ignore their own problem and follow someone else. laugh

Originally Posted by Ruswarr
it's nice to hear that they are trying to adjust the UI for people who want bigger parties though.
Yup ... and since 6member party "mod" is allready there we know that all it require is change single number in the code.
So ... basicaly it would be nice if Larian would allow us to do this without any need to download and use any external applications. laugh

Originally Posted by Ruswarr
And if there's to be a "proper" 6ppl mode... it will require a lot of work, which I've already mentioned. Maybe it could happen after release if demand will be high enough?
Yeah, that would require tremendous amount of work ...

Unless ... the person who would be using it would be using it as simply yet another part of settings. smile
You know ... hard ... but with party of 5 so not "as hard as it should be, but still harder than normal". laugh

Originally Posted by Ruswarr
So even if 6 ppl will be supported by the game from a techinical point, you would probably still need a mod for this rather than an official setting.
And that is exactly what we are trying to change here. laugh
Posted By: Ruswarr Re: Party Size Discussion - 16/06/22 07:29 PM
Originally Posted by RagnarokCzD
Well, i dare to presume this isnt actualy a "problem" tho, is it?
The problem is that the moment this setting gets added by Larian - it's their responsibility to keep it functioning. In the end, what good would this setting do if due to some script interaction later in the game you can get your campaign stuck or, for example, lose story progress for two "additional" origin characters? Even if caring about balance is not an issue that adds additional work on bugfixing and testing if everything's working fine for, essentialy, two campaign modes.
Originally Posted by RagnarokCzD
But still, its separated suggestion ... he only use it often as yet another reason for 6 member party, since as it seems he believe that those two suggestions works best together.
Tbh that's doesn't necessarily sound to me like it's BAD... but it's clearly not the approach Larian took and I think it's kiiinda too late to fully revert to tabletop stats at this point due to how much rebalacing that would require.
Originally Posted by RagnarokCzD
es, this was allready mentioned countless of times ...
But most people who participated in this very topic agreed on that "at very least" they would settle with just option to enlarge your group, with NO futher ballance adjustments ... just note for players ... something like:
"WARNING: This game has ben prepared and intended for party of 4 ... if you check this window, your party size will be incerased to 5 / 6 ... please understand such change will affect your gameplay experience and difficiulty setting ... now, when we understand each other please feel free to play however you like."

And voila! Whoever pick the option takes responsibility for himself.
See the first part of my answer smile
Originally Posted by RagnarokCzD
Im confused now, that is bad thing?
Not bad on its own - but it does throw balancing off even further. Not a problem if you don't care for balance ofc...
Originally Posted by RagnarokCzD
And the third imporant questions would be:
Who cares? laugh In my opinion the answer is: Not the people who will turn this option "on" even if this is what they will be warned about.
See the first part again. Yes, no care for intended experience again, but Larian cares (I hope so...) and having a single template would make it easier to work out the intended easier and harder difficulty settings rather than having to remember that "yes, we do totally have this imbalanced mode that still requires looking at". Having options is good but there's also a cost of implementing options.
Originally Posted by RagnarokCzD
BUT!
It was allready confrimmed by Swen himself that there will be mercenaries in this game, to fill role of our potential companions in this adventure.
And since there is no mercenary so far in EA, one could presume that our party will "somehow" possibly change even futher in game.
Personally I'm not a big fan of mercenaries. Feels like you're throwing away a proper party member if you're using one unless merc would be an only option to fill a slot indeed.
Originally Posted by RagnarokCzD
Yup ... and since 6member party "mod" is allready there we know that all it require is change single number in the code.
So ... basicaly it would be nice if Larian would allow us to do this without any need to download and use any external applications.
Again, first part. Enabling 6-member party might require changing just a single number but there may be more issues down the line; even worse if they cannot be found during EA period simply because, well, we don't have the full game on our hands. Might be a game-breaking issue, might not be an issue at all.
Originally Posted by RagnarokCzD
Yeah, that would require tremendous amount of work ...

Unless ... the person who would be using it would be using it as simply yet another part of settings.
You know ... hard ... but with party of 5 so not "as hard as it should be, but still harder than normal".
Again, a single template would be easier to work with. Larian setting some foundanions for potential 6ppl party seems to be an afterthought (if a good one) so party size seems to be unlikely to be included as a part of difficulty setting.
Posted By: RagnarokCzD Re: Party Size Discussion - 16/06/22 07:55 PM
Originally Posted by Ruswarr
In the end, what good would this setting do if due to some script interaction later in the game you can get your campaign stuck or, for example, lose story progress for two "additional" origin characters?
Speaking for myself? Rest of the time. smile

So far there is single problem with 6member party "mod" ... and that is when you get on that boat in the Underdark ... your first 4 party members get on it, and last two die on the shore since game dont know what to do with them.
Of course, that is indeed bad experience ... but in the end its Larian who knows exactly where they are putting such limitations ...
And once again, all you really (and i mean really, we are talking here about bare necessities) need in such situation is yet another popup window warning player that while he choose to play with more party members, in this particular part it is cruicial to have only 4 ... so he should pick 2 and leave them behind for a while.

Still better experience than have 1/3 of your party killed bcs of inperfect mod. smile

Originally Posted by Ruswarr
Tbh that's doesn't necessarily sound to me like it's BAD... but it's clearly not the approach Larian took and I think it's kiiinda too late to fully revert to tabletop stats at this point due to how much rebalacing that would require.
Yeah, no arguments from me. smile

Originally Posted by Ruswarr
Not bad on its own - but it does throw balancing off even further. Not a problem if you don't care for balance ofc...
Dont care is a little strong wording ... i would say its lower on my priorities, compared to other things. wink

Originally Posted by Ruswarr
Yes, no care for intended experience again, but Larian cares (I hope so...) and having a single template would make it easier to work out the intended easier and harder difficulty settings rather than having to remember that "yes, we do totally have this imbalanced mode that still requires looking at".
Well, we will do it anyway ... just this way, Larian could save us lots of frustration with investing little resources.

Every studio must ask the question eventualy if purity of original vision thei had for their product is more important for them than satisfaction of their customers. smile

Originally Posted by Ruswarr
Having options is good but there's also a cost of implementing options.
Thats the best part ... as i said, we allready have the mod and it litteraly only changes single number in game files. smile
Add few "signs" or "system popup" ... and voila!
Cheapest possible implementation is live. laugh

Originally Posted by Ruswarr
Personally I'm not a big fan of mercenaries. Feels like you're throwing away a proper party member if you're using one unless merc would be an only option to fill a slot indeed.
Agreed ...
But in my Evil playthrough i quite often loose Wyll and Gale ... in such situations your party options gets quite ... well, lets say limited, without mercenaries. laugh

Originally Posted by Ruswarr
Might be a game-breaking issue, might not be an issue at all.
Exactly! smile
Thats the reason we are (or at least i am) adressing this to Larian ... who would know better than them? wink

Originally Posted by Ruswarr
Again, a single template would be easier to work with. Larian setting some foundanions for potential 6ppl party seems to be an afterthought (if a good one)
I believe this was promissed even before EA even started.

Originally Posted by Ruswarr
so party size seems to be unlikely to be included as a part of difficulty setting.
Indeed ... but man can dream. :P
Its not like this forum would have many other interesting things to talk about, rather than our dreams and hopes ... especialy lately. laugh
Posted By: Ruswarr Re: Party Size Discussion - 16/06/22 09:44 PM
Originally Posted by RagnarokCzD
Speaking for myself? Rest of the time.
In that case you, however, would not get to the "end" of the product you've paid for. You may be fine with it but that's a good potential for backlash here as you, well, cannot finish a game you've paid for; don't know about possibility of legal action against Larian in that case but that's something to consider I think.
Originally Posted by RagnarokCzD
So far there is single problem with 6member party "mod" ... and that is when you get on that boat in the Underdark ... your first 4 party members get on it, and last two die on the shore since game dont know what to do with them.
This is exactly what I worry about. It at the very least should not be a simple "change a number in a setting" change but it would require proper work and sweeping for bugs to be functional. If it already can kill 2 characters this way who knows what else can happen later and how many popus would be required (and would they even be a good solution, or a solution at all).
Originally Posted by RagnarokCzD
Dont care is a little strong wording ... i would say its lower on my priorities, compared to other things.
I do think internal balance is something that's desperately needed, or at the very least balanced "normal" setting so you can work with it. A little offtopic but in fact it causes me a lot of struggle with PF WOTR currently.
I really want to finish it currently (dropped in Act 5 when I saw the crusade I'd have to deal with and grew tired of Lich a little) and I cannot bring myself to start a new campaign because I feel that it kinda locks you into BUFFfinder if you actually want your party to be efficient even on normal - but I also struggle with going story mode because of how combat-focused the game is and story mode absolutely kills impact of combat; and even with all these difficulty options WOTR presents I have zero clue how to balance things out; then there's the whole Crusade which is not a good game on top of "main" game. Why it's relevant to balance? Well, I think Owlcat balanced things pretty badly in general, focusing on a very specific approach which results in a swinging difficulty where options just make it flail wildly in different directions until some trial and error might give you the difficulty you want.
Originally Posted by RagnarokCzD
Well, we will do it anyway ... just this way, Larian could save us lots of frustration with investing little resources.

Every studio must ask the question eventualy if purity of original vision thei had for their product is more important for them than satisfaction of their customers.
The question is... can 6-party "issue" really be solved with little resources? Again, changing one number in party size already brings some unintended consequenses.
And if we're talking about vision and satisfaction of the customers... I think BG3 is in an insanely precarious position simply because it's called Baldur's Gate 3. There's weight of nostalgia, weight of the franchise name, weight of D&D edition, weight of DOS2, etc... I'm probably going to say a controversial opinion, but everyone expects something else from BG3 and it easily contradict others' expectations; since the release of EA I feel like all this collides into an enourmous ball of untempered expectations that cannot be satisfied no matter the effort Larian puts in the game - as someone who's essentialy an outsider to D&D and BG this is insane to watch. Some things should be worked out (example - relentless shoving, Wizards learning divine spells, reactions) but at this point I would rather see Larian iron out their vision during EA rather then trying to do the impossible.
Originally Posted by RagnarokCzD
Thats the best part ... as i said, we allready have the mod and it litteraly only changes single number in game files.
Add few "signs" or "system popup" ... and voila!
Cheapest possible implementation is live.
And again, then Larian actualy need to dedicate resoures to keep this implementation functional. There's no guarantee that it can jsut be solved with popups.
Originally Posted by RagnarokCzD
I believe this was promissed even before EA even started.
Curious. If so, I didn't know that.
Posted By: GM4Him Re: Party Size Discussion - 17/06/22 02:28 AM
Bottom line.

Party of 4 multiplayer = 0 party slots = Absolutely no ability to enjoy the full game because you can't do a single origin character quest because you can't include a single origin character in your party.

Party of 6 with 4 player max = 2 party slots so party of 4 multiplayer CAN enjoy the full game because you can do a origin character quest because you can include 2 origin characters in your party.

+ Less switching out party members
+ More character banter and interaction
+ Party can carry more so less hassle with item management (less running back to the merchant to sell)

And so much more
Posted By: RagnarokCzD Re: Party Size Discussion - 17/06/22 09:53 AM
Originally Posted by Ruswarr
In that case you, however, would not get to the "end" of the product you've paid for.
How so?
I would get exactly the same product as i would get if this option would not be included ...
The only difference would be that i would have option to adjust one of most frequently asked feature right in the options, with clear warnings how it would affect my experience ...

This isnt case of "game cannot be completed" kind of bug ... since even if you would meet some issue, as we did at the boat, all that would happen to you would be redution of your party for a while to original (aka intended) size. laugh

As for the legal actions against Larian ... i believe that the best players could hope for is refund, wich would not be resolved with Larian, but with store they buyed this game from ... i mean i know many games that were released in much worse shape than "including mod that would potentialy cause some troubles" ...
Few examples:
- Vampire the Masquerade: Bloodlines
- Cyberpunk 2077
- Mass Effect: Andromeda
- Mass Effect (1) ... this game was so unstable on my PC so my record in playing without game crashing error was cca 40 minutes.
- And basicaly everything Bethesda released in last decade. laugh
Those are games that were for various reasons basicaly unlplayable in their "day one release" state ... and what happened? Few people get mad, some bad rewievs were written ... and everyone forgets about it in two weeks. laugh

Originally Posted by Ruswarr
This is exactly what I worry about. It at the very least should not be a simple "change a number in a setting" change but it would require proper work and sweeping for bugs to be functional. If it already can kill 2 characters this way who knows what else can happen later and how many popus would be required (and would they even be a good solution, or a solution at all).
Well as i often say, my kowledge of programming is not anyhow deep ... but i have fundamental basics. smile

So i can tell you im quite sure about this statement:
If the game runs smoothly and gives you zero errors with party of 4 ... and cause problems at the exactly same moment with party of 6 ... easiest solution, even tho certainly not any ellegant one, is to force players to reduce party size to 4 during this problematic part. laugh

As for how many popups would be required ... i dont know, since i dont have acess to whole game.
During whole EA its exactly 1 tho, that much we know. smile

Originally Posted by Ruswarr
I do think internal balance is something that's desperately needed, or at the very least balanced "normal" setting so you can work with it.
Yes ...
But i dont see any contradiction here ... i mean whole ballance, and normal, and other stuff would be created for regular game ... meaning party of 4.

Originally Posted by Ruswarr
A little offtopic but in fact it causes me a lot of struggle with PF WOTR currently.
I really want to finish it currently (dropped in Act 5 when I saw the crusade I'd have to deal with and grew tired of Lich a little) and I cannot bring myself to start a new campaign because I feel that it kinda locks you into BUFFfinder if you actually want your party to be efficient even on normal - but I also struggle with going story mode because of how combat-focused the game is and story mode absolutely kills impact of combat; and even with all these difficulty options WOTR presents I have zero clue how to balance things out; then there's the whole Crusade which is not a good game on top of "main" game. Why it's relevant to balance? Well, I think Owlcat balanced things pretty badly in general, focusing on a very specific approach which results in a swinging difficulty where options just make it flail wildly in different directions until some trial and error might give you the difficulty you want.
Well, party efficiency sound to me like argument for party of 6 ... rather than 4.

I mean, if you have only 4 places ... you really want to have Tank, Heal, Utilitiy Guy, and Damage Dealer ... and thats it.
You of course can easily mix this with pseudo-roles ... like Ranger, or Druid who can deal damage and help with at least "some" healing ... but still, having two open slots in your party gives you much more freedom ...
Especialy in game like BG-3 where the only companion that actualy can heal your party right now, is Shadowheart ... the only companion that can effectively Tank is either Lae'zel or once again Shadowheart, but sending her up front means potentialy loose concentration fast ... Astarion would be the only one who would fulfill the Utility role, IF Larian would give Expertise to Rogues ... and the rest are just Damage Dealers ...

Originally Posted by Ruswarr
The question is... can 6-party "issue" really be solved with little resources?
Yes, im sure of it. smile
I know warning popups are not ellegant solution, it can potentialy become quite anoying ... but i also know it would work. smile

Originally Posted by Ruswarr
And if we're talking about vision and satisfaction of the customers... I think BG3 is in an insanely precarious position simply because it's called Baldur's Gate 3. There's weight of nostalgia, weight of the franchise name, weight of D&D edition, weight of DOS2, etc... I'm probably going to say a controversial opinion, but everyone expects something else from BG3 and it easily contradict others' expectations; since the release of EA I feel like all this collides into an enourmous ball of untempered expectations that cannot be satisfied no matter the effort Larian puts in the game - as someone who's essentialy an outsider to D&D and BG this is insane to watch. Some things should be worked out (example - relentless shoving, Wizards learning divine spells, reactions) but at this point I would rather see Larian iron out their vision during EA rather then trying to do the impossible.
Agreed ...
But there are things Larian can affect, and things Larian cannot affect. smile

Exactly this you mentioned is something they simply cant resolve, there is no scenario where both factions will be satisfied ... fans of DnD or original BG series demand something that is in direct contradiction with things Larian and Divinity series fans demand ... in this case, Larian can only choose side, or try to please both at least a little bit and hope people will actualy focus on this game, rather than their own hopes and dreams.

Originally Posted by Ruswarr
And again, then Larian actualy need to dedicate resoures to keep this implementation functional. There's no guarantee that it can jsut be solved with popups.
And that is up to them to decide. smile
Aswell as it is up to us to bring them feedback and suggestions ... as they litteraly requested. wink

Originally Posted by Ruswarr
Curious. If so, I didn't know that.
Im not so sure either ... but i believe it was said in one of those pre-EA interwievs. smile
Can be misstaken tho.
Posted By: Ruswarr Re: Party Size Discussion - 17/06/22 06:59 PM
Originally Posted by RagnarokCzD
How so?
I would get exactly the same product as i would get if this option would not be included ...
The only difference would be that i would have option to adjust one of most frequently asked feature right in the options, with clear warnings how it would affect my experience ...

This isnt case of "game cannot be completed" kind of bug ... since even if you would meet some issue, as we did at the boat, all that would happen to you would be redution of your party for a while to original (aka intended) size.
Warnings or not, you're pretty much asking for an effectively untested mode, and that' something I struggle to understand - you're willing to potentially trade your campaign's/game's stability (and others in fact', if somebody decides to play MP with 6ppl enabled) for 6ppl party? Because while there's nothing bricking the game curently doesn't mean it cannot appear down the line. All this doesn't sound like a fair trade to me. Sticking warnings in obvious or semi-obvious problematic points like boat sounds like bandaiding and just screams "unfinished content", like in various EAs; if an issue is found, at this point why not fix it rather than intentionally ignore if this mode is being worked on already? Outside of issues like "completely out of time to finish it before release".
I can understand wanting more than 4 people in party but I cannot understand your willingness to sacrifice for its sake. If I would want this mode I would at least want it fully functional (if imbalanced), playtested and as clear of bugs as possible.
Originally Posted by RagnarokCzD
As for the legal actions against Larian ... i believe that the best players could hope for is refund, wich would not be resolved with Larian, but with store they buyed this game from ... i mean i know many games that were released in much worse shape than "including mod that would potentialy cause some troubles" ...Few examples:
- Vampire the Masquerade: Bloodlines
- Cyberpunk 2077
- Mass Effect: Andromeda
- Mass Effect (1) ... this game was so unstable on my PC so my record in playing without game crashing error was cca 40 minutes.
- And basicaly everything Bethesda released in last decade.
Those are games that were for various reasons basicaly unlplayable in their "day one release" state ... and what happened? Few people get mad, some bad rewievs were written ... and everyone forgets about it in two weeks.
"Legal trouble" was probably too much of a hot take from me tbh. I wouldn't say that everything went fine and dandy for these games though.
VtMB didn't make as much money as it was expected on release and picked up popularity much time after the release and, as I understand, was one of the contributing factors for Troika Games disbanding. It's the community support of the game that ended up keeping it afloat to my understanding.
Cyberpunk lost its intended multiplayer part and any planned major single player DLCs seem to be reduced/merged to one. Not a financial failure per se but it also clearly did not sell as much as intended while tanking CDPR's reputation and losing console sales after it was pulled from console stores.
MEA lost any planned DLC content and killed any plans for its sequel.
ME1... well, while you did not have a fun time with it it was clearly a success overall to spawn a franchise around it.
Can't say much for Bethesda games though, not a big follower.
Originally Posted by RagnarokCzD
Well, party efficiency sound to me like argument for party of 6 ... rather than 4.

I mean, if you have only 4 places ... you really want to have Tank, Heal, Utilitiy Guy, and Damage Dealer ... and thats it.
You of course can easily mix this with pseudo-roles ... like Ranger, or Druid who can deal damage and help with at least "some" healing ... but still, having two open slots in your party gives you much more freedom ...
Especialy in game like BG-3 where the only companion that actualy can heal your party right now, is Shadowheart ... the only companion that can effectively Tank is either Lae'zel or once again Shadowheart, but sending her up front means potentialy loose concentration fast ... Astarion would be the only one who would fulfill the Utility role, IF Larian would give Expertise to Rogues ... and the rest are just Damage Dealers ...
Yes, assigning clear roles will be easier with party of 6... but I think that as far as BG3 goes 4 still works fine. For example, I don't see a need for dedicated healer for a simple reason that said healer won't be able to outheal all incoming damage anyway (unless you LR after every encounter *cough*, just not enough spellslots otherwise most likely). The only hard-pressured slot I currently see is Gale due to him being the only full-on arcane caster (but I also can see that a 4-ppl without Gale still working out). For example, my party for my only proper full playthrough was Fiend Warlock Tav(EB spam, priority target nuker, party face, semi-frontliner), Shadowheart (buffer/emergency healer/ranged shooter/occasional nuker - kinda everything a bit), Thief Astarion (ranged DD/mobile frontliner as situation demanded) and Evocation (I think) Gale (wizard things - utility or damage as situation required)- not exactly what I think people would call an optimal composition but it worked pretty fine to me. I don't think that party roles are so strict in BG3 that you need to build your party like in a MMORPG.
Originally Posted by RagnarokCzD
Exactly this you mentioned is something they simply cant resolve, there is no scenario where both factions will be satisfied ... fans of DnD or original BG series demand something that is in direct contradiction with things Larian and Divinity series fans demand ... in this case, Larian can only choose side, or try to please both at least a little bit and hope people will actualy focus on this game, rather than their own hopes and dreams.
The thing is... I don't see *only* two "factions". It's more like a lot of sub-factions that can barely agree on some things, and every single one thinks they are in the right. Hence I would rather trust Larian based on what I see in EA (but not everything is perfect ofc) because at least they have more or less clear vision on what to do with, well, their game. And that's coming from someone who has quite a lot of grievances with DOS2.
Posted By: GM4Him Re: Party Size Discussion - 17/06/22 09:22 PM
Not sure why you're getting so upset. Well, it seems to me like you're getting upset. No one's all like, "I'm right and you're wrong." Shoot. Ragnarok's been one of the people out here who has argued both sides of the issue at various points.

It's all suggestions. I've played the game both ways: party of 4 and party of 6 via the Mod someone put out there that allows you to just tweak the max party size to 6 or even 8. Party of 6 worked just fine. I thought it had issues, but it was just my computer's dumb graphics card needing an update to its drivers.

The game is beautifully designed to work with party of 6, even expanding inventories out, allowing for more on the road dialogues where party members interact more frequently because they're all together. So Wyll and Lae'zel will have a convo while we're jogging about, and then a few minutes later Gale strikes up a convo with Lae'zel about the Astral Plane. Then Gale and Shadowheart have a convo, or Shadowheart and Astarion... It's like night and day between party of 4 and 6 when it comes to this. Party of 4... crickets. Party of 6, they TALK to each other.

And I really liked how I didn't have to switch people out - EVER, with my single MC and the 5 origins. I didn't have to switch in Lae'zel to talk to the tiefling guy or go to the gith patrol, or switch in Wyll with the windmill and spike and such... They were just all there, ready for whenever I ran into anything. We could carry a ton more items, so I didn't have to go to the vendor as much, and I didn't need to Long Rest hardly at all, thus making the story flow more smoothly instead of having burning buildings burn for days and rituals that never end even after a week.

And combat actually went a bit faster, in my opinion. Why? Because I got 6 turns instead of 4 per round. Sure, enemies were easier, but that's because they've nerfed them. Give imps and intellect devourers back their resistances, and make wood woads and mud mephits actually according to 5e stats, and tweak a few other encounters, and the game would be challenging and yet not as cruel at certain parts.

Take the gith patrol. No change needed on this one. They are brutal even against a party of 6. Phase Spider Matriarch? Definitely easier with party of 6, but she's still a beast.

Granted, if you already know what's coming and you know all the gimmicks, you don't need a party of 6. You can go around and beat the crap out of everything, but that's not the point.

The point is, party of 6 works. Even as is, it works just fine. They wouldn't really need to change a thing except to ALLOW players to add more people to their party. If I go up to Lae'zel after I already have a party of 4, and I ask her to join my party, let her. If you don't want her to join your party because 4 is your limit, just tell her to go to camp and wait there.

Everybody's then happy.
Posted By: Ruswarr Re: Party Size Discussion - 17/06/22 10:58 PM
Sorry if I'm giving the impression that I'm upset. I am not. Well, unless it's about overall expectations for BG3 in general I would say. Currently just struggling to comprehend the desire for party of 6 while disregarding any issues that might come with it.

And while I probably won't have time to make a 6-ppl playthrough to compare everything myself I cannot believe that ramping up party from 4 to 6 with current rules and no other adjustments changes very little in terms of combat. More carry capacity, more talk - no disagreement here, that is perfectly fine. But combat... Let's take the party I had for example - Warlock Tav, Shadowheart, Thief Astarion, Gale. Tends to fight at range but everyone outside of Gale can take a hit, although SH gets a staff later and becomes more of a backliner. Now add Laezel and Wyll - suddenly there's a pure frontliner and another Warlock that will most likely help keep enemies at range (unless he gets a more fitting subclass for his origin, then there's another frontliner). Balance immediately swings - now I suddenly have clearly dedicated frontline and clearly dedicated backline, so backline has much less worries about being hit while nothing changes for the enemies; that is already a much safer situation for the player. And the newcomers aren't just going to sit there - they are still adding to damage output of the party so it becomes much easier to pile up on enemies to remove them out of combat with lesser effort.While incoming damage remains teh same and can be managed much more efficiently. And that's not counting that level 5 will shake things even further eventually.

And while party of 4 is a more rigid composition every decision becomes much more important and more tactical. As I see it, party of 6 lessens the impact of a single character in current circumstancses as you get significantly more turns, more damage, more spellslots, etc.
Gith patrol? IIRC there are 4 or 5 of them so now they're outnumbered and much more vulnerable to being focused, although they still have high HP and damage on their side.
Bulette can probably die in one, max two turns.
Goblin camp - as it takes some turns for goblins to converge on the party it becomes much easier to remove them one by one and get yourself into a better defensible position.

Yes, it would be different if Larian used true D&D stats, maybe better and I would actually like to see it. But that's not the approach Larian chose and I'm looking from currently existing gameplay perspective - and I think outside of few issues, BG3 has a decetly balanced and healthy difficulty. I think it's a little too late for "true D&D mode rebalance" simply because that will requre fully rebalacing every existing encounter - not just ones we know, but everything we did not get to see yet, and that's unlikely to be just copying numbers from books. I can see this happening after release though - so, when Larian's resources can be fully dedicated to the rebalance.

And I'm only against "give us party of 6 just by changing a number in a setting" approach, hell ,even throw the balance out of window. Because we do not know how tangled BG3's code is. We do not know how event and quest triggers interact if there are more people in party than intended and how much it can affect down the line. We do not know how easy it is to find and fix potential issues stemming from increasing party size. Maybe it's super easy and barely affects anything. Maybe it's surprisingly rigid and needs more effort to work out. But we do not know, hence I think it's better to assume the worst (or at least the worse). Asking for 6ppl mode is fine. Asking for it to be improperly implemented via a simple but lazy, untested and potentially unstable solution? Not a fair trabe-off as I see it.
And I'm not a very fast at typing, so sorry if my answers might take too long to appear sometimes.
Posted By: GM4Him Re: Party Size Discussion - 18/06/22 02:31 AM
But the've talked about adding difficulty settings even. So, why not have a difficulty setting that is recommended for party of 4 with current balance and difficulty setting for party of 6 with a different setting.

And if we don't know, why not ask for what we want and hope we get it?
Posted By: RagnarokCzD Re: Party Size Discussion - 18/06/22 07:06 AM
Originally Posted by Ruswarr
Warnings or not, you're pretty much asking for an effectively untested mode
On the contrary my friend. smile
One of main purposes of Early Acess is to test things after all. laugh

Originally Posted by Ruswarr
you're willing to potentially trade your campaign's/game's stability (and others in fact', if somebody decides to play MP with 6ppl enabled) for 6ppl party?
Well ...
I would say that everyone is potentialy trading game stability for themselves, since nobody is forcing you to flip that switch ... so ... no, i dont trade others stability at all. smile

And i dont think i trade even my own ...
You know, when you look at that single problem we find out right now, when we use 6member party mod ... i would dare to say that problem that is there is that game have only 4 spawning points on the boat ... therefore (logicaly) once you have more than 4 party members, game dont know what to do with them, you dont "walk" on the boat ... you spawn there. smile
So thanks to existence of this mod, Larian claimed to count with, we find out the problem ... it would be resolved by simply adding two more spawning points, or adding message that would inform player to keep two persons behind. smile
And IF we would get this feature, that would help us revealing another problems that will be there after ... i mean, sure Larian totally can just say "you used mod, you broke your game, not our problem" and it would be perfectly fine ... or ... and there should be no surprise when i say this, they could potentialy take under concideration how easily they could fulfill one of th greatest wish of their comunity ... i mean come on, this topic have almost 100 pages, that alone should speak for itself.

You are talking about "some imaginary problem that may (or may not) occur" ... well, that is hard to argue against, quite honestly. laugh
Its as if someone as you "what would you do if something goes wrong" ... good question, its important to ask it in any case, sure ... but how can you answer it if you dont know what would go wrong, or in what situation? smile

Originally Posted by Ruswarr
All this doesn't sound like a fair trade to me.
I cant honestly imagine how would you like to make it fairer(?). laugh

Originally Posted by Ruswarr
Sticking warnings in obvious or semi-obvious problematic points like boat sounds like bandaiding and just screams "unfinished content"
I presume this is matter of attitude ...

To me it screams:
"Do you remember how we warned you that turning this option *ON* will cause problems, bcs (as we told you back then) the game is NOT created for this? And you decided to turn it *ON* anyway, while you agreed that you will be restricted? ... Well, this is it." laugh

Originally Posted by Ruswarr
I can understand wanting more than 4 people in party but I cannot understand your willingness to sacrifice for its sake. If I would want this mode I would at least want it fully functional (if imbalanced), playtested and as clear of bugs as possible.
Well, it would certainly be preffered, yes ...
That is one of reasons we keep asking for it, the sooner we get it (if we get it) the more we will be able to test it and report bugs. smile

But if we dont get it, we will use the mod anyway ... and mods cause problems, bcs people who made them usualy dont know whole coding and may cause some colisions ... many of those would be prevented if the mod would create someone who knows whole coding ... aka Larian. smile

Originally Posted by Ruswarr
I wouldn't say that everything went fine and dandy for these games though.
I didnt mean it did ...
There was some problems, but through them ... those games become sucesfull. smile

Originally Posted by Ruswarr
VtMB didn't make as much money as it was expected on release and picked up popularity much time after the release and, as I understand, was one of the contributing factors for Troika Games disbanding. It's the community support of the game that ended up keeping it afloat to my understanding.
Basicaly yes ...
ActiVision forced Troika to release before the game was ready, there was massive cuts of content and not enough bug catching, you were not even able to finish the game in released state, since it crashed every single time in certain quest.
Also, Half Life were released in same week and that alone casted LOOOOONG shadow to basicaly everything else ... coincidence? I think not.
And you just cant left out that in those times game releases certainly didnt have as much attention as they have now ... smile

Originally Posted by Ruswarr
Yes, assigning clear roles will be easier with party of 6... but I think that as far as BG3 goes 4 still works fine.
Exactly my point ...
You dont *need to* but it would certainly provide some benefits ... among many others, people who are perfectly fine with 4, would simply keep the switch turned off ... and they would be perfectly fine. smile

Originally Posted by Ruswarr
The thing is... I don't see *only* two "factions". It's more like a lot of sub-factions that can barely agree on some things, and every single one thinks they are in the right. Hence I would rather trust Larian based on what I see in EA (but not everything is perfect ofc) because at least they have more or less clear vision on what to do with, well, their game. And that's coming from someone who has quite a lot of grievances with DOS2.
Well, yeah ... they are more like the two major factions ...
Then there are DnD tabetop hardcore fans, DnD tabetop casuals, people who just likes RPG and didnt know BG, nor DoS before this (that would be me) ... and the best part is that those factions are not exclusive to each other. laugh

---

Originally Posted by GM4Him
Not sure why you're getting so upset.
Sometimes i wonder why you keep presuming everyone around you is angry ... force of habbit?

Originally Posted by GM4Him
Ragnarok's been one of the people out here who has argued both sides of the issue at various points.
Wrong ... as usualy. frown
Posted By: GM4Him Re: Party Size Discussion - 18/06/22 11:19 AM
Probably for the same reason people keep thinking I'm complaining about everything in this game instead of simply making suggestions and hoping Larian listens. Tone in email is hard to determine, and sometimes the way things are worded sounds angry when read. But whatever. Glad they're not upset.

As for you arguing both sides, my goodness. Do you want me to pour back through 93 pages to find the conversation where you were arguing with me about how party of 6 could unbalance gameplay or how we'll get more than 5 party members so arguments about bringing them all at one time are not valid? I can't even remember if there were more moments where you were arguing with me on this topic.

Amazing. It's like you can't help but argue with me even when I'm trying to establish you to another person as a person who is somewhat more unbiased.
Posted By: Ruswarr Re: Party Size Discussion - 18/06/22 12:10 PM
Originally Posted by GM4Him
But the've talked about adding difficulty settings even. So, why not have a difficulty setting that is recommended for party of 4 with current balance and difficulty setting for party of 6 with a different setting.

And if we don't know, why not ask for what we want and hope we get it?
I just find it unlikely to happen (at release at least I would say) precisely because it adds another component to balancing the difficulties (and therefore adds more work on top of exisiting balance) while the game is still in development and probably it was not something planned.
As for your question... That's on Larian I think. I don't think they've been too clear on what exactly they might be incorporating (to settle some debates) from the feedback and I can understand that, because you may say that you're implementing one thing but end up unable to do so. On the flip side I think it creates a situation when you might feel your feedback is useless, so I do feel they need to be more clear on what they might do and what they won't do just so there would be some clarity.
Originally Posted by RagnarokCzD
On the contrary my friend.
One of main purposes of Early Acess is to test things after all.
The issue is that due to BG3 not being traditional Early Access there will be no means for players to playtest later stages of the game, and that's where most script issues will be much more likely to pop up me thinks. Especially if Larian by default enforces fixed 4-party setup at some point similary to DOS2.
Originally Posted by RagnarokCzD
Well ...
I would say that everyone is potentialy trading game stability for themselves, since nobody is forcing you to flip that switch ... so ... no, i dont trade others stability at all.
Except somebody will be happy to jump in for 6ppl party because they were excited to so it, thinks it's more fitting - just like you, someone who might not have followed the development... and are greeted by a warning that hey, it wasnt really tested and you might encounter issues. Not exactly something what a game should have on release, don't you think? Esp;ecially one that's probably going to be around 100h long. And people will be reasonably pissed at Larian for an incomplete feature. In that case it makes more sense to lay some foundations for modders to work later on rather diverting focus to a mode that was not a priority.
Originally Posted by RagnarokCzD
You know, when you look at that single problem we find out right now, when we use 6member party mod ... i would dare to say that problem that is there is that game have only 4 spawning points on the boat ... therefore (logicaly) once you have more than 4 party members, game dont know what to do with them, you dont "walk" on the boat ... you spawn there.
So thanks to existence of this mod, Larian claimed to count with, we find out the problem ... it would be resolved by simply adding two more spawning points, or adding message that would inform player to keep two persons behind.
And IF we would get this feature, that would help us revealing another problems that will be there after ... i mean, sure Larian totally can just say "you used mod, you broke your game, not our problem" and it would be perfectly fine ... or ... and there should be no surprise when i say this, they could potentialy take under concideration how easily they could fulfill one of th greatest wish of their comunity ... i mean come on, this topic have almost 100 pages, that alone should speak for itself.
It will only help find issues similar to "the boat killing". As I said, it's unknown what other problems and bugs can stem from altering party size later; something I wouldn't call an imaginary issue bur rather "possible but very probable" issue. Only Larian know and as far as I know, they don't share much on this. I would be absolutely glad to be wrong if Larian actually delivers a functional 6-mode on release though.
Originally Posted by RagnarokCzD
I cant honestly imagine how would you like to make it fairer(?).
Make a properly worked on mode instead of bandaid solution? I don't really see a good middle option.
Originally Posted by RagnarokCzD
Well, it would certainly be preffered, yes ...
That is one of reasons we keep asking for it, the sooner we get it (if we get it) the more we will be able to test it and report bugs.

But if we dont get it, we will use the mod anyway ... and mods cause problems, bcs people who made them usualy dont know whole coding and may cause some colisions ... many of those would be prevented if the mod would create someone who knows whole coding ... aka Larian.
The issue is that Larian is the developer, not a modder. There are wages to pay, work to be done within some window because they can't be developing forever or run out of money so focuses and sacrifices are inevitable. Modders are usually not restricted by these constraints because they are not a company and installing a mod is always at your own risk by default. So modders can try and do things that the company might find unreasonable in certain circumstances precisely because they're a company. A modder is unlikely to be restricted by having to proft from his mod and can allow work at a slower pace.
Originally Posted by RagnarokCzD
Well, yeah ... they are more like the two major factions ...
Then there are DnD tabetop hardcore fans, DnD tabetop casuals, people who just likes RPG and didnt know BG, nor DoS before this (that would be me) ... and the best part is that those factions are not exclusive to each other.
From what I see a lot of RPG fans don't necesarily agree what substitiues a good RPG anyway. Take me for example - I value story over deep gameplay mechanics while I still don't want an RPG turning into a purely interactive story while some more old-school gamers would probably prefer much more mechanical depth. Then there's the whole RTWP vs TB, voiced vs silent protagonist, fully custom vs more defined protagonist, origin vs fully NPC companions, true to tabletop stats vs altered stats... the list goes on and on and all these vary from person to person. BG3 by virtue of being named BG3 managed to bring in pretty much every opinion and they're constantly clashing - here, on reddit, on Steam... And because the opinions can be so diverse even within a single group it's an impossible task for Larin to "properly" pick a side in this clashing... outside of their own, most likely.
Posted By: GM4Him Re: Party Size Discussion - 18/06/22 01:05 PM
Quote
I just find it unlikely to happen (at release at least I would say) precisely because it adds another component to balancing the difficulties (and therefore adds more work on top of exisiting balance) while the game is still in development and probably it was not something planned.
As for your question... That's on Larian I think. I don't think they've been too clear on what exactly they might be incorporating (to settle some debates) from the feedback and I can understand that, because you may say that you're implementing one thing but end up unable to do so. On the flip side I think it creates a situation when you might feel your feedback is useless, so I do feel they need to be more clear on what they might do and what they won't do just so there would be some clarity.

On this, we agree. I do feel like my feedback is useless. But I'm bored and still love the game, so I post still hoping maybe they are listening... Maybe...
Posted By: Tuco Re: Party Size Discussion - 18/06/22 01:32 PM
Oh I see. Ruswarr is the new chapter of "I'll throw at you guys every single rebuttal that has already been argued to hell and back for two years, in an attempt to make it sound like I'm making a compelling point".

"That would be untested" is one of the funniest ones, though. If only there was some type of environment where a lot of people would be able to test something that was yet to be finally released to the public.
We could call it "Anticipated Entry" or something like that.
Posted By: GM4Him Re: Party Size Discussion - 18/06/22 01:44 PM
Originally Posted by Tuco
Oh I see. Ruswarr is the new chapter of "I'll throw at you guys every single rebuttal that has already been argued to hell and back for two years, in an attempt to make it sound like I'm making a compelling point".

"That would be untested" is one of the funniest ones, though. If only there was some type of environment where a lot of people would be able to test something that was yet to be finally released to the public.
We could call it "Anticipated Entry" or something like that.

Anticipated Entry... Lol... I literally laughed out loud on that one.

To add to this, we literally have tested it via the mod, so I don't understand that argument at all.

Yes. Combat is easier with party of 6. Doesn't make the game boring though. Quite the opposite. I enjoyed the game more with party of 6. Tried it multiple times with various party composition - meaning I even did it with party of 3 custom characters and 3 origin at a time.

No matter what way you slice it, I enjoyed the party of 6 more for all the reasons I stated.

You know what I find interesting? I haven't seen 1 person who is opposed to party of 6 actually try it to see if they'd like it. It amazes me how many people are against things without even trying them. They SAY it'll be so much worse, and are convinced of it, but they haven't even tried it to really know for sure.

Like genuine 5e rule set. So many are opposed to it, but how do you know it won't work or that you'll hate it if you've never even tried it?
Posted By: Ruswarr Re: Party Size Discussion - 18/06/22 01:56 PM
Originally Posted by Tuco
Oh I see. Ruswarr is the new chapter of "I'll throw at you guys every single rebuttal that has already been argued to hell and back for two years, in an attempt to make it sound like I'm making a compelling point".

"That would be untested" is one of the funniest ones, though. If only there was some type of environment where a lot of people would be able to test something that was yet to be finally released to the public.
We could call it "Anticipated Entry" or something like that.
When I refer to "untested" I mean it in a sense that only Act 1 will be tested by players. Not any content down the road until the release, and that's exactly where I expect many more issues to pop up. I can be wrong on this ofc but I do tend to expect worse rather than hope that no issues will pop up and if they do they'll be easy to fix.
I've burned too many times on hopeful thoughts I'd say.
Posted By: GM4Him Re: Party Size Discussion - 18/06/22 02:32 PM
And that is why it is just a suggestion. Of course we must expect Larian to do what they think is best for their game. We may not like it, but at the end of the day, they're making it, not us.

But, we can still ask and hope for better, and the whole point of EA is to suggest what we think would be better. Right?
Posted By: Ruswarr Re: Party Size Discussion - 18/06/22 03:06 PM
The problem is that I think a lot of the suggestions start looking like demands (at least from my perspective) at this point, which is further worsened by Larian's relative silence and repetitiveness of said suggestions.
Like, "give us an option on these, on these, on these, on these"... except every option is still work that needs to be done to be implemented, and (hopefully) tested before being included in the next patch. It would be good if there would've been a clear understanding what can be expected to be implemented and what could not. It would've ofc caused backlash on "why things aren't done our way!!111" from some but at least there would be some clarity.
Posted By: GM4Him Re: Party Size Discussion - 18/06/22 04:54 PM
There can be no doubt. EVERYONE would benefit from better communication on Larian's part.

I've said it numerous times before. If they said, "No. No party of 6. Period.". I'd give up on it. I'd let it go.

Same with EVERYTHING.
Posted By: RagnarokCzD Re: Party Size Discussion - 19/06/22 08:26 AM
Originally Posted by GM4Him
Do you want me to pour back through 93 pages to find the conversation
Yes.

---

Originally Posted by Ruswarr
The issue is that due to BG3 not being traditional Early Access there will be no means for players to playtest later stages of the game, and that's where most script issues will be much more likely to pop up me thinks.
Well, that would be issue ...
Presuming Larian are idiots who will use triggers, or mechanics they never ever used in EA and therefore are untested ...
Personaly i presume that they are not, so EA is their playground right now ... you know, you create some mechanic, need to see how it react on players, so you put it here on the playground so people test it ... then you see if it is safe to use or not. smile

Originally Posted by Ruswarr
Especially if Larian by default enforces fixed 4-party setup at some point similary to DOS2.
Also true ... and also it would require Larian to be kinda idiots ...
I mean, dont get mad at me, but honestly who would "by default enforces fixed 4-party setup" in game that "is by default supposed to support 6-party mod" ? laugh

And before you say it ...
NO, that single case on the boat is not proof of otherwise, that is barely anything more than oversight ... you see your characters dont "walk on" the boat, they are spawnig there ... and quite logicaly Larian had no reason to create more than 4 spawning points ... that is why your characters die, bcs the game is told that who is not "on" the boat, fell down, and died. wink

But now, when we know it ... or ... as we ask ... if Larian would implement support for 6-party as default ... they would keep in mind more thoroughly, that the game need at all time have option to deal with two more party members, so they would (or could) add two more spawning points, and this particular problem would never happened again. smile

Originally Posted by Ruswarr
Originally Posted by RagnarokCzD
Well ...
I would say that everyone is potentialy trading game stability for themselves, since nobody is forcing you to flip that switch ... so ... no, i dont trade others stability at all.
Except somebody will be happy to jump in for 6ppl party because they were excited to so it, thinks it's more fitting
This isnt really "except" scenario ...
Whoever will be happy to jump in, WILL see the warning ... and that person will have to decide for themselves if that is worth the cost or not ... so still, nobody is "tradint others stability" at all.
Every sentient being is deciding their own fate. wink

Originally Posted by Ruswarr
and are greeted by a warning that hey, it wasnt really tested and you might encounter issues. Not exactly something what a game should have on release, don't you think?
I get the feeling im starting to repeat myself ...
So, again, just as i said HERE ... THAT is the reason we are asking for this now ... so we can test it ... so it dont say something wasnt really tested. wink :P

Originally Posted by Ruswarr
And people will be reasonably pissed at Larian for an incomplete feature.
What exactly is supposed to be incomplete about it? laugh
The fact that it would lower your game dificiulty? That is not incomplete, that is by design.

Originally Posted by Ruswarr
In that case it makes more sense to lay some foundations for modders to work later on rather diverting focus to a mode that was not a priority.
Priorities are not our (and im sory, but that includes you) concern, that is on Larian to decide ...

Originally Posted by Ruswarr
It will only help find issues similar to "the boat killing".
Im affraid you are missing the point here ...
"Only the boat killing" ... means every single situation in game where our party is spawned ... so, basicaly any scenario you can imagine where we dont walk on our curent position but are starting there ... going to Jail would probably have same result, if our whole party would be arested at once.

Originally Posted by Ruswarr
As I said, it's unknown what other problems and bugs can stem from altering party size later; something I wouldn't call an imaginary issue bur rather "possible but very probable" issue. Only Larian know and as far as I know, they don't share much on this.
And as i said its impossible to react on "some issue" without litteraly any details, or at least hint ... so you say "they may occur" and i say "they may not" ...
And that is the best you can get from me on this ...

That and mentioning that (obviously) the more Larian would be aware of possibility for additional party members, the less it is probable that they will (or wont) add something, that (or absence of that) would cause problems.

Originally Posted by Ruswarr
The issue is that Larian is the developer, not a modder.
This isnt issue at all ... that is reason we are bringing it here. laugh

Originally Posted by Ruswarr
There are wages to pay, work to be done within some window because they can't be developing forever or run out of money so focuses and sacrifices are inevitable. Modders are usually not restricted by these constraints because they are not a company and installing a mod is always at your own risk by default. So modders can try and do things that the company might find unreasonable in certain circumstances precisely because they're a company. A modder is unlikely to be restricted by having to proft from his mod and can allow work at a slower pace.
Oh come on, are you really trying to tell me that Larian is in so hard press they dont have time to add two spawning spots? laugh
Dont be ridiculous, thats not even work for an bussy afternoon ... that is something you can manage during a lunchbreak. laugh

Originally Posted by Ruswarr
From what I see a lot of RPG fans don't necesarily agree what substitiues a good RPG anyway.
That may have tomething to do with the fact that fans dont either ... there is lots of people with lots of taste, and everyone have their prefferences set different ...

In my humble opinion "good RPG" is that one, that manages to please most of those people. smile
Bcs there will allways be Dwarf Grumpy, who will complain about something wasnt "as they preffer" ... it is inevidable. smile
Posted By: GM4Him Re: Party Size Discussion - 19/06/22 11:05 AM
@Rag. No.

So not worth it.
Posted By: RagnarokCzD Re: Party Size Discussion - 19/06/22 11:06 AM
[Linked Image from memegenerator.net]
Posted By: GM4Him Re: Party Size Discussion - 19/06/22 11:08 AM
Lol. Ain't nobody got time for that.

Besides, watching paint dry would be more productive and fun.

Arguing with you is like arguing with a wall. I can never win even when I'm right.
Posted By: RagnarokCzD Re: Party Size Discussion - 19/06/22 11:10 AM
It was your suggestion, not mine. :P
I know it didnt happen, thats all i need. smile
Posted By: GM4Him Re: Party Size Discussion - 19/06/22 11:10 AM
Whatever helps you sleep at night.
Posted By: Ruswarr Re: Party Size Discussion - 19/06/22 11:26 AM
Originally Posted by RagnarokCzD
Well, that would be issue ...
Presuming Larian are idiots who will use triggers, or mechanics they never ever used in EA and therefore are untested ...
Personaly i presume that they are not, so EA is their playground right now ... you know, you create some mechanic, need to see how it react on players, so you put it here on the playground so people test it ... then you see if it is safe to use or not.
You misunderstand me. Call it trigger, script, mechanic, whatever you like - it doesn't matter. Some part of code responsible for doing something in the game and what's important is how it interacts with everything else. You are adding code with expectation that it will do something specific, surely - and the next step is to CHECK if it's all working properly and if it's not - locate the source of the issue. Basic bugfixing, really. Now imagine how many moving parts (of various complexity) there will be in a game like BG3 and how hard it can be to locate the source of an issue - because it might not even be some mistake in the particular code you've integrated but rather unintended interaction with another part of the code (that you might've never worked on even). There's also a possibility that it cannot be reasonably fixed at all so you'll need to rework your code, which might lead to similar problem with others parts down the line, etc. There can be engine limitations - even if BG3 is developed on a new version of Divinity engine we don't know what limitations might carry over. It's probably not all so doom and gloom as I make it sound like but that's the rough idea.

And Larian expanded their ranks (for BG3, I presume) so there is ought to be some mismanagement and miscommunication (not out of ignorance and disconnect CDPR-style but out of lack of experience) betweeen teams because they are not accustomed to having that many people working simultaneously. Like the recent video about The Box - they clearly underestimated potential issues with it but it's also probably too late to rework it from zero even with hidnsight. You cannot add some code and expect it to be perfectly working alongside eveything the moment it's added - if it were, games and sotfware would probably take much less time and people to develop. That's why in the "option this, option that" thread you are being explained to that you cannot just throw an option in - all that is work and testing to be done to ensure it works properly and, most importantly, doesn't break anything already functioning somewhere.

So Act 1 cannot be a true playground for testing every change because there's not full access to everything.
Originally Posted by RagnarokCzD
Also true ... and also it would require Larian to be kinda idiots ...
I mean, dont get mad at me, but honestly who would "by default enforces fixed 4-party setup" in game that "is by default supposed to support 6-party mod" ?
My bad here. I meant to say that BG3 would lock the party composition similar to DOS2, and I would assume it would lock in both 4 and 6-ppl party. The question is... how will the game proccess it, similary enough to the boat issue? While it may let you proceed further with party members 5 and 6 it may also consider them not belongning to your party for some later interactions because it was not taught to recongnize past party member #4 in this event. So you might end up with some Origin character in your party... but you also encounter them as NPC or an enemy, and Hells know how that might impact Origin storyline progress (assuming you even still have the related quest and it was not disabled earlier) and how many script intercations and flags it would break because of it. And that's exactly why if Larian decides to implement 6-party mode it need to be thourough and not a lazily slapped solution, as you yourself say. The question is - can they fully dedicate to it before release? My assumption is "unlikely" (although, as you point it out, they keep it in mind) as we're still yet to see more basics like reaction rework, for example.
Originally Posted by RagnarokCzD
This isnt really "except" scenario ...
Whoever will be happy to jump in, WILL see the warning ... and that person will have to decide for themselves if that is worth the cost or not ... so still, nobody is "tradint others stability" at all.
Every sentient being is deciding their own fate.
That would be true if BG3 was a single player game. It is fundamentally not. So it can break parties that were expecting to play together because not everyone may be willing to play a potentially unstable multiplayer mode. That again only stresses that official 6-ppl party mode cannot be made haphazard no matter how many warnings you make.
Originally Posted by RagnarokCzD
I get the feeling im starting to repeat myself ...
So, again, just as i said HERE ... THAT is the reason we are asking for this now ... so we can test it ... so it dont say something wasnt really tested.
And I will repeat myself too that unless EA would include full game - there's no way for players to test the full extent of the mode. Act 1 will be tested to death while everything past it will be not.
Originally Posted by RagnarokCzD
What exactly is supposed to be incomplete about it?
The fact that it would lower your game dificiulty? That is not incomplete, that is by design.
Balance and difficulty have nothing to do with it (well... in my opinion they do but that's not a primary concern in this case). Again, it's stability and functionality (so every in-game interaction works as intended), especially past Act 1.
Originally Posted by RagnarokCzD
Priorities are not our (and im sory, but that includes you) concern, that is on Larian to decide ...
Yep. Yet pretty much nobody wants Larian to decide what's a priority and what should be worked on; a lot of suggestions are less suggestions and more like demands on "why X is not in game, give", "no Y - bad game", "give option A, and option B, and option C, and Z too". And, to be fair, if Larian were more clear on what they are planning to do and what they are not planning to do or give some sort of roadmap it would be much easier to understand their priorites; although I also understand why they do not do this - as not to give false hope if they fail to implement something they planned.
Originally Posted by RagnarokCzD
Im affraid you are missing the point here ...
"Only the boat killing" ... means every single situation in game where our party is spawned ... so, basicaly any scenario you can imagine where we dont walk on our curent position but are starting there ... going to Jail would probably have same result, if our whole party would be arested at once.
Solving "boat killing" would only give a solution to a set of similar issues. While it still should be solved, it will not give any insight on solving different issues that, as I like to stress, are more likely to appear past EA content.
Originally Posted by RagnarokCzD
Oh come on, are you really trying to tell me that Larian is in so hard press they dont have time to add two spawning spots?
Dont be ridiculous, thats not even work for an bussy afternoon ... that is something you can manage during a lunchbreak.
Sorry to point it out, but now you're deciding what's a priority for Larian and how they should do their work wink Contradicting yourself here, no?
Yes, I would say that it's probably not that much of a work, although I would say it's probably a litle more than just "drop two spawning points and call it a day". And that could simply be not a priority for them for many reasons.
Posted By: RagnarokCzD Re: Party Size Discussion - 19/06/22 03:13 PM
Originally Posted by Ruswarr
Some part of code responsible for doing something in the game and what's important is how it interacts with everything else. You are adding code with expectation that it will do something specific, surely
Exactly ... and as long as you will count with the option to have two more party members, you keep that in mind and include it to your expectations. wink

That is difference between moding, wich adds, changes, or erase things without knowledge of whole context ...
And developing, where you DO know the whole context, bcs you are creating it. laugh

Originally Posted by Ruswarr
and the next step is to CHECK if it's all working properly and if it's not - locate the source of the issue. Basic bugfixing, really.
Right again ... and that is exactly what we would do, if Larian would include this option to EA. smile
So far so good ...

Originally Posted by Ruswarr
Now imagine how many moving parts (of various complexity) there will be in a game like BG3 and how hard it can be to locate the source of an issue
Well, not hard at all ...
You simply run your code, and the second it gives you an error ... thats where your source is. smile

Every even simple progam language can do debug, this really isnt rocket science.

Originally Posted by Ruswarr
because it might not even be some mistake in the particular code you've integrated but rather unintended interaction with another part of the code (that you might've never worked on even). There's also a possibility that it cannot be reasonably fixed at all so you'll need to rework your code, which might lead to similar problem with others parts down the line, etc.
No matter how many words you use to descibe it ... this is still "something may happen" ... as i said, the only possible way to react on this is "it may not". laugh

Dont be so scared. smile
Great things were usualy invented by accident. :P laugh

Originally Posted by Ruswarr
There can be engine limitations - even if BG3 is developed on a new version of Divinity engine we don't know what limitations might carry over. It's probably not all so doom and gloom as I make it sound like but that's the rough idea.
If there would be engine limitations, the mod would not work. smile
Thats how engine works ... you can play with 6 (even 8) party members, believe me i did ... so there quite clearly isnt litteraly any "engine limitation" ...


Originally Posted by Ruswarr
And Larian expanded their ranks (for BG3, I presume) so there is ought to be some mismanagement and miscommunication (not out of ignorance and disconnect CDPR-style but out of lack of experience) betweeen teams because they are not accustomed to having that many people working simultaneously.
I see litteraly no link to this topic. O_o

Originally Posted by Ruswarr
Like the recent video about The Box - they clearly underestimated potential issues with it but it's also probably too late to rework it from zero even with hidnsight.
Oh its certainly not too late ... it would cause some wasted money, time and resources, that much is sure ... but its still entirely possible.
But (at least as i understand the video) the Issue was here that this whole Box thing was Swens idea ... and he sticks to it, so he keep adding, and adding, and adding ... instead of stop and wonder if there isnt better way ... maybe he didnt see any, maybe he dont want to see any, we dont really know.

Also, the box problem have quite easy solution ... it was mentioned in topic about it. wink

Originally Posted by Ruswarr
You cannot add some code and expect it to be perfectly working alongside eveything the moment it's added - if it were, games and sotfware would probably take much less time and people to develop.
Here is where you are wrong. smile
It purely depends on that code you are adding, and rest of the code you allready created ...

For example ...
If you created code, that will spawn 4 of your party members on the boat ... but now you can have 6 ...
You (as i mentioned earlier) simply add two more spawning points ...
You are using exactly the same working and tested piece of code as you are for first 4 members, nothing changes ... it works, people are happy.
But if you dont ...
And you demand your game to put your party on positions ... the game have no idea what to do, since, the code is only for 1, 2, 3, and 4 ... 5 and 6 have no place to spawn ...

If you need to think easier on this ...
You have 6 childern and 4 chairs ... what would you do?
The program cannot "create 2 more chairs" on its own ... so it kills remain childern. smile
- Now everyone is sitting and the code can continue.
Or the programmer can "prepare 6 chairs, instead of 4" ... that way
- you have 4 childern, everyone is sitting and the code can continue.
- you have 6 childern, everyone is sitting and the code can continue.
- you have 8 childern, two childern die, everyone is sitting and the code can continue.
Easy as that. smile

Originally Posted by Ruswarr
That's why in the "option this, option that" thread you are being explained to that you cannot just throw an option in - all that is work and testing to be done to ensure it works properly and, most importantly, doesn't break anything already functioning somewhere.
That topic is wrong on so many levels i dont even know where to start. laugh
But if you read it, i mentioned some points there.

Originally Posted by Ruswarr
So Act 1 cannot be a true playground for testing every change because there's not full access to everything.
Sure there is ... that is its purpose. smile
Not story-wise obviously, but from mechanical perspective? It contains everything Larian need us to test, that is why we are here.

It doesnt really matter if they needs us to test it for ballance purposes, stability purposes, or just to find out how would we react on certain things, or how would we like it ... its still testing.

Originally Posted by Ruswarr
The question is... how will the game proccess it, similary enough to the boat issue?
Basicaly any situation that would start by your WHOLE party being on place 1 ...
Then some cutscene happen ...
And your WHOLE party is on place 2 ...

Is the boat issue.

Originally Posted by Ruswarr
While it may let you proceed further with party members 5 and 6 it may also consider them not belongning to your party for some later interactions because it was not taught to recongnize past party member #4 in this event. So you might end up with some Origin character in your party... but you also encounter them as NPC or an enemy
Yes, this is indeed potential danger ... of mod ...
Since it would take some time before moder, who have no internal insight to the code, will find out every single situation where alternation is needed.

Not if Larian (as we ask here) include this option. smile
The reason is simple ... in order to make something like this happened, you have to litteraly TELL the engine to only recognize party members 1,2,3,4 ... and nothing else. smile
So, logicaly ... if Larian would allow us to play with 6 ... why would they limit anything in their own code to only recognize 4? Thats madness. smile

Originally Posted by Ruswarr
The question is - can they fully dedicate to it before release? My assumption is "unlikely" (although, as you point it out, they keep it in mind) as we're still yet to see more basics like reaction rework, for example.
This isnt really the question at all ...
Our job is to provide feedback, their job is to read it, think about it, and decide what to do with it ... and then do it. smile

What they can, want, or will dedicate to ... changes nothing about this. wink

Originally Posted by Ruswarr
That would be true if BG3 was a single player game. It is fundamentally not. So it can break parties that were expecting to play together because not everyone may be willing to play a potentially unstable multiplayer mode.
No it cannot break parties ...
No it cannot make multiplayer unstable ...

And if you want to say it can, tell me how ... and i happily explain you why you are wrong. wink
(For the record ... yes, im aware you dont know how, i just want you to say it out loud ... sometimes it helps.)

Originally Posted by Ruswarr
That again only stresses that official 6-ppl party mode cannot be made haphazard no matter how many warnings you make.
Ehm ... what are you talking about right now? O_o

Since as far as i know, the only "warning" we were talking about was to tell people that battles are prepared for 4 members ... and therefore logicaly brings half more will make them conciderably easier. O_o

Originally Posted by Ruswarr
And I will repeat myself too that unless EA would include full game - there's no way for players to test the full extent of the mode. Act 1 will be tested to death while everything past it will be not.
No matter how many times you repeat it, it dont become true ...

I can understand why do you think that ... but you are wrong. laugh
Every mechanic they need to test is included to Act 1 ... why? BCS THEY FREAKING NEED TO TEST IT ... sheesh, logic. laugh

Sure there is possibility that Larian will not include something ... and if they dont, it would be totally on them, full hate, fully deserved ... it would be a misstake, a stupid one on top ... and the only thing it would proove, would be the fact that they have no idea what for Early Acess is used ...
Wich, concidering that they have many experience with this, should not be the case. smile

Originally Posted by Ruswarr
Balance and difficulty have nothing to do with it (well... in my opinion they do but that's not a primary concern in this case). Again, it's stability and functionality (so every in-game interaction works as intended), especially past Act 1.
Same argument as abowe, same reaction as abowe ...

Originally Posted by Ruswarr
Yet pretty much nobody wants Larian to decide what's a priority and what should be worked on; a lot of suggestions are less suggestions and more like demands on "why X is not in game, give", "no Y - bad game", "give option A, and option B, and option C, and Z too".
Doesnt really matter tho. smile
The important part is that we should understand that it is not up to us to make the decision ... sure, i can write everything in between "please concider to include this feature" up to "hey assholes give me what i want or i refund!"

But no matter how i write it, no matter how strongly i will demand it ... can i do something more? No.
Its up to them ...

That is why arguments about what Larian should focus on, or should not focus on is completely irellevant here ... it doesnt matter if i concider your suggestion to be priority, or if you concider mine to be bullshit ... we can say it to each other tho, but it would no matter anyway. laugh
What matter is what Swen and his team thinks about it ...

Originally Posted by Ruswarr
And, to be fair, if Larian were more clear on what they are planning to do and what they are not planning to do or give some sort of roadmap it would be much easier to understand their priorites; although I also understand why they do not do this - as not to give false hope if they fail to implement something they planned.
Agreed on both points.

BTW, that was also demanded ... and as you can see, it didnt mattered. laugh
(Lets call it "a proof that it doesnt matter what we want, if Larian dont". wink )

Originally Posted by Ruswarr
Solving "boat killing" would only give a solution to a set of similar issues. While it still should be solved, it will not give any insight on solving different issues that, as I like to stress, are more likely to appear past EA content.
Okey, lets say ... give me a single example. smile
(I know you cant, just for the record.)

Originally Posted by Ruswarr
Originally Posted by RagnarokCzD
Oh come on, are you really trying to tell me that Larian is in so hard press they dont have time to add two spawning spots?
Dont be ridiculous, thats not even work for an bussy afternoon ... that is something you can manage during a lunchbreak.
Sorry to point it out, but now you're deciding what's a priority for Larian and how they should do their work wink Contradicting yourself here, no?
Eh ... nope? laugh
Im only providing educated guess on how much time such fix would take ...

Not even a single word about priorities. O_o
But now i wonder where did you get it from.

Originally Posted by Ruswarr
Yes, I would say that it's probably not that much of a work, although I would say it's probably a litle more than just "drop two spawning points and call it a day".
Im willing to bet. smile

Originally Posted by Ruswarr
And that could simply be not a priority for them for many reasons.
Who is deciding what is priority now. laugh
Posted By: Ruswarr Re: Party Size Discussion - 19/06/22 05:09 PM
I tried to write a reply for some time but whaterer, screw that. Sorry Rag but I absolutely don't know how to get my point across.

I give up, consider yourself victorious.
Posted By: RagnarokCzD Re: Party Size Discussion - 19/06/22 05:47 PM
Originally Posted by Ruswarr
I absolutely don't know how to get my point across.
All i asked for was an example ... that would be a good start. :-/
Posted By: Archaven Re: Party Size Discussion - 25/06/22 09:13 AM
using solasta as my base experience, 5 would be having lots of fun and 6 fun + i can choose any class that i would least play. i mean druid is far underpowered compared to other classes for me. druids seems to have some interesting stuff like flaming blade? moonbeam? but as tank it's too weak. no metal armor or even shield.
Posted By: Klinth Re: Party Size Discussion - 08/07/22 04:06 AM
Personally, I would like the option to create 6 custom party members. It would be nice to give us that option for those who wants it (dont want it? Dont use it! :P ). Im not asking to adjust or change the whole game, just give a warning that the game is intended for 4.

Mods? I know that theres mods for up to 8 party members but I dont think theres any that lets you have 6 custom party members yet. Anyways it would be nice to be able to do that without mods.
Posted By: Lotus Noctus Re: Party Size Discussion - 08/07/22 04:34 AM
Originally Posted by Klinth
Personally, I would like the option to create 6 custom party members. It would be nice to give us that option for those who wants it (dont want it? Dont use it! :P ). Im not asking to adjust or change the whole game, just give a warning that the game is intended for 4.

Mods? I know that theres mods for up to 8 party members but I dont think theres any that lets you have 6 custom party members yet. Anyways it would be nice to be able to do that without mods.


I would also be happy about a custom party of 5. That wouldn't be too much to ask, a very good compromise, so to speak, and for that number there are better formations.

EDIT: But to be honest. When you appreciate the Baldur's Gate series, you get one of its core elements par excellence, namely the possibility of a (custom) party size of 6. A party size of 4 = DOS & DOS ≠ Baldur's Gate. As simple as that.
Posted By: Staden Re: Party size and customization - 18/07/22 11:28 AM
I hope Larian has taken notes on how high amount of the players that want a 6 man party. Theres still time for them to develop such a feature as it is a simple thing to do.
Posted By: Lotus Noctus Re: Party size and customization - 18/07/22 12:45 PM
+1
Posted By: kharris Re: Party size and customization - 19/07/22 02:58 AM
+1 on this. The fact that there seems to be eight confirmed companions, paired with their earlier statement that we'll need to commit to a party at the end of Act I (don't know if this has changed or not yet) makes a 4-man party (meaining, only 3 of these companions at most once you factor in mercenary characters) seem really limiting. Plus, if it works similarly to how it was done in Divinity: Original Sin II, it means we may need to do three separate playthroughs to see the stories of each of the eight companions.
Posted By: Arideya Re: Party size and customization - 19/07/22 05:11 PM
+1000.
In DOS2 at least only 2 companions were gone once you committed to a party. But you cant give us 8 companions and expect to commit to 3 frown
Posted By: GreyDwarf Re: Party size and customization - 19/07/22 05:33 PM
Great idea really instead of the having to shuffle companions to the camp to just sit there. Increase party size for single player use and yes let us create our own companions.
Posted By: Neleothesze Re: Party size and customization - 20/07/22 10:13 AM
+1

+1

and
Originally Posted by mrfuji3
Increasing the default party size would take (some) additional work, but allowing an optional increased party size requires negligible work. All Larian would need to do is include a checkbox in settings "Allow parties of 6" with a warning when you click it "Warning: The game is balanced with a party of 4 in mind. Having a 6-person party might not result in the intended experience." As Tuco says, BG3 will be released with different difficulty options, so those who want a challenge but also to play with a 6-person party could up the difficulty.

+1

(Quote from an interview with Sven Vincke:) "The studio has still opted to use the common Kickstarter method of going to early access before a main release. “It was never in doubt,” Vincke says. “We've seen what early access did for Divinity: Original Sin 1 and Original Sin 2, and so we know how much a community can add to the game. That is the case already for Baldur’s Gate 3, so I think it was the right decision.”

I've seen all the companion questlines and right now, I'm mostly interested in testing different team combos. If they want to use EA for player/community feedback, then let us do that. Let us actually test things without having to use these clunky workarounds. smile
Let us test 4 man parties, 6 man parties, 3 PCs and 1 NPC parties, 2 PCs & 2 NPC (1 romance for each, why not?)... see what works for us, what is ridiculously OP, what is plain unfun.
Posted By: Tuco Re: Party size and customization - 20/07/22 10:26 AM
At this point I pretty much gave up on the idea of Larian ever testing anything in this area.
But I would be glad if at very least they could be kind enough to remove the HARD CODED restrictions they put in place here and there.

I'm playing once again with the "save hack" to allow a party of six characters and you have these occasional bottlenecks like when you take the boat in the underdark where they automatically kill the two extra characters you have during the cutscene.
The workaround is to remove from your party two companions BEFORE taking the boat, and then group them again.

Not a big problem in itself, but I can see it becoming one if they keep doing this in other places going forward.

____________________


Not to go on a tangent, but out of boredom with how little they introduced in the updates of the vanilla game, yesterday I started to fool around with some mods.

I installed some stuff that added more levels, more spells, revamped a couple of classes and added a subclass in particular (Hexblade).
I have to say I'm impressed. I never touched this stuff so far because I expected for it to be in a much rougher state, but in reality most of it already feels almost impossible to tell apart from the native content.
Not even sure what parts of this additional content are datamined and what are custom made, so far.

If this is the level that can be achieved now with an almost complete lack of dedicate tools, it bodes reasonably well for the future.

Still, please, for the love of god (or whatever other fictional entity you are into), I know that expecting some modder to remove the toilet chain is just asking too much, but can someone come up with a way to change the stupid default formation?
I have that default wide pyramidal formation with fierce passion.
Posted By: Staden Re: Party size and customization - 20/07/22 03:40 PM
Maybe, but they might be holding the six man party back as suprise for when the game is released. I'm pretty sure Larian knows that a good number of us want to play with a larger party.
Posted By: Tuco Re: Party size and customization - 20/07/22 04:03 PM
Originally Posted by Staden
Maybe, but they might be holding the six man party back as suprise for when the game is released.
Nah.

Quote
I'm pretty sure Larian knows that a good number of us want to play with a larger party.
Of course they know. They just don't care and think we are in the wrong.
It's funny because if it was a matter of "what the majority prefers" it was incredibly easy to put it to the test: just add the option early in the EA process and track data of what most players would go for. We suggested this and they didn't do it.

Same with the chain system to control the full party: it's terrible and one of the most widely unpopular things I've ever seen in any game, but somehow they are absolutely adamant even in the face of overwhelming evidence that there's something good there.
Posted By: Staden Re: Party size and customization - 20/07/22 04:29 PM
Originally Posted by Tuco
Of course they know. They just don't care and think we are in the wrong.
It's funny because if it was a matter of "what the majority prefers" it was incredibly easy to put it to the test: just add the option early in the EA process and track data of what most players would go for. We suggested this and they didn't do it.

Same with the chain system to control the full party: it's terrible and one of the most widely unpopular things I've ever seen in any game, but somehow they are absolutely adamant even in the face of overwhelming evidence that there's something good there.
Well, we don't know if they are contemplating any solutions as Larian's lack of communication is a source of so many problems that the company could've been without. And I just don't find the argument about balancing convincing when Larian has confirmed that you can roll for stats (something that I personally prefer over point buy, but realizes that this will throw a monkey wrench in the balancing department).
Posted By: Black_Elk Re: Party size and customization - 20/07/22 10:57 PM
Originally Posted by Staden
Maybe, but they might be holding the six man party back as suprise for when the game is released. I'm pretty sure Larian knows that a good number of us want to play with a larger party.

This is still my hope. Of course I'd rather they did it before EA was concluded, but if the game launches with 6 I'd give them a nod.

Being able to create a custom party of 6 would also be great.

I'd like to choose party formations, and also have a solo driving cam view for non combat movement and exploration.
Posted By: Staden Re: Party Size Discussion - 22/07/22 07:53 PM
Larian has already expanded the UI so that you have room for six character portraits. It would't be dificult to make a six man party available for the players. Those that want a four man party need not take any more, but we who want a party of six would be free to do so.
Posted By: Tuco Re: Party Size Discussion - 22/07/22 08:02 PM
Originally Posted by Staden
Larian has already expanded the UI so that you have room for six character portraits. It would't be dificult to make a six man party available for the players. Those that want a four man party need not take any more, but we who want a party of six would be free to do so.
As we pointed several times in the past you can in fact ALREADY play with six characters just by tweaking a variable in a save file:
https://www.nexusmods.com/baldursgate3/mods/181?tab=description

But there are a couple of marginal problems with it:

- first, there are some occasional "bottlenecks" hardcoded into the game where you either ungroup the extra party members temporarily before doing something (i.e. taking the boat in the Underdark to reach Grymforge) or they get automatically "killed and glitched away".

- second, the DEFAULT formation for the party absolutely fucking blows, as it's this awkward, inconvenient widespread triangle, and I'm not sure if modders will be able to help in this sense:

[Linked Image from i.imgur.com]
Posted By: Staden Re: Party Size Discussion - 22/07/22 08:11 PM
Yeah that's an obstacle, but I'm pretty sure that Larian could easily fix those issues if they put their minds to it. Also we need to be able to change our formations.
Posted By: kanisatha Re: Party Size Discussion - 22/07/22 11:06 PM
Yeah the formations issue is its own separate issue, yet another one of the great many issues with the game.
Posted By: RagnarokCzD Re: Party Size Discussion - 23/07/22 07:16 AM
Originally Posted by Staden
Larian has already expanded the UI so that you have room for six character portraits. It would't be dificult to make a six man party available for the players. Those that want a four man party need not take any more, but we who want a party of six would be free to do so.
It certainly wouldnt ...
But its even easier to simply say "we are counting with that many people will use 6member party mod, so we counted with it when we created our UI ... but that is all support you get from us" ... wich is basicaly what they did.

Any problems related to that mod will then follow the mod and not them.
Posted By: mrfuji3 Re: Party Size Discussion - 23/07/22 05:23 PM
Originally Posted by RagnarokCzD
Originally Posted by Staden
Larian has already expanded the UI so that you have room for six character portraits. It would't be dificult to make a six man party available for the players. Those that want a four man party need not take any more, but we who want a party of six would be free to do so.
It certainly wouldnt ...
But its even easier to simply say "we are counting with that many people will use 6member party mod, so we counted with it when we created our UI ... but that is all support you get from us" ... wich is basicaly what they did.

Any problems related to that mod will then follow the mod and not them.
That is a valid option for Larian, sure. But it doesn't mean much if the game still doesn't reasonably support 6 players; e.g., the auto-removal of players 5 and 6 on the raft scene.

Lack of formations is something Larian *could* leave as an issue because it doesn't break the game, it's just not liked by some people. And it's an issue not specific to 6-players; we can't change formations with 4 players either.
Posted By: RagnarokCzD Re: Party Size Discussion - 24/07/22 06:45 AM
I believe i know why the game automaticly kills your 5th and 6th party member ...
Since our party just spawns on that raft dont walk there on their positions, the game *most likely* just dont know what to do with others, since Larian created only 4 solid spawning points ... so it deals with them as if they would fallen.

Therefore fix will be for moders quite easy, but problems like this have to be find first.

Right now, we only altern one number ... that is hardly sufficient for fully working mod. smile
Posted By: Klinth Re: Party Size Discussion - 25/07/22 02:41 AM
Originally Posted by RagnarokCzD
Right now, we only altern one number ... that is hardly sufficient for fully working mod. smile
Yes and no: You cant have a 6 full custom party with the mod. Only 3 customs at best and origin characters. Thats an issue for me personally because thats what im looking for.
Posted By: Malfaro Re: Party Size Discussion - 25/07/22 03:04 AM
Hi!, been playing since first day and all i can say, 5 custom is a must pleaseeeeeeeeeeeee, it's so sad to get an item and not having the clase to use it =(, there's so many items that go to waste just because not enough party members to use them!!!. it's so uninmmersive to go back to camp and change party members because i needed a specific race or class to continue on that one specific quest =(.., since all origins have their own story, but i wanna experience the bg3 story, not theirs, i mean, i while in the meanwhile, but the core is the baldurs gate stuff, and i'll have to make a charisma char because of persuasions which is the most important, so that only leaves three-four classes okish for a face, i could certainly adapat every class and race to it but it wouln't be as powerful in battle and just be a drag after a while, and it's really supposed to be a dnd game, it has felt very strange to have 4 people only, most stories go along with 5 or 6.
Origin characters are ok but """""
i just really trust lae'zel, the other ones i would certainly kill for gear or just ditch, because they keep lying and just mind their own little problems outside their damn heads, in which the only one really trying to help is lae'zel, which is the one with the baddest luck in the group.
"""" they need to be more present in the party while in the world, just 3 is not enough for them to interact, they feel empty and without nothing interesting to say most of the times., and they only start to speak when interesting stuff is happening around,
Posted By: RagnarokCzD Re: Party Size Discussion - 25/07/22 07:43 AM
Originally Posted by Klinth
Originally Posted by RagnarokCzD
Right now, we only altern one number ... that is hardly sufficient for fully working mod. smile
Yes and no: You cant have a 6 full custom party with the mod. Only 3 customs at best and origin characters. Thats an issue for me personally because thats what im looking for.
Thats possible ...
But completely unrelated to what i was talking about. O_o
Posted By: Tuco Re: Party Size Discussion - 25/07/22 09:21 AM
Originally Posted by Staden
Yeah that's an obstacle, but I'm pretty sure that Larian could easily fix those issues if they put their minds to it. Also we need to be able to change our formations.
Well, of course they COULD.

The issue, like with party controls, is that they don't seem to particularly care about it.
Or more specifically, they seem to think that it's perfectly fine as it is and we are complaining about negligible cases, I guess.
Posted By: Staden Re: Party Size Discussion - 26/07/22 02:15 PM
Originally Posted by Tuco
Well, of course they COULD.

The issue, like with party controls, is that they don't seem to particularly care about it.
Or more specifically, they seem to think that it's perfectly fine as it is and we are complaining about negligible cases, I guess.
That can't be the case. I have seen tons of feedback from players who want a larger party on discord, here on the forums and on reddit. I wouldn't call that negligible cases, but you never know.
It would be far better if Larian came with some actual communication.
Posted By: lolwut77 Re: Party Size Discussion - 31/07/22 05:53 PM
Where is the 'five' number coming from? Is that a D&D thing? When I think BG, I think a six-member party.
Posted By: avahZ Darkwood Re: Party Size Discussion - 31/07/22 07:21 PM
Basically it’s a way to cover the base party types: tank, healer, rogue, and spell caster and allow for a unique like bard, warlock, etc that don’t fit neatly in the first four.
Posted By: lolwut77 Re: Party Size Discussion - 31/07/22 10:05 PM
Ahh, okay. That makes sense.
Posted By: GM4Him Re: Party Size Discussion - 21/08/22 02:27 PM
It's been awhile, but I want to stress how important a party of 6 is to me.

Pathfinder allows party of 6. I like to create custom characters. I can create 4 or 5 custom characters and still have a slot or 2 available to take "origin" characters with me.

DOS 2. I can only have party of 4, so it leaves no room for custom characters and origins. I have to pick one or the other. It would have been nice to have the option of being able to keep Lohse, Beast and Ifan and still add maybe a custom character or 2.
Posted By: OneManArmy Re: Party Size Discussion - 23/08/22 03:09 AM
How about a 1 person party in late game?

Something terrible but giving great power, like the path of Swarm-That-Walks from Pathfinder.
Posted By: The Red Queen Re: Party Size Discussion - 23/08/22 02:58 PM
Originally Posted by OneManArmy
How about a 1 person party in late game?

Something terrible but giving great power, like the path of Swarm-That-Walks from Pathfinder.

I think it’s probably not what you meant, but I *hate* it when a game suddenly forces you to solo fight with a character you’ve basically built as a component of a balanced party. It’s fine if you’re a tankier fighter anyway, but awful if you’re a squishier spell caster or healer type without great damage potential. The very thought gives me traumatic flashbacks of trying to finish SWKoToR with my Jedi Sentinel.

Were you saying, though, that Larian should cater for people who want to solo in the late game with specific feats?
Posted By: GM4Him Re: Party Size Discussion - 23/08/22 03:52 PM
Originally Posted by The_Red_Queen
Originally Posted by OneManArmy
How about a 1 person party in late game?

Something terrible but giving great power, like the path of Swarm-That-Walks from Pathfinder.

I think it’s probably not what you meant, but I *hate* it when a game suddenly forces you to solo fight with a character you’ve basically built as a component of a balanced party. It’s fine if you’re a tankier fighter anyway, but awful if you’re a squishier spell caster or healer type without great damage potential. The very thought gives me traumatic flashbacks of trying to finish SWKoToR with my Jedi Sentinel.

Were you saying, though, that Larian should cater for people who want to solo in the late game with specific feats?

I totally agree. Final Fantasy 14 has certain missions that you MUST solo, and for me they are easy. I'm a healer, so I can pretty easily beat them. My wife, however, is a DPS. Every time we have to solo, she struggles to get through them because either her minions die or she does. It's probably the worst part of that game. Together, her and I are pretty tough, especially when our kids join us. We make a very good party. Solo... No.
Posted By: GM4Him Re: Party Size Discussion - 05/09/22 02:39 AM
Recent post on another thread has me desiring this again. Seriously, Larian. It's already built into your game. Just let us have the ability, even in EA, to make it party of 6 without having to mod the game. PLEASE! party of 4 is SO restrictive for me, especially because I LOVE creating characters and want to have a solid party of 4 customs with at least 1 or 2 origins. PLEASE!
Posted By: kanisatha Re: Party Size Discussion - 05/09/22 02:20 PM
Originally Posted by GM4Him
Recent post on another thread has me desiring this again. Seriously, Larian. It's already built into your game. Just let us have the ability, even in EA, to make it party of 6 without having to mod the game. PLEASE! party of 4 is SO restrictive for me, especially because I LOVE creating characters and want to have a solid party of 4 customs with at least 1 or 2 origins. PLEASE!
Thanks for keeping it up. I myself am now just too exhausted and jaded by Larian's inconsideration towards us to keep my hope alive. But it is definitely very nice to see some others exhibiting at least some hope for BG3 being what it should be.
Posted By: Naginata Re: Party Size Discussion - 05/09/22 03:07 PM
#SixParyMembers wink
Posted By: MelivySilverRoot Re: Party Size Discussion - 05/09/22 03:30 PM
It would be nice to have 4+ characters in a party, I agree laugh
As mentioned somewhere by someone, I would love to mix a couple a custom-made characters with origin characters.

But I can understand if it doesn't become a thing. There could be technical and pragmatical issues.
For instance, maybe it would be too difficult to "balance" combat encounters? Which is already not an easy job to do with PnP games.

I also don't think it's fair to say that Larian Studios is inconsiderate. They obviously listen to feedbacks given the different updates, they just don't have to obey every demands.
Posted By: GM4Him Re: Party Size Discussion - 05/09/22 07:50 PM
My issue is that there is a mod for party of 6 that is super simple. You change a number and viola. Party of 6. Larian has developed the game to support it but they are restricting it.

I've played it. It's a lot of fun and the game feels like it was designed for party of 6. Companions talk more with one another as you are traveling, etc. Yes. Combat is easier. Naturally. That can easily be fixed with party of 6 if they allowed it. EASILY fixed.

I hate mods and don't trust websites. My BG3 addiction caused me to compromise on it already because I really wanted to try party of 6. I don't want to do it again, and whenever you mod, the game acts weird and it's a huge hassle when updates occur. I really want them to support it, even if they don't rebalance encounters. Trust me. It's a lot of fun as is with party of 6.
Posted By: Saito Hikari Re: Party Size Discussion - 05/09/22 08:05 PM
Forced solo sections in this game could backfire. If poorly balanced, there’s big potential for getting softlocked. For example, you’re going to have a really bad time if you’re a Bard and part of the solo section pits you against constructs that are generally immune to psychic damage.

Originally Posted by GM4Him
I totally agree. Final Fantasy 14 has certain missions that you MUST solo, and for me they are easy. I'm a healer, so I can pretty easily beat them. My wife, however, is a DPS. Every time we have to solo, she struggles to get through them because either her minions die or she does. It's probably the worst part of that game. Together, her and I are pretty tough, especially when our kids join us. We make a very good party. Solo... No.
Huh, I thought it’d be the other way around since DPS would kill things much faster. Then again I’m a (mostly retired) Bard main who has cleared an ultimate raid, so there probably isn’t much that fazes me in that game.

I could come back just for the opportunity to see your family in-game. I mostly stopped after clearing Endwalker due to increasing work obligations, which wasn’t too far behind.
Posted By: avahZ Darkwood Re: Party Size Discussion - 06/09/22 12:27 AM
+1

Originally Posted by GM4Him
Recent post on another thread has me desiring this again. Seriously, Larian. It's already built into your game. Just let us have the ability, even in EA, to make it party of 6 without having to mod the game. PLEASE! party of 4 is SO restrictive for me, especially because I LOVE creating characters and want to have a solid party of 4 customs with at least 1 or 2 origins. PLEASE!
Posted By: snowram Re: Party Size Discussion - 06/09/22 12:38 AM
Originally Posted by Saito Hikari
Forced solo sections in this game could backfire. If poorly balanced, there’s big potential for getting softlocked. For example, you’re going to have a really bad time if you’re a Bard and part of the solo section pits you against constructs that are generally immune to psychic damage.

Originally Posted by GM4Him
I totally agree. Final Fantasy 14 has certain missions that you MUST solo, and for me they are easy. I'm a healer, so I can pretty easily beat them. My wife, however, is a DPS. Every time we have to solo, she struggles to get through them because either her minions die or she does. It's probably the worst part of that game. Together, her and I are pretty tough, especially when our kids join us. We make a very good party. Solo... No.
Huh, I thought it’d be the other way around since DPS would kill things much faster. Then again I’m a (mostly retired) Bard main who has cleared an ultimate raid, so there probably isn’t much that fazes me in that game.

I could come back just for the opportunity to see your family in-game. I mostly stopped after clearing Endwalker due to increasing work obligations, which wasn’t too far behind.

Pathfinder WotR has a forced solo section. You can always complete it since it is a stealth section where you get a bonus invisibility spell applied to you. It isn't always about combat.
Posted By: GM4Him Re: Party Size Discussion - 06/09/22 02:12 AM
Originally Posted by snowram
Originally Posted by Saito Hikari
Forced solo sections in this game could backfire. If poorly balanced, there’s big potential for getting softlocked. For example, you’re going to have a really bad time if you’re a Bard and part of the solo section pits you against constructs that are generally immune to psychic damage.

Originally Posted by GM4Him
I totally agree. Final Fantasy 14 has certain missions that you MUST solo, and for me they are easy. I'm a healer, so I can pretty easily beat them. My wife, however, is a DPS. Every time we have to solo, she struggles to get through them because either her minions die or she does. It's probably the worst part of that game. Together, her and I are pretty tough, especially when our kids join us. We make a very good party. Solo... No.
Huh, I thought it’d be the other way around since DPS would kill things much faster. Then again I’m a (mostly retired) Bard main who has cleared an ultimate raid, so there probably isn’t much that fazes me in that game.

I could come back just for the opportunity to see your family in-game. I mostly stopped after clearing Endwalker due to increasing work obligations, which wasn’t too far behind.

Pathfinder WotR has a forced solo section. You can always complete it since it is a stealth section where you get a bonus invisibility spell applied to you. It isn't always about combat.

It is when the game is designed for combat. You can't pass FF14 without fighting.

Now, granted, you could solo BG3 presently if you want. They've kinda built it that way. But I think the point we're making is we don't like solo quests in games like this. You spend the whole game building a powerful Evocation wizard, for example, with lots of damage spells only to be stuck on a solo quest thing where you need to suddenly stealth well and suck at it or you need to tank well and can't or you need to heal and have no ability to do so. Why? You were relying on all your party members to work well together as a unit. You even gave all your healing potions to others thinking you wouldn't need them.

So you built up Lae'zel as your tank, Shadowheart as your healer, you're the wizard, and Astarion the rogue. Now suddenly you are all alone and have no other specialties. Best hope the encounters you are about to face are geared towards your character and not against or you're going to have a real hard time. Meanwhile, if you'd created a rogue, the solo encounters would be easier.
Posted By: Crimsomrider Re: Party Size Discussion - 06/09/22 03:32 AM
Personally I am completely alright with a party of four.

Naturally I would want to grab every single companion purely for story purposes as I really like all of them. It would make the story a lot more interesting and fulfilling, but it would also feel a tiny bit crowded and less intimate, for me at least. So personally I am perfectly alright with four and really like the intimacy it brings with chosen companions, as it feels to me like I'm establishing a proper relationship with them by choosing who accompanies me along my journey.

As far as technical aspect goes; implementing a party of six is really nothing complex. The UI would just need some simplistic minor additions and slight adjustments to conform to the size of the party (as I've showcased in a feedback thread not related to this), along with increasing the HP of all NPCs in the world to reflect the party size. The cutscenes would be the only thing that would need some work to include six. So it's not really complex, just would take some work to make it look good.

But it's not about whether they can do it, it's about whether they want to do it. Ultimately Larian has a vision for the game and some suggestions fit into their vision while some do not, because we see only a very small piece of it, while they see it in its entirety and everything beyond it. They have envisioned a party of four. Same as they envisioned that Baldur's Gate 3 will be turn-based. Same as they envisioned that Baldur's Gate 3 will have a chain system. Same as they envisioned that BG3 will not feel nor play as BG 1 or 2. It's simply how they envisioned it, which I personally am completely okay with.
Posted By: Lotus Noctus Re: Party Size Discussion - 06/09/22 04:16 AM
Originally Posted by GM4Him
Recent post on another thread has me desiring this again. Seriously, Larian. It's already built into your game. Just let us have the ability, even in EA, to make it party of 6 without having to mod the game. PLEASE! party of 4 is SO restrictive for me, especially because I LOVE creating characters and want to have a solid party of 4 customs with at least 1 or 2 origins. PLEASE!

Originally Posted by GM4Him
My issue is that there is a mod for party of 6 that is super simple. You change a number and viola. Party of 6. Larian has developed the game to support it but they are restricting it.

I've played it. It's a lot of fun and the game feels like it was designed for party of 6. Companions talk more with one another as you are traveling, etc. Yes. Combat is easier. Naturally. That can easily be fixed with party of 6 if they allowed it. EASILY fixed.

I hate mods and don't trust websites. My BG3 addiction caused me to compromise on it already because I really wanted to try party of 6. I don't want to do it again, and whenever you mod, the game acts weird and it's a huge hassle when updates occur. I really want them to support it, even if they don't rebalance encounters. Trust me. It's a lot of fun as is with party of 6.

This! +100
Posted By: GM4Him Re: Party Size Discussion - 06/09/22 05:11 AM
Originally Posted by Crimsomrider
Personally I am completely alright with a party of four.

Naturally I would want to grab every single companion purely for story purposes as I really like all of them. It would make the story a lot more interesting and fulfilling, but it would also feel a tiny bit crowded and less intimate, for me at least. So personally I am perfectly alright with four and really like the intimacy it brings with chosen companions, as it feels to me like I'm establishing a proper relationship with them by choosing who accompanies me along my journey.

As far as technical aspect goes; implementing a party of six is really nothing complex. The UI would just need some simplistic minor additions and slight adjustments to conform to the size of the party (as I've showcased in a feedback thread not related to this), along with increasing the HP of all NPCs in the world to reflect the party size. The cutscenes would be the only thing that would need some work to include six. So it's not really complex, just would take some work to make it look good.

But it's not about whether they can do it, it's about whether they want to do it. Ultimately Larian has a vision for the game and some suggestions fit into their vision while some do not, because we see only a very small piece of it, while they see it in its entirety and everything beyond it. They have envisioned a party of four. Same as they envisioned that Baldur's Gate 3 will be turn-based. Same as they envisioned that Baldur's Gate 3 will have a chain system. Same as they envisioned that BG3 will not feel nor play as BG 1 or 2. It's simply how they envisioned it, which I personally am completely okay with.

All this is literally done except increasing enemy HP. If you use the mod, you change the max party size value from 4 to 6, and it works beautifully. 6 characters on 1 screen, inventory works, etc. No work would need to be done. Just let players make the call. And most of us who have tried the mod have even said that we don't care if they tweaked encounters. Let us play party of 6 without changing a single other thing. It's a blast and encounters actually aren't that much easier. In fact, I found the game far less frustrating because I didn't feel like if 1 party member fell I was severely handicapped. 1/6th of a party is a lot less severe than 1/4th.
Posted By: Crimsomrider Re: Party Size Discussion - 06/09/22 06:31 AM
Who knows, perhaps they might add it as a feature in the future, in a similar fashion as they did the gift bags in DOS2 and call it; "Baldur's Gate Classic Party Size".

The only real reason I see on why they might not want to do it now is because of the valuable data they collect, which they use to balance and improve the game.

However even if they don't do it, luckily modding exists to envision what the devs did not wish to envision ^^
Posted By: Saito Hikari Re: Party Size Discussion - 06/09/22 08:07 AM
Originally Posted by snowram
Pathfinder WotR has a forced solo section. You can always complete it since it is a stealth section where you get a bonus invisibility spell applied to you. It isn't always about combat.

An implied point I was making is that Larian is not exactly known for balance. Their history is full of awkward difficulty swings, perhaps by design, as they also tend to leave things open-ended enough for you to really abuse things outside of conventional thought to get through. But even with that thought, an intentionally forced solo segment in a game that uses the DnD ruleset could be awkward for any developer.
Posted By: The Red Queen Re: Party Size Discussion - 06/09/22 08:33 AM
I’ve spent so long playing games with four party members that it feels more natural to me now, and when I return to six member party games they just feel a bit flabby and messy.

I think I prefer four for BG3. Particularly with 5e rules and classes, where there other ways of covering the classic roles without necessarily having separate specialists, six party members seem unnecessary. And I don’t particularly want longer battles, but neither do I want ones where individual party members have fewer turns each, and it seems as though we’d need to have one or the other given the turn-based combat. I also have very little interest in creating more than one custom character per playthrough.

So, sorry folks, but I do hope the game is kept balanced for four party members.

I don’t have any problem with players being given an option to have a larger party in the core game, though. Well, other than that I suspect I’d then be tempted to go for the max party size for the sake of party interactions, but that’s my problem!
Posted By: GM4Him Re: Party Size Discussion - 06/09/22 11:29 AM
Originally Posted by The_Red_Queen
I’ve spent so long playing games with four party members that it feels more natural to me now, and when I return to six member party games they just feel a bit flabby and messy.

I think I prefer four for BG3. Particularly with 5e rules and classes, where there other ways of covering the classic roles without necessarily having separate specialists, six party members seem unnecessary. And I don’t particularly want longer battles, but neither do I want ones where individual party members have fewer turns each, and it seems as though we’d need to have one or the other given the turn-based combat. I also have very little interest in creating more than one custom character per playthrough.

So, sorry folks, but I do hope the game is kept balanced for four party members.

I don’t have any problem with players being given an option to have a larger party in the core game, though. Well, other than that I suspect I’d then be tempted to go for the max party size for the sake of party interactions, but that’s my problem!

This, I get. For you, it's like how I feel about long rests. Sure. You COULD play party of 4 if they increased the party size to 6, but knowing you can do party of 6 means that you feel like you maybe SHOULD do it. It nags at you. What if you miss something because you only do party of 4?

Likewise, I feel that way about long rest. Sure. I COULD decide to NOT long rest between every battle, but what if I SHOULD? What if I miss something because I don't long rest?
Posted By: snowram Re: Party Size Discussion - 06/09/22 11:46 AM
I wish Larian would do like Source games and expose every single client and server flags to players so they can tweak the game engine to their liking. Want moonwalk gravity? Sure! Want to spawn npcs with custom stats and models? You can! Want a party of 38? Go for it! It would be infinitely easier than modding since it would be just editing a text file and it would work in multiplayer too since the server is authoritative.
Posted By: GM4Him Re: Party Size Discussion - 06/09/22 11:56 AM
Originally Posted by snowram
I wish Larian would do like Source games and expose every single client and server flags to players so they can tweak the game engine to their liking. Want moonwalk gravity? Sure! Want to spawn npcs with custom stats and models? You can! Want a party of 38? Go for it! It would be infinitely easier than modding since it would be just editing a text file and it would work in multiplayer too since the server is authoritative.

Nah. No thanks. I'd much more prefer them to make a solid game and tell people to shove it - lol. Pun intended. Get it? Because shove is broken. BTW. I'm not serious. Well, mostly.

To be frank, I'd actually be 100% fine with a party of 4, and I'd say no more, if a rep from Larian just came out here into the community and said, "Hi everyone. Sorry party of 6ers, but I regret to inform you that we have decided to hold to party of 4. Here's why..."

Likewise, if they said, "We've decided to keep long rest as is. Here's why...". I'd shut up about that too and just accept their decision.
Posted By: RagnarokCzD Re: Party Size Discussion - 06/09/22 01:05 PM
Originally Posted by GM4Him
Yes. Combat is easier. Naturally. That can easily be fixed with party of 6 if they allowed it. EASILY fixed.
And even easier ignored, as we all agreed would be perfectly acceptable for us.

Just reminding. wink
Posted By: Anthraxid Re: Party Size Discussion - 07/09/22 12:29 AM
Oh how i kept hearing about how Larian is listening to their community and fanbase...
Lies.
Posted By: neprostoman Re: Party Size Discussion - 07/09/22 04:05 PM
I don't care about a party of 6. I think it is either a baby duck thing or a completionist craving to want these in this game in particular, which is fine to have, but not fine to feel exhausted or negative towards Larian because of it. Sorry if I made it sound harsh. I hope those who really need it will get a chance to have it through official or community mods.
Posted By: GM4Him Re: Party Size Discussion - 07/09/22 05:22 PM
I hate mods, and I don't need party of 6, but I'd like the option especially since it's already there. They just need to let us do it. They've locked it behind a max party size number of 4. Nothing more.

It's not about whatever you just said. It's that I'd like a little more party freedom. I'd like to travel with ALL the current origin so I feel more like a full party. I like the character interactions more with the party of 6. Id also like the freedom to make 4 custom characters and yet still take origins with me for side quests. I'd like to have a wizard, a rogue, a cleric, a fighter, a warlock, and a druid all in one party if I want. I don't like having to trade characters in and out because of side quests and all because they feel more than 4 is too full up.

Basically, there are a ton of reasons why I want party of 6 as an option.
Posted By: Crimsomrider Re: Party Size Discussion - 07/09/22 05:43 PM
Originally Posted by neprostoman
...but not fine to feel exhausted or negative towards Larian because of it. Sorry if I made it sound harsh. I hope those who really need it will get a chance to have it through official or community mods.

I don't think what you said is harsh, as some on the forum do have this wrong idea of treating feedback as demands with heavy expectations rather than suggestions, and then taking it as personal slights when Larian does not acknowledge, respond or implement.

Personally I am perfectly fine with party of four, but if it ends up being a commonly requested feature they could always just add it as a gift bag feature later down the road. And if not, the mods are always there to make the game enjoyable for those who do not find it enjoyable.
Posted By: GM4Him Re: Party Size Discussion - 08/09/22 02:25 AM
Originally Posted by Crimsomrider
Originally Posted by neprostoman
...but not fine to feel exhausted or negative towards Larian because of it. Sorry if I made it sound harsh. I hope those who really need it will get a chance to have it through official or community mods.

I don't think what you said is harsh, as some on the forum do have this wrong idea of treating feedback as demands with heavy expectations rather than suggestions, and then taking it as personal slights when Larian does not acknowledge, respond or implement.

Personally I am perfectly fine with party of four, but if it ends up being a commonly requested feature they could always just add it as a gift bag feature later down the road. And if not, the mods are always there to make the game enjoyable for those who do not find it enjoyable.

There are SOME who just get super critical because they want to blast the game. There are SOME who just never say anything nice about BG3 or Larian. However, there are plenty of us who ARE suggesting out here and hoping we are actually being considered instead of totally ignored. It's very frustrating when you care about the game so much and you want it to be so much better, and you make suggestions and make them again and again and again, and you never know... Are they ignoring you because they aren't even considering it, or are they planning on adding your suggestion but they've just not gotten to it yet.

Then it's even more frustrating when you are trying to keep stating your hopes that they'll implement certain features you think would be really cool, and people keep accusing you of just griping and complaining and demanding when all you're really doing is trying to keep up the good fight and keep stating your side and why you think something will be awesome and why you think it would make the game better, only to have people condemn you for doing so.

I'm fine with people saying why they want or don't want something. Just not happy when people start criticizing me or others for stating why we want something or don't want something.

And I don't take it as a personal slight. I take it as very frustrating that they won't just freaking tell us whether they're going to give us what we ask for or not so we can STOP saying things over and over and over again for 2 freaking years. All we ask for is yes or no or something similar. You know... Let the community know whether they're actually going to allow party of 6 or just keep it at 4 so we stop even entertaining the idea.
Posted By: Crimsomrider Re: Party Size Discussion - 08/09/22 04:59 AM
Originally Posted by GM4Him
There are SOME who just get super critical because they want to blast the game. There are SOME who just never say anything nice about BG3 or Larian. However, there are plenty of us who ARE suggesting out here and hoping we are actually being considered instead of totally ignored. It's very frustrating when you care about the game so much and you want it to be so much better, and you make suggestions and make them again and again and again, and you never know... Are they ignoring you because they aren't even considering it, or are they planning on adding your suggestion but they've just not gotten to it yet.

Then it's even more frustrating when you are trying to keep stating your hopes that they'll implement certain features you think would be really cool, and people keep accusing you of just griping and complaining and demanding when all you're really doing is trying to keep up the good fight and keep stating your side and why you think something will be awesome and why you think it would make the game better, only to have people condemn you for doing so.

I'm fine with people saying why they want or don't want something. Just not happy when people start criticizing me or others for stating why we want something or don't want something.

And I don't take it as a personal slight. I take it as very frustrating that they won't just freaking tell us whether they're going to give us what we ask for or not so we can STOP saying things over and over and over again for 2 freaking years. All we ask for is yes or no or something similar. You know... Let the community know whether they're actually going to allow party of 6 or just keep it at 4 so we stop even entertaining the idea.

I didn't mean you specifically GM4Him, as I think you're a positive influence on the forums. You're passionate and I respect that. So I'm personally not accusing/criticizing nor condemning you of anything nor was it intended to do so towards anyone else.

What I said was meant in a broad sense, because this forum does have an anti-Larian vibe that does get unpleasant at times due to frustrations. As in the very first week of joining the forums I immediately sensed and even directly experienced this negative vibe. And God forbid anyone says anything positive about the chain system on the forum, otherwise doom is brought upon thee. So Neprostoman simply pointed out that kind of anti-Larian vibe, which I simply agreed with.

  • However I wish to stay on-topic so; I think that feedback should not be frustrating and expectations should be kept in check.

    When it comes to this particular thread, I think a six man party is an interesting idea that certainly has its positives and negatives. Although I personally really like four, I would be interested in trying out six too. However Larian envisioned for their game a four man party. So I do not think that they are ignoring anyone since this particular thread is impossible to be unnoticed as it has 1910 replies and 230,819 views. But I also think that they do not need to outright tell people that they are not implementing something that doesn't fit their vision. Nor do I think people submitting feedback should keep feeling frustrated by holding a two-year prolonged echo-chamber trying to obtain an acknowledgment.

    There are 5980 feedback threads on this very forum and who knows how infinitely many more are submitted through other sources (Launcher, Steam, Reddit and other media). And design decisions are not something that one person decides, instead it's a whole team of creative people that discuss such things through a lengthy process, based on their time and resources.

    It's unrealistic to expect acknowledgement, especially because nobody is entitled to it as there are so many great and terrible ideas out there. And even if an idea may seem great, it may not fit into Larian's vision of what they're trying to create. Not to mention they also have statistical data being collected in the background all the time to help them and this forum is a minority compared to all the people who bought and play the game.

    For example, I do not think that they have to tell a group of people who wish to turn Baldur's Gate 3 into RTSWP (Realtime Strategy With Pause) that they won't be doing that. I think it is pretty obvious they won't do it and no amount of replies nor frustrations will change that, as it is not within their vision.

Personally I believe the feedback is clearly sent and received. People would like a party of six for their enjoyment, so Larian will either do it or they won't. Neither frustrations nor a thousand more replies will change whatever they choose. It's simply being realistic.

Which is why I said, I think they might do it as an extra feature in terms of gift bags once the game releases, as gift bags in DOS2 were meant for enjoyment and were done nicely with plenty of content. But I certainly do not see them implementing this during Early Access nor for release. Their entire data collection is based upon a four man party. And even if they don't do it, luckily the mods exist. Though as far as I know the gift bags were actually community mods at the start, then officially made by Larian. So who knows, they might do it officially after release.
Posted By: GM4Him Re: Party Size Discussion - 08/09/22 05:59 AM
Sigh. Okay. Sorry. It's just frustrating when someone gets onto a thread and starts saying people are just being critical and demanding.

I get your point, but I do disagree with this: "But I also think that they do not need to outright tell people that they are not implementing something that doesn't fit their vision."

It's incredibly rude and terrible Customer Service to totally ignore your community when you ask for feedback and suggestions from people. I mean, this is a Megathread. They could at the very least have SOMEONE come out here and reply to the Megathreads and say, "Hey guys. We've read this request, and we're considering it. However, just so you know, there are quite a few good reasons why we went with party of 4, and it's not likely we'll be going with party of 6" or something similar. Don't just say nothing and leave people wondering.

And every time someone new comes on and says something about it, it renews my desire for it, making me return to the thread hoping SOMEONE will throw us a dang bone about it. I'm sorry, but their lack of responsiveness has left me with a REALLY bad taste in my mouth. I have a hard time not viewing Larian as a sucky company who doesn't give two poops about their fans. I keep trying to give them the benefit of the doubt, but we've even seen a few community managers out here and STILL nothing.

Even if they just came out here and said, "Hey. We just want you to know that we're working on implementing some of your suggestions but we can't tell you what they are because Swen wants to surprise you," that would at least be SOMETHING. Maybe a "It's not likely, guys" or a "We discussed it and it's a maybe," would go a LONG way.

If the company I work for was this silent with their hard-core customers, I'd be out of work. It CERTAINLY makes me NEVER want to participate in any future EAs, and I honestly had a hard time wanting to buy DOS 2 because of it. I literally found myself asking why I should buy another one of their games if they're going to ignore their customers on their own forum sites.

And yes. It's off topic, but not really. You know why? Because we've been bashing our heads into a brick wall about party of 6 for 2 years. Piss on the pot or get off. Just make a decision and tell us what it is because that's what nice people do who value their customers.

Sorry again, but you set me off. I'm not mad at you, per se. I'm so sick of how Larian is treating us. That's all.
Posted By: neprostoman Re: Party Size Discussion - 08/09/22 07:56 AM
I did my opinion on the matter, that's all. It was not a personal attack or some dismissive commentary, I just don't want people to get frustrated because "notice me, senpai" is not working for this game and these forums. I respect those feelings, but don't approve of the attitude. Some big changes that made it into the game derived from the feedback and critique posted online, like stealth advantage removal, high ground advantage rework, companion's attitude tweak, offensive cantrips rework, melee combat enhancement etc. There was no big promise or in advance commentary about those either. Community updates are scarce now and it is understandable, I can only imagine the pressure on the team, considering the irl quality drop and release date pressure.

I'd have no problem with the party of 6 tbh, don't find it necessary though. I think Nicou mentioned some time ago that the team is now working on the reaction system rework, may be they are all-in on this feature, for now, so they won't give any new insights. And the bare bone of a commentary such as "guys no promises may be this, but may be that, but we are reading your feedback" doesn't have much essence in it and is unappealing to me, personally.

P.s. and still this kind of commentary was actually given several weeks ago. frequent reassurance with no meat on the horizon can sound like a false promise, imo
Posted By: GM4Him Re: Party Size Discussion - 08/09/22 11:51 AM
Well. This has been a fun conversation.

So, party of 6. Did you know that some of the earliest images showed party of 6?
Posted By: neprostoman Re: Party Size Discussion - 08/09/22 04:50 PM
Originally Posted by GM4Him
Well. This has been a fun conversation.

So, party of 6. Did you know that some of the earliest images showed party of 6?

I didn't. I guess it worked poorly for some reason and they did get rid of it. confused
Posted By: RagnarokCzD Re: Party Size Discussion - 08/09/22 09:08 PM
Me neither ... but i managed to find this:
[Linked Image from vortex.cz]

And i know this isnt exactly on topic coment ... but let me express my love to that UI.
Love it ... unconditionaly and with all my heart.
Thank you. smile
Posted By: Drath Malorn Re: Party Size Discussion - 21/10/22 12:29 AM
Just following up on something, which I know is from p95/early September, but I had left the browser tab open, with the intention come back to it ... and then lost touch with BG3 EA for a while.
Originally Posted by GM4Him
My issue is that there is a mod for party of 6 that is super simple. You change a number and [voila]. Party of 6. Larian has developed the game to support it but they are restricting it.


1) Some factual information.

In this panel interview with some streamers (at 24:40), Swen gave some info about the Max Party Size.

(Side note : to my knowledge this is the only source of info about the Max Party Size in BG3. I certainly wish this info would have been available in the official FAQ. Or, save that, that Larian would have seen the recurring comments about Max Party Size and made the effort to put the info out, improving the quality of the feedback and discussion by allowing participants to have an informed opinion. But, hey, we all know how much Larian is interested in fostering better discussion, receiving quality feedback, and overall communicating with players ...)

In the interview, Swen gave the following information.
  • Max Party Size will be 4.
  • The "engine" is not the limit (programming is more accurate, I suppose, but anyway). They purposefully made sure that it can handle more (at least 6).
  • Larian fully expects that there will be mods allowing 6-adventurers party.

Given that Swen said he expects mods to exist for this, I think it's reasonable to expect that 6-adventurer party will not be an in-game option, but only accessible through modding.



2) Why I disagree with Larian's stance.

To be very very clear, I am not talking about the choice of a Max Party Size of 4. I'll happily play with 4 party members.

Now ... given that it's easy to mod for 6, it's also very possible that I'll go with 6. It's not clear that I'll be doing many playthroughs of BG3, but it's increasingly clear that I'll be playing BG3 for the story and exploration (not the combat). And from the point of view of narrative content, bigger parties mean seeing more companions' stories (and, perhaps, more companion-to-companion interaction, however little there is currently).

Overall, the default value of Max Party Size in the full game is very near the bottom on my list of priorities for the game.

What I am talking about is their stance on letting player change Max Party Size : Larian has made sure to code the game in such a way that the Max Party Size variable can easily be switched to 5 or 6, but they won't make Max Party Size a parameter that players can adjust in-game, instead requiring that players mod the game if they want to play with 5 or 6 adventurers.


a) Bridled software, arbitrary usage restrictions.

A video game is a software. Once I've bought it, I'd like some freedom in how I choose to use it.

The software can handle parties of 6. But Larian is giving us a deliberately bridled version, and we have to hack it to use it to its full capability.

To me, this has the same bad smell as DRM.


I also think that this usage restriction is very arbitrary.

Some people might want to spend their gaming time creating characters, building crate towers, assembling music bands, making badger dinners, etc. These uses are possible and allowed.

Some people might want to experience the main story with 6 adventurers. This use is possible but not allowed.


b) Confidence, goodwill, inclusivity.

There could easily be an option in the Game Settings called Max Party Size, with initial value 4. You could increase it, up to the maximum size the engine can handle. If you increase it, the game could have a pop-up window saying "Hi there. The game is designed for parties of 4 adventurers. If you increase this number, the game will not react to that change. Notably, combat encounters will not scale accordingly, and will become less challenging. You could probably try to make them challenging again by using the difficulty settings. But that is not the experience we designed, and we recommend you keep Max Party Size at 4". The "Continue" button could read "I understand, but I'll increase this number anyway". The "Cancel" button could read "Oops. I'll stick to the default value". It would really cost Larian little work to implement that.


In Darkest Dungeons, the devs explained during EA that the corpse mechanics was an integral part of their vision. As many players opposed it, the devs added an option to de-activate it. They had a strong vision, but were confident enough to let players play differently.

In Celeste, you can activate a lower difficulty mode. The game tells you that this is not the intended experience. But maybe you just want to overcome that stage you've been retrying for an hour and then switch back to normal. Maybe you're mostly interested in seeing the game's story to its end, and perhaps you won't switch back. Your choice. The game is widely praised for its approach to difficulty.

To me, these developers are worthy of praise. They are confident in the gaming experience they've created, and don't mind if some players are seeking something a little different. They are willing to add options for those players. They are welcoming to people who have different levels of skill/ability or want a slightly different experience.

By contrast, by saying "no, really, we won't give you this option", Larian sounds insecure, lazy, and happy to exclude players seeking a slightly different experience.


c) Trust, respect, and communication.

One possible reason behind their stance is the following.

Larian thinks that, if players insist on using a 6-adventurer party despite the game's warning, and then have a lesser experience, they (some of them at least) are going to complain about the 6-adventurer gameplay being less good.

If the previous sentence (or some mild variation of it) is true (or somewhere close to true), then it would be very disappointing. And a bit disrespectful. The game is for mature audience only, who can be trusted to know how to read and comprehend written messages. So I certainly hope that the hypothetical argument above is not actually Larian's reason for making Max Party Size not adjustable in-game.


The best way for Larian to let players know the message that "yes, you can technically play with a party of 6 but, no, it is not advised", is to explicitly communicate this. Which can be done, for instance, via a pop-up message in-game when players increase Max Party Size above 4.

Meanwhile, saying nothing, letting players mod the game, and hoping that they'll get the hint and receive the implicit message, is a poor way to convey said message. (And, given how poorly Larian has communicated with players during the EA overall, I suppose that this is another facet of their poor communication philosophy.)
Posted By: snowram Re: Party Size Discussion - 21/10/22 01:14 AM
Originally Posted by Drath Malorn
- snip -
I think you are overthinking this. It isn't a conspiracy from Larian to piss off players and downloading a mod is an extremely low roadblock. Would being able to tweak every aspect of the game be better? Sure! But for Larian, it is probably not worth the investment of making an experimental, untested, unbalanced and potentially unstable feature available to please a microscopic percentage of their player base.
Posted By: RagnarokCzD Re: Party Size Discussion - 21/10/22 06:43 AM
Originally Posted by Drath Malorn
There could easily be an option in the Game Settings called Max Party Size, with initial value 4. You could increase it, up to the maximum size the engine can handle. If you increase it, the game could have a pop-up window saying "Hi there. The game is designed for parties of 4 adventurers. If you increase this number, the game will not react to that change. Notably, combat encounters will not scale accordingly, and will become less challenging. You could probably try to make them challenging again by using the difficulty settings. But that is not the experience we designed, and we recommend you keep Max Party Size at 4". The "Continue" button could read "I understand, but I'll increase this number anyway". The "Cancel" button could read "Oops. I'll stick to the default value". It would really cost Larian little work to implement that.]
This was allready suggested few dozen times. smile
Usualy as counterargument when someone claim that 6member party would require reballance whole game.

I also think this would be win-win for everyone. +1


Originally Posted by Drath Malorn
One possible reason behind their stance is the following.
I may have another: Responsibility

As someone who is using said mod quite often ... i have noticed several bugs ... to name 3 bigest:
1) Clipping issues
(my party members often stands inside each other) ... especially during conversations and curscenes.

2) Suden death
(game kills extra party members sometimes) ... my personal theory is that this happens when you dont have spawning points

3) Dialogue overwriting
(clmpanions who are on 5th or 6th slot didnt respond to my actions at all) ... for example when you rescue Sazza, Gale dont talk to you
This one gets super anoying ... but i was told (by Tuco i believe) that source of this problem can be something else ... sadly i dont remember what.

Same goes for custom party tho ... if you have 2 or more custom Tavs, they debate every event in game between each other ... effectively blocking out allmost all and every companion dialogue outside the camp.
Your followers dont even get get yellow ! and if you purposefully try to talk to then rather than other Tav, they instead start regular "you want something?" dialogue. frown

And of course it is possibke that it cause sone crashes aswell ... but in this stage its hard to tell.

Anyway:
If Larian would implement this option officialy this (and possibly other) isues would become their responsibility.
Their game would be without a debate broken ...
But as long as we are using mod, its our fault ...

Is that lazy?
Well ... i gues from certain point of view it can be seen that way.
But you cant argue it have some sense ... why would they invest time and resources to stabilize something they didnt even inted to exist in the first place.
Posted By: kanisatha Re: Party Size Discussion - 21/10/22 03:24 PM
Originally Posted by snowram
... and downloading a mod is an extremely low roadblock.
No it is not. For me, having to mod my game is an extremely high and aggravating roadblock.
Posted By: GM4Him Re: Party Size Discussion - 22/10/22 11:02 AM
Originally Posted by kanisatha
Originally Posted by snowram
... and downloading a mod is an extremely low roadblock.
No it is not. For me, having to mod my game is an extremely high and aggravating roadblock.

Agreed.

There is a mod for DOS 2 that allows Party of 6 or greater. I was tempted to do it, but there are comments about how it only works up until a certain point. Then things get weird.

Besides this kind of glitch stuff with mods, I don't like them because I don't trust them. Anyone can create viruses and Trojans and slip them into a mod.

No thanks. I've done it only a few times and it makes me too nervous every time. I'd like full support from the dev please.
Posted By: Vitani Re: Party Size Discussion - 24/10/22 10:39 AM
What if the reason is as simple as quality?

There wil be a total of...what, 7 companions? Fully voiced, animated companions. There has to be a limit to those, I get that.

And it would not be fun to get the same ones on every run. Nor it would be okay for us to run around with mute mercenaries adding absolutely nothing to the story.

Seems like a design choice made quite consciously and does not ruin anything as many here imply? The game is balanced around a group of 4 and adding more would not do the game any good mechanic-wise. Adding an option with a visible alert that it most probably brake the game seems fine, but then again no designer wants to listen to people whinine "but the option was there and it broke my game!" every day after launch, no matter how many times you ask if the player is sure he wants it.
Posted By: GM4Him Re: Party Size Discussion - 24/10/22 12:07 PM
🙄
Posted By: RagnarokCzD Re: Party Size Discussion - 24/10/22 12:30 PM
Originally Posted by Vitani
What if the reason is as simple as quality?
I see no conection ...
You presumed there will be 7 Origin characters ... okey, lets put questions about that number aside, and work with that.

So you created 7 Origin characters ...
And then allow to people only take 3 of them at once ...
Instead of 5 of them at once ...

How exactly does that affect quality? O_o

Originally Posted by Vitani
There has to be a limit to those, I get that.
I dont ... explain please. smile
I would even dare to say there is no need for limit at all.

Originally Posted by Vitani
And it would not be fun to get the same ones on every run.
Says who?

I mean, yeah im aware that people are often getting sick of our curent 5 companions ...
But keep in mind that we are talking here about cases where people have often thousand hours, out of 20h content. laugh

Also, please keep in mind that as stated countless times before, nobody forces anyone to expand party limit to 6 ...
Meaning if you wish to play with your 3 companions, while everyone else is sitting in camp poking fire with a stick and thinking about cloud shapes ... you can. laugh

Originally Posted by Vitani
Nor it would be okay for us to run around with mute mercenaries adding absolutely nothing to the story.
And yet that is something we have promised as far as i know. :P laugh

Originally Posted by Vitani
Seems like a design choice made quite consciously and does not ruin anything as many here imply?
Can you provide some examples? :P

Originally Posted by Vitani
The game is balanced around a group of 4 and adding more would not do the game any good mechanic-wise.
I have missed this. laugh

You are here for last two years, so i dare to presume you noticed that countless people countless times allready mentioned that, they dont give a shit about ballance, and would be perfectly okey with game being unchanged ... since that is kinda exactly what the mod gives us. laugh
So, we allready tryed it ... most of us at least ... and gues what? We love it! :P

In other words: Adding more go the game some good ... its fun. smile
Dont damn it till you try. :P

Originally Posted by Vitani
Adding an option with a visible alert that it most probably brake the game seems fine, but then again no designer wants to listen to people whinine "but the option was there and it broke my game!" every day after launch, no matter how many times you ask if the player is sure he wants it.
Thats cute ...
As if some designer theese days would even presume that there is some "nobody is whining" option present. laugh

Nah, we both know (or at least i sure do, and i totally believe that designers do aswell, especialy after 2years of EA) that you can only decide who will be whining and what about ... but its existence is inevidable. :P
Either you will have idiots whining about their own ignorance of clearly stated warning ...
Or you will have other people whining about missing most desired and demanded option since EA start ...

Choose wisely. wink
Posted By: Vitani Re: Party Size Discussion - 24/10/22 03:15 PM
Originally Posted by RagnarokCzD
Originally Posted by Vitani
What if the reason is as simple as quality?
I see no conection ...
You presumed there will be 7 Origin characters ... okey, lets put questions about that number aside, and work with that.

So you created 7 Origin characters ...
And then allow to people only take 3 of them at once ...
Instead of 5 of them at once ...

How exactly does that affect quality? O_o

The more companions you add the less quality they will have. There is a budget and time limit to everything. I prefer to have 7 fleshed out companions than 20 that are carbon copies of themselves. Even BG2 with all it's great companions had just stupid filler ones with absolutely no substance - just to fill out the need to have 5 or more good/neutral/evil aligned companions because of the 6-man parties. I would prefer BG3 not go this way.

Quote
Originally Posted by Vitani
There has to be a limit to those, I get that.
I dont ... explain please. smile
I would even dare to say there is no need for limit at all.

Limit to the number of companions we get. See explanation above.

Quote
Originally Posted by Vitani
And it would not be fun to get the same ones on every run.
Says who?

Roleplayers? I dunno, some companions won't mix well with all main characters I assume. Why would I drag an obviously evil character along when I play as a lawful good character?

Quote
I mean, yeah im aware that people are often getting sick of our curent 5 companions ...
But keep in mind that we are talking here about cases where people have often thousand hours, out of 20h content. laugh

And yet you would want to limit the replayability even further by not wanting to have to mix it up?

Quote
Also, please keep in mind that as stated countless times before, nobody forces anyone to expand party limit to 6 ...
Meaning if you wish to play with your 3 companions, while everyone else is sitting in camp poking fire with a stick and thinking about cloud shapes ... you can. laugh

No, because of game balance. If a game is designed for a party of 6 the encounters will become too hard with a party of 2-3.

Quote
Originally Posted by Vitani
Nor it would be okay for us to run around with mute mercenaries adding absolutely nothing to the story.
And yet that is something we have promised as far as i know. :P laugh

Didn't hear that, no idea why anyone would want to play a RP game with silent companions - unless they are undead minions. It's kind of like playing a shooter game with only one gun.

Quote
Originally Posted by Vitani
Seems like a design choice made quite consciously and does not ruin anything as many here imply?
Can you provide some examples? :P
Of what? The design choice? Play the game, it's right there.
Of people being overly dramatic? Won't go through this topic again, got enough whiplash for now, thanks.

Quote
Originally Posted by Vitani
The game is balanced around a group of 4 and adding more would not do the game any good mechanic-wise.
I have missed this. laugh

Missed what? The gameplay? confused

Quote
You are here for last two years, so i dare to presume you noticed that countless people countless times allready mentioned that, they dont give a shit about ballance, and would be perfectly okey with game being unchanged ... since that is kinda exactly what the mod gives us. laugh
So, we allready tryed it ... most of us at least ... and gues what? We love it! :P

In other words: Adding more go the game some good ... its fun. smile
Dont damn it till you try. :P

Sure, adding more is fine but not if there is not much more to add. Unless you have 5 friends to play with there is little to no way to fill that whole place up with 'matching' companions right now.

Quote
Originally Posted by Vitani
Adding an option with a visible alert that it most probably brake the game seems fine, but then again no designer wants to listen to people whinine "but the option was there and it broke my game!" every day after launch, no matter how many times you ask if the player is sure he wants it.
Thats cute ...
As if some designer theese days would even presume that there is some "nobody is whining" option present. laugh

Nah, we both know (or at least i sure do, and i totally believe that designers do aswell, especialy after 2years of EA) that you can only decide who will be whining and what about ... but its existence is inevidable. :P
Either you will have idiots whining about their own ignorance of clearly stated warning ...
Or you will have other people whining about missing most desired and demanded option since EA start ...

Choose wisely. wink

Don't fix what ain't broken.
Posted By: RagnarokCzD Re: Party Size Discussion - 24/10/22 06:19 PM
Originally Posted by Vitani
The more companions you add the less quality they will have.
Cute ...
Now where exactly is anyone except you talking about "more companions" ?

You know ... 3 out of 7 and 5 out of 7 ...
Are both working with exactly same amount of 7 companions. smile

And as i said, that amount of 7 companions, was your theory. wink :P

Originally Posted by Vitani
Even BG2 with all it's great companions had just stupid filler ones with absolutely no substance - just to fill out the need to have 5 or more good/neutral/evil aligned companions because of the 6-man parties.
I think we can say quite confidently, that Larian is doing things their way and dont look too much into "what was in BG2, or BG1" ...
Not exactly the best decision (acording to some people) ... true ... but at least we can presume that they will not repeat misstakes from the past. wink

Originally Posted by Vitani
I dunno, some companions won't mix well with all main characters I assume. Why would I drag an obviously evil character along when I play as a lawful good character?
There is as much reasons as there are players/characters who does that. laugh
Redemption, lack of anything better, personal sympaties beyond their alignment ... pick yours, or create new one ... any reason is as valid as any other. wink

But you are corect, they dont mix well ...
But the statement was:
Quote
And it would not be fun to get the same ones on every run.
And i disagree ...

Every story can potentialy be fun, even with same companions, especialy if you replay it ...
Bcs you allready know one version of it ... so every other run, you will likely change things, to keep it fresh.

Sure, you can say: "I allready had Lae'zel with me last run, lets pick Bert this time!" ... thats perfectly fine. smile
OR!
You can aswell say: "I allready had Lae'zel in party with Evil character last run, lets make Good one this time!" ... and maybe it surprise you, but it can be fun aswell, even tho you "get the same ones on every run." wink

Remember that this is not topic about "total amount of existing companions" ...
But about "amount of companions i can have with me in the field". smile

Originally Posted by Vitani
And yet you would want to limit the replayability even further by not wanting to have to mix it up?
There is no limitation ...

There would be limitation, if the game would be completely reworked for 6 member party, with no way back ... BUT! ... That is not what people were asking for. wink

Its true that if you have 7 non-repetitive variables and are picking 3 of them, you can potentialy create MUCH more permutations, than if you are picking 5 of them ... thats base math. smile
Question is tho, if you can still make enough of them ... my answer is: Yes, you certainly can. smile
And as mentioned abowe ... if your answer is no ... well, all you need to do is simply not turn this alternation on. laugh

So ... sory, but i dont see any limitation. smile
Only possibilities, and only for those who want them. wink

Originally Posted by Vitani
No, because of game balance. If a game is designed for a party of 6 the encounters will become too hard with a party of 2-3.
First of all ... i said 3 companions ... your character + 3 companions = party of 4 ... aka curent state. laugh

Second ... yes, if a game is designed ... wich it isnt, and as i said, nobody requested it to be designed that way, on the contrary people keep ensuring other people that they dont want any redesign, reballance, or any simmilar stuff ... so why are we even talking about it? laugh
There is one quote i remember, dunno where i readed it tho:
"If there is problem in alternative universe, its theirs ... not ours." wink

Originally Posted by Vitani
Didn't hear that, no idea why anyone would want to play a RP game with silent companions - unless they are undead minions. It's kind of like playing a shooter game with only one gun.
Dont know, dont care ... not my problem why peple do what people do. laugh

Swen specificaly said that BG-3 WILL include mercenary companions system, thats all i can say ...
Cant link you to original ... i mean i could, if i would really want to search for it ... but i dont, so its up to you i gues. laugh It was in one of early interviews tho. smile

Personaly i dont see problem in that ...
You want it > here it is.
You dont want it > just dont use it.
You can notice this phylosophy a lot in my posts. smile

Originally Posted by Vitani
people being overly dramatic
Good example, thank you. laugh

Originally Posted by Vitani
Missed what? The gameplay? confused
This ... "argument" ... for lack of better therm.
Long time no see. laugh

Originally Posted by Vitani
Sure, adding more is fine but not if there is not much more to add.
There is no adding discuised in this particular topic ...
As stated several times before, this is just a matter of selecting a larger sample from allready existing group. wink

Originally Posted by Vitani
Unless you have 5 friends to play with there is little to no way to fill that whole place up with 'matching' companions right now.
Once again you are talking about something entirely different. O_o

First of all 6 member party =/= 6 players party ... on mechanical level that is WHOLE different problem, wich was discarted long time ago in this topic as beautifull, but completely unrealistic dream ... especialy since Larian specificaly promised splitscreen gameplay.

Second dont get upset (or do, if you concider that adequate reaction) but since there are no companions beyond our curent band officialy anounced ... except Swens promise that "there will be more" ... you cant know this.
(Yes, i know there is datamined evidence ... but as everyone who ever present anything datamined should notice ... and to my knowledge they do ... NOTHING datamined should ever be taken as confrimmed, until developers say so.)

And last but certainly not least ... 'matching' is relative ... and certainly not universaly required. :P

Originally Posted by Vitani
Don't fix what ain't broken.
This isnt matter of fixing either ...
More like upgrading. :P

And being broken in this particular context, is relative at best. :P
Posted By: ThreeL Re: Party Size Discussion - 10/12/22 10:18 AM
4 forces you to pick all archetypes of characters and less experiment
Posted By: snowram Re: Party Size Discussion - 10/12/22 11:22 AM
Originally Posted by ThreeL
4 forces you to pick all archetypes of characters and less experiment
What archetypes? Do you mean something like, melee, ranged, tank and support?
Posted By: mrfuji3 Re: Party Size Discussion - 10/12/22 04:00 PM
Originally Posted by snowram
Originally Posted by ThreeL
4 forces you to pick all archetypes of characters and less experiment
What archetypes? Do you mean something like, melee, ranged, tank and support?
More like melee / physical utility / support / magic. The "classic" party is fighter / rogue / cleric / wizard.
- Fighter for the frontline sturdiness, protecting the backline.
- Rogue for both single-target dps and for dealing with all the scouting/traps/lockpicking/sneaking.
- Cleric for support: healing, buffing, removing curses/etc.
- Wizard for ranged magic during combat (battlefield control and both single-target and AoE damage) as well as out-of-combat magical utility.

That said, 5e is pretty flexible with party compositions; most parties can work.
- Healing is basically useless in 5e, and WotC has done away with most permanent negative status effects, so the "need" for a cleric is much lessened. As long as you have Healing Word, you're fine.
- Certain backgrounds give proficiency in thieves tools and perception, enabling any class to do okay as a rogue-replacement.
- Skill bonuses and check DCs are lower in 5e, so it's not as important to have characters that uber-specialize in a few skills.
- Due to the Concentration restriction on so many powerful spells, casters---namely stacking pre-buffs for encounters---are weakened so you don't need a full caster.

Like, you probably don't want to go 4 barbarians, but 3 frontline fighter-types and a backline magic user would work perfectly fine in 5e.
Posted By: snowram Re: Party Size Discussion - 10/12/22 04:07 PM
Originally Posted by mrfuji3
-snip-
Fair. As you said, I think the 4 party limit still allows a fair amount of variety in that regard. Those different roles can be filled by quite a varied amount of classes, for exemple the wizard "archetype" can be filled by both the wizard, the sorcerer, the warlock or even the druid with the right build. At the same time, you can play the same druid as a defensive fighter if you want to. Builds can be flexible enough to not having to be limited to one cookie cutter composition every time.
Posted By: RagnarokCzD Re: Party Size Discussion - 10/12/22 04:19 PM
But you cant really argue that with additional party slot (or two of them) your options would be MUCH wider. smile
Can you? laugh
Posted By: snowram Re: Party Size Discussion - 10/12/22 04:27 PM
Originally Posted by RagnarokCzD
But you cant really argue that with additional party slot (or two of them) your options would be MUCH wider. smile
Can you? laugh
I can't, but I would also argue that the size of the party isn't mandatory in adding variety to a CRPG. Heck, some people are very happy doing lone wolf builds on DoS2. Since there is no best in slot classes for each archetype, you are still able to mix an match the various classes within the party. I didn't have a moment where I told to myself "I feel limited by the interactions between my party members" since the canvas of different builds/specialization/classes is the perfect size to me.
Posted By: mrfuji3 Re: Party Size Discussion - 10/12/22 04:30 PM
Originally Posted by snowram
Originally Posted by mrfuji3
-snip-
Fair. As you said, I think the 4 party limit still allows a fair amount of variety in that regard. Those different roles can be filled by quite a varied amount of classes, for exemple the wizard "archetype" can be filled by both the wizard, the sorcerer, the warlock or even the druid with the right build. At the same time, you can play the same druid as a defensive fighter if you want to. Builds can be flexible enough to not having to be limited to one cookie cutter composition every time.
Sure, I agree with all of that.

Imo, a bigger problem is that a 4-player party restricts you to 3 companions. Given that BG3 is expected to be a 80+ (100+? 120+?) hour game, many people probably won't want, or don't have the time, to replay it. These players will miss out on a ton of content - party banter, companion quests, companion character development, etc. Assuming 10 total companions, and that some players will refuse to play with ~2-3 companions because of personal dislike, a party of 6 means that these players can experience almost all the companions they'd want to in a single playthrough.
Edit: this is an especially important argument if Larian kills off non-party companions after Act 1, rather then allowing them to chill in camp and be swapped throughout the campaign.

Also, there's the whole argument that larger parties allow for a wider range of combat tactics and character synergies, enabling cool combos.
Posted By: Lake Plisko Re: Party Size Discussion - 10/12/22 04:36 PM
I can't remember if I previously commented in this thread. But I'd argue for four character parties because:

1. I don't want to manage six characters gear, skills, etc. It can already get pretty tedious with just four party members.
2. Combat can already be way too slow with just a four character party given that the game is turn based.
3. I actually like the idea of playing through the game multiple times with a new party, but admit that this is a personal preference and may not be best for the game.
4. If they make certain encounters dramatically different depending what party members are with you - it will be cool to experience the unique interactions, combat encounters, etc. (Example: Lohse from D:OS2)

To mrfuji3's point though - unless you play the game several times, there is definitely a fair amount of content you will be missing out on.
Posted By: snowram Re: Party Size Discussion - 10/12/22 04:44 PM
Originally Posted by mrfuji3
Originally Posted by snowram
Originally Posted by mrfuji3
-snip-
Fair. As you said, I think the 4 party limit still allows a fair amount of variety in that regard. Those different roles can be filled by quite a varied amount of classes, for exemple the wizard "archetype" can be filled by both the wizard, the sorcerer, the warlock or even the druid with the right build. At the same time, you can play the same druid as a defensive fighter if you want to. Builds can be flexible enough to not having to be limited to one cookie cutter composition every time.
Sure, I agree with all of that.

Imo, a bigger problem is that a 4-player party restricts you to 3 companions. Given that BG3 is expected to be a 80+ (100+? 120+?) hour game, many people probably won't want, or don't have the time, to replay it. These players will miss out on a ton of content - party banter, companion quests, companion character development, etc. Assuming 10 total companions, and that some players will refuse to play with ~2-3 companions because of personal dislike, a party of 6 means that these players can experience almost all the companions they'd want to in a single playthrough.
Edit: this is an especially important argument if Larian kills off non-party companions after Act 1, rather then allowing them to chill in camp and be swapped throughout the campaign.

Also, there's the whole argument that larger parties allow for a wider range of combat tactics and character synergies, enabling cool combos.
I wholly agree with the edit, adding a point of no return this early in the game is a dubious move at best considering the state of the game.
Posted By: kanisatha Re: Party Size Discussion - 11/12/22 03:05 AM
Well, obviously I strongly disagree. A party of four is extremely limiting for:
Having a well-balanced party where party roles (yes, those still exist and matter in 5e) are properly filled out
Having more intra-party interactions and banter
The joy and fun of managing two additional companions in terms of their character development and equipment
Make combat more interesting because I will have more to do during combat

For all these reasons, I will never play BG3 without a mod that increases party size to six. And I will even consider such a mod to be a required default for the game, so if the mod causes any problems or incompatibilities in the game I will blame Larian for them and consider any such issues to be Larian's fault and responsibility.
Posted By: GM4Him Re: Party Size Discussion - 11/12/22 01:01 PM
It is highly doubtful that we will get party of 6. Even watching the new trailer, every time they show a party, it's 4. There is 0 indication that they have the option in their overall plan.
Posted By: kanisatha Re: Party Size Discussion - 11/12/22 03:05 PM
Originally Posted by GM4Him
It is highly doubtful that we will get party of 6. Even watching the new trailer, every time they show a party, it's 4. There is 0 indication that they have the option in their overall plan.
I agree, much like I agree that none of the things people in this forum have been passionate about revising in BG3 will ever even be discussed publicly by Larian let alone actually addressed.
Posted By: RagnarokCzD Re: Party Size Discussion - 11/12/22 03:28 PM
Originally Posted by GM4Him
every time they show a party, it's 4. There is 0 indication that they have the option in their overall plan.

I just leave this here ...
[Linked Image from i.imgur.com]
Posted By: snowram Re: Party Size Discussion - 11/12/22 03:41 PM
Looks like they spawned npcs with developer tools, I seriously doubt this image implies we will get a 12 slots party.
Posted By: MelivySilverRoot Re: Party Size Discussion - 11/12/22 03:58 PM
Maybe we'll have our party plus allies we have recruited along the way (maybe limited to certain quests?) like Halsin and Barcus Wroot? And also merenaries (they were mentioned in official FAQ I believe)?
Posted By: GM4Him Re: Party Size Discussion - 11/12/22 04:00 PM
Originally Posted by RagnarokCzD
Originally Posted by GM4Him
every time they show a party, it's 4. There is 0 indication that they have the option in their overall plan.

I just leave this here ...
[Linked Image from i.imgur.com]

That's obviously a cutscene, not a party image. I noticed Jaheira, though, which at first made me think she was a party member. Then I realized there are just too many in the image for it to be the player's party only.
Posted By: Lake Plisko Re: Party Size Discussion - 11/12/22 08:26 PM
Do you guys remember the fight at the end of Act 1 of D:OS 2? Where it is your party and then a bunch of other random people that fight with you?

Wouldn't shock me if this scene is something like that. Your party + a bunch of other people helping you out.
Posted By: RagnarokCzD Re: Party Size Discussion - 11/12/22 09:40 PM
Allright, this one is on me ... should have provide more context.

I didnt think anyone would read it as me thinking that Larian sudently decided to triple our group size. laugh
I seemed quite obvious that this is the same situation as it is with siege of Druid Grove ...

But if we exclude those Heavy armor dudes (probably flaming fist) and those blue bandana/scarf people (harpers my gues?) ... we can count 6 characters ...

1 - In middle is our paladin, no doubt on my mind there.
2 - That Sorcerer tiefling we have seen casting Fireball in another scene, is behind her, on her right hand.
3 - Next to her, still on left side is some white haired persona with druidic armor, shield and club from Woodwoads ... that is our Druid, who transforms into a Owlbear later ...
4 - On the right side from paladin is Barbarian, who we can see rage in this very trailer.
5 - Next to him stands Jaheira.
6 - And up in the front ... is somehow who i believe seems like Counselor Florrick.

Coincidence? Most likely, but man can dream. :P
Posted By: GM4Him Re: Party Size Discussion - 15/12/22 02:46 PM
Did you notice multi-player? Option for party size 4+.
Posted By: Lotus Noctus Re: Party Size Discussion - 15/12/22 02:55 PM
Originally Posted by GM4Him
Did you notice multi-player? Option for party size 4+.

You have certainly confused this with the group level...
Posted By: GM4Him Re: Party Size Discussion - 15/12/22 04:12 PM
Awe dang. You right. I was just checking it out when I got pulled away. Got all excited for nothing. Sigh.
Posted By: Sven_ Re: Party Size Discussion - 16/12/22 10:11 AM
Originally Posted by mrfuji3
Originally Posted by snowram
Originally Posted by ThreeL
4 forces you to pick all archetypes of characters and less experiment
What archetypes? Do you mean something like, melee, ranged, tank and support?
More like melee / physical utility / support / magic. The "classic" party is fighter / rogue / cleric / wizard.
- Fighter for the frontline sturdiness, protecting the backline.
- Rogue for both single-target dps and for dealing with all the scouting/traps/lockpicking/sneaking.
- Cleric for support: healing, buffing, removing curses/etc.
- Wizard for ranged magic during combat (battlefield control and both single-target and AoE damage) as well as out-of-combat magical utility.

I almost always make experiental parties these days. Even when replaying the classics, even those based around combat. Like playing Icewind Dale with a bunch of exclusively dwaren warriors, exclusively drows who get a bonus at night (and vice versa in sunlight) -- or casters only. I'm not going to pretend that all those playthroughs are the same difficulty-wise -- there's loads of traps in IWD and the like. But it's part of the fun. And what keeps these games interesting.

I played Solasta's main campaign (5e) more recent with two fighters (frontline) and two rogues (archers and sneak bonus attack dealers from the backrow). I'd assume it is far easier to balance 5e than previous editions around lots of viable combinations. Certainly more so than 3e-ish. On the flipside, of course, there aren't as many "crazy" options. It's worth noting that Larian aren't strictly abiding to rules.
Posted By: Anaz Re: Party Size Discussion - 21/12/22 12:01 PM
4 party size is probably due to fear of too long turns, while also maintaining a 4 man co-op.

But what is wirst you are restricted to Tank-Support-Rogue-DPR. When selecting a characted and knowing companions i feel restricted to certain classes/playstyle.
Thats why I think a party of 5 would be enough without straining the balance.
Posted By: Anaz Re: Party Size Discussion - 21/12/22 12:04 PM
Dude i played BG2 with Keldorn, Korgan, Minsc and me also melee. Our „ranged” wa Viconia and Aerie.
And they didnt kill one another smile
Posted By: RagnarokCzD Re: Party Size Discussion - 21/12/22 12:11 PM
Originally Posted by Anaz
4 party size is probably due to fear of too long turns
IF that is true ...
Then its wrong ... as it was several times prooven.

Originally Posted by Anaz
while also maintaining a 4 man co-op.
And this was also discussed few times ...
As far as i remember it was mainly GM4HIM who promoted a lot option to make 6 member party, while easily maintaining 4PC cap ... by simply allowing 4 PC to invite two NPC followers to their party. laugh
Posted By: snowram Re: Party Size Discussion - 21/12/22 12:24 PM
I already played with a 4 players group with 2 animal companions, it was an absolute slog to wait for everyone turn. I can't imagine how more tiring it would be with two added NPC.
Posted By: Maximuuus Re: Party Size Discussion - 21/12/22 12:52 PM
Originally Posted by snowram
I already played with a 4 players group with 2 animal companions, it was an absolute slog to wait for everyone turn. I can't imagine how more tiring it would be with two added NPC.

Pets don't have the same power level and tactical abilities than companions... playing with 6 characters is by far a lot faster than with 4.
Posted By: snowram Re: Party Size Discussion - 21/12/22 02:16 PM
Originally Posted by Maximuuus
Originally Posted by snowram
I already played with a 4 players group with 2 animal companions, it was an absolute slog to wait for everyone turn. I can't imagine how more tiring it would be with two added NPC.

Pets don't have the same power level and tactical abilities than companions... playing with 6 characters is by far a lot faster than with 4.
Now 6 characters and 2 pets...
Posted By: kanisatha Re: Party Size Discussion - 21/12/22 02:54 PM
Originally Posted by Anaz
4 party size is probably due to fear of too long turns, while also maintaining a 4 man co-op.
It is entirely 100% due to co-op, because co-op is their priority over single-player. Every game building decision Larian has made has been first and foremost about how it affects co-op, and about what is best for co-op, SP be damned.
Posted By: The Red Queen Re: Party Size Discussion - 21/12/22 03:30 PM
Originally Posted by kanisatha
Originally Posted by Anaz
4 party size is probably due to fear of too long turns, while also maintaining a 4 man co-op.
It is entirely 100% due to co-op, because co-op is their priority over single-player. Every game building decision Larian has made has been first and foremost about how it affects co-op, and about what is best for co-op, SP be damned.

That may have been their thinking, I can’t comment on that. But I’ve never played a co-op game in my life and am not particularly likely to, and I like a party size of four. I enjoy finding different combinations of character classes and ability/spell selections that can cover essential roles, or finding alternative approaches to solving problems when I don’t have perfect coverage. For me, this enhances replayability.

I can completely understand why some folk prefer larger party sizes, but I don’t think it’s anywhere near as simple as single-player vs co-op.

EDIT: With respect to this …

Originally Posted by RagnarokCzD
Originally Posted by Anaz
4 party size is probably due to fear of too long turns
IF that is true ...
Then its wrong ... as it was several times prooven.

The current fights shouldn’t be any longer with six party members than four, but if party size were to be increased by default then I do hope that Larian would rebalance the encounters to make them harder, which would I think also make them longer. Otherwise, you just end up with each character having fewer turns per battle, and that I wouldn’t like.
Posted By: RagnarokCzD Re: Party Size Discussion - 21/12/22 03:33 PM
Originally Posted by snowram
I already played with a 4 players group with 2 animal companions, it was an absolute slog to wait for everyone turn. I can't imagine how more tiring it would be with two added NPC.
Dont want to acuse anyone or something ...
But have you concidered that maybe, just maybe ... the problem was in people?

I mean ... even when i play solo i can easily have 5min turn. laugh
Posted By: snowram Re: Party Size Discussion - 21/12/22 04:26 PM
Originally Posted by RagnarokCzD
Originally Posted by snowram
I already played with a 4 players group with 2 animal companions, it was an absolute slog to wait for everyone turn. I can't imagine how more tiring it would be with two added NPC.
Dont want to acuse anyone or something ...
But have you concidered that maybe, just maybe ... the problem was in people?

I mean ... even when i play solo i can easily have 5min turn. laugh
Passage of time is for sure known for being subjective. Turns out having to wait that long between each turns in big encounters wasn't too pleasant for us, especially during big fights like the goblin camp.
Posted By: kanisatha Re: Party Size Discussion - 22/12/22 03:09 PM
Originally Posted by The_Red_Queen
I can completely understand why some folk prefer larger party sizes, but I don’t think it’s anywhere near as simple as single-player vs co-op.
From your side as a player, sure, it may not seem that way. But from the side of the developer, it is absolutely things like co-op v. SP. Their game building decisions cannot factor in gamer opinions about anything since they won't have solid data in that regard. So their decisions are going to be made based entirely on their vision for the game. And Larian's vision for BG3 has been, from the very beginning, that it should be an awesome couch co-op/Stadia game first, and SP only as a secondary consideration.
Posted By: RagnarokCzD Re: Party Size Discussion - 22/12/22 03:13 PM
Originally Posted by snowram
Passage of time is for sure known for being subjective.
Not what i mean ...

If you will play with just single person, who will take 5 minutes to pick spell he will be using next ... then yes, it will be slow ...
But not bcs there is too many characters, just bcs user of one of them is incredibly slow. wink
Posted By: EstherEloise Re: Party Size Discussion - 28/12/22 07:10 PM
If we allow four player coop to have two additional characters, question will be who controls them? I bet people will be annoyed if they can't control companions.
My only beef with party size is that it limits me which class to pick. I'm picky with my companions, and custom companions don't cut for me. So I can't really have balanced party. Can't wait for release.
Posted By: RagnarokCzD Re: Party Size Discussion - 28/12/22 09:12 PM
Im sory but that feels like false argument ...
Doesnt same problem occurs when you have 3 players? laugh
Posted By: RagnarokCzD Re: Party Size Discussion - 01/01/23 03:59 PM
Question:
Is party size mod workin with patch 9?

For some reason i cant manage to make it ... frown
So i wonder if i only do something wrong, or (since saving method was changed) its no longer usable. :-/
Posted By: OneManArmy Re: Party Size Discussion - 27/01/23 10:17 PM
Originally Posted by RagnarokCzD
Im sory but that feels like false argument ...
Doesnt same problem occurs when you have 3 players? laugh
oh, is this thread still alive?

3 players per party - too few
5 players per party is too many
what to do with it
what solution
let's discuss and think well
Posted By: snowram Re: Party Size Discussion - 27/01/23 10:34 PM
Originally Posted by OneManArmy
3 players per party - too few
5 players per party is too many
3 too few? 5 too many? As much as I like 4 players parties, I think it is more a question of taste than an objective statement. Heck, some RTS games could even be considered 20+ man parties since you are juggling with so many units.
Posted By: Zerubbabel Re: Party Size Discussion - 27/01/23 10:48 PM
Bigger party would be nice, but I don't see how it is feasible at this stage. EVERYTHING seems built around parties of 4, even non-combat things.
Posted By: Lenggao Re: Party Size Discussion - 29/01/23 10:11 PM
Works for me, just recently got the game and did 8 players on a team. At times I'm dealing with near 12+ units on the screen as allies.

No issue at all.
Everything runs smooth and quick, Larian did a great job imo.

It seems Larian has already have almost everything in place. The mod itself just changes the party max limit and we ourselves choose the number and nothing more. Meaning it's a very likely possibility. The UI is already made to accommodate for more than 6 players on a team. Even reaction works as intended.

Gsmeplay-wise so far, it's fun, combat is fast pace, there's no clutter. And lastly, none of the excuse being thrown out is affecting my gameplay at all. There's a few minor bug in scenes where 3 of the body just stands in the same spot and doesn't have a place to stand in cutscenes when they can very possibly do.

All in all a smooth gameplay. I've did a run with 3 already and time isn't an issue.

It's actually funner with 6+ because I get to use more options and more action economy going on, I'm actually enjoying combat more with more companions. There's more chemical reactions that can go on the field as well.

So people complaining about not being able to comprehend and handle a lot of party members, it's a you thing.
If you're not capable of doing something so simple buddy. Uninstall this game and go back to minecraft or something.

Also it's probably psychologically a control thing too. Where you like controlling how random strangers live their life so you feel some form of empowerment for once in your life.
Sounds like the typical sensitive neckbeard on reddit.
Posted By: Lenggao Re: Party Size Discussion - 29/01/23 10:19 PM
I can refute this.

Everything is not build on 4 players at all.

Have you actually tested 3 player teams, 4 and 6, 8, heck even one or two and than some?

If not, I don't think folks should be making assumptions based on biased opinions.
Posted By: The Red Queen Re: Party Size Discussion - 29/01/23 11:33 PM
Originally Posted by Lenggao
So people complaining about not being able to comprehend and handle a lot of party members, it's a you thing.
If you're not capable of doing something so simple buddy. Uninstall this game and go back to minecraft or something.

Also it's probably psychologically a control thing too. Where you like controlling how random strangers live their life so you feel some form of empowerment for once in your life.
Sounds like the typical sensitive neckbeard on reddit.

Why so snippy? Glad you’re enjoying playing with an expanded party, but no one has complained that they can’t comprehend or handle lots of party members, at least not recently though I don’t pretend to recall all the ins and outs of this thread. There are valid concerns raised about balance with larger parties, but if those don’t bother you and you find combat with more party members fun then … great.
Posted By: Zerubbabel Re: Party Size Discussion - 30/01/23 12:35 AM
Originally Posted by Lenggao
I can refute this.

Everything is not build on 4 players at all.

Have you actually tested 3 player teams, 4 and 6, 8, heck even one or two and than some?

If not, I don't think folks should be making assumptions based on biased opinions.

Bro what's wrong with you? People having a different assessment of a situation is not a psychological bid for control, and being skeptical of game-balancing holding up is not a "biased opinion." Chill out.

No one, and I mean NO ONE, is talking about the game being too complicated at large party sizes.

If anything, the reason things are built around 4 player parties at most is because the game would be TOO EASY. There would be no challenge whatsoever based on current combat encounters with a significantly larger party. You could just steamroll everything without thinking. That's why Larian's previous games offer a greater challenge by using a one-person party, or a much easier time with a 4-person party. You can have a massive party if you want, but it's just going to be really, really easy. And kill all the game balance.

Also if you can mod the game to give you a larger party, why do you care if people think the main release should consider game-balance for party size? Just mod it how you want to play it then. Your insults, accusations, and claims of refutations are unfounded.

As an aside, let's take rolls for example. First, each character has a chance to interact with something in the world and roll for a chance at success. Let's suppose there is something which requires a roll of 20, with no bonuses. Each character therefore has a 1/20 chance of success, or 5% chance. For a party of one, failure would have a probability of 95%. For a party of 2, failure would have a probability of (.95)^2, or .9025, or 90.25%. A party of three would have a (.95)^3, or 85.73% chance of failure. A party of four (.95)^4, or 81.45% chance of failure. A party of five would have 77.37% chance of failure. Party of six, 73.51% chance of failure. Party of seven, 69.83% chance of failure. Party of eight, 66.34% chance of failure. As combat is also based on rolls, and damage tends to be somewhat uniform (a small assumption), success rates would tend to increase the larger your party, especially considering damage would multiply per each party member added. So we decrease the probability of failure on rolls from 95%-->66% (or 81.45%-->73.51% if 4-->6) on worst case scenarios, and multiply the amount of damage the party does by 1.50 or 2, depending on your suggestions. That's going to ruin any semblance of difficulty the game has to offer.

The game has a baked-in level of difficult based on a certain level of damage output and a certain probability of failure. These range from hard (small parties) to easy (party of four).
Posted By: Lotus Noctus Re: Party Size Discussion - 30/01/23 06:45 AM
Originally Posted by Lenggao
There's a few minor bug in scenes where 3 of the body just stands in the same spot and doesn't have a place to stand in cutscenes when they can very possibly do.

Unless you mind not having another party member in the background a small workaround: If you disband the party beforehand, then only the character you use to address an NPC is shown and you don't have a party member mess in the background.
Posted By: kanisatha Re: Party Size Discussion - 30/01/23 02:54 PM
Originally Posted by The_Red_Queen
Originally Posted by Lenggao
So people complaining about not being able to comprehend and handle a lot of party members, it's a you thing.
If you're not capable of doing something so simple buddy. Uninstall this game and go back to minecraft or something.

Also it's probably psychologically a control thing too. Where you like controlling how random strangers live their life so you feel some form of empowerment for once in your life.
Sounds like the typical sensitive neckbeard on reddit.

Why so snippy? Glad you’re enjoying playing with an expanded party, but no one has complained that they can’t comprehend or handle lots of party members, at least not recently though I don’t pretend to recall all the ins and outs of this thread. There are valid concerns raised about balance with larger parties, but if those don’t bother you and you find combat with more party members fun then … great.
Yes no need for people to be rude or snippy. But, it is a fact that many people have indeed complained here about how difficult it is for them to manage six character parties, a claim that totally shocks me and does go to people's level of competence.
Posted By: The Red Queen Re: Party Size Discussion - 30/01/23 03:13 PM
Originally Posted by kanisatha
Yes no need for people to be rude or snippy. But, it is a fact that many people have indeed complained here about how difficult it is for them to manage six character parties, a claim that totally shocks me and does go to people's level of competence.

Umm … I’m afraid that still sounds a bit rude. Though admittedly nowhere near as bad as the post I’d first responded to smile. But Larian need input from all sorts of players in order to balance the game, and dismissing those who find (or would find) some elements harder than you do as incompetent is not helpful or constructive. Yes, some of us will be better or worse at the game (and some of us could be better if we took a more optimising approach but prefer a base challenge level that promotes roleplay over minmaxing), but that’s all fine and we should be able to say how we find it without judgement.

Still, thank you for the correction on point of fact that some players have indeed said they would find a larger party too difficult. That’s useful info, though of course not the only possible objection to a larger party. And I do now also recall discussion of managing a larger party being more time-consuming and fiddly, particularly in light of some of the game’s frustrations around pathfinding or auto jumping failures where we have to take control of each party member in turn. But hopefully that mainly relates to mechanics that will be improved in the full game anyway, so will become less of a consideration.
Posted By: Zerubbabel Re: Party Size Discussion - 30/01/23 03:19 PM
Originally Posted by kanisatha
Originally Posted by The_Red_Queen
Originally Posted by Lenggao
So people complaining about not being able to comprehend and handle a lot of party members, it's a you thing.
If you're not capable of doing something so simple buddy. Uninstall this game and go back to minecraft or something.

Also it's probably psychologically a control thing too. Where you like controlling how random strangers live their life so you feel some form of empowerment for once in your life.
Sounds like the typical sensitive neckbeard on reddit.

Why so snippy? Glad you’re enjoying playing with an expanded party, but no one has complained that they can’t comprehend or handle lots of party members, at least not recently though I don’t pretend to recall all the ins and outs of this thread. There are valid concerns raised about balance with larger parties, but if those don’t bother you and you find combat with more party members fun then … great.
Yes no need for people to be rude or snippy. But, it is a fact that many people have indeed complained here about how difficult it is for them to manage six character parties, a claim that totally shocks me and does go to people's level of competence.
My mistake on that count. I did not realize that people can't manage a 6-person party. Did not even think of it as a possibility. Thoughts Mr. Dime Store Psychology was just pulling a strawman out of thin air.
Posted By: Zerubbabel Re: Party Size Discussion - 30/01/23 03:33 PM
I do want to point out that number of party members is a direct factor in success in the game. Here's a simple equation to model the situation:
Let n=number of party members and x=probability of success and let i be some multiplier that represents a given average level of damage or effect per party members...

n*i*((1+x)^n -1)=y,

Where y is the overall effectiveness of a given party. As n increases, y increases significantly because you are increasing the probability of a successful roll and multiplying the overall output on that roll, assuming the effectiveness of a given party member, i, is held constant. Let us also use the same equation for repeatable rolls in the world, except slightly modified...

((1+x)^n)-1=y

Where x is the probability of success on a given roll, and y is the overall success for a worldly encounter for a party. As n, the party size, gets bigger, the overall success of rolls, regardless of how difficult the rolls are, gets more frequent. A very difficult roll with a large party can have the same probability of overall success as a very easy roll for a small party. Therefore, party size is important for game balance in the world and in combat.

Finally, let us consider a situation of one-time rolls, like ones which can or cannot initiate combat in dialogue. Only one person speaks a dialogue option, and party members cannot try again. Still, with a large party, you can stack bonuses and items, such as guidance. We can modify the equation with a new factor m=viable bonuses probability, and v=number of unique bonuses. These factors increase with n, as you can specialize more characters with a larger party. So...

x+mv=y, where both m and v are increasing in n.

Therefore, for all major mechanics, a larger party means an easier game, unless the whole game is rebalanced/reworked.

THEN you get the super-easy effect, where you can repeat rolls with different party members AND use different bonuses...

((1+x+mv)^n)-1=y, such that mv can only repeat for as many spell slots exist and so decrease with every n.


YOOO WAIT I REALIZED I FUCKED UP THE MATH.
I need a minute to fix this. Most of it is fine tho.

Most of the above holds as a general rule of thumb, but a more accurate mathematical representation would be probability of failure...
Let "b" be probability of failure, and all other variables stay the same.
Let probability of failure with a given party be b^n, and probability of success be x=1-b^n.
The equation for multiple rolls however should be done from the perspective of failure.
1-(b^n)=y is the equation for y as the probability of overall success on a given roll, or what was once equation two. My conclusions still hold, just replace success with failure when reading.
Overall combat effectiveness is then...
n*i*(1-(b^n))=z, where z is overall effectiveness for a given party. As b^n gets smaller as n increases, my paragraphs above still hold.
Then for one-time rolls with situations like guidance...
1-b+mv=y.
Posted By: The Red Queen Re: Party Size Discussion - 30/01/23 03:58 PM
Originally Posted by Zerubbabel
...This is too much work for a forum post. I'm coming back to this later.

I think we probably get the gist enough to agree the general thrust. No need to make your brain explode smile! Or am I just projecting?
Posted By: Zerubbabel Re: Party Size Discussion - 30/01/23 04:12 PM
Originally Posted by The_Red_Queen
Originally Posted by Zerubbabel
...This is too much work for a forum post. I'm coming back to this later.

I think we probably get the gist enough to agree the general thrust. No need to make your brain explode smile! Or am I just projecting?
You're right. I'm not going back and changing everything. The math is a little wrong though for the given situation. People get the point. I think combat illustrates it best, as does a repeatable roll:
n*i*(1-(b^n))=z
Let us suppose there is a party of 4 and a party of 8. Let us also suppose there is only one side on the die which gives us success. Therefore, b=0.95, i=multiplier, n=4or8.
For a party of 4, overall combat effectiveness, z=0.742i
For a party of 8, overall combat effectiveness, z=2.693i
So a party of 8 is NOT merely two times stronger than a party of 4, but IS ACTUALLY 3.629 TIMES STRONGER THAN A PARTY OF 4.
Posted By: Zerubbabel Re: Party Size Discussion - 30/01/23 07:16 PM
Just to finish off my point above, I just want to show how repeatable rolls in the world would look with different sized parties. You can graph this if you want.

Equation (1-(b^n))=y, where b is the chance of failure as a decimal, n is the number of party members, and y is the overall success rate. I'd recommend a 3D graphing calculator, like https://www.geogebra.org/3d?lang=en (try messing around with b, n, and y as the x, y, and z axes to make it work. Make sure your framing is set so that you can see the relevant section. It should produce a sort of lopsided wave tunnel. You can also multiply the whole left side of the equation by n to get a sense of the effect on combat. Again, try with different axes for different variables because geogebra isn't always cooperative. I'd do the math by hand but that sounds like work, and that's what I'm actively avoiding here.

ANYWAY, we can also just set the chance of failure as a set probability, like the worst-but-still-winnable case scenario of only one side wins, so 95% chance of failure. This gives us a 2d equation. You can use something like https://www.desmos.com/calculator for this.
Equation is then 1-(0.95^x)=y. At this level, parties of the following sizes have the relevant chances of success at the "hardest winnable roll" in the game that can be repeated:
Party of : Success Rate
1: 5%
2: 9.8%
3: 14.3%
4: 18.5%
5: 22.6%
6: 26.5%
7: 30.2%
8: 33.7%

I think the jump from having a less than 1 in 5 chance with a party of 4 to having a more than 1 in 4 chance with a party of 6 is pretty significant.
Anyway, I'm beating the drum on this not because it's important or new information but because I'm procrastinating on other stuff.
Posted By: MelivySilverRoot Re: Party Size Discussion - 30/01/23 07:23 PM
Originally Posted by Zerubbabel
Anyway, I'm beating the drum on this not because it's important or new information but because I'm procrastinating on other stuff.

Haha I won't shame you for this. I do enjoy spending a lot of time doing seemingly senseless/"useless" research or data analysis 😅 It can be just for fun / a personal interest.

Plus, I found yours above interesting.
Posted By: Lenggao Re: Party Size Discussion - 30/01/23 08:29 PM
It is founded.

You got time to write essays and get hurt, you got time to read back a few pages. Especially once you started doing math and calculations, it meant this got personal enough to you to bring that out as an argument.

My point is that, there's no need for people to just mod it in when it should just be an option you can choose already. The greatest games made are usually those that give player, the freedom of choice.

I'm not being snippy, I'm calling out the macho neckbeard behind their screens. That it's not as big of an issue as they make it seem.

So, unless you fit the shoes, I only sound snippy to you because it affects you directly, since you probably fit the neckbeard description.

Weather it's 2 members or 12.
It brings back the point that people are biased towards a four member party vs any other number because that's what they're comfortable with, because they were wired their whole lives to use that number.

That how other people play shouldn't affect you.

Difficulty is relative.
Because no shit, with more it's more simple. But the fixes is simple as well. You're acting as if that argument wasn't addressed already.

Plus, if it's too easy for you buddy, stick to a four member party. I never forced you to do more, common sense.
Posted By: Lenggao Re: Party Size Discussion - 30/01/23 08:34 PM
Ah, I see. Thank you brother.
Posted By: snowram Re: Party Size Discussion - 30/01/23 08:42 PM
Originally Posted by Lenggao
My point is that, there's no need for people to just mod it in when it should just be an option you can choose already. The greatest games made are usually those that give player, the freedom of choice.
I don't think anyone here is arguing than an option for party size is bad. Everyone would want a game that is perfectly tailored for every parameters under the sun. The thing is, balancing a game is an absolute nightmare (I know, I dabbled a bit in it on a personal project). It would require a monumental effort to offer a game that is an fun for parties of 4 or 6. Heck, even WotR, the most praised recent game with a 6 man party has its balance completely broken beyond redemption partly because of it. I can only see modders having enough time to take on this project, Larian has already reported the game multiple times and has most likely no interest in adding this feature.

Also happy 100th page! birthday
Posted By: Lenggao Re: Party Size Discussion - 30/01/23 08:53 PM
I'm not even being rude, I'm just being blunt.
Big difference buddy.
If you tell me the sky is red during the daytime, I'm not going to play along and suck you off, I'll tell you how it is. So in this case, I'm talking to the folks using their lack of competence as an argument. No need to twist logic.
3 is fine but 5 is not? Makes no sense.
My point is, just because you can't do it, don't mean we can't too to them.

That's why you have the choice to choose easy mode.
Folks are too sensitive these days. Cancel culture got everyone soft as a marshmallow.

You proved my point exactly, that people have different preferences and the freedom to play how you want is how it should be. So if folks want to play with 2-18 members, it's on them.

No need to make judgment on how other play, yet the four is the ideal number folks seem to not recognize the meaning of that phrase.

Imagine if the cap was two members in a party and you have to mod to get four. All these other guys here that's been saying no to 6 would riot lol. I'm just speaking out for the other guys who seems to be outnumbered, if it's too blunt, it's on them to deal with it, freedom of speech my dude.
Posted By: The Red Queen Re: Party Size Discussion - 30/01/23 09:01 PM
Originally Posted by Lenggao
I'm not being snippy, I'm calling out the macho neckbeard behind their screens. That it's not as big of an issue as they make it seem.
Weather it's 2 members or 12. So, unless you fit the shoes, I only sound snippy to you because it affects you directly, since you probably fit the neckbeard description.

I meant snippy in the sense of being rude and bad-tempered, and I’m afraid calling folk macho neckbeards qualifies just as much, if not more than, the shade you cast about the capability and control-freakery of those who prefer that the game stays focused on a four-person party in your previous post. And even if the only people who found your manner a bit much were macho neckbeard, incompetent control freaks (nice attempt at a Catch 22 btw), you would still be being rude to call them out in that way. They have as much right to their preferences as anyone else, as long as they debate respectfully with others.

Btw, as long as you stick within forum rules you are of course also free to be as rude as you like, much as us macho neckbeard, incompetent, control-freak, sensitive marshmallows might prefer you weren’t. But, okay, if it’s upsetting to have your manner called snippy, we’ll agree on “blunt” instead.
Posted By: Lenggao Re: Party Size Discussion - 30/01/23 09:10 PM
Alright cool, you got me with the balancing vs time argument. I'm not even saying it needs to be in. But I'm agreeing with the folks that wants it as an option anyways because, why not? Just make it a clickable option in the option menu.

They chose that number to balance the game around it already.
Cool.

All I'm saying is that the game could worked with 5+ as you're technically already getting 5+ in quite a few fights already as well.
It goes back to the whole people should play how they want argument.

I'm not sure how hard it is to code in a script that have a few extra trash mob with the generic some some Archer and so on popping in during combat or tweaking exp and than some to compensate for those who want higher difficulty, but shouldn't that choice come with the difficulty setting already? Different settings down the line for different gameplay choices?

But I'm pretty sure it's a very possible thing to do, where you balance a game around a party of more than 4.

But that is all for now. I said my two cent. 😂
Posted By: Sozz Re: Party Size Discussion - 30/01/23 09:11 PM
100 pages! birthday Truly a GIFT we've been given.
Posted By: Zerubbabel Re: Party Size Discussion - 30/01/23 09:21 PM
Originally Posted by Lenggao
It is founded.

You got time to write essays and get hurt, you got time to read back a few pages. Especially once you started doing math and calculations, it meant this got personal enough to you to bring that out as an argument.

My point is that, there's no need for people to just mod it in when it should just be an option you can choose already. The greatest games made are usually those that give player, the freedom of choice.

I'm not being snippy, I'm calling out the macho neckbeard behind their screens. That it's not as big of an issue as they make it seem.

So, unless you fit the shoes, I only sound snippy to you because it affects you directly, since you probably fit the neckbeard description.

Weather it's 2 members or 12.
It brings back the point that people are biased towards a four member party vs any other number because that's what they're comfortable with, because they were wired their whole lives to use that number.

That how other people play shouldn't affect you.

Difficulty is relative.
Because no shit, with more it's more simple. But the fixes is simple as well. You're acting as if that argument wasn't addressed already.

Plus, if it's too easy for you buddy, stick to a four member party. I never forced you to do more, common sense.
You sound very mature. I got time to write essays and point out people acting ridiculous, yes. Hurt, not really, just annoyed at your tone. I do math because I like it, if you can fathom that. But the far easier option is that I can just mute you because you're clearly not adding anything to discussion, just insulting people and insisting on your position instead of stating a viable argument. Balancing is difficult and it matters, and the game is balanced around a minimum difficulty for 4-character parties. Maybe they'll change it. Who knows. Your every whim cannot be accommodated just because you want it to be that way. Just mod it how you like it. And maybe learn how to form a coherent argument? Y'know, without throwing out general insults, where anyone who calls you out for throwing out insults is suddenly the object of those insults?
Posted By: MelivySilverRoot Re: Party Size Discussion - 30/01/23 09:37 PM
Off-topic but...The flow of this conversation seems so odd...Am I the only one seeing this?
Why does it feel like Lenggao is responding to the next post (instead of any previous post)?
Most of the time, I don't even know who they are talking to 😶
Posted By: Zerubbabel Re: Party Size Discussion - 30/01/23 09:49 PM
Originally Posted by MelivySilverRoot
Off-topic but...The flow of this conversation seems so odd...Am I the only one seeing this?
Why does it feel like Lenggao is responding to the next post (instead of any previous post)?
Most of the time, I don't even know who they are talking to 😶

Idk, I couldn't make sense of what they were trying to say anyway. Except for the general rudeness. Not my problem anymore as I don't see their posts.

But I have EVEN MORE arguments why increasing party size is a bad idea. To cover some previous arguments...
-The prior math argues that the game gets significantly easier the larger the party becomes and that game-balancing is a difficult and time/resource consuming task.
-You can mod the game to have as big a party as you want if it's really important to you. No need to ruin the main release with idiosyncratic demands.
-The AI is already very slow and turns take a long time. With more players and characters making decisions, the game becomes significantly longer, such that you spend less and less time playing the game and more time waiting for the AI to choose a target and setting up characters.

Next...
-Multiplayer requires decent connections. If anyone has ever played games in large lobbies, they know that the larger the lobby, the greater the likelihood of a single connection being slow, a single connection dropping, etc. And the longer you are going to have to wait in a turn-based game where you have to wait for everyone to make a turn. That is another item that would have to be resolved with a significantly larger multiplayer party size.

-The map is clearly very dense and not particularly large. With narrow pathways, it is next to impossible to adequately position in dense areas while keeping the same level of visual quality and organization. For people who like large parties, this is fine. For a general release with a broader population, it is not fine, and clarity is key in a strategy game.

-Larger parties means less strategic constraint, which defeats the purpose of having strategy in the game.

-Pathing is already difficult enough for a party, with characters falling into random lava spots and into pits when not making jumps. This problem will become more pronounce with larger parties.

-Should someone be REALLY bad at the game, a large party would be very time-consuming to resurrect. If they fall in a pit or lava, going to Withers for several characters and having multiple resurrection cinematics play is another thing that would have to be resolved. Should the whole resurrection system be overhauled?

-Larian has already demonstrated that every character has their own inventory, and inventory management is handled on a character-by-character basis. Loot distribution is one thing that needs to be resolved with larger parties, and inventory management would need a complete overhaul (I want this anyway, though).

-As people have likely already noticed, the camera for this game is much more zoomed in than the previous BG games. The previous games could easily accommodate a 6-person party all on the screen with plenty of room with its camera. This game would be challenged with its more zoomed in style. And the camera is also not fixed, and catches on features of the environment easily, a problem which will become more pronounced as party size increases.

-The Chain/Unchain system doesn't work well with larger and larger parties. Larian is adamant about keeping this feature and does not have click-and-drag to select characters, which is what allowed for easy party management in BG1+2.

-The aforementioned pathing, party management, strategy, and ease of combat problems brought on by larger parties would also combine to mostly break stealth, essentially forcing large parties into either resolving problems through combat or diplomacy.

-A random, entry-level consumer is likely going to fill up their party until they cannot fill it anymore. If the main release offers larger and larger parties as an option, it means that the average purchaser of BG3 is going to choose the worst way to experience the game by default. Therefore, it should not be in the main release to encourage the default effect of having casual consumers choose the most DEVELOPER-OPTIMIZED way of playing the game.

-The game releases in August. Why change such a major thing this late in the development cycle?

Want a larger party? Mod the game.

(On a previous page, Composer basically mentions what I am talking about above. A potential solution is allow a pre-game setting in the menu that says add 1-2 more party members, with a GIANT FUCKING WARNING that says, "WARNING, CONSUMER: YOU ARE RUINING THE INTENDED EXPERIENCE FOR THE GAME. ONLY SELECT IF THE MOST IMPORTANT THING TO YOU IS HAVING A BIGGER PARTY." That might work. So either mods or a hidden setting in the "back" of the game's guts so the average consumer doesn't use it, only the people who REALLY REALLY REALLY want a bigger party but don't want to go through the trouble of modding. Ruin at your own peril, and all that jazz).
Posted By: mrfuji3 Re: Party Size Discussion - 30/01/23 10:55 PM
Originally Posted by Zerubbabel
But I have EVEN MORE arguments why increasing party size is a bad idea. To cover some previous arguments...

-The prior math argues that the game gets significantly easier the larger the party becomes and that game-balancing is a difficult and time/resource consuming task.
-You can mod the game to have as big a party as you want if it's really important to you. No need to ruin the main release with idiosyncratic demands.
-The AI is already very slow and turns take a long time. With more players and characters making decisions, the game becomes significantly longer, such that you spend less and less time playing the game and more time waiting for the AI to choose a target and setting up characters.

Next...
-Multiplayer requires decent connections. If anyone has ever played games in large lobbies, they know that the larger the lobby, the greater the likelihood of a single connection being slow, a single connection dropping, etc. And the longer you are going to have to wait in a turn-based game where you have to wait for everyone to make a turn. That is another item that would have to be resolved with a significantly larger multiplayer party size.

-The map is clearly very dense and not particularly large. With narrow pathways, it is next to impossible to adequately position in dense areas while keeping the same level of visual quality and organization. For people who like large parties, this is fine. For a general release with a broader population, it is not fine, and clarity is key in a strategy game.

-Larger parties means less strategic constraint, which defeats the purpose of having strategy in the game.

-Pathing is already difficult enough for a party, with characters falling into random lava spots and into pits when not making jumps. This problem will become more pronounce with larger parties.

-Should someone be REALLY bad at the game, a large party would be very time-consuming to resurrect. If they fall in a pit or lava, going to Withers for several characters and having multiple resurrection cinematics play is another thing that would have to be resolved. Should the whole resurrection system be overhauled?

-Larian has already demonstrated that every character has their own inventory, and inventory management is handled on a character-by-character basis. Loot distribution is one thing that needs to be resolved with larger parties, and inventory management would need a complete overhaul (I want this anyway, though).

-As people have likely already noticed, the camera for this game is much more zoomed in than the previous BG games. The previous games could easily accommodate a 6-person party all on the screen with plenty of room with its camera. This game would be challenged with its more zoomed in style. And the camera is also not fixed, and catches on features of the environment easily, a problem which will become more pronounced as party size increases.

-The Chain/Unchain system doesn't work well with larger and larger parties. Larian is adamant about keeping this feature and does not have click-and-drag to select characters, which is what allowed for easy party management in BG1+2.

-The aforementioned pathing, party management, strategy, and ease of combat problems brought on by larger parties would also combine to mostly break stealth, essentially forcing large parties into either resolving problems through combat or diplomacy.

-A random, entry-level consumer is likely going to fill up their party until they cannot fill it anymore. If the main release offers larger and larger parties as an option, it means that the average purchaser of BG3 is going to choose the worst way to experience the game by default. Therefore, it should not be in the main release to encourage the default effect of having casual consumers choose the most DEVELOPER-OPTIMIZED way of playing the game.

-The game releases in August. Why change such a major thing this late in the development cycle?

Want a larger party? Mod the game.

(On a previous page, Composer basically mentions what I am talking about above. A potential solution is allow a pre-game setting in the menu that says add 1-2 more party members, with a GIANT FUCKING WARNING that says, "WARNING, CONSUMER: YOU ARE RUINING THE INTENDED EXPERIENCE FOR THE GAME. ONLY SELECT IF THE MOST IMPORTANT THING TO YOU IS HAVING A BIGGER PARTY." That might work. So either mods or a hidden setting in the "back" of the game's guts so the average consumer doesn't use it, only the people who REALLY REALLY REALLY want a bigger party but don't want to go through the trouble of modding. Ruin at your own peril, and all that jazz).
To respond to your arguments in order (they've been covered in the past 100 pages)
- A simple way to balance for large parties is to adjust exp gain for different party sizes using a single formula. Encounters don't need to be reworked if this is done.

- "You can mod the game" isn't a good argument. You could also mod the game to include the Monk class; should then Larian not include it? (Your claim that a 6-person party will ruin the game is a separate argument, addressed by all these other points)

- A larger party with the same # of enemies will result in a higher percentage of time spent playing vs watching the AI. If Larian continues to use horribly unoptimized AI, sure combat time might increase. But realistically the AI will improve by launch time.

- Practically no one is arguing for 6-players -> just a 6-person parties.

- Map: yes, positioning will be more difficult. That's fine though? It's a sacrifice you make for larger parties even in tabletop, and doesn't affect 4-person parties.

- Larger parties means more opportunities for synergy, and as the party is all lower-leveled, might actually require/enable more strategic thinking.

- Pathing is a problem, but Larian needs to fix this for a 4-person party anyway.

- People are advocating for the option of a 4-person party, so no one would need to use 6 characters.

- Inventory management is a problem, but Larian needs to fix this for a 4-person party anyway. It's already atrocious.

- It should be trivial to zoom out the camera more. I disagree that a 6-person party will mean the camera gets stuck on the environment more often, especially if it's more zoomed out.

- Stealth is already broken in BG3 given sight cones/abusing TB mode/double surprise round, etc. It's reasonable that all these things will still work in a 6-person party. An if Larian overhauls the stealth system, those benefits could easily apply to a 6-person party.

- Your penultimate point about "the average user is going to max their party size" is the one I agree most with. Thus, I'd want the toggle option for a 6-person party to be in game settings, possibly with a warning "intended experience is a 4 person party; toggle on at your own risk." (Edit: Just saw your new final paragraph, which is basically what I'm saying here)

-The game already somewhat allows >4 person parties when you get allies: start a multiplayer game with 4 players -> recruit Us and Laezel for 6. So it's already compatible with the game. Mainly remove instances where >4 player-parties automatically break the game.
Posted By: Zerubbabel Re: Party Size Discussion - 30/01/23 11:18 PM
Originally Posted by mrfuji3
Originally Posted by Zerubbabel
But I have EVEN MORE arguments why increasing party size is a bad idea. To cover some previous arguments...

-The prior math argues that the game gets significantly easier the larger the party becomes and that game-balancing is a difficult and time/resource consuming task.
-You can mod the game to have as big a party as you want if it's really important to you. No need to ruin the main release with idiosyncratic demands.
-The AI is already very slow and turns take a long time. With more players and characters making decisions, the game becomes significantly longer, such that you spend less and less time playing the game and more time waiting for the AI to choose a target and setting up characters.

Next...
-Multiplayer requires decent connections. If anyone has ever played games in large lobbies, they know that the larger the lobby, the greater the likelihood of a single connection being slow, a single connection dropping, etc. And the longer you are going to have to wait in a turn-based game where you have to wait for everyone to make a turn. That is another item that would have to be resolved with a significantly larger multiplayer party size.

-The map is clearly very dense and not particularly large. With narrow pathways, it is next to impossible to adequately position in dense areas while keeping the same level of visual quality and organization. For people who like large parties, this is fine. For a general release with a broader population, it is not fine, and clarity is key in a strategy game.

-Larger parties means less strategic constraint, which defeats the purpose of having strategy in the game.

-Pathing is already difficult enough for a party, with characters falling into random lava spots and into pits when not making jumps. This problem will become more pronounce with larger parties.

-Should someone be REALLY bad at the game, a large party would be very time-consuming to resurrect. If they fall in a pit or lava, going to Withers for several characters and having multiple resurrection cinematics play is another thing that would have to be resolved. Should the whole resurrection system be overhauled?

-Larian has already demonstrated that every character has their own inventory, and inventory management is handled on a character-by-character basis. Loot distribution is one thing that needs to be resolved with larger parties, and inventory management would need a complete overhaul (I want this anyway, though).

-As people have likely already noticed, the camera for this game is much more zoomed in than the previous BG games. The previous games could easily accommodate a 6-person party all on the screen with plenty of room with its camera. This game would be challenged with its more zoomed in style. And the camera is also not fixed, and catches on features of the environment easily, a problem which will become more pronounced as party size increases.

-The Chain/Unchain system doesn't work well with larger and larger parties. Larian is adamant about keeping this feature and does not have click-and-drag to select characters, which is what allowed for easy party management in BG1+2.

-The aforementioned pathing, party management, strategy, and ease of combat problems brought on by larger parties would also combine to mostly break stealth, essentially forcing large parties into either resolving problems through combat or diplomacy.

-A random, entry-level consumer is likely going to fill up their party until they cannot fill it anymore. If the main release offers larger and larger parties as an option, it means that the average purchaser of BG3 is going to choose the worst way to experience the game by default. Therefore, it should not be in the main release to encourage the default effect of having casual consumers choose the most DEVELOPER-OPTIMIZED way of playing the game.

-The game releases in August. Why change such a major thing this late in the development cycle?

Want a larger party? Mod the game.

(On a previous page, Composer basically mentions what I am talking about above. A potential solution is allow a pre-game setting in the menu that says add 1-2 more party members, with a GIANT FUCKING WARNING that says, "WARNING, CONSUMER: YOU ARE RUINING THE INTENDED EXPERIENCE FOR THE GAME. ONLY SELECT IF THE MOST IMPORTANT THING TO YOU IS HAVING A BIGGER PARTY." That might work. So either mods or a hidden setting in the "back" of the game's guts so the average consumer doesn't use it, only the people who REALLY REALLY REALLY want a bigger party but don't want to go through the trouble of modding. Ruin at your own peril, and all that jazz).
To respond to your arguments in order (they've been covered in the past 100 pages)
- A simple way to balance for large parties is to adjust exp gain for different party sizes using a single formula. Encounters don't need to be reworked if this is done.

- "You can mod the game" isn't a good argument. You could also mod the game to include the Monk class; should then Larian not include it? (Your claim that a 6-person party will ruin the game is a separate argument, addressed by all these other points)

- A larger party with the same # of enemies will result in a higher percentage of time spent playing vs watching the AI. If Larian continues to use horribly unoptimized AI, sure combat time might increase. But realistically the AI will improve by launch time.

- Practically no one is arguing for 6-players -> just a 6-person parties.

- Map: yes, positioning will be more difficult. That's fine though? It's a sacrifice you make for larger parties even in tabletop, and doesn't affect 4-person parties.

- Larger parties means more opportunities for synergy, and as the party is all lower-leveled, might actually require/enable more strategic thinking.

- Pathing is a problem, but Larian needs to fix this for a 4-person party anyway.

- People are advocating for the option of a 4-person party, so no one would need to use 6 characters.

- Inventory management is a problem, but Larian needs to fix this for a 4-person party anyway. It's already atrocious.

- It should be trivial to zoom out the camera more. I disagree that a 6-person party will mean the camera gets stuck on the environment more often, especially if it's more zoomed out.

- Stealth is already broken in BG3 given sight cones/abusing TB mode/double surprise round, etc. It's reasonable that all these things will still work in a 6-person party. An if Larian overhauls the stealth system, those benefits could easily apply to a 6-person party.

- Your penultimate point about "the average user is going to max their party size" is the one I agree most with. Thus, I'd want the toggle option for a 6-person party to be in game settings, possibly with a warning "intended experience is a 4 person party; toggle on at your own risk." (Edit: Just saw your new final paragraph, which is basically what I'm saying here)

-The game already somewhat allows >4 person parties when you get allies: start a multiplayer game with 4 players -> recruit Us and Laezel for 6. So it's already compatible with the game. Mainly remove instances where >4 player-parties automatically break the game.

First, thank you, Mrfuji, for engaging in good faith discussion. I understand you disagree with many of my points and I appreciate coherent arguments that do not include insults. I address your counters in order:

-If your solution is having a relatively weaker party when it is larger, there are still going to be issues, and the game still needs to be rebalanced in a variety of places. Playtesting is going to take a lot of time. There isn't much of a magic wand to know how competent a party must be relative to its size without a lot of testing and tweaking.

-I disagree with your position on modding. Monk is clearly in the pipeline, so it will be there, and was always planned for to begin with. On the other hand, the game was not always planned to have more than a party of 4, so those players who want to go beyond the initial vision of the developers can mod the game rather than more work being put into something which will be heavily imperfect by nature.

-There was a very small minority asking for it. It was addressed to that minority. But if you say so, I respect the idea that 4-players, 2 additional characters can be made reasonable.

-If you're cool with a clunky display, a clunky camera, clunky controls, and clunky positioning, more power to you, I guess. I just think the optimal experience wouldn't work that way. These maps are much more narrow per character than anything I've worked with in tabletop.

-If large parties=more synergy, and large parties means less min-maxing and more people having fun with random party builds, fine, I agree.

-Option, in the "back" of the settings in the opening menu is fine. Small change, not a lot of effort, time, or resources going into building around it. Fine. I'm okay with that.

-Larian can barely handle pathing and inventory for a 4-person party. I don't think it is going to get fixed at all anytime soon. I think they'll leave it as is. And it will only get worse with bigger parties.

-If you want more camera customization, then I am with you. We should have the option to go full old-school isometric, OR modern RPG over-the-shoulder.

-Stealth is broken with 4, and extra broken with 6. Look, if you want to play the game that way, go ahead.

-Average consumer is stupid. Average consumer goes with whatever the maximum default is. Average consumer (and gaming journalists) will go with the most convenient default route and ruin the game and give it a 0 on Metacritic. Don't laugh, IT CAN HAPPEN TO YOU!!!!!!!!!!!!!!

-Okay, then have that, with a toggle in the main menu and a warning. Have the developer's vision on one hand, and an easy-to-produce "do whatever you want" set of options in the settings. There's a lot of random bullshit you can put there that would satisfy everyone. Why not? If it's low-time, low-resource, and low-effort, and the average consumer has to really look to find it, add it in. There's no reason not to.

ACTUALLY, all the things that people have been demanding that would be easy to add in, but are not part of the developers' initial vision should be a hidden toggle in the main menu. Limiting camp supplies more, limiting resting more, modifying party size, muting companions (I saw it once), disabling barrels, removing height advantage/disadvantage, ALL OF IT WHICH IS EASY CAN GO BACK THERE. Fuck it, why not.
Posted By: mrfuji3 Re: Party Size Discussion - 30/01/23 11:55 PM
@Zerubbabel, I agree that optimization/pathing/inventory/camera/chain control are some of the bigger issues for 6-person parties. I don't trust Larian to properly address many of these issues, which is a large part of why I'd want a 6-person party to remain optional.

I still think that it wouldn't take too much time to balance the game for 6-person parties, especially since I'd prefer that the game is also re-balanced for smaller-than-4 parties. Like, I want a solo character to level up faster than a 4-person party (divide exp for an encounter between all participating party members). If this method is used, then extrapolating to 5 and 6 should be minimal extra work.
- For playtesting, the simplest *roughly balanced* method is to take the final boss fight that's balanced for a party of 4 adventurers at level N. Then, Larian performs that fight with a 6-person-party of level N-2, N-3, and maybe N-4. One of those options should provide a similarly balanced fight. Find out which one, then scale exp by the appropriate amount.

Most of the rest of the points rely on the 6-person party being optional. I 100% agree that, at this point in development, 4-person party should be the intended/default way to play.

Originally Posted by Zerubbabel
-Okay, then have that, with a toggle in the main menu and a warning. Have the developer's vision on one hand, and an easy-to-produce "do whatever you want" set of options in the settings. There's a lot of random bullshit you can put there that would satisfy everyone. Why not? If it's low-time, low-resource, and low-effort, and the average consumer has to really look to find it, add it in. There's no reason not to.

ACTUALLY, all the things that people have been demanding that would be easy to add in, but are not part of the developers' initial vision should be a hidden toggle in the main menu. Limiting camp supplies more, limiting resting more, modifying party size, muting companions (I saw it once), disabling barrels, removing height advantage/disadvantage, ALL OF IT WHICH IS EASY CAN GO BACK THERE. Fuck it, why not.
I like options, but an important consideration is that the game will be balanced assuming a certain set of rules (possibly multiple sets for different difficulty levels). These base rules are important.
E.g., Larian basing the game around height advantage and/or surfaces would drastically change encounters, enemy AI, etc. People that wouldn't want to play with those settings would have a worse game experience by toggling them off. It's a balance between "What default setting makes a better game?", "What percentage of players want that option?", and "How much does that destroy our vision/how much work is it to implement that?"
Posted By: Zerubbabel Re: Party Size Discussion - 30/01/23 11:59 PM
Originally Posted by mrfuji3
@Zerubbabel, I agree that optimization/pathing/inventory/camera/chain control are some of the bigger issues for 6-person parties. I don't trust Larian to properly address many of these issues, which is a large part of why I'd want a 6-person party to remain optional.

I still think that it wouldn't take too much time to balance the game for 6-person parties, especially since I'd prefer that the game is also re-balanced for smaller-than-4 parties. Like, I want a solo character to level up faster than a 4-person party (divide exp for an encounter between all participating party members). If this method is used, then extrapolating to 5 and 6 should be minimal extra work.
- For playtesting, the simplest *roughly balanced* method is to take the final boss fight that's balanced for a party of 4 adventurers at level N. Then, Larian performs that fight with a 6-person-party of level N-2, N-3, and maybe N-4. One of those options should provide a similarly balanced fight. Find out which one, then scale exp by the appropriate amount.

Most of the rest of the points rely on the 6-person party being optional. I 100% agree that, at this point in development, 4-person party should be the intended/default way to play.

Originally Posted by Zerubbabel
-Okay, then have that, with a toggle in the main menu and a warning. Have the developer's vision on one hand, and an easy-to-produce "do whatever you want" set of options in the settings. There's a lot of random bullshit you can put there that would satisfy everyone. Why not? If it's low-time, low-resource, and low-effort, and the average consumer has to really look to find it, add it in. There's no reason not to.

ACTUALLY, all the things that people have been demanding that would be easy to add in, but are not part of the developers' initial vision should be a hidden toggle in the main menu. Limiting camp supplies more, limiting resting more, modifying party size, muting companions (I saw it once), disabling barrels, removing height advantage/disadvantage, ALL OF IT WHICH IS EASY CAN GO BACK THERE. Fuck it, why not.
I like options, but an important consideration is that the game will be balanced assuming a certain set of rules (possibly multiple sets for different difficulty levels). These base rules are important.
E.g., Larian basing the game around height advantage and/or surfaces would drastically change encounters, enemy AI, etc. People that wouldn't want to play with those settings would have a worse game experience by toggling them off. It's a balance between "What default setting makes a better game?", "What percentage of players want that option?", and "How much does that destroy our vision/how much work is it to implement that?"
Y'know, I just thought of this, but one way to solve the problem of rolls being too easy with larger parties is to just secretly load the die. Clearly there's a background probability calculator for the game and the dice are just cosmetic. Rig the die with larger parties so that the overall probabilities for a party of 6 are the same as a party of 4... by making the probability of failure slightly higher per each character. I should have thought of this earlier.

I will level with you, though: It is highly likely that the game will not ship with larger party options, but that there will be a highly endorsed, highly effective, easy to download mod in the Steam Workshop very early.
Posted By: Lenggao Re: Party Size Discussion - 31/01/23 02:40 PM
Because I'm responding to them in the order I've received them in. Our buddy here is online 24/7 so it looks like I'm skipping his arguments when in actually he's responding as soon as it comes up, as if my dude here works in this forum.

But I've said my two cent.

Another thing to note in response to mr I'm taking this passionately and personally, is that, no.

You actually spent more time playing vs waiting, because you have more action econ, and no shit the game was made to revolve around 4 players and it's expected to launch as a four player game, but 6 players should still be an option down the line, not as a mod.

So, the AI is actually not slower at all, it's the same, unless it's reflects to the user using it, than perhaps that's why yours is slower.

A lot of your arguments I can refute already from gameplay
alone, outside of doing math and making assumptions, have you actually played with more than 4+ party members? I've done both and there's no real difference mate. Not to mention a lot of them have been addressed already multiple times tbh.

Inventory management isn't an issue. Must be a you thing than. You got no time to manage inventories for 2 more mins yet you got time to write essays here and do math calculations about the probability of certain stuff happening as if it's a real argument, when people are already loading dices as an additional option to actually get more success.


So you're saying people actually enjoy missing out on content because rng says no.

Multiplayer can be optimized.

Multiplayer also becomes significantly funner when your friends and you can actually have their own team running around too.

Alot of the issues you bring up can be optimized.

Ngl, a lot of your arguments comes more from a what I want perspective than a I want to allow folks to play how they want perspective.

For example your map and strategy constraint argument basically reeks of it. You want it, so apparently it's the only way.

What if folks want to be able to more freely add to their game strategy without having to play the game 100 times to test out all the classes. It goes with your time argument, we're not trying to play 100 times, just one time to great effects since we have a life outside of this forum and game.

Pathing hasn't been an issue yet, at least not different to a four player member party. Don't see the issue.

Resurrection, inventory and camera are all pretty invalid arguments. Because again, it wasn't an issue, it's more or less the same as four players unless it's again, another you thing.

Unchaining isn't even bad, if it is, than you probably have a hard time flicking your finger to signal when driving.
Imagine going to the gym bro, lifting weights and playing sports is harder. Not really an issue, it's more or less the same as with 4 players.

Stealth is stealth, who even stealth with more than one or two members? I don't see the issue. You stealth to scout and get advantages, if you're trying to sneak through, obviously compare to 4 players buddy, it's no different. Those who sucks at it will get caught anyways.

In relation to your argument for a more challenging game, isn't that what you want? More challenge bringing over two more person over to the other side? Hypocritical to think you want a harder perspective check but an easiee stealth check.

And I'll not saying release it as a six player game, don't put words into my mouth buddy, I get you're emotional when it comes to me lol.
But, I did say it should be an option. Not a mod. Because that's like saying all these new classes that were added should've been mods.

Because it's all or less just features. Being able to have more friends join you or having more party members was a feature too. I don't see the difference.

Even Larian talked about adding sidekicks, that more or less brings the party count to 8 not counting summons. A lot of your arguments than becomes invalid again, like the map ones and the inventory management to cameras.

Because it's a planned feature.

And what's wrong with a new player filling their party up to max? If it's 6 or not, nothing tbh, it's still an option and if it's a toggable feature, how is it even an issue? Even if it's not, still not an issue.

Because as I said, I'm running an 8 man party rn and the only difference is that I'm ending combat sooner, yes sooner not longer because I'm playing more and spending less time looking at the AI move. Surprisingly enough huh? That's why I'm asking if you with all your time spent here, if you even tried wearing the other person's shoes.

And just like that too, buddy below you gave a good constructive argument, but what's the point? Notice buddy how you made his ego bigger by not being blunt with him. He didn't really even address your point or recognize them. Dude just slid passed them to assert his own even more lol. Like how he never really respond to any of my argument. He only heard what he wanted.

It goes back to my neckbeard comment. From his manner of speech alone, the air of "I'm superior in intelligence" "Just shut up and agree with me already because my opinion is the only right one", the more I read, the more I can basically copy and paste his comment onto reddit and we wouldn't even know the difference.

His arguments are stupid tbh.

A lot of what he's saying is, the game was made for 4 and should stay as 4. If Larian made it as 6, it would've worked too.
So obviously, it wouldn't be an issue to make it 6 down the lIne for those who wants 6.

I'm saying it for the old BG fans too, I'm not one of them, but I understand their point.

He said a small minority, bruh. This forum has over 300k people who came in it because this topic resonated with them, if even only 100k of those were the old BG players, that's not a small minority at all.

And again, yeah, it's not the average consumer buddy. It's the upcoming generation and era we live in.

Any issue you've basically came up tbh, was already going to happen without the mod anyways, camera issue? If every member summon something it would've been there anyways.

At least come up with a real issue that can't be fix with time tbh.

I like how the argument for 4 P vs 5+ P has gradually evolved from a it'll never happen because we don't want it to so we're going to say it's impossible, to a "Haha itbwas possible after all but there's no time left to do it" debate.

But whatever, my point stands.
If they wanted to add the option, 5+ party members wouldn't be an issue, because as it looks rn, it's not looking hard at all, it'll take more time, but out of respect for the OGs before us, it should be an option still.
They've already made quality of life options before in their previous games, not looking like Larian is too inept to listen too. So people are voicing their opinion on the matter because obviously Larian might listen.

Said my two cent for those who wanted it and I'm done.

A whole essay, but I'm just shitting anyways.

To the guy who took it a bit too personal. Relax buddy, I get this is probably the most excitement and more emotional inducing human interaction you had in a min, but I'm just stating what I see as it is.
Apologies if any grudges were made because of it. 🤣
All I'm saying is, I made a whole point and all you got from it was that the insults was aimed at you. So all I said is that, unless the shoes fit, it shouldn't have stung you. So adios 😂

Because at least one rational guy came and didn't get offended because he knew better. Than those sensitive softies who got offended. Apologies for speaking to you indirectly, directly.

Mute me or whatever, as long as it makes you feel better, idc tbh, I'm only on here once or twice a couple years.
Posted By: Zerubbabel Re: Party Size Discussion - 31/01/23 07:08 PM
Originally Posted by snowram
Originally Posted by Lenggao
My point is that, there's no need for people to just mod it in when it should just be an option you can choose already. The greatest games made are usually those that give player, the freedom of choice.
I don't think anyone here is arguing than an option for party size is bad. Everyone would want a game that is perfectly tailored for every parameters under the sun. The thing is, balancing a game is an absolute nightmare (I know, I dabbled a bit in it on a personal project). It would require a monumental effort to offer a game that is an fun for parties of 4 or 6. Heck, even WotR, the most praised recent game with a 6 man party has its balance completely broken beyond redemption partly because of it. I can only see modders having enough time to take on this project, Larian has already reported the game multiple times and has most likely no interest in adding this feature.

Also happy 100th page! birthday
Can you elaborate on your experience with balancing, snowram? Right now, if we want to preserve the "pace" of the game (not too many slow enemies with slow AI clogging up gametime), it seems the best way to transition from a 4-person party to a 6-person party is to:
Rig the die against the party by, say, 10-15%, AND
Multiply everyone's damage and health by around 2/3 (I'm getting this from 4 people/6 people), AND
Slightly increase enemy health and damage output.
Also rig the die against the party in multiple chance rolls in the world.
How does game balancing account for emergent factors or unforeseen outcomes beyond just mathematical effectiveness? I imagine if you have an 8-person party, you could likely chain-shove your way to some ridiculous outcomes.

Also @MrFuji,
I would support a means of reconciling difficulty and party size. If I recall correctly, DOS2 had 3-4 difficulty modes. Story, Normal, Tactician, and I think a 4th super-hard mode, but I may be misremembering. I imagine a 1 person party on normal could have the same difficulty as a 4 person party on tactician. Should story mode just have the option to have a party of 6 right out the gate? Also, assuming you've played the game with a large party mod (or was it snowram?), can you tell me if it affected story progression at all? Would Larian have to rework conversations/banter/dialogue/stories, especially in light of the "override" clause in companion story moments in DOS2?
Posted By: mrfuji3 Re: Party Size Discussion - 31/01/23 09:13 PM
Originally Posted by Zerubbabel
Also @MrFuji,
I would support a means of reconciling difficulty and party size. If I recall correctly, DOS2 had 3-4 difficulty modes. Story, Normal, Tactician, and I think a 4th super-hard mode, but I may be misremembering. I imagine a 1 person party on normal could have the same difficulty as a 4 person party on tactician. Should story mode just have the option to have a party of 6 right out the gate? Also, assuming you've played the game with a large party mod (or was it snowram?), can you tell me if it affected story progression at all? Would Larian have to rework conversations/banter/dialogue/stories, especially in light of the "override" clause in companion story moments in DOS2?
I'd be fine with story mode having the option for a party of 6 right out of the gate, assuming the game is sufficiently functional using a 6-person party of course. It'd be more work to manage 6-person parties, but that should be offset by the reduced effort from playing on story mode. Also, you by definition get more story more easily with a 6-person party (dialogues, quests, etc), so it's definitely appropriate for story mode.

I haven't used such a mod, but I've heard that there are specific points in BG3 that don't work with 6-person parties. E.g., getting on the boat to Moonrise -> the game automatically kicks/kills your 5th & 6th (and more) party members. I've heard that the dialogue works well though; companions banter/etc appropriately.
Posted By: snowram Re: Party Size Discussion - 31/01/23 09:24 PM
Originally Posted by Zerubbabel
Can you elaborate on your experience with balancing, snowram?
I participated quite a bit in the development of a relatively popular Cube World clone. Balancing was already a hard process of trial and error, but accounting for party size was downright hellish. Numbers aren't growing linearly, they follow weird exponential functions where you have to consider dozens of variables. How much damage should both parties do and take, how many enemies should there be, how AoE, buffs, debuffs and crowd control interact with more enemies, how fight readability changes with more characters, how the environment fit for the number of characters... And considering we are talking about a CRPG there, I wouldn't risk my sanity.
Posted By: Zerubbabel Re: Party Size Discussion - 31/01/23 10:35 PM
Originally Posted by mrfuji3
Originally Posted by Zerubbabel
Also @MrFuji,
I would support a means of reconciling difficulty and party size. If I recall correctly, DOS2 had 3-4 difficulty modes. Story, Normal, Tactician, and I think a 4th super-hard mode, but I may be misremembering. I imagine a 1 person party on normal could have the same difficulty as a 4 person party on tactician. Should story mode just have the option to have a party of 6 right out the gate? Also, assuming you've played the game with a large party mod (or was it snowram?), can you tell me if it affected story progression at all? Would Larian have to rework conversations/banter/dialogue/stories, especially in light of the "override" clause in companion story moments in DOS2?
I'd be fine with story mode having the option for a party of 6 right out of the gate, assuming the game is sufficiently functional using a 6-person party of course. It'd be more work to manage 6-person parties, but that should be offset by the reduced effort from playing on story mode. Also, you by definition get more story more easily with a 6-person party (dialogues, quests, etc), so it's definitely appropriate for story mode.

I haven't used such a mod, but I've heard that there are specific points in BG3 that don't work with 6-person parties. E.g., getting on the boat to Moonrise -> the game automatically kicks/kills your 5th & 6th (and more) party members. I've heard that the dialogue works well though; companions banter/etc appropriately.
The "override" problem is the sticking point for having a 6-person party in story mode. In DOS2, many companions have interweaving stories. Usually, one companion's story take priority over the other (outside of Act 1). Only that companion gets to "speak up," while the other companion with the equally relevant story gets sidelined. If the emphasis of story mode is on the story, I imagine the "override" problem needs to be resolved. I'd do it like DAO/ME, where all the companions speak it sequence, and everyone gets a say, with the antagonist responding to all of them, but I don't know if Larian would go for that because it might not work with BG3. I'd say if they can solve the override problem, make all companions equally engaged in the story, then a 6-person party is viable. The problem still exists for 4-persons, but not as much.

If dialogue works well, then that's one less thing to worry about. Similarly, I think the Moonrise problem is a quick fix. It sounds more like a bug than a fundamental problem.
Posted By: Zerubbabel Re: Party Size Discussion - 31/01/23 10:51 PM
Originally Posted by snowram
Originally Posted by Zerubbabel
Can you elaborate on your experience with balancing, snowram?
I participated quite a bit in the development of a relatively popular Cube World clone. Balancing was already a hard process of trial and error, but accounting for party size was downright hellish. Numbers aren't growing linearly, they follow weird exponential functions where you have to consider dozens of variables. How much damage should both parties do and take, how many enemies should there be, how AoE, buffs, debuffs and crowd control interact with more enemies, how fight readability changes with more characters, how the environment fit for the number of characters... And considering we are talking about a CRPG there, I wouldn't risk my sanity.
Yikes. With matrices, you can have equations with as many variables as you want, but there's no guarantee that it's going to be meaningful, especially if the variables aren't behaving uniformly. You can't just set the difficulty level of a party of 4 at a certain value and see if the other party size can be set equal to it and check the variable values because the game experience might be completely different. There's a way to have average damage output be the same across party sizes, and average health, and average success rate, but who knows how literally EVERYTHING else might respond to that. There goes the die-rigging and nerfing idea. Trial-and-error the only way?
Posted By: somewherebeyond Re: Party Size Discussion - 02/02/23 12:49 PM
not-popular opinion. I would like more team of 2, like it was in NVN. It would simplify many things like combat and the game itself.
Posted By: Ferros Re: Party Size Discussion - 02/02/23 04:18 PM
Originally Posted by somewherebeyond
not-popular opinion. I would like more team of 2, like it was in NVN. It would simplify many things like combat and the game itself.
You can already do this by only including two characters in your party and leaving the rest in camp. No need to limit others gameplay for it though.
Posted By: Zerubbabel Re: Party Size Discussion - 02/02/23 05:17 PM
Originally Posted by somewherebeyond
not-popular opinion. I would like more team of 2, like it was in NVN. It would simplify many things like combat and the game itself.
In general, I think if you want a constant/consistent experience at release, it is wise to have a small party on lower difficulties, and a larger party at higher difficulties. It won't cancel everything out, but it basically means you get a bit of extra challenge if you are taking an advantageous party, or a little bit less challenge if you are limiting yourself. Or a very easy mode with a large party at easy mode, paired with a traditional Lone Wolf Tactician mode for hard.
Posted By: virion Re: Party Size Discussion - 04/02/23 02:07 AM
101 page of this discussion!!
[Linked Image from st2.depositphotos.com]
Posted By: GM4Him Re: Party Size Discussion - 04/02/23 01:30 PM
Originally Posted by Zerubbabel
Originally Posted by somewherebeyond
not-popular opinion. I would like more team of 2, like it was in NVN. It would simplify many things like combat and the game itself.
In general, I think if you want a constant/consistent experience at release, it is wise to have a small party on lower difficulties, and a larger party at higher difficulties. It won't cancel everything out, but it basically means you get a bit of extra challenge if you are taking an advantageous party, or a little bit less challenge if you are limiting yourself. Or a very easy mode with a large party at easy mode, paired with a traditional Lone Wolf Tactician mode for hard.

Reverse this. I mean, the first part. Yes to the last part. Keep the enemies as is. On Easy, allow a party of 6-8. On Normal, a party of 4 max. On Hard, a party of 2 max. On Extreme, Solo.

This would require less effort for the devs, and everyone should be happy.

But whatever the case, they need to do away with the whole "You're full up" comments. They just bug me to no end. You are in hostile territory. You're invading a goblin camp. A party of 4 is stupid when you could have 6 or more to face 30+ goblins and their allies.
Posted By: Zerubbabel Re: Party Size Discussion - 04/02/23 02:32 PM
Originally Posted by GM4Him
Originally Posted by Zerubbabel
Originally Posted by somewherebeyond
not-popular opinion. I would like more team of 2, like it was in NVN. It would simplify many things like combat and the game itself.
In general, I think if you want a constant/consistent experience at release, it is wise to have a small party on lower difficulties, and a larger party at higher difficulties. It won't cancel everything out, but it basically means you get a bit of extra challenge if you are taking an advantageous party, or a little bit less challenge if you are limiting yourself. Or a very easy mode with a large party at easy mode, paired with a traditional Lone Wolf Tactician mode for hard.

Reverse this. I mean, the first part. Yes to the last part. Keep the enemies as is. On Easy, allow a party of 6-8. On Normal, a party of 4 max. On Hard, a party of 2 max. On Extreme, Solo.

This would require less effort for the devs, and everyone should be happy.

But whatever the case, they need to do away with the whole "You're full up" comments. They just bug me to no end. You are in hostile territory. You're invading a goblin camp. A party of 4 is stupid when you could have 6 or more to face 30+ goblins and their allies.
So I think we can all agree that the right way to increase party size without ruining game balance is to tie it to difficulty in some fashion.
Posted By: The Red Queen Re: Party Size Discussion - 04/02/23 03:18 PM
Originally Posted by Zerubbabel
So I think we can all agree that the right way to increase party size without ruining game balance is to tie it to difficulty in some fashion.

I do agree that changing the party size (in isolation) will naturally change the difficulty so will necessarily be tied to it in some fashion, and that this should therefore be recognised in game in some way if Larian do make it configurable.

This may not be what was being suggested, but I wouldn’t, however, be happy with a Hard mode that forced me to take a smaller party and would want other ways to up the difficulty in the full release while still running with a party of four. Having party size as one of a number of configurable difficulty settings would make more sense, and probably is what was meant, and I do think this more flexible approach to difficulty settings would be preferable to just having a number of pre-defined modes.

But I would understand if Larian still didn’t want to make larger party sizes possible as part of difficulty settings. It’s not free for them to do so. We naturally have higher quality expectations when it comes to official game content than mods and I wouldn’t expect Larian to feel comfortable releasing something that wasn’t thoroughly tested and issues fixed, which would of course take time and resource. Though I’m sure that has already been said many times over in the last 101 pages.

I guess we’ll see on release, or when they tell us, whether they’ve judged that there’s enough demand for the ability to make larger parties across the wider player base to warrant them prioritising work on this.

Though I admit, it will make my life far harder if they do decide to permit larger parties. I’d be SO tempted to pick this option in order to get more opportunities for my characters to interact with the pre-built companions, but all my other preferences when it comes to party composition, balance, and so on would be pushing me towards four.
Posted By: mrfuji3 Re: Party Size Discussion - 04/02/23 04:27 PM
Basically what @The_Red_Queen says above. I don't want party size to be tied to difficulty levels. People who want to play on harder difficulties shouldn't be restricted to 1-2 party members, and people who want to play on easier modes shouldn't have to play with 6-person parties. (or vice versa).

Larian should implement a party of 6 option (hidden in game settings, with a warning that this is not the intended BG3 experience) without changing anything else, or Larian should scale xp such that parties of any size (1 to 6) see similar levels of difficulty due to leveling up at different rates.

Any other options (making a party size of 6 the default, tying party size inversely to difficulty level, making 2 separately-balanced games for party of 6 vs party of 4, etc) are a combination of too much work and/or would make the game experience worse for more people than it helps.
Posted By: Zerubbabel Re: Party Size Discussion - 04/02/23 04:28 PM
Originally Posted by mrfuji3
Basically what @The_Red_Queen says above. I don't want party size to be tied to difficulty levels. People who want to play on harder difficulties shouldn't be restricted to 1-2 party members, and people who want to play on easier modes shouldn't have to play with 6-person parties. (or vice versa).

Larian should implement a party of 6 option (hidden in game settings, with a warning that this is not the intended BG3 experience) without changing anything else, or Larian should scale xp such that parties of any size (1 to 6) see similar levels of difficulty due to leveling up at different rates.

Any other options (making a party size of 6 the default, tying party size inversely to difficulty level, making 2 separately-balanced games for party of 6 vs party of 4, etc) are a combination of too much work and/or would make the game experience worse for more people than it helps.
Hidden setting is also nice.
Posted By: GM4Him Re: Party Size Discussion - 05/02/23 04:22 AM
Originally Posted by mrfuji3
Basically what @The_Red_Queen says above. I don't want party size to be tied to difficulty levels. People who want to play on harder difficulties shouldn't be restricted to 1-2 party members, and people who want to play on easier modes shouldn't have to play with 6-person parties. (or vice versa).

Larian should implement a party of 6 option (hidden in game settings, with a warning that this is not the intended BG3 experience) without changing anything else, or Larian should scale xp such that parties of any size (1 to 6) see similar levels of difficulty due to leveling up at different rates.

Any other options (making a party size of 6 the default, tying party size inversely to difficulty level, making 2 separately-balanced games for party of 6 vs party of 4, etc) are a combination of too much work and/or would make the game experience worse for more people than it helps.

I actually totally agree, but I'd settle for any party of 6 option right now tbh. The present party of 4 just feels so limited. SO limited. And it makes no sense with the whole "You're full up" line.

I'd so much rather have a party select screen that tells me I can only have up to X number of party members. I switch people in and out. Done. No unnecessary convos or "Well, if that's what you think is best. I mean, I question your judgment...". No thanks. Just quick select and done.
Posted By: The Red Queen Re: Party Size Discussion - 05/02/23 02:27 PM
Originally Posted by GM4Him
I'd so much rather have a party select screen that tells me I can only have up to X number of party members. I switch people in and out. Done. No unnecessary convos or "Well, if that's what you think is best. I mean, I question your judgment...". No thanks. Just quick select and done.

Well, much as Lae’zel’s “Dismiss your weakest warrior” line makes me giggle, I do largely agree with this. I’d at least prefer it if we could ask the fifth person to join, they’d agree, and then the game forced us to pick one of the party members (including the new one) to send to/stay at camp, rather than us having to manually remove someone first.

For me, that’s the minimum. I do think there are plenty of other potential improvements to the way we can manage our party at camp, but that’s off topic here and covered elsewhere so I’ll not try to derail us.
Posted By: kanisatha Re: Party Size Discussion - 05/02/23 02:35 PM
What @mrfuji3 said. Nobody else's game balance, or anything else for that matter, is in any way affected by my using an OPTIONAL toggle to increase my party size in my single-player game.
Posted By: Zerubbabel Re: Party Size Discussion - 05/02/23 02:36 PM
Originally Posted by kanisatha
What @mrfuji3 said. Nobody else's game balance, or anything else for that matter, is in any way affected by my using an OPTIONAL toggle to increase my party size in my single-player game.
Just keep it out of the game reviewers hands and all will be okay.
Posted By: snowram Re: Party Size Discussion - 05/02/23 04:16 PM
What I don't get is, some people are dismissing 4 man parties as fundamentally flawed because of its supposed limitations. Is there even a single 4 man parties CRPG out there that pleases those persons?
Posted By: GM4Him Re: Party Size Discussion - 05/02/23 08:34 PM
Even in games like XCom and XCom 2, it starts you at 4, but MAN I hated that. One of the first things I did was increase unit size to 6. Huge difference between 4 and 6 in keeping the game moving forward. 2 people die? That's not a major loss with 6. Even 1 PC getting taken out is huge with party of 4. Drives me nuts.

Give me party of 6 any day over 4.
Posted By: kanisatha Re: Party Size Discussion - 06/02/23 02:55 PM
Originally Posted by snowram
What I don't get is, some people are dismissing 4 man parties as fundamentally flawed because of its supposed limitations. Is there even a single 4 man parties CRPG out there that pleases those persons?
Not me. Even Dragon Age games, which I like very much, I would strongly prefer a 6-person party. And the reasons are very simple and the same for all games: 6 over 4 means I get to use more of the available companions actively, and to have more companion interractions, banter, roleplaying, and connections to the world.
Posted By: Sharet Re: Party Size Discussion - 06/02/23 02:57 PM
Originally Posted by snowram
What I don't get is, some people are dismissing 4 man parties as fundamentally flawed because of its supposed limitations. Is there even a single 4 man parties CRPG out there that pleases those persons?

If I remember correctly, all the Dragon Age games have a party of four.
Posted By: iBowfish Re: Party Size Discussion - 06/02/23 03:11 PM
Not sure if this has been suggested before because I haven't read the entire thread but I seem to remember hearing that part of the difficulty of having >4 in the party would be due to the complexity of inter party interactions with the characters. It seems that this could be reduced by having 2 types of companions. Tier 1 companions are what we see them as now. Banter between themselves, conflicts, camp dialogs, etc.
However if they allowed more than 4, the remaining could be Tier 2 companions more akin to what we see as familiars now. No dialogs, no interaction with NPC's, etc. because they're just part of the muscle, not part of the main party really.
So really just good for expanding combat situations.
Posted By: Sharet Re: Party Size Discussion - 06/02/23 03:13 PM
Originally Posted by kanisatha
Originally Posted by snowram
What I don't get is, some people are dismissing 4 man parties as fundamentally flawed because of its supposed limitations. Is there even a single 4 man parties CRPG out there that pleases those persons?
Not me. Even Dragon Age games, which I like very much, I would strongly prefer a 6-person party. And the reasons are very simple and the same for all games: 6 over 4 means I get to use more of the available companions actively, and to have more companion interractions, banter, roleplaying, and connections to the world.

I will say this: I don't mind having a party of four, what exasperates me is *having* to leave someone out of the party, for the reason you listed. Unless it is a stealthy mission, my brain cannot cope with why I shouldn't bring everyone with me.

But this is a problem I have with every single RPG, not only BG3 :P
Posted By: RagnarokCzD Re: Party Size Discussion - 06/02/23 03:16 PM
Its not so restrictive in Dragon Age in the first place ...
There are 3 classes only in that game, none of them have any main stat (at least in last game, dont remember the second, and in first one all you need is at least one rogue, otherwise your party members doesnt matter at all) ...

So, unless you really dont want to, you can allways create group that will contain every important role (Warrior, Rogue, Mage) + your PC.

In DnD ... even if you look aside from classes themselves ... bcs lets be honest, most of them are basicaly just slightly different variations, or mixures of each other.
And focus on stats ...
You want someone with high Dexterity for traps and lockpicks ...
You want someone with high Strength for pushing, pulling, draging ... and carrying heavy stuff ...
You want someone with high Charisma to be face of your party ...
You want someone with high Intelligence to pass most checks in game ...
You want someone with high Wisdom, for saving throws if nothing else ... you dont really want whole party locked ...
And sometimes you also want high Constitution tank ...

Leaving two of theese things out bcs you have to simply dont feel good. :-/
One surely would argue (as they did in the past) that Constitution is not really specialization since everyone need it and you dont really *need* tank in this game ... that is both true, but i said want, not need. wink
And there certainly is second argument, that unless your Tav is Intelligence character, there is not much use of it, since we cant switch talker during conversation, nor ask our party members for advice (wich both sucks) ... but having bad system dont justificate making it even worse, at least not in my eyes. :-/
Posted By: geala Re: Party Size Discussion - 06/02/23 03:17 PM
Originally Posted by virion
101 page of this discussion!!
[Linked Image from st2.depositphotos.com]

I think we have to start all over again, there is soo much not said yet ...

For example, a party of 4 feels restricted. What do I feel with a party of 6 if I want a party of 7? well
Posted By: GM4Him Re: Party Size Discussion - 07/02/23 03:07 AM
Originally Posted by geala
Originally Posted by virion
101 page of this discussion!!
[Linked Image from st2.depositphotos.com]

I think we have to start all over again, there is soo much not said yet ...

For example, a party of 4 feels restricted. What do I feel with a party of 6 if I want a party of 7? well

Party of 8, all the way!

Here's why:

1. In multiplayer, I can have 3 friends play with me and each of us can control a companion.
2. In single player, I can have my MC and 7 other companions b all the current ones and Jaheira and Minsc. Bam! Perfect.
3. I'll naturally short rest less, meaning things in the story will flow more smoothly because I could easily complete EA without long resting once, just like the game kinda makes it seem like it should be with buildings that never burn out and rituals that never complete.
4. I don't really have anything else because I am not serious.

But party of 6 is definitely just right. Come on, Larian. It's 1 number. Make it legit so we don't need to mod it.
Posted By: RagnarokCzD Re: Party Size Discussion - 07/02/23 10:20 AM
Actually, client manages party of 8 just fine. laugh
Posted By: GM4Him Re: Party Size Discussion - 07/02/23 01:38 PM
Originally Posted by RagnarokCzD
Actually, client manages party of 8 just fine. laugh

Yes. Well, the mod did prove that, didn't it? But 8 does make the game SO easy that it is no longer fun.

That said, as mentioned before, it makes sense from a realism standpoint that they should not limit party size at all. Let us decide how many we want to take with us. After all, if I'm going raiding to wipe out a cultist camp, I would probably bring everyone I can.

On the other hand, I think they COULD limit party size in a more story-driven and realistic way. If I brought a party of 7 or more to the goblin camp, maybe have the goblins become more suspicious. "Who are you? Why so many well armed individuals? Seems like you might be thinking of starting something, if you ask me. Think I'll keep my eye on you.".

In other words, after X party limit is reached, people start getting nervous about you and treat you warily. The max size before drawing suspicion would be based on where you are.

So, the player would then have to plan strategically. Do I take more with me and arouse suspicions or take less and if trouble starts I could be in trouble?

That would be cool, but I doubt they have that in them at this point.
Posted By: RagnarokCzD Re: Party Size Discussion - 07/02/23 02:55 PM
Originally Posted by GM4Him
But 8 does make the game SO easy that it is no longer fun.
I gues this depends on taste ...
Also, there will be difficiulty setting in final game to tune this futher. wink

Originally Posted by GM4Him
On the other hand, I think they COULD limit party size in a more story-driven and realistic way.
NO!
Just no.

There is roleplay ... and there are game mechanics ... and theese two should never, ever, EVER! Mix together ... it dont end well.
No matter what explanation you create, it will sound weird in some situation ... thrust me (or not, w/e), its better to leave it where it belongs. :-/
Posted By: iBowfish Re: Party Size Discussion - 07/02/23 05:11 PM
Originally Posted by GM4Him
Originally Posted by RagnarokCzD
Actually, client manages party of 8 just fine. laugh

Yes. Well, the mod did prove that, didn't it? But 8 does make the game SO easy that it is no longer fun.

That said, as mentioned before, it makes sense from a realism standpoint that they should not limit party size at all. Let us decide how many we want to take with us. After all, if I'm going raiding to wipe out a cultist camp, I would probably bring everyone I can.

On the other hand, I think they COULD limit party size in a more story-driven and realistic way. If I brought a party of 7 or more to the goblin camp, maybe have the goblins become more suspicious. "Who are you? Why so many well armed individuals? Seems like you might be thinking of starting something, if you ask me. Think I'll keep my eye on you.".

In other words, after X party limit is reached, people start getting nervous about you and treat you warily. The max size before drawing suspicion would be based on where you are.

So, the player would then have to plan strategically. Do I take more with me and arouse suspicions or take less and if trouble starts I could be in trouble?

That would be cool, but I doubt they have that in them at this point.

That sounds like a great idea really. An insight check and any one of the companions could open a dialog and say "This large of a party will certainly arouse suspicion don't you think? I think if we want to infiltrate, we'd better keep our numbers down."
Then you decide and do whatever you want.
Posted By: GM4Him Re: Party Size Discussion - 07/02/23 07:37 PM
Originally Posted by RagnarokCzD
Originally Posted by GM4Him
But 8 does make the game SO easy that it is no longer fun.
I gues this depends on taste ...
Also, there will be difficiulty setting in final game to tune this futher. wink

Originally Posted by GM4Him
On the other hand, I think they COULD limit party size in a more story-driven and realistic way.
NO!
Just no.

There is roleplay ... and there are game mechanics ... and theese two should never, ever, EVER! Mix together ... it dont end well.
No matter what explanation you create, it will sound weird in some situation ... thrust me (or not, w/e), its better to leave it where it belongs. :-/

Weird that you would say that. Roleplay and game mechanics NEVER mix? But that's what a Roleplaying Game is. It's a mix of roleplaying and game mechanics. The entire premise of D&D is this very thing.

I just thought, from a DM's viewpoint, that if I was DMing a tabletop session of BG3, I'd certainly not tell the players, "You can only take 4 characters with you into the Goblin Camp." I'd just say, "Who are you taking?" and if they took everyone at their camp, even if that was 20 characters, I'd not prevent them from doing so. I might have an NPC say, "Hmmm. Are you sure you want to take so many? I mean, isn't it going to look weird if we take so many people into their camp? They might view us immediately with suspicion."

Absolutely, I would do this. I could see people at the grove accepting a large party. They might even view them as saviors, but the goblin camp would definitely see a larger party as a potential security risk. I'd have goblin sentries following the PCs around, watching them at all times. The larger the group, the more sentries would follow them. If they did ANYthing wrong, the sentries would run off and alert the entire camp.

In this way, larger parties would probably have to fight more enemies at once. Attack Minthara in her inner sanctum? A sentry or 2 runs off and alerts everyone. Suddenly, you might have a party of 8, but you're fighting the entire goblin camp of 20-40 as they come in waves to kill you. Maybe you should have gone with a smaller party. Then they wouldn't have even thought twice about you. Makes sense to me, anyway. A whole lot more sense than Lae'zel telling me I'm full up because I have only 3 other companions especially when there is an entire army of cultists you're about to go attack and especially if you drew them to the grove and you and your companions might be the only hope of the entire grove surviving.
Posted By: mrfuji3 Re: Party Size Discussion - 08/02/23 12:23 AM
I would say that it's roleplaying/game mechanics and QoL/UI decisions shouldn't mix. The issue is that a 4-person party is a developer QoL/balancing decision, yet characters in-game reference it, making it a part of the BG3 world. Essentially, they're breaking the 4th wall but in a very weird way. Most characters that break the 4th wall know they're doing it (e.g., Deadpool). BG3 companions, however, clearly aren't aware of the real world and play it straight, which causes dissonance.

Why is my party "full up" at 4? The real answer is "because the devs wanted to craft an experience for a party of 4." The Lae'zel answer is...[unknown]?????
Posted By: Archaven Re: Party Size Discussion - 08/02/23 06:11 AM
i sincerely feel 4 party characters are very restricted. 5 would be best IMHO. but 6 would be old school which i have no problem with. seeing larian wont be supporting it, my only hope goes to any modders who willing to rebalance combat with 5-6 party characters. may even chip in some donation if they make it happen.
Posted By: RagnarokCzD Re: Party Size Discussion - 08/02/23 09:31 AM
Originally Posted by GM4Him
if I was DMing a tabletop session...
If you were DMing a tabletop session ... you are human being, on the contrary of our PC game ... wich (among other things) means you can adjust everything in the game acordingly to your party in real time ... PC cant do that.

But we allready talked about this in the past. -_-
You simply cant compare PC game and tabletop session.

There is game mechanic, that limits your party size ... it dont exist in roleplay in any way, it dont make any sesnse for it to exist in any way ... so it should be ignored from Roleplay perspective and kept in system only.
As stated several times in our past discusions. -_-
Posted By: GM4Him Re: Party Size Discussion - 09/02/23 05:32 AM
Originally Posted by RagnarokCzD
Originally Posted by GM4Him
if I was DMing a tabletop session...
If you were DMing a tabletop session ... you are human being, on the contrary of our PC game ... wich (among other things) means you can adjust everything in the game acordingly to your party in real time ... PC cant do that.

But we allready talked about this in the past. -_-
You simply cant compare PC game and tabletop session.

There is game mechanic, that limits your party size ... it dont exist in roleplay in any way, it dont make any sesnse for it to exist in any way ... so it should be ignored from Roleplay perspective and kept in system only.
As stated several times in our past discusions. -_-

And once again I disagree. Tabletop is not impossible to implement in a PC game. In this scenario, actually, it could be done. You have a party of 5 or less, no change in gameplay. You have 6 or more in the party, coding is put into the game so that if you show up at the goblin camp, goblin guards start following you around, 1 sentry per extra companion above 5. Add a line of dialogue from the Narrator where she says, "Seems you've attracted some unwanted attention; perhaps because you have a few too many companions. Larger groups do draw greater suspicion, don't they?" and viola. Done.

I mean, you said it yourself. The game already can handle party of 8. So it's not an actual limitation that HAS to be implemented or the game would crash. It is entirely implemented, as Fuji said, I believe, because the devs want to balance combat around party of 4.
Posted By: RagnarokCzD Re: Party Size Discussion - 09/02/23 10:25 AM
Originally Posted by GM4Him
And once again I disagree. Tabletop is not impossible to implement in a PC game.
Not sure who are you disagreeing with ... since nobody said this. O_o
But good for you i gues. :-/

Originally Posted by GM4Him
You have 6 or more in the party, coding is put into the game so that if you show up at the goblin camp, goblin guards start following you around, 1 sentry per extra companion above 5.
Ok ...
So i go with party of 4 ... Tav, Gale, Wyll and Shadowheart ...
I will be a Ranger, and will have a Pet ... Gale will have summoned familiar ... Wyll will have summoned familiar ... and Shadowheart use scroll to summon Shovel the Quasit ...

We are party of 4 ... so the game does nothing even tho there is 8 of us.
So everything is fine.

Then we just add Lae'zel to the equation ...
And lets say that we rested, so Shovel is not with us anymore ... and this time i dont want to spend spellslot to sumon familiar with Gale ...

Now there is 7 of us ... but what just happened? Some goblin is following us, bcs "there is suspiciously many of us now". -_-
That indeed sounds perfectly logical. xD

Or we can make it even funnier ... lets presume the game will count whole party not just character members.
I didnt try it myself, but i heared that if you summon a Zombie and it bites someone, that one can turn into another Zombie under your control:
Your party of 5 (familiars and followers included) is fine:
> sumon a zombie - SUSPICIOUS!
> dismiss a zombie - FINE, nobody care.
> sumon a zombie - SUSPICIOUS!
> dismiss a zombie - FINE, nobody care.
> sumon a zombie - SUSPICIOUS!
> dismiss a zombie - FINE, nobody care.

See what i mean?

Originally Posted by GM4Him
"Seems you've attracted some unwanted attention; perhaps because you have a few too many companions. Larger groups do draw greater suspicion, don't they?"
Eh ... no.
No, they dont ... i mean in Goblin camp, since that is example you picked ... they outumber you in ratio 4:1 ... even if you take all your companions and 3 Tavs to have 8 characters in total ... wich is maximum party you can have now ... they still outnumber you 2:1 ...

What makes you so suspicious in larger group?
Especialy if we take under concideration that even single Wizard on apropriate level can decimate 90% of them with SINGLE fireball? laugh
Posted By: GM4Him Re: Party Size Discussion - 09/02/23 07:44 PM
It's not all that, Ragnarok. Minions aren't as much of a threat because they lack intelligence. Most of the time, if the master is taken down, the minion flees or surrenders. So, yes, you could have a party of 4 characters with a gazillion minions, but they aren't as big a threat as intelligent characters that could potentially cast spells, etc.

So yes, a party of 8 characters would be a far more suspicious group than 4 with 4 minion companions. A level 4 Lae'zel might have 40 HP while her minion might have 10. Quite a difference in threat level especially since Lae'zel has a much higher damage potential than say a raven or a quasit.
Posted By: RagnarokCzD Re: Party Size Discussion - 09/02/23 09:06 PM
Originally Posted by GM4Him
Roleplay
Originally Posted by GM4Him
HP ... damage potential


For someone sake ... pick a side for once. -_-
Posted By: GM4Him Re: Party Size Discussion - 09/02/23 11:30 PM
Originally Posted by RagnarokCzD
Originally Posted by GM4Him
Roleplay
Originally Posted by GM4Him
HP ... damage potential


For someone sake ... pick a side for once. -_-

Um. What? What sides? Roleplay and mechanics go hand in hand. That's what I've been saying all along. People who separate them don't fully understand the mechanics.

Lae'zel is a much bigger threat than a wolf or quasit both mechanically and from a story perspective. So, absolutely a party of 8 characters is more a threat and worthy of suspicion than 4 with 4 minions. If I have a ranger, fighter, thief, wizard, warlock, and cleric plus a paladin and barbarian, that's a MUCH bigger threat than a ranger, fighter, thief and wizard with a wolf, quasit, raven and zombie.

BTW, the whole zombie apocalypse thing is SO not D&D or FR lore. It's just for the sake of modern zombie apocalypse lovers. It is 100% not cool and just another gimmick that breaks the game.

But whatever. We're not discussing zombies here. We're talking controlling party size with actual story consequences. You know, things Larian for some reason doesn't like. You know, things that make sense.

Large party creates suspicion. Makes sense.
Party of 4 and people say, "You're full up. Go face 30 goblins and ogres and bugbears with 4 people because of... Um...

...

.........."
Posted By: Sozz Re: Party Size Discussion - 10/02/23 03:37 AM
This reminds me of the weird interaction you'd have with Imoen in the Labyrinth beneath Spellhold if you couldn't take her on. It makes no logical sense for this to happen, its purely because of how the game has been designed.

Without a DM to modifying the encounters you just have to roll with it sometimes.
Posted By: RagnarokCzD Re: Party Size Discussion - 10/02/23 06:52 AM
Originally Posted by GM4Him
Lae'zel is a much bigger threat than a wolf or quasit both mechanically and from a story perspective.
Thats is something i tryed to state abowe ...
Since single Wizard can wipe out 3/4 of whole Goblin tribe with single Fireball ... all you need is two dudes in robes that dont seems much strong, in order to "seem suspicious" ... it dont really matter "from a story perspective" if there is 4 or 6 of you. laugh

Originally Posted by GM4Him
If I have a ranger, fighter, thief, wizard, warlock, and cleric plus a paladin and barbarian, that's a MUCH bigger threat than a ranger, fighter, thief and wizard with a wolf, quasit, raven and zombie.
What if you have "a ranger, fighter, thief and wizard with a wolf, quasit, raven and ..." 50 zombies? 70 zombies? laugh
I didnt count potential victims in Druid Grove, but i believe it should be possible. laugh

And even 2 Wizards with no familiars and no friends are MUCH bigger threat than party you described. laugh
Thats why amount of people isnt exactly relevant. wink

Originally Posted by GM4Him
BTW, the whole zombie apocalypse thing is SO not D&D or FR lore. It's just for the sake of modern zombie apocalypse lovers. It is 100% not cool and just another gimmick that breaks the game.
Agreed ...
But its there, so we have to take it under concideration.
Posted By: Skeletonized Re: Party Size Discussion - 10/02/23 09:22 AM
I haven't followed BG3's progression for ages it seems. Is Larian's stance still firm regarding party size or is there some leeway judging from their comments (if they've had any on the matter)?

My personal preference leans more towards the classic BG party size. I haven't tried BG3 in a long while, but my feeling at the time was that the 4-party iteration they had then didn't cut it for me. Maybe it was just the whole shebang that didn't live up to my glorified expectations, but still, I think they should allow for 5-6.
Posted By: iBowfish Re: Party Size Discussion - 10/02/23 01:55 PM
Originally Posted by RagnarokCzD
And even 2 Wizards with no familiars and no friends are MUCH bigger threat than party you described. laugh
Thats why amount of people isnt exactly relevant. wink

It's about a PERCEIVED threat, not the actual threat.

2 skinny dudes wearing cloth robes are much, much smaller of a perceived threat than 10 big marching, great sword wielding hulks in plate armor...even though the 2 dudes in cloth robes are actually 10th level wizards and could wipe out the village in minutes while the 10 hulking warriors are just 1st level fighters that will fall to archer arrows before they can get to the front door.
Posted By: Zerubbabel Re: Party Size Discussion - 10/02/23 02:44 PM
If I walk into a place I'm not supposed to be alone, I'll arouse some suspicion.
If I walk in with a friend, it's a little more suspicious.
If I walk in with 3 friends, people are wondering why there's a group of people there.
If I walk in with 7 friends following me, what the fuck are people going to think?
Oh yeah, there's these 8 people going in the same direction taking orders from this one person, but we've never seen them before.
Posted By: RagnarokCzD Re: Party Size Discussion - 10/02/23 06:13 PM
Originally Posted by iBowfish
It's about a PERCEIVED threat, not the actual threat.
I would say this really depends a lot on your experiences and knowledge ...

Skiny wizards in robes may not seem like a threat to someone from our world, who never had to fear magic.
Do you really imply that those Goblins have no idea what Booyahg is? laugh wink

In my honest opinion, Goblins especialy should know well enough wich travelers is safe to ambush ... and wich would be best to leave alone. laugh Even if they would learn by trial and error method. wink

---

Wich takes me to another point i was originaly saving for later, but now i wonder why actually. laugh

- Lets say our Goblin guard is exactly the type who respects (or understands, strike out what dont apply) raw physical strength only ... okey?
- Now lets say there is group of 5/6/7/8...even 10 if you like ... HUUUUUGE muscular Barbarians with HUUUUUGE two handed bloodied Axes ... their bodies and faces are full of scarry tatoos, and HUUUUUUGE scars ... and they all wear TIIIIINY loincloth. xD (Sry, i had to.)

So ... our Goblin is suspicious ... right?
Such group seems like potential trouble ... right?
So, he is kinda affraid of them, bcs fear is natural reaction to immediate proximity of something that threatens your whole tribe ... right?

And you are trying to tell me that this Goblin ... GOBLIN!!!
Would decide to personally follow this obvious threat in case they decide to make trouble? O_o

Can you please give me some common characteristic of Goblins? laugh
Bcs as far as i know, courage, devotion, or willingness to sacrifice themselves, was never their top 3. laugh

And before someone say it ...
IF you think that this goblin would send someone else with them ... question stays as it is, just move to another Goblin.
OR IF you think that they should go in larger numbers ... how many Goblins, i repeat GOBLINS, would in your (resp. their) eyes outweight huge, i repeat HUUUUUUUUGE Barbarian with HUUUUUUUUUGE bloodied Axe, and Tiiiiiny loincloth? laugh

In my opinion ...
Goblins should outnumber our Barbarians at least 10:1 in order to be brave enough to make any demands. laugh
And do remember that even at Goblin gate, where there is if i remember corectly around 7 Goblins, 2 Worgs, and option to call another 4 Goblins as reinforcements ...
Our Barbaian is threatening enough to force that goblin to litteraly eat shit. :-/
So ... 15:1 is still not enough. laugh
Posted By: iBowfish Re: Party Size Discussion - 10/02/23 08:27 PM
Originally Posted by RagnarokCzD
Originally Posted by iBowfish
It's about a PERCEIVED threat, not the actual threat.
I would say this really depends a lot on your experiences and knowledge ...

...

Wich takes me to another point i was originaly saving for later, but now i wonder why actually. laugh

- Lets say our Goblin guard is exactly the type who respects (or understands, strike out what dont apply) raw physical strength only ... okey?
- Now lets say there is group of 5/6/7/8...even 10 if you like ... HUUUUUGE muscular Barbarians with HUUUUUGE two handed bloodied Axes ... their bodies and faces are full of scarry tatoos, and HUUUUUUGE scars ... and they all wear TIIIIINY loincloth. xD (Sry, i had to.)
...

Ok then....whatever you say friend up
Posted By: RagnarokCzD Re: Party Size Discussion - 10/02/23 08:41 PM
Somehow i feel like there should be some communication ...
But i fail to find it. :-/
Posted By: geala Re: Party Size Discussion - 15/02/23 01:35 PM
You want communication? How about this: I start to understand why you want more than 4 in your party if you like playing Ranger. :hihi:
Posted By: Silver/ Re: Party Size Discussion - 15/02/23 03:33 PM
Originally Posted by Zerubbabel
Originally Posted by The_Red_Queen
Originally Posted by Zerubbabel
...This is too much work for a forum post. I'm coming back to this later.

I think we probably get the gist enough to agree the general thrust. No need to make your brain explode smile! Or am I just projecting?
You're right. I'm not going back and changing everything. The math is a little wrong though for the given situation. People get the point. I think combat illustrates it best, as does a repeatable roll:
n*i*(1-(b^n))=z
Let us suppose there is a party of 4 and a party of 8. Let us also suppose there is only one side on the die which gives us success. Therefore, b=0.95, i=multiplier, n=4or8.
For a party of 4, overall combat effectiveness, z=0.742i
For a party of 8, overall combat effectiveness, z=2.693i
So a party of 8 is NOT merely two times stronger than a party of 4, but IS ACTUALLY 3.629 TIMES STRONGER THAN A PARTY OF 4.
That is unsurprising and surprising at once. Though, of course it depends on whose hands its in. Imagine 8 fireball sorcerers, 32 fireballs on the first turn (muahaha).

Though, without the cheese, the amount of extra times you can cast haste and such... it just turns otherwise "merely" strong tricks into cheese. There's not much difference between a 8 person party and giving yourself infinite hp. You can, but most people won't find it fun

I'd still advocate for a hard mode with buffed enemies and 6 party members, though! More tactics, appropriate opposition.
Posted By: The Spyder Re: Party Size Discussion - 15/02/23 11:43 PM
Originally Posted by RagnarokCzD
In my honest opinion, Goblins especialy should know well enough wich travelers is safe to ambush ... and wich would be best to leave alone. laugh Even if they would learn by trial and error method. wink

I gotta say I disagree with this. If they did, I probably wouldn't have killed as many of them in my adventuring days (ahem, always in self defense, I assure you). Just saying they tend to think themselves a MUCH bigger threat than they end up being.
Posted By: geala Re: Party Size Discussion - 20/02/23 09:22 AM
Originally Posted by Silver/
...

I'd still advocate for a hard mode with buffed enemies and 6 party members, though! More tactics, appropriate opposition.

With buffed enemies you mean just more hp? I'm no programmer but that sounds relatively easy to do. Or not? I'm not a friend of a party of 6 because I see a lot of work been put into balancing which should go into a wider and deeper story, more locations, more quests, not "doing it with 4" and "doing it with 6" efforts. Balancing with the normal difficulty sliders, as often pointed at by the 6-fans, would not work on the hardest difficulty, so that's no option. But if the party of 6 could be achieved with just an hour of work changing hp, why not.

There can be no discussion, the goblin fights were a lot more difficult shortly after release when they had a lot more hp than they have now. After I lost my first fight against Gutt I even stopped playing for a long time because I had no clue (except barrel use or similar cheesy crap) how to go throught the fights with normal use of the chars. A party of 6 could have been a remedy. But who knows (except Larian) wether it is soo easy?
Posted By: snowram Re: Party Size Discussion - 20/02/23 10:54 AM
Originally Posted by geala
With buffed enemies you mean just more hp?
Only buffing HP wouldn't do it. By adding 2 more members in your party of 4, you also multiply the potential of your party by a lot of factors. You have more CC potential, AoE targeting allies become way more powerful, you can get more people into melee range making spellcasters more safe, you can further abuse synergies like surfaces, you can cover a wider range of damage types... All those factors makes it impossible to just add a flat multiplier and be done with it.
Posted By: RagnarokCzD Re: Party Size Discussion - 20/02/23 11:47 AM
Originally Posted by The Spyder
If they did, I probably wouldn't have killed as many of them in my adventuring days (ahem, always in self defense, I assure you).
Goblins on the road are just like spiders behind your cabinet ...
It doesnt matter how many of them you capture (or kill, if you are that kind of person) ... they are still there, and you only catched stupid ones. laugh

//Edit:
Originally Posted by snowram
All those factors makes it impossible to just add a flat multiplier and be done with it.
All those factors also made it so people around here allready agreed (and stated several times) that they dont necesarily need any ballancing ... and are more than willing to "withstand" unballanced and possibly easier experience than expected. wink

You know, fun part is that if someone mind to have easier game ...
All they need to do is simply dont turn this option on, aka ... leave it as it is ... or in even other words, do nothing. laugh
Posted By: snowram Re: Party Size Discussion - 20/02/23 12:06 PM
Originally Posted by RagnarokCzD
You know, fun part is that if someone mind to have easier game ...
All they need to do is simply dont turn this option on, aka ... leave it as it is ... or in even other words, do nothing. laugh
You could say that about BA shove and sneak abuse too, yet we have countless complains on how cheesy and unbalanced these things are on this very same forum.
Posted By: Gray Ghost Re: Party Size Discussion - 20/02/23 12:22 PM
Originally Posted by RagnarokCzD
Originally Posted by snowram
All those factors makes it impossible to just add a flat multiplier and be done with it.
All those factors also made it so people around here allready agreed (and stated several times) that they dont necesarily need any ballancing ... and are more than willing to "withstand" unballanced and possibly easier experience than expected. wink

You know, fun part is that if someone mind to have easier game ...
All they need to do is simply dont turn this option on, aka ... leave it as it is ... or in even other words, do nothing. laugh

The problem here is that people want a bigger party for reasons beyond just difficulty. Some people to be able to interact with more characters at a time, they want to see more companions' reactions to things, etc while at the same time having a satisfying difficulty experience for them. I'm not one of those people, I like my rpgs easy so I can focus on the story, butI know I'm in the minority on that matter, so it's not as much of an open and shut solution as you suggest.
Posted By: geala Re: Party Size Discussion - 20/02/23 01:48 PM
But that problem might be acceptable if it's an option you take at your own risk. I'm not a fan of the bigger party because a) in my opinion a professional approach needed a lot of balancing and additional design of the fights (aka Larian's time) and b) I'm lazy and normally don't want to play even more classes. B) is personal bias and of no interest if it's an option between 4 and 6, A) wouldn't be a concern if it would be a very easy change for Larian. If it's not entirely balanced, ok. I also have to admit that lately sometimes I wouldn't mind to have 5 in the party, to have room for Lae'zel (or a Fighter mercenary) in addition to my boring normal team.

Perhaps however my thought that players would accept a not perfectly balanced gameplay without flooding the forums with complaints about the life destroying effects of such an approach might be rather naive. laugh
Posted By: kanisatha Re: Party Size Discussion - 20/02/23 02:59 PM
People who keep bringing up "balancing" seem to be intent on creating a strawman as their way of justifying denying people who want a bigger party. Not a single person on this thread who wants a party of six has ever asked for the game to be balanced for the bigger party size.
Posted By: snowram Re: Party Size Discussion - 20/02/23 03:29 PM
Originally Posted by kanisatha
People who keep bringing up "balancing" seem to be intent on creating a strawman as their way of justifying denying people who want a bigger party. Not a single person on this thread who wants a party of six has ever asked for the game to be balanced for the bigger party size.
I mean, anyone can ask for an objectively flawed product, it wont change the fact that everyone and Larian will laugh at the suggestion.
Posted By: Wdude Re: Party Size Discussion - 20/02/23 03:47 PM
Originally Posted by Archaven
i sincerely feel 4 party characters are very restricted. 5 would be best IMHO. but 6 would be old school which i have no problem with. seeing larian wont be supporting it, my only hope goes to any modders who willing to rebalance combat with 5-6 party characters. may even chip in some donation if they make it happen.

Felt the exact same thing.4 felt a bit "restricting" while 5 feels just right.Mainly because I want to experience more companion story.
Posted By: Lotus Noctus Re: Party Size Discussion - 20/02/23 04:08 PM
Originally Posted by snowram
Originally Posted by kanisatha
People who keep bringing up "balancing" seem to be intent on creating a strawman as their way of justifying denying people who want a bigger party. Not a single person on this thread who wants a party of six has ever asked for the game to be balanced for the bigger party size.
I mean, anyone can ask for an objectively flawed product, it wont change the fact that everyone and Larian will laugh at the suggestion.

It's only so flawe like Larian limits the gameplay possibilities or their framework conditions for improvements. Assuming Larian doesn't want to customize it for a bigger party size, that's their right. But they could also be clever and say party size of four is the highest difficulty, whoever plays with bigger party decreases the difficulty. Two issues solved with once. Of course, it's not quite that simple and a few adjustments will have to make it happen.

Examples:
- change Shove to a full action 5e compliant (regulating inflationary use becomes more important when we have a larger party)

- improve pathing and usage with elevators, boats etc. pp.

- no hardcore limitation of selectable story paths (three routes to Moonrise Towers)
--> Even if we are forced to choose one path for the story, let us explore the other two afterwards (bcs it reminds me slightly of the three paths in the third level of Durlags Tower or the two tunnels in Sendai's Enclave back at that time). more XP etc. pp. In the DnD-universe you should not go the limiting way, but the expanding way... Not in vain Big World mods for Baldur's Gate were created. But there have to be a compatible framework for this and Larian should stay modding friendly in advance without leaving elementary basics to the modders... That would not be fair and appreciative to the volunteer modding scene, if that is outsourced to them in advance, so to speak...

I consider a party size of at least five to be a core element of the basic game.
Posted By: The Spyder Re: Party Size Discussion - 20/02/23 05:19 PM
Originally Posted by snowram
I mean, anyone can ask for an objectively flawed product, it wont change the fact that everyone and Larian will laugh at the suggestion.

balancing in a single player experience (or even coop) like the BG games is largely an effort in futility. Given the number of variables, party composition, choice of classes, spells, feats, etc... skill at using those spells and abilities, even the penchant for farming, mean that any meaningful balancing exercise is very unlikely to be successful. The best the game designers can hope for is to make sure it isn't overly broken one way or the other.

And with it being single player (or coop), balancing isn't largely needed. Yes, you want to make it challenging enough that the average player isn't bored or frustrate. But beyond that, it is just an exercise. PLAYERS will compare their 'skill and prowess' against each other. But the developers are mainly hoping to make a fun and interesting product, not something that is used as a benchmark for skill.

I am not saying that balance isn't a factor when considering party size. Just that what has been seen thus far in the beta, the current game composition (vis a vis balancing) nothing precludes them increasing the size of the party. Simply that it hasn't been seen in the current build. Anyone waving their hands saying "It hasn't been tested, means it isn't being considered" is simply speaking their preference in the hopes it is fact.
Posted By: RagnarokCzD Re: Party Size Discussion - 20/02/23 05:35 PM
Originally Posted by snowram
You could say that about BA shove and sneak abuse too
I know ...

Except there is very good argument for Shove, that even if you ignore it as hard as you can, NPCs are still using it against you.

But for Sneaking, i totally do. laugh

Originally Posted by Gray Ghost
The problem here is that people want a bigger party for reasons beyond just difficulty. Some people to be able to interact with more characters at a time, they want to see more companions' reactions to things, etc while at the same time having a satisfying difficulty experience for them.
Those are people who just want everything ... you cant just have everything.

Morpheus would say:
Take red pill and have satisfying difficiulty experience ...
Or
Take blue pill and have party of 6 ...

Sure, you can try to snatch both pills, cursh them to dust and snort them (seen that meme?) ... but then you will die, bcs drugs are bad and have neither. :P laugh

We just have to pick ...
I mean, Larian dont really need to do anything (and quite honestly, there is no signal that they would, so ... nothing is probably whats going to happen).
Its we who want something beyond what we were offered ... and we therefore should also be willing to take step back and accept compromise. To me, compromise that i (and i know im not alone on this forum) am totally willing to accept, is that game ballance would be thrown out of window, just so Larian have as little extra work with this extra feature as possible.

And before someone (again) repeat that argument about people who were not on this forum, yes this was also talked about in the past ... warning sign, is all we need ... simple text that will show when you change this option saying:
"WARNING! This game was ballanced for party of 4, if you change this setting, your game will be unballanced and probably a lot easier than you expected ... are you willing to accept this?"
And voila!
Everyone has ben warned ... and yes, i know, even then there will be idiots who will be complaining ... but i just refuse to even concider such ... "people" (for lack of better therm).

Originally Posted by snowram
I mean, anyone can ask for an objectively flawed product, it wont change the fact that everyone and Larian will laugh at the suggestion.
Quite bold statement isnt it?

I mean ... it would make sense in game, where developers would actively try to ballance things out, keep close to ground and dont try to make anything too insane.
But we are talking about Larian here.
And i dont really mean it in any bad way, but do you honestly feel like the company that after two years of constant critic ... still let you, lets just say "do everything we can do in this game" to keep this short ... would laugh to suggestion that would make this game "more fun even tho it may be less ballanced"? laugh
Srsly? laugh

Please ...
Go read some topics about Resting, about Sneak Attack, about switching prepared spells any time in between combat, about absurd amount of consumables (Food, potions, and scrolls), about Barrels of smokepowder, about ... i dunno, i said i want to keep this short, and yet i digress again. xD
And after you read them ... ask yourself "do i really feel like ballance is Larian main focus here?" ... and if your answer will be yes, then go read them again. laugh
Posted By: The Spyder Re: Party Size Discussion - 20/02/23 09:05 PM
Originally Posted by RagnarokCzD
Those are people who just want everything ... you cant just have everything.

Morpheus would say:
Take red pill and have satisfying difficiulty experience ...
Or
Take blue pill and have party of 6 ...

Sure, you can try to snatch both pills, cursh them to dust and snort them (seen that meme?) ... but then you will die, bcs drugs are bad and have neither. :P laugh

We just have to pick ...
You are equating wanting a specific function/feature with wanting "everything". what is being asked for is not 'Everything'. It is in fact quite a small request in comparison to the totality of what even just the people on this forum have requested.
Originally Posted by RagnarokCzD
I mean, Larian dont really need to do anything (and quite honestly, there is no signal that they would, so ... nothing is probably whats going to happen).
Its we who want something beyond what we were offered ... and we therefore should also be willing to take step back and accept compromise.

Larian doesn't need to do anything. However, they are marketing a product. As such, they are subject to some pressure based on the wishes and desires of the consumers, us. That gives the community some leverage. And given that this has been an open beta for quite a long time, it is clear that they are indeed looking for feedback from the community at large on what works, what doesn't, and what we would like to see.
Originally Posted by RagnarokCzD
To me, compromise that i (and i know im not alone on this forum) am totally willing to accept, is that game ballance would be thrown out of window, just so Larian have as little extra work with this extra feature as possible.

I am always confused by this line of argument. Balance in single player games like BG are fairly non-existent. Yes, they want to provide a challenge, but given the vast number of variables in game ranging from player skill to party composition, to items collected to experience gathered, balance is little more than a shot in the dark. More accurately, it is a general set of guardrails the outside of which are impossibly tough on one side and a cakewalk on the other.

But the gap between those two is VAST. You take any game today and you will find players for whom some sections are difficult in the extreme, yet those same sections are quite easy for others. I think that some players wave the flag of "Balance" around without understanding what it means, merely because they see it as a barrier to entry for something that they personally are against.

I suspect that that, assuming Larian doesn't increase party size (which I suspect that they won't, more is the shame) it will be more a function of internal business decision rather than any complexity driven by 'difficulty' or 'balance' issues. Just my opinion.
Posted By: RagnarokCzD Re: Party Size Discussion - 21/02/23 09:49 AM
Originally Posted by The Spyder
You are equating wanting a specific function/feature with wanting "everything".
Nah im not ... you just need to read whole post rather than pick single word an focusing solely on it, ignoring everything else.
In this context there are two things in our set ...wanting them both = wanting everything in said set ...

But you know what? Whatever ... both ... happy?
Just replace the word, everything else stays the same ... the point, the argument, hells even rest of sentences remains unchanged. laugh

Originally Posted by The Spyder
they are marketing a product. As such, they are subject to some pressure based on the wishes and desires of the consumers, us. That gives the community some leverage.
I wouldnt say so ...
There was strong request to make this game at least optional RTWP ... lately there was this one topic where someone demanded to make this game open world action RPG.
No matter how strongly they woukd want it, no matter how many people would want it ... none of this is going to happen.

I know what some people would think when they read this tho "but Rag those are so much bigger changes" ... and it may seem like true.

The problem is we dont really know how much work would be behind raising our party limit ...
Sure, there is mod that allows it, and in that mod its just question of changing single value ... but then there are bugs, your extra companions die out of nowhere, they are concidered absent during dialogues, there are cliping issues ... and much more.
Mod have that luxury that people who are using it usualy count (or they should at least) with problems, bcs they essentialy are breaking the game ... if Larian would make it official, they would need to adress theese issues.

I mean ...
Larian keep talking about amount of permutations they have in dialogues ...
Problem with permutations is: They grow exponencially!
When you have 4 conpanions and they all can return value true/false ... you have 2 options on 4 positions ... that is if i remember corectly 2^4 ... wich would be if i count corectly ... 16 outcomes ...
Adding another party member qould then make it 2^5 ... 32 ... thats no small addition is it? Ofc not, its double.
Adding another party member would make it 2^6 ... 64 ... quadruple possible outcomes.

Now hold your horses people ... im fully aware that in our case (in pc game) most of those outcomes would lead to exactly same result ... so its not *that* crazy ...
And yes, im also aware that this dont really add anythin else, bcs you need to have that outcome included if said follower is present in different party of 4 ...
The point here is to visualize in sinple math example that adding single vlmalue can potentialy mean A LOT of additional work. wink


Originally Posted by The Spyder
And given that this has been an open beta for quite a long time, it is clear that they are indeed looking for feedback from the community at large on what works, what doesn't, and what we would like to see.
On that we agree.
Posted By: kanisatha Re: Party Size Discussion - 21/02/23 02:03 PM
Originally Posted by snowram
Originally Posted by kanisatha
People who keep bringing up "balancing" seem to be intent on creating a strawman as their way of justifying denying people who want a bigger party. Not a single person on this thread who wants a party of six has ever asked for the game to be balanced for the bigger party size.
I mean, anyone can ask for an objectively flawed product, it wont change the fact that everyone and Larian will laugh at the suggestion.
So then the game is objectively perfectly balanced right now? LOL. What happens to that perfect balance when a player chooses to play with only a party of two? Are the devs balancing the game for that option? No, they are most certainly not. Does this then make the game "flawed"? No, it doesn't. So then what's the difference between a person playing an unbalanced game with a party of two versus a person playing an unbalanced game with a party of six? Absolutey zero difference. Well, except for that the option to play an unbalanced game with a party of two is available, whereas the option to play an unbalanced game with a party of six is denied.
Posted By: The Spyder Re: Party Size Discussion - 21/02/23 02:58 PM
Originally Posted by RagnarokCzD
Nah im not ... you just need to read whole post rather than pick single word an focusing solely on it, ignoring everything else.
In this context there are two things in our set ...wanting them both = wanting everything in said set ...

I suppose we can agree to disagree.
Originally Posted by RagnarokCzD
I wouldnt say so ...There was strong request to make this game at least optional RTWP ...

I said some pressure. Not that they are required in any way to make any changes, merely that they are going to listen to what is being said and make decisions based on how much impact that will have on their developments. RTWP was never (to my understanding) any part of the core design. And implementing is likely to be a HUGE departure. I can totally see them not making that big a change, particularly once development and the core engine was established. Even early on, that would have been a huge ask.

But again, not gonna argue with you. We can agree to disagree.
Posted By: RagnarokCzD Re: Party Size Discussion - 21/02/23 04:22 PM
You can disagree all the way you want ...
Since first paragraph was intepretation of my words, i have no reason to disagree with anything, i know what i said.
Posted By: snowram Re: Party Size Discussion - 21/02/23 05:12 PM
Originally Posted by kanisatha
Originally Posted by snowram
Originally Posted by kanisatha
People who keep bringing up "balancing" seem to be intent on creating a strawman as their way of justifying denying people who want a bigger party. Not a single person on this thread who wants a party of six has ever asked for the game to be balanced for the bigger party size.
I mean, anyone can ask for an objectively flawed product, it wont change the fact that everyone and Larian will laugh at the suggestion.
So then the game is objectively perfectly balanced right now? LOL. What happens to that perfect balance when a player chooses to play with only a party of two? Are the devs balancing the game for that option? No, they are most certainly not. Does this then make the game "flawed"? No, it doesn't. So then what's the difference between a person playing an unbalanced game with a party of two versus a person playing an unbalanced game with a party of six? Absolutey zero difference. Well, except for that the option to play an unbalanced game with a party of two is available, whereas the option to play an unbalanced game with a party of six is denied.
The only time you have a party of two is after the nautiloid for a grand total of 10 minutes. You can choose to continue with a party of 2, but why would you when the game has been designed around 4? I understand that this case is a self imposed challenge that only a few person make conscientiously, and therefore it doesn't represent what BG3 is.
Posted By: mrfuji3 Re: Party Size Discussion - 21/02/23 05:22 PM
Originally Posted by snowram
The only time you have a party of two is after the nautiloid for a grand total of 10 minutes. You can choose to continue with a party of 2, but why would you when the game has been designed around 4? I understand that this case is a self imposed challenge that only a few person make conscientiously, and therefore it doesn't represent what BG3 is.
That's the point. Currently, you can choose to continue with a party of 2 (or 1, or 3), resulting in an unbalanced experience / self-imposed challenge. Why not 6?

It would be a similarly unbalanced experience, but this time with a self-imposed *easier difficulty* compared to a party of 2. While the benefit of using a party of 2 is less micromanagement/annoying companions, the benefit of a party of 6 is being able to watch all 6 party members banter/interact/trigger plot threads.
Posted By: snowram Re: Party Size Discussion - 21/02/23 05:36 PM
Originally Posted by mrfuji3
Originally Posted by snowram
The only time you have a party of two is after the nautiloid for a grand total of 10 minutes. You can choose to continue with a party of 2, but why would you when the game has been designed around 4? I understand that this case is a self imposed challenge that only a few person make conscientiously, and therefore it doesn't represent what BG3 is.
That's the point. Currently, you can choose to continue with a party of 2 (or 1, or 3), resulting in an unbalanced experience / self-imposed challenge. Why not 6?

It would be a similarly unbalanced experience, but this time with a self-imposed *easier difficulty* compared to a party of 2. While the benefit of using a party of 2 is less micromanagement/annoying companions, the benefit of a party of 6 is being able to watch all 6 party members banter/interact/trigger plot threads.
How would you warn players that anything past 4 is uncharted territory then? You gain companions very easily in this game so unlocking 6 man parties by default would be a recipe for disaster since it would become the new norm for every players.
Posted By: kanisatha Re: Party Size Discussion - 21/02/23 05:47 PM
Originally Posted by mrfuji3
Originally Posted by snowram
The only time you have a party of two is after the nautiloid for a grand total of 10 minutes. You can choose to continue with a party of 2, but why would you when the game has been designed around 4? I understand that this case is a self imposed challenge that only a few person make conscientiously, and therefore it doesn't represent what BG3 is.
That's the point. Currently, you can choose to continue with a party of 2 (or 1, or 3), resulting in an unbalanced experience / self-imposed challenge. Why not 6?
Yup. Exactly. But apparently logic is not @snowram's thing.

If people can CHOOSE to play with a smaller party than intended, why not also be able to choose to play with a larger party than intended? It is EXACTLY the same thing. Anyone who cannot understand and appreciate this very simple point is clearly incapable of following basic logic.
Posted By: snowram Re: Party Size Discussion - 21/02/23 05:51 PM
Originally Posted by kanisatha
Yup. Exactly. But apparently logic is not @snowram's thing.

If people can CHOOSE to play with a smaller party than intended, why not also be able to choose to play with a larger party than intended? It is EXACTLY the same thing. Anyone who cannot understand and appreciate this very simple point is clearly incapable of following basic logic.
You seem to be on the left side of the Dunning Kruger curve. You don't want to understand why increasing the default maximum value would naturally make everyone pick a 6 man party, in a game balanced for 4 players.
Posted By: williams85 Re: Party Size Discussion - 21/02/23 06:16 PM
Originally Posted by snowram
Originally Posted by kanisatha
Yup. Exactly. But apparently logic is not @snowram's thing.

If people can CHOOSE to play with a smaller party than intended, why not also be able to choose to play with a larger party than intended? It is EXACTLY the same thing. Anyone who cannot understand and appreciate this very simple point is clearly incapable of following basic logic.
You seem to be on the left side of the Dunning Kruger curve. You don't want to understand why increasing the default maximum value would naturally make everyone pick a 6 man party, in a game balanced for 4 players.

Because they would be warned that it is not the default mode and that it will affect the balancing of the game if they do choose 6 party member mode.
Posted By: snowram Re: Party Size Discussion - 21/02/23 06:22 PM
Originally Posted by williams85
Originally Posted by snowram
Originally Posted by kanisatha
Yup. Exactly. But apparently logic is not @snowram's thing.

If people can CHOOSE to play with a smaller party than intended, why not also be able to choose to play with a larger party than intended? It is EXACTLY the same thing. Anyone who cannot understand and appreciate this very simple point is clearly incapable of following basic logic.
You seem to be on the left side of the Dunning Kruger curve. You don't want to understand why increasing the default maximum value would naturally make everyone pick a 6 man party, in a game balanced for 4 players.

Because they would be warned that it is not the default mode and that it will affect the balancing of the game if they do choose 6 party member mode.
Sure, I'm fine with it being hidden deep into the lobby screen or behind an obscure flag in a config file.
Posted By: williams85 Re: Party Size Discussion - 21/02/23 06:27 PM
Originally Posted by snowram
Originally Posted by williams85
Originally Posted by snowram
Originally Posted by kanisatha
Yup. Exactly. But apparently logic is not @snowram's thing.

If people can CHOOSE to play with a smaller party than intended, why not also be able to choose to play with a larger party than intended? It is EXACTLY the same thing. Anyone who cannot understand and appreciate this very simple point is clearly incapable of following basic logic.
You seem to be on the left side of the Dunning Kruger curve. You don't want to understand why increasing the default maximum value would naturally make everyone pick a 6 man party, in a game balanced for 4 players.

Because they would be warned that it is not the default mode and that it will affect the balancing of the game if they do choose 6 party member mode.
Sure, I'm fine with it being hidden deep into the lobby screen or behind an obscure flag in a config file.
Yeah you wouldn't want to make it convenient for people to find an option that they might like to try out. I'd say we should hide all options in the game in different config files. Kids nowadays have it way to easy anyway!
Posted By: snowram Re: Party Size Discussion - 21/02/23 06:43 PM
Originally Posted by williams85
Yeah you wouldn't want to make it convenient for people to find an option that they might like to try out. I'd say we should hide all options in the game in different config files. Kids nowadays have it way to easy anyway!
Eeeh... There are still quite a lot of recent games where you have to tinker with their config files for a lot of options, Skyrim and Cyberpunk come to mind. Heck, I even had to tweak some files to change my FoV and subtitle languages in Hogwarts Legacy!
Posted By: williams85 Re: Party Size Discussion - 21/02/23 06:56 PM
Originally Posted by snowram
Originally Posted by williams85
Yeah you wouldn't want to make it convenient for people to find an option that they might like to try out. I'd say we should hide all options in the game in different config files. Kids nowadays have it way to easy anyway!
Eeeh... There are still quite a lot of recent games where you have to tinker with their config files for a lot of options, Skyrim and Cyberpunk come to mind. Heck, I even had to tweak some files to change my FoV and subtitle languages in Hogwarts Legacy!

Yeah that is a start, but we need to make it even more inconvenient. Hide everything i say, hide the whole executable for the game when you are at it. smile
Posted By: RagnarokCzD Re: Party Size Discussion - 21/02/23 08:29 PM
Originally Posted by snowram
How would you warn players that anything past 4 is uncharted territory then?
>
Quote
WARNING!
This game was ballanced for party of 4, if you change this setting, your game will be unballanced and probably a lot easier than you expected ... by proceeding you accept this.
Isnt that sufficient?

Originally Posted by snowram
unlocking 6 man parties by default
Hoooold your horses ...
Nobody said anything about "by default"!

All we ask is toggle option in setting. O_o
That is the whole point of leting rest of the game exactly as it is!
Posted By: kanisatha Re: Party Size Discussion - 21/02/23 10:24 PM
Originally Posted by RagnarokCzD
Originally Posted by snowram
unlocking 6 man parties by default
Hoooold your horses ...
Nobody said anything about "by default"!

All we ask is toggle option in setting. O_o
That is the whole point of leting rest of the game exactly as it is!
Yet another instance of creating a strawman argument to try and knock down those of us who simply want an option. As always, when someone just keeps going to strawman arguments, it's a sure sign they don't have a real argument to offer.
Posted By: geala Re: Party Size Discussion - 22/02/23 09:16 AM
You could say the same about people who always tend to bring ad hominem arguments to the table, even if it is not necessary or helpful the slightest.

I cannot foresee the marketing problems for Larian caused by an undecided product with such fundamental party member options or the angry forum posts with conspiracy theories that the balance is bad because Larian had, despite denials, actually a party of 6 in mind when designing fight x. I would appreciate if they take the risks and include the bigger party option, I would probably play with 6 and usually have 4 and sometimes 5 in my party, at a higher difficulty option than planned. That's however only possible because I did not plan to play at the highest difficulty option. Maybe I would feel tricked if I would like the hardest difficulty, and cannot with a party of 6?
Posted By: RagnarokCzD Re: Party Size Discussion - 22/02/23 01:01 PM
Originally Posted by geala
Maybe I would feel tricked if I would like the hardest difficulty, and cannot with a party of 6?
[Linked Image from dictionary.com]

There is really not much else to say.

//Edit:
I mean come on, what kind of argument is this?
Do you blame fire to burn you, if you stick your hand in it?
Posted By: kanisatha Re: Party Size Discussion - 22/02/23 02:53 PM
Originally Posted by RagnarokCzD
I mean come on, what kind of argument is this?
Do you blame fire to burn you, if you stick your hand in it?
Probably does.
Posted By: iBowfish Re: Party Size Discussion - 22/02/23 03:02 PM
I would think the option to enable a 6 person party in the settings would be best, keeping the default max at 4. I say this because I prefer playing with a smaller party personally. My fiancé and I play 2 characters each. That seems perfect for role playing our own Tav and having a side character to role play as they should be playing based on their character background.

However, when playing DOS / DOSII, we never went the Lone Wolf route. Even though we talked about it many time, every playthrough we ended up deciding to pick up a companion.

Similarly, I'm playing through BG and BG2 right now and guess what...I'm playing alone with a party of 6. Why? Because it's the default and I feel like that's the intended party size for the game, and that I'll miss out if I leave empty slots.

With BG3 though, we play to play through numerous times. The ONLY things that will keep us playing after the first time through is playing a new class Tav, and having different companions.

We've already run through all of the existing companions, multiple times. Even now, just changing Tav to a new class is pretty damn boring because since there are no random encounters, every playthrough is exactly the same, with the exception of new companion experiences.

I personally would rather play through multiple times with new, different companions than one or two times with 4+ each time.
Posted By: RagnarokCzD Re: Party Size Discussion - 22/02/23 05:37 PM
Originally Posted by iBowfish
I would think the option to enable a 6 person party in the settings would be best, keeping the default max at 4.
Exactly. :3
Posted By: Gray Ghost Re: Party Size Discussion - 22/02/23 09:55 PM
Originally Posted by iBowfish
I would think the option to enable a 6 person party in the settings would be best, keeping the default max at 4. I say this because I prefer playing with a smaller party personally. My fiancé and I play 2 characters each. That seems perfect for role playing our own Tav and having a side character to role play as they should be playing based on their character background.

However, when playing DOS / DOSII, we never went the Lone Wolf route. Even though we talked about it many time, every playthrough we ended up deciding to pick up a companion.

Similarly, I'm playing through BG and BG2 right now and guess what...I'm playing alone with a party of 6. Why? Because it's the default and I feel like that's the intended party size for the game, and that I'll miss out if I leave empty slots.

With BG3 though, we play to play through numerous times. The ONLY things that will keep us playing after the first time through is playing a new class Tav, and having different companions.

We've already run through all of the existing companions, multiple times. Even now, just changing Tav to a new class is pretty damn boring because since there are no random encounters, every playthrough is exactly the same, with the exception of new companion experiences.

I personally would rather play through multiple times with new, different companions than one or two times with 4+ each time.


In defence of the game getting boring after multiple runs, this is an incomplete act 1. Even if they expand the party to 6, the full game is going to have way more content. Hell, even act one of the full game is gonna have more content. Not just moonrise tower, but the shadow-cursed region which presumably will be about as big as the underdark. Plus potentially more companions as well, so there's still gonna be a huge amount of content to potentially see even with a party of 6.
Posted By: geala Re: Party Size Discussion - 23/02/23 06:59 AM
Originally Posted by RagnarokCzD
Originally Posted by geala
Maybe I would feel tricked if I would like the hardest difficulty, and cannot with a party of 6?
[Linked Image from dictionary.com]

There is really not much else to say.

//Edit:
I mean come on, what kind of argument is this?
Do you blame fire to burn you, if you stick your hand in it?

You don't understand the conjunctive and the problem, obviously, that's sad. Maybe Picard would have, he knew the people. smile
Posted By: RagnarokCzD Re: Party Size Discussion - 23/02/23 08:44 AM
Originally Posted by geala
You don't understand the conjunctive and the problem
Indeed ... why dont you explain it then?

I know it not as easy and covenient as simply state that nobody understands you ... but lets try.

Who tricked you?
And how?

Bcs right now it seem like you just dont know what you want ...
You purposefully turn on option that makes your game easier ... you even get warned about it ... and them complains that game is easier. O_o
That just dont make any sense to me.

Order vegan salad ... and be mad you didnt get steak.
Put your limb in fire ... and complain it burns.
Shove your enwmy down the cliff ... and complain that encounter is not tactical enough.
Stealth around whole army in turn based mode ... and be mad you can stealth around whole army.
Rest after each combat ... and complain that you cam rest too often.
Learn all spells with your Wizard ... and complain that there is no point in having Cleric in your party.

All the same situations in my eyes.

I see no trickery there ...
Just people refusing to accept consequences of their own stupid decisions. :-/

Originally Posted by geala
Maybe Picard would have, he knew the people. smile
Maybe ...
I dunno, never watched Star Trek for long ...

Doctor on the other hand, spend litterally several lifetimes among Humans and never understand them fully. smile
Posted By: iBowfish Re: Party Size Discussion - 23/02/23 02:10 PM
Originally Posted by Gray Ghost
In defence of the game getting boring after multiple runs, this is an incomplete act 1. Even if they expand the party to 6, the full game is going to have way more content. Hell, even act one of the full game is gonna have more content. Not just moonrise tower, but the shadow-cursed region which presumably will be about as big as the underdark. Plus potentially more companions as well, so there's still gonna be a huge amount of content to potentially see even with a party of 6.

Very true, good point!
Posted By: RagnarokCzD Re: Party Size Discussion - 23/02/23 05:59 PM
Originally Posted by Gray Ghost
Not just moonrise tower, but the shadow-cursed region which presumably will be about as big as the underdark.
My bet is that Moonrise Tower, Shadow-Cursed land and Mountain pass will all be part of the same map ... Moonrise will be its center area ... and the other two would be just two entry points.
Question is how big. O_o

Well, even if it all would be as big as Grymforge only, i would be totally satisfyed. :3
Posted By: Gray Ghost Re: Party Size Discussion - 23/02/23 10:04 PM
That's certainly possible, though I feel as though with the way it's been set up, the cursed land is likely going to be as big as I said. I also think that the mountain pass is be its own seperate small area consisting mainly of the creche and some interstitial area. That one will probably be smaller than Grymforge if I had to guess. It also doesn't entirely make sense for the cursed land to be as small as only grymforge. I expect Moonrise tower itself to at least be as big as grymforge since it would be a wasted opportunity to not make that place the end of act dungeon.
Posted By: FrostyDogy2 Re: Party size and customization - 27/02/23 02:20 PM
+1
Posted By: Aazo Re: Party size and customization - 02/03/23 03:05 AM
+ 20,000,000 for being able to create my own party.... I honestly cant stand the current batch of whiny self centered pre fabs in the game.
Posted By: Blackheifer Re: Party size and customization - 02/03/23 03:48 AM
Originally Posted by Aazo
+ 20,000,000 for being able to create my own party.... I honestly cant stand the current batch of whiny self centered pre fabs in the game.

You can create your own party, just set it to LAN and navigate to the launch folder and launch the game 3 more times. Depending on how much power you have under the hood you may need to drop the graphics settings a bit.

Here Wolfheart can walk you through the steps:



Totally agree btw, I prefer to just create a custom party. Less fuss.
Posted By: Count Turnipsome Re: Party size and customization - 03/03/23 11:26 AM
To which I would like to add to this fine post, the game already has a VERY LOW count of playable characters compared to all the other Baldur's Gate game. Making switching them around to get good class variation and builds, frankly, very boring very fast with a party of 4.
Nothing like having 6 in the party; offers so much more variation. And since we do not have the high number of NPCs to support this, well like the poster says we NEED more options for a custom party of 6.

In the end of it, after 20+ play through, what will hold the game together isn't the story. Its the gameplay.
Posted By: UnknownEvil Re: Party size and customization - 03/03/23 11:50 AM
Im also all in for a larger Party.

Maybe it's time for a poll again^^
Posted By: The Red Queen POLL: Party Size - 03/03/23 05:26 PM
Originally Posted by UnknownEvil
Maybe it's time for a poll again^^

Easy enough!

This poll is purely about individual preferences about how we’d like to play, not about what options we think Larian should implement. I think it’s simpler to keep those questions separate, with the former informing the latter.

Party size is inclusive of the player character(s) and I’ve tried to keep it simple by just asking about party sizes of up to four and over four, rather than worrying about exact numbers. We can have a follow-up poll if needed!

EDIT: I’ve put this poll into the relevant mega-thread, though am not sure whether that means it’ll just get lost. If it looks that way, or if there’s popular demand, I can move it to its own thread.
Posted By: Zerubbabel Re: POLL: Party Size - 03/03/23 05:32 PM
Originally Posted by The Red Queen
Originally Posted by UnknownEvil
Maybe it's time for a poll again^^

Easy enough!

This poll is purely about individual preferences about how we’d like to play, not about what options we think Larian should implement. I think it’s simpler to keep those questions separate, with the former informing the latter.

Party size is inclusive of the player character(s) and I’ve tried to keep it simple by just asking about party sizes of up to four and over four, rather than worrying about exact numbers. We can have a follow-up poll if needed!
Confession time... I don't have a preference. I just want the game to be balanced and played as the originally intended experience.
Posted By: RagnarokCzD Re: POLL: Party Size - 03/03/23 06:51 PM
After some concideration ... i picked option 2: I prefer to play with a party of 4 or less, but would like the option of a larger party

Simply bcs it seems to be closest to what i would actually prefer. laugh
Posted By: Lyelle Re: POLL: Party Size - 03/03/23 08:09 PM
I voted for "I prefer to play with a party of more than 4".

I have a hard time choosing the companions for my party, if I could, I would take all of them along. I want to hear everyone's story, and I like the interactions between characters.

It also feels a bit weird to me why someone should stay behind in camp. Yes, as a player, I know the reason is balancing the fights/encounters, but from a role playing perspective, it is a bit odd. Everytime a companion says that the group is already full, it is very immersion breaking (to me). Maybe they could state something else as a reason? As players, we would still now that they could not come along due to group size limits, but I think it would feel a bit more natural this way.
Posted By: RagnarokCzD Re: POLL: Party Size - 03/03/23 08:11 PM
Originally Posted by Lyelle
I have a hard time choosing the companions for my party, if I could, I would take all of them along.
Oh my ...
I wonder how big party you would need, since Swen told us there will be more companions waiting for us. laugh
Posted By: Lyelle Re: POLL: Party Size - 03/03/23 08:54 PM
Originally Posted by RagnarokCzD
Originally Posted by Lyelle
I have a hard time choosing the companions for my party, if I could, I would take all of them along.
Oh my ...
I wonder how big party you would need, since Swen told us there will be more companions waiting for us. laugh

It would be Tav and her army 😂

Jokes aside, I think a group of 5 (or 6 at most) would be nice.
Posted By: RagnarokCzD Re: Party Size Discussion - 03/03/23 09:39 PM
I see ...
[Linked Image from i.imgflip.com]
Posted By: Lyelle Re: Party Size Discussion - 03/03/23 10:59 PM
Originally Posted by RagnarokCzD
I see ...
[Linked Image from i.imgflip.com]
😂 So, does this mean my Tav might die, but is at least getting her own Disney+ series?
Posted By: RagnarokCzD Re: Party Size Discussion - 03/03/23 11:30 PM
Lets not get ahead laugh
Posted By: Zerubbabel Re: Party Size Discussion - 04/03/23 12:22 AM
Originally Posted by Lyelle
Originally Posted by RagnarokCzD
I see ...
[Linked Image from i.imgflip.com]
😂 So, does this mean my Tav might die, but is at least getting her own Disney+ series?
Yes, female Tav who took the Evil Route meets male Tav who took the Good route. The difference? Good relationship with parents.
Posted By: Lyelle Re: Party Size Discussion - 04/03/23 12:39 AM
Originally Posted by Zerubbabel
Originally Posted by Lyelle
Originally Posted by RagnarokCzD
I see ...
[Linked Image from i.imgflip.com]
😂 So, does this mean my Tav might die, but is at least getting her own Disney+ series?
Yes, female Tav who took the Evil Route meets male Tav who took the Good route. The difference? Good relationship with parents.

😄 There is only one problem: I tend to play female Tavs who take the Good route.

But back to the topic: I think a party of five would be nice, and not to large. Though I would still have an entire army of companions waiting at camp, if possible 😅
Posted By: Anthraxid Re: Party Size Discussion - 09/03/23 12:48 AM
Depending on my characters class and (head cannon) backstory i find it extremely difficult to have only 3 options to choose between. It feels constricted.

Party of 6 all the way. (altho we know we aint getting it. Both the party size and chain-link has been an issue since day one... it feels like we've been yelling into the void)
Posted By: Shoko Re: Party Size Discussion - 12/03/23 05:11 PM
Late reply, but I too would prefer a party of 5 or 6 people
Posted By: Anthraxid Re: Party Size Discussion - 13/03/23 08:07 PM
There is a poll currently running here https://strawpoll.com/polls/QrgebPVDjZp if anyone hasnt seen it through the BG3 subreddit , you might as well cast your vote too.

I am obviously on the up to 6 characters party boat.
Posted By: Tuco Re: Party Size Discussion - 14/03/23 04:13 AM
Originally Posted by Anthraxid
There is a poll currently running here https://strawpoll.com/polls/QrgebPVDjZp if anyone hasnt seen it through the BG3 subreddit , you might as well cast your vote too.

I am obviously on the up to 6 characters party boat.
Voted, but man, even if the 6-slots party option is winning, seeing their overall reaction to an attempt to discuss the topic is a daily reminder of how much the subreddit stinks.
Posted By: Anthraxid Re: Party Size Discussion - 14/03/23 10:58 AM
Originally Posted by Tuco
Originally Posted by Anthraxid
There is a poll currently running here https://strawpoll.com/polls/QrgebPVDjZp if anyone hasnt seen it through the BG3 subreddit , you might as well cast your vote too.

I am obviously on the up to 6 characters party boat.
Voted, but man, even if the 6-slots party option is winning, seeing their overall reaction to an attempt to discuss the topic is a daily reminder of how much the subreddit stinks.

Agreed, but discussion aside i was at least able to get more votes in and see what even more people think about it.
Yes the level of arguments when its something they dont like is weirdly defensive for absolutely no reason (like they own part of larian or something lmfao).
But since the subreddit is a bigger community i guess its a better reflection of whats going on (discussion wise) on a greater scale than our lil community here.
Posted By: Aurimas_IGL Re: Party Size Discussion - 15/03/23 01:59 PM
I think it's more than fair that we have the possibility to play with as many players as possible.

I've been playing tabletop for many years, and I believe that the more people at the table, the more fun the game will be.

The same applies to BG3.

A party of 5 or 6 players would be excellent!
Posted By: snowram Re: Party Size Discussion - 15/03/23 02:44 PM
Originally Posted by Aurimas_IGL
I've been playing tabletop for many years, and I believe that the more people at the table, the more fun the game will be.
As someone who regularly partake in 6+ players tabletop sessions, it isn't the case. Parties that large remove personal initiative in favor of the group, and it adds tons of dead air as soon as an action that is involving only part of the group is happening. I am pretty sure this is why BG3 has a party of 4, for a seamless and enjoyable multiplayer experience (and no, 4+2 companions ain't it).
Posted By: Aurimas_IGL Re: Party Size Discussion - 15/03/23 03:07 PM
Originally Posted by snowram
Originally Posted by Aurimas_IGL
I've been playing tabletop for many years, and I believe that the more people at the table, the more fun the game will be.
As someone who regularly partake in 6+ players tabletop sessions, it isn't the case. Parties that large remove personal initiative in favor of the group, and it adds tons of dead air as soon as an action that is involving only part of the group is happening. I am pretty sure this is why BG3 has a party of 4, for a seamless and enjoyable multiplayer experience (and no, 4+2 companions ain't it).

Thank you for sharing your perspective on this. I can see how playing with a larger party could result in some challenges, such as removing personal initiative and causing dead air when only part of the group is involved in an action.

However, I respectfully disagree that a party size of 4 is the only option for a seamless and enjoyable multiplayer experience. While it's true that BG3 has a party size of 4, this doesn't necessarily mean that it's the only way to have fun with friends.

There are many players who enjoy playing with larger parties, and some even find it to be more dynamic and engaging. Ultimately, the ideal party size will depend on the preferences and playstyle of the players involved.

So while I understand your perspective, I don't think it's fair to say that a larger party size can't be enjoyable for some players.
Posted By: RagnarokCzD Re: Party Size Discussion - 15/03/23 03:56 PM
Originally Posted by Aurimas_IGL
A party of 5 or 6 players would be excellent!
And yet, most likely impossible ...
Since Larian wants to do split-screen for multiplayer. frown
Posted By: Aurimas_IGL Re: Party Size Discussion - 15/03/23 04:47 PM
Originally Posted by RagnarokCzD
Originally Posted by Aurimas_IGL
A party of 5 or 6 players would be excellent!
And yet, most likely impossible ...
Since Larian wants to do split-screen for multiplayer. frown

Great news for console players only...

I have a large group of PC gamers, and we usually form groups of at least 6-8 players in almost every game.

Having the option to play with the maximum number of people, in my case, is always better.

But it's like they say... if they implement it, I rejoice, if not, I'll manage fine playing with just 3 friends.

Let's hope for the best...
Posted By: kanisatha Re: Party Size Discussion - 16/03/23 01:16 PM
Originally Posted by snowram
Originally Posted by Aurimas_IGL
I've been playing tabletop for many years, and I believe that the more people at the table, the more fun the game will be.
As someone who regularly partake in 6+ players tabletop sessions, it isn't the case. Parties that large remove personal initiative in favor of the group, and it adds tons of dead air as soon as an action that is involving only part of the group is happening. I am pretty sure this is why BG3 has a party of 4, for a seamless and enjoyable multiplayer experience (and no, 4+2 companions ain't it).
Yes, exactly. Great for MP; utterly crappy for SP. Larian should just admit the truth that BG3 has been made for MP and is not recommended for SP.
Posted By: Aurimas_IGL Re: Party Size Discussion - 16/03/23 01:41 PM
I'm understanding this game as something rich and innovative, regardless of the possibilities or limitations in development.

The format they're bringing provides incredible freedom, meaning there won't necessarily be a 'right' way to play.

Whether alone or with a group (whether it's 2 or 6 players), the possibilities are countless.

Finally, I'm not sure if it's so complicated to add an option for those who want to play with more friends.

Is having a party larger than 4 players really so costly in terms of game development and final performance?
Posted By: RagnarokCzD Re: Party Size Discussion - 16/03/23 04:35 PM
Originally Posted by Aurimas_IGL
Is having a party larger than 4 players really so costly in terms of game development and final performance?
If not, there would certainly be mod for that ...
We allready have mod that allows us expand our party up to 8! laugh

There are technical problems with that tho ... and personaly i believe that no matter how great Larian is, and no matter how deeply they care ... there is one argument that apply even to them:
By applying mods, you take responsibility for your game integrity.

If they offer official support for 6 party members ... *they* have to make it work.
If they offer official support for 6 player members ... *they* have to make it work.
If there is 6 party mod and you use it ... its not their concern, since they have nothing to do with it ... *you* have to make it work.
Posted By: Aurimas_IGL Re: Party Size Discussion - 17/03/23 03:21 PM
Originally Posted by RagnarokCzD
If they offer official support for 6 party members ... *they* have to make it work.
If they offer official support for 6 player members ... *they* have to make it work.
If there is 6 party mod and you use it ... its not their concern, since they have nothing to do with it ... *you* have to make it work.

I love your lucidity!
Posted By: Tuco Re: Party Size Discussion - 17/03/23 08:29 PM
Originally Posted by RagnarokCzD
Originally Posted by Aurimas_IGL
A party of 5 or 6 players would be excellent!
And yet, most likely impossible ...
Since Larian wants to do split-screen for multiplayer. frown
This has virtually nothing to do with allowing a larger party.
Four or six characters as cap, split screen can still be played at most by two players concurrently (and the other ones can still join the game, as long as it's from another PC).
Posted By: RagnarokCzD Re: Party Size Discussion - 17/03/23 09:05 PM
Well, Aurimas said "players" ...
That changes things.
Posted By: BROttorney Re: Party Size Discussion - 20/03/23 06:24 PM
I have a feeling you are party size locked until your "infected" group is picked and then you can get non-infected to join (Minsc and Jaheira) and the party size increases. Look at 1:20 in the game awards trailer. There is Jaheira, I *think* 4 Tavs, a bunch of flaming fist soldiers (2 archers in back by the door, 4 knights up front), and a few others in front I can't explain. It's possible Jaheira isn't in the party, kinda like the fight with Halsin, but I like to hope.
Posted By: Zyllos Re: Party Size Discussion - 20/03/23 09:48 PM
Originally Posted by BROttorney
I have a feeling you are party size locked until your "infected" group is picked and then you can get non-infected to join (Minsc and Jaheira) and the party size increases. Look at 1:20 in the game awards trailer. There is Jaheira, I *think* 4 Tavs, a bunch of flaming fist soldiers (2 archers in back by the door, 4 knights up front), and a few others in front I can't explain. It's possible Jaheira isn't in the party, kinda like the fight with Halsin, but I like to hope.

That...is an interesting theory. If that is truly what Larian is doing for party size, allowing for beyond 4 after dealing with the initial selection, then I could be fine with this.

But, there is no indication or hint that this will be possible, beyond having random NPCs that temporarily joining you for some side mission or fight.
Posted By: BROttorney Re: Party Size Discussion - 21/03/23 12:10 AM
Originally Posted by Zyllos
Originally Posted by BROttorney
I have a feeling you are party size locked until your "infected" group is picked and then you can get non-infected to join (Minsc and Jaheira) and the party size increases. Look at 1:20 in the game awards trailer. There is Jaheira, I *think* 4 Tavs, a bunch of flaming fist soldiers (2 archers in back by the door, 4 knights up front), and a few others in front I can't explain. It's possible Jaheira isn't in the party, kinda like the fight with Halsin, but I like to hope.

That...is an interesting theory. If that is truly what Larian is doing for party size, allowing for beyond 4 after dealing with the initial selection, then I could be fine with this.

But, there is no indication or hint that this will be possible, beyond having random NPCs that temporarily joining you for some side mission or fight.

I don't have any better evidence than the 5ish seconds of trailer. It's just a hunch. I have two more hunches-- first, Sven has stated that the origin characters you don't select become unavailable (I'm guessing because they get mind controlled by Absolute or become mind flayers, or whatever), but that there would be new members afterwards. Why force a selection if you were just going to repopulate your camp with more squadies later anyway? It only makes sense if they were trying to limit story permutations on the origin characters. Subsequent characters could be relatively simple narratively. Second, Minsc is a beloved character and he is voiced by a D&D celebrity, how can they expect any of their origin characters to compete? Lazel or Karlach would have a real hard time making the cut over Misnc as your front-liner? It just makes sense for a slot to open for either of Minsc or Jaheira.
Posted By: Aurimas_IGL Re: Party Size Discussion - 21/03/23 11:15 AM
Look my friends,

It would definitely be great to have the option to play with more than 4 friends.

If Larian doesn't implement an expanded party option, hopefully some modders will come to the rescue!

Can I get an "amen" for that?
Posted By: Zyllos Re: Party Size Discussion - 22/03/23 12:08 AM
Originally Posted by BROttorney
Originally Posted by Zyllos
Originally Posted by BROttorney
I have a feeling you are party size locked until your "infected" group is picked and then you can get non-infected to join (Minsc and Jaheira) and the party size increases. Look at 1:20 in the game awards trailer. There is Jaheira, I *think* 4 Tavs, a bunch of flaming fist soldiers (2 archers in back by the door, 4 knights up front), and a few others in front I can't explain. It's possible Jaheira isn't in the party, kinda like the fight with Halsin, but I like to hope.

That...is an interesting theory. If that is truly what Larian is doing for party size, allowing for beyond 4 after dealing with the initial selection, then I could be fine with this.

But, there is no indication or hint that this will be possible, beyond having random NPCs that temporarily joining you for some side mission or fight.

I don't have any better evidence than the 5ish seconds of trailer. It's just a hunch. I have two more hunches-- first, Sven has stated that the origin characters you don't select become unavailable (I'm guessing because they get mind controlled by Absolute or become mind flayers, or whatever), but that there would be new members afterwards. Why force a selection if you were just going to repopulate your camp with more squadies later anyway? It only makes sense if they were trying to limit story permutations on the origin characters. Subsequent characters could be relatively simple narratively. Second, Minsc is a beloved character and he is voiced by a D&D celebrity, how can they expect any of their origin characters to compete? Lazel or Karlach would have a real hard time making the cut over Misnc as your front-liner? It just makes sense for a slot to open for either of Minsc or Jaheira.

Ya, I see what direction your going with this. I guess we shall just see what happens coming later this year.
Posted By: Horrorscope Re: Party Size Discussion - 13/06/23 02:03 AM
Am I wrong assuming Workshop mods will allow for more players and also lone-wolfing? Can't be much easier than click install and play.
Posted By: Tuco Re: Party Size Discussion - 13/06/23 01:03 PM
Well, you are not wrong in assuming mods will address the request in some way.
The problem is always if modders will find the foundations in place to do their work properly... Which is why IDEALLY Larian should have at least the option in mind (i.e. have an UI that can scale competently for six users... And a control scheme that doesn't make you feel the urge to stab yourself, but we are digressing now).
Posted By: avahZ Darkwood Re: Party Size Discussion - 13/06/23 03:27 PM
The only issue with modern modding is that they become obsolete with pretty much every update and modders burn out (former modder myself) and we can’t keep up. We move on, but some ppl still use our mods. Update and boom no more mod. I have games that I can’t even imagine playing unmoderated (looking at you Skyrim).
Posted By: Gray Ghost Re: Party Size Discussion - 13/06/23 03:33 PM
That's not the only issue either. People who play on consoles? No mods for them either.
Posted By: RagnarokCzD Re: Party Size Discussion - 13/06/23 04:02 PM
Originally Posted by Tuco
Larian should have at least the option in mind (i.e. have an UI that can scale competently for six users...
One could argue that they allready do. O_o

Except for that unfortunate boat incident ...
Posted By: avahZ Darkwood Re: Party Size Discussion - 13/06/23 04:27 PM
Originally Posted by Gray Ghost
That's not the only issue either. People who play on consoles? No mods for them either.

The newest (Xbox PS) consoles have mods. The PS5 is very strict though; however, the mods they allow can’t have new assets (must use in game assets and no script mods) so theirs may actually survive in the long term. Xbox is a mixed bag though some will survive in the long term while others won’t. I can see new NPCs added, but they will be “dead” like the vast majority of NPCs on the Nexus. Well dead unless your goal is s..lab….(PC)… Even those mods fail in updates, so the basic repurposed assets to assemble an additional follower and additional slots is possible if all you have to change a setting in the directory. PS5 may even block that… not sure.
Posted By: snowram Re: Party Size Discussion - 13/06/23 05:08 PM
Originally Posted by avahZ Darkwood
The only issue with modern modding is that they become obsolete with pretty much every update and modders burn out (former modder myself) and we can’t keep up. We move on, but some ppl still use our mods. Update and boom no more mod. I have games that I can’t even imagine playing unmoderated (looking at you Skyrim).
iirc modding the party size is trivial, merely a tweak of a text file (which shows that it is a deliberate choice by Larian).
Posted By: avahZ Darkwood Re: Party Size Discussion - 13/06/23 05:30 PM
Originally Posted by snowram
iirc modding the party size is trivial, merely a tweak of a text file (which shows that it is a deliberate choice by Larian).

Yes and no, there are areas that will bork up if you have more than 4 party members (one of this is/was the boat scene in the underdark). And I *think* you don't get the interaction with the addition slots filled, the game goes on as if they didnt exist... So yes trivial, but in some cases no. So in those cases, it would take additional modding as this could bork a game later on...
Posted By: KillerRabbit Re: Party Size Discussion - 16/06/23 08:05 PM
Yes. And there's a difference in encounter design and conversations.

4 members just allows Larian to get by with fewer companions.

I know they aren't going to budge on this but I would much rather they had spent their money on hiring additional writers instead of voice actors. The VO has been stellar - but I would happily trade those hours of VO for a handful of well written companions.

In BG2 and WotR if you don't like a companion that doesn't negatively impact the game. In WotR I'm never going to like Wenduag or Greybor. But that doesn't matter - if I don't like those two I have 12 other companions to choose from I can always assemble a party I enjoy playing with.
Posted By: PearlSeraph Re: Party Size Discussion - 21/06/23 09:50 PM
As a new face around these parts, I just wanted to go ahead and add my +1 for the option to have a larger party size. With release right around the corner I know it's a pipe dream, but still.

I just don't like 4 party members in CRPGs. I've always played tabletop with 5 or 6 with my friend groups so it's what I'm comfortable with. I did play Solasta and I managed with 4, but I didn't enjoy it. I DID enjoy using the mod for larger parties, even though you could only do it for the player-made campaigns. (But I came across one issue with moving between screens which is why mods will never be as good as native inclusion in the base game.)

I'm also not a fan of mods since they can face issues with patches. I'd hate to be in, say, Act 3, only for a patch to come around and either keep me from playing my file or, worse, have it corrupt/fail altogether and force me to start over. Plus I don't trust myself with when it comes to fooling around with files. I'm terrified I'll mess something up.

The devs have said and shown multiple times that they are all for players approaching the game with a myriad of strategies. Well, my troglodyte brain's approach is to throw more bodies at my problem.
Posted By: Beechams Re: Party Size Discussion - 03/07/23 12:31 PM
If the game allows a party of 6 (or 5) then you can still run with a party of 4 if you so choose. If the game only allows a party of 4 then you are stuffed.
A party of 6 (or 5) allows players who are new to D&D to have a standard/classic party of 4 and have room to experiment with one or two of the more 'exotic' classics such as, e.g. Warlock or with a multi-classed member.

I am firmly in the bigger party is better camp but I can live with a party of 4 when the companions are tolerable.

I'm not generally a fan of 'party banter' (especially where Larian's infantile 'humour' is involved) and the companions' back stories we have so far are more variations on a theme rather than an individual bio. They all have the entity in the background and most of them have a shit personality.
I recently replayed DA:Inquisition and the personalities of Varric, Leliana, Cassandra and VIvienne are streets ahead of anything Larian looks like producing in BG3. Minsc and Boo will not be featuring in my plays any more than they did in BG2.
On a side note I am interested in what rationale Larian have for bringing Jaheira and Minsc into BG3.

There are gaps in the logic of some of the companions: Asterion has been around for how long and is still level 1; Shadowheart has been through all sorts working for Shar and is still level 1; I'm not familiar enough with Gale and Wyll's stories but the same point could, I think, be raised. Only Lae'zel is 'new' to all this, or at least relatively new.

Then there is the poor ability stat spread that most of the companions have.
The most enjoyable run I've had with EA is with Gale modded as a cleric, Shadowheart as a paladin and everyone's stats re-jigged.

Like many of the others I am resigned to BG3 being a party of 4 and I currently view my best options with regards to companions as either a full custom party or mods.
Posted By: EMTFields Re: Party Size Discussion - 03/07/23 01:24 PM
Now that it has been confirmed that we won't be locked into choosing a crew after act 1. There is no need for this stupid limit. We should be able to take up to 6 companions.
Posted By: The Red Queen Re: Party Size Discussion - 03/07/23 02:23 PM
Originally Posted by EMTFields
Now that it has been confirmed that we won't be locked into choosing a crew after act 1. There is no need for this stupid limit. We should be able to take up to 6 companions.

A six person party is certainly a popular request around these parts, and probably even a majority preference here, but I certainly wouldn't call a four person limit "stupid" as there are plenty of reasons folk, myself included, might prefer a core party of four. I'm sure they're all in this thread already so won't go over them again, but while others might not find them compelling it doesn't seem fair to dismiss them out of hand.

Of course, Larian could introduce some flexibility to enable larger parties for those who want it, but there is still the question of the intended party size around which the game is balanced, so it's not as simple as just saying that people who prefer a party of four could still play that way if the game supported parties of six.

(Personally, I have no objection to Larian enabling larger parties though it's not something I myself want. But I would prefer the game to continue to be balanced around a core party of four, supplemented with occasional guests for specific missions.)
Posted By: nation Re: Party Size Discussion - 03/07/23 04:23 PM
Originally Posted by KillerRabbit
4 members just allows Larian to get by with fewer companions.
this is a worry of mine too - larian has shared some nice surprises recently and looking fwd to the panel of hell, but really hoping we get some insight as to the number of non-origin/non-mercenary companions we can expect to encounter throughout the game as the current roster as we know it feels somewhat limited. cautiously optimistic tho
Posted By: williams85 Re: Party Size Discussion - 03/07/23 05:40 PM
Originally Posted by The Red Queen
Originally Posted by EMTFields
Now that it has been confirmed that we won't be locked into choosing a crew after act 1. There is no need for this stupid limit. We should be able to take up to 6 companions.

A six person party is certainly a popular request around these parts, and probably even a majority preference here, but I certainly wouldn't call a four person limit "stupid" as there are plenty of reasons folk, myself included, might prefer a core party of four. I'm sure they're all in this thread already so won't go over them again, but while others might not find them compelling it doesn't seem fair to dismiss them out of hand.

Of course, Larian could introduce some flexibility to enable larger parties for those who want it, but there is still the question of the intended party size around which the game is balanced, so it's not as simple as just saying that people who prefer a party of four could still play that way if the game supported parties of six.

(Personally, I have no objection to Larian enabling larger parties though it's not something I myself want. But I would prefer the game to continue to be balanced around a core party of four, supplemented with occasional guests for specific missions.)
You do realize that if they allowed for a 6 person party it would mean that the ones who prefer 4 also would get what they want? As it is now, only the ones who prefer 4 gets full enjoyment out of the game. That is why it's objectively stupid.
Posted By: snowram Re: Party Size Discussion - 03/07/23 05:56 PM
Originally Posted by williams85
Originally Posted by The Red Queen
Originally Posted by EMTFields
Now that it has been confirmed that we won't be locked into choosing a crew after act 1. There is no need for this stupid limit. We should be able to take up to 6 companions.

A six person party is certainly a popular request around these parts, and probably even a majority preference here, but I certainly wouldn't call a four person limit "stupid" as there are plenty of reasons folk, myself included, might prefer a core party of four. I'm sure they're all in this thread already so won't go over them again, but while others might not find them compelling it doesn't seem fair to dismiss them out of hand.

Of course, Larian could introduce some flexibility to enable larger parties for those who want it, but there is still the question of the intended party size around which the game is balanced, so it's not as simple as just saying that people who prefer a party of four could still play that way if the game supported parties of six.

(Personally, I have no objection to Larian enabling larger parties though it's not something I myself want. But I would prefer the game to continue to be balanced around a core party of four, supplemented with occasional guests for specific missions.)
You do realize that if they allowed for a 6 person party it would mean that the ones who prefer 4 also would get what they want? As it is now, only the ones who prefer 4 gets full enjoyment out of the game. That is why it's objectively stupid.
Game balance isn't free, far from it. The more you add party members the harder it is for Larian to balance the game. I really don't see them achieving to balance the game correctly for both 4 and 6 as they are already struggling with 4.
Posted By: PearlSeraph Re: Party Size Discussion - 03/07/23 05:59 PM
As someone that has already gone on record as wanting a party of 5 or 6, I'd be completely fine if they kept the game balanced around a party of 4.

With a party size mod, I'm assuming that the game already wouldn't be balanced for what I was doing since I don't see modders adding in enemies. But, I'd have a far easier time getting to play how I wanted without having to toy with files and wait for people far smarter than me coming up with fixes if a patch breaks the mod. Large red font at the start of the game saying "Hey, loser, you're gonna make the game super easy for yourself. Proceed at your own risk!" would be enough for me. I'm claiming the responsibility for my actions & choices at that point as I've been thoroughly warned.

If they're worried about people using larger parties for an easier time getting the achievement of beating the game on the hardest difficulty (if they do that), they can keep it specifically for completing it with parties of 4. But then, I've never been an achievement hunter so your mileage may vary.
Posted By: williams85 Re: Party Size Discussion - 03/07/23 06:05 PM
Originally Posted by snowram
Originally Posted by williams85
Originally Posted by The Red Queen
Originally Posted by EMTFields
Now that it has been confirmed that we won't be locked into choosing a crew after act 1. There is no need for this stupid limit. We should be able to take up to 6 companions.

A six person party is certainly a popular request around these parts, and probably even a majority preference here, but I certainly wouldn't call a four person limit "stupid" as there are plenty of reasons folk, myself included, might prefer a core party of four. I'm sure they're all in this thread already so won't go over them again, but while others might not find them compelling it doesn't seem fair to dismiss them out of hand.

Of course, Larian could introduce some flexibility to enable larger parties for those who want it, but there is still the question of the intended party size around which the game is balanced, so it's not as simple as just saying that people who prefer a party of four could still play that way if the game supported parties of six.

(Personally, I have no objection to Larian enabling larger parties though it's not something I myself want. But I would prefer the game to continue to be balanced around a core party of four, supplemented with occasional guests for specific missions.)
You do realize that if they allowed for a 6 person party it would mean that the ones who prefer 4 also would get what they want? As it is now, only the ones who prefer 4 gets full enjoyment out of the game. That is why it's objectively stupid.
Game balance isn't free, far from it. The more you add party members the harder it is for Larian to balance the game. I really don't see them achieving to balance the game correctly for both 4 and 6 as they are already struggling with 4.

Yes and we have been over this time and time again. Just let the game be as it is now, but let me choose to have 2 more companions. They don't need to rebalance the game. just a disclaimer that let's you know that the core experience is balanced around 4.
Posted By: The Red Queen Re: Party Size Discussion - 03/07/23 06:29 PM
Originally Posted by williams85
Yes and we have been over this time and time again. Just let the game be as it is now, but let me choose to have 2 more companions. They don't need to rebalance the game. just a disclaimer that let's you know that the core experience is balanced around 4.

Newcomers to the forums understandably want the opportunity to give their views, and might want a chat about options and pros and cons that doesn't involve them reading through 109 pages of feedback. So from my perspective it's perfectly okay to talk about this again as a new conversation with new people, but I'd recommend just giving it a miss if you feel you're saying the same thing over and over again and aren't getting anything new from the discussion.

Originally Posted by williams85
You do realize that if they allowed for a 6 person party it would mean that the ones who prefer 4 also would get what they want? As it is now, only the ones who prefer 4 gets full enjoyment out of the game. That is why it's objectively stupid.

But while it can make sense to have a chat about whether a four person limit is desirable, it seems unproductive to debate whether it's stupid. Particularly as someone could easily think it's not stupid but is undesirable, but the other way around is unlikely. So two people who both wanted six person parties could still disagree about whether a four person limit was stupid! Personally, I'd rather have a nice, friendly chat about whether it's desirable to increase the party limit without chucking around potentially emotive terms like "stupid" that can just lead us down pointless rabbit holes.
Posted By: kanisatha Re: Party Size Discussion - 03/07/23 06:34 PM
Originally Posted by The Red Queen
Originally Posted by williams85
Yes and we have been over this time and time again. Just let the game be as it is now, but let me choose to have 2 more companions. They don't need to rebalance the game. just a disclaimer that let's you know that the core experience is balanced around 4.

Newcomers to the forums understandably want the opportunity to give their views, and might want a chat about options and pros and cons that doesn't involve them reading through 109 pages of feedback. So from my perspective it's perfectly okay to talk about this again as a new conversation with new people, but I'd recommend just giving it a miss if you feel you're saying the same thing over and over again and aren't getting anything new from the discussion.

Originally Posted by williams85
You do realize that if they allowed for a 6 person party it would mean that the ones who prefer 4 also would get what they want? As it is now, only the ones who prefer 4 gets full enjoyment out of the game. That is why it's objectively stupid.

But while it can make sense to have a chat about whether a four person limit is desirable, it seems unproductive to debate whether it's stupid. Particularly as someone could easily think it's not stupid but is undesirable, but the other way around is unlikely. So two people who both wanted six person parties could still disagree about whether a four person limit was stupid! Personally, I'd rather have a nice, friendly chat about whether it's desirable to increase the party limit without chucking around potentially emotive terms like "stupid" that can just lead us down pointless rabbit holes.
Well, the person @williams85 is responding to is not a newcomer, and rather is someone who keeps bringing up balance while ignoring what many of us have repeatedly said about being completely fine with the game being balanced for a party of four only.
Posted By: williams85 Re: Party Size Discussion - 03/07/23 06:35 PM
Originally Posted by The Red Queen
Originally Posted by williams85
Yes and we have been over this time and time again. Just let the game be as it is now, but let me choose to have 2 more companions. They don't need to rebalance the game. just a disclaimer that let's you know that the core experience is balanced around 4.

Newcomers to the forums understandably want the opportunity to give their views, and might want a chat about options and pros and cons that doesn't involve them reading through 109 pages of feedback. So from my perspective it's perfectly okay to talk about this again as a new conversation with new people, but I'd recommend just giving it a miss if you feel you're saying the same thing over and over again and aren't getting anything new from the discussion.

Originally Posted by williams85
You do realize that if they allowed for a 6 person party it would mean that the ones who prefer 4 also would get what they want? As it is now, only the ones who prefer 4 gets full enjoyment out of the game. That is why it's objectively stupid.

But while it can make sense to have a chat about whether a four person limit is desirable, it seems unproductive to debate whether it's stupid. Particularly as someone could easily think it's not stupid but is undesirable, but the other way around is unlikely. So two people who both wanted six person parties could still disagree about whether a four person limit was stupid! Personally, I'd rather have a nice, friendly chat about whether it's desirable to increase the party limit without chucking around potentially emotive terms like "stupid" that can just lead us down pointless rabbit holes.

You could view it like that, but as i said. One choice gives one side what they want, the other choice gives both sides what they want. If not stupid then what? Evil?
Posted By: mrfuji3 Re: Party Size Discussion - 03/07/23 06:38 PM
It's been enough pages that I feel the need to re-mention my preferred solution: Split XP.

Larian balances BG3 for a party size of 4, allows for an increased party size, and the XP each character gets from encounters depends on party size. Larger party? Each party member levels up more slowly, auto-balancing the game (at least partly). Similarly, party sizes of 1, 2, and 3 will level up faster.

Importantly, the toggle to allow for a 6-person party should be located in Game Settings and come with a warning: "BG3's intended experience is for a party of 4!" If there's 2 extra party slots by default, then people (myself) will feel obligated to play with a party of 6.
Posted By: Beechams Re: Party Size Discussion - 03/07/23 06:47 PM
Originally Posted by mrfuji3
It's been enough pages that I feel the need to re-mention my preferred solution: Split XP.

Larian balances BG3 for a party size of 4, allows for an increased party size, and the XP each character gets from encounters depends on party size. Larger party? Each party member levels up more slowly, auto-balancing the game (at least partly). Similarly, party sizes of 1, 2, and 3 will level up faster.

Importantly, the toggle to allow for a 6-person party should be located in Game Settings and come with a warning: "BG3's intended experience is for a party of 4!" If there's 2 extra party slots by default, then people (myself) will feel obligated to play with a party of 6.
Too simple, logical and obvious. It will never fly with Larian.
Posted By: snowram Re: Party Size Discussion - 03/07/23 07:03 PM
Originally Posted by mrfuji3
It's been enough pages that I feel the need to re-mention my preferred solution: Split XP.

Larian balances BG3 for a party size of 4, allows for an increased party size, and the XP each character gets from encounters depends on party size. Larger party? Each party member levels up more slowly, auto-balancing the game (at least partly). Similarly, party sizes of 1, 2, and 3 will level up faster.

Importantly, the toggle to allow for a 6-person party should be located in Game Settings and come with a warning: "BG3's intended experience is for a party of 4!" If there's 2 extra party slots by default, then people (myself) will feel obligated to play with a party of 6.
Splitting XP isn't a solution for balancing more party members, as XP is a very small component in the balancing act. You have to account for a lot of things, like spells interactions, enemy power, placement and number, loot quantity and quality, and combat duration. There really are no easy way to allow for an arbitrary amount of party members and keep the game enjoyable for all settings.
Posted By: williams85 Re: Party Size Discussion - 03/07/23 07:09 PM
Originally Posted by snowram
Originally Posted by mrfuji3
It's been enough pages that I feel the need to re-mention my preferred solution: Split XP.

Larian balances BG3 for a party size of 4, allows for an increased party size, and the XP each character gets from encounters depends on party size. Larger party? Each party member levels up more slowly, auto-balancing the game (at least partly). Similarly, party sizes of 1, 2, and 3 will level up faster.

Importantly, the toggle to allow for a 6-person party should be located in Game Settings and come with a warning: "BG3's intended experience is for a party of 4!" If there's 2 extra party slots by default, then people (myself) will feel obligated to play with a party of 6.
Split XP isn't a solution fo balancing more party members, as XP is a very small component in the balancing act. You have to account for a lot of things, like spells interactions, enemy power, placement and number, loot amount and quality, and combat duration. There really are no easy way to allow for an arbitrary amount of party members and keep the game enjoyable for all settings.
Or you don't have to account for any of that and just warn people that it is not intended to be played with 6 party members.
Posted By: colinl8 Re: Party Size Discussion - 03/07/23 07:19 PM
Originally Posted by williams85
Or you don't have to account for any of that and just warn people that it is not intended to be played with 6 party members.

"Thing I want that isn't intended and you'd need to warn people before they select the option"

... that sounds exactly like the kind of problem mods are for
Posted By: mrfuji3 Re: Party Size Discussion - 03/07/23 07:36 PM
Originally Posted by snowram
Splitting XP isn't a solution for balancing more party members, as XP is a very small component in the balancing act. You have to account for a lot of things, like spells interactions, enemy power, placement and number, loot quantity and quality, and combat duration. There really are no easy way to allow for an arbitrary amount of party members and keep the game enjoyable for all settings.
It's definitely a solution, just not necessarily a perfect one. It's easy to do, simple to understand, doesn't affect 4-person parties, and will have a significant effect on party strength as 5e character strength is strongly tied to level. There's a reason 5e encounter-building rules, terrible as they are, suggest increasing/decreasing encounter strength depending on the # of PCs.

Also, there does exist some XP equation that is perfect for all practical purposes. It will be more complicated than simply dividing XP by # of participating characters, but not impossible to figure out. For a rough guess, Larian could load up one of their late-game encounters that they've balanced for 4 level 11 characters, add 2 PCs to the party, and do a couple tests at different PC levels to see what level produces an equally difficult encounter. Then simply scale XP such that a party of 6 reaches that level at that point in the game.
Posted By: RagnarokCzD Re: Party Size Discussion - 03/07/23 07:48 PM
Originally Posted by mrfuji3
my preferred solution: Split XP
And ... what exactly is it supposed to solve? O_o

Bcs during EA i tryed several times mod for 6-member party ... wich as we know keeps the ballance intact.
And thanks to that i was quite easily able to take down Githyanki patrol, or whole Grymforge (meaning Nere and Duergars), even on level 3. :-/
So ... pardon me if im not convinced that reaching "a level" a little later would solve ... well anything really. :-/
Posted By: mrfuji3 Re: Party Size Discussion - 03/07/23 09:02 PM
Originally Posted by RagnarokCzD
Originally Posted by mrfuji3
my preferred solution: Split XP
And ... what exactly is it supposed to solve? O_o

Bcs during EA i tryed several times mod for 6-member party ... wich as we know keeps the ballance intact.
And thanks to that i was quite easily able to take down Githyanki patrol, or whole Grymforge (meaning Nere and Duergars), even on level 3. :-/
So ... pardon me if im not convinced that reaching "a level" a little later would solve ... well anything really. :-/
The "problem" of:
Originally Posted by snowram
Game balance isn't free, far from it. The more you add party members the harder it is for Larian to balance the game. I really don't see them achieving to balance the game correctly for both 4 and 6 as they are already struggling with 4.
Although in all honesty, there is no "problem." If a 6-person party is an option hidden under settings with a big flashing "NOT INTENDED EXPERIENCE" warning, then it's fine if it's not balanced.

But if I ever chose to play with that option, I'd enjoy it more if the game remained at least somewhat balanced instead of becoming trivial. Ideally the combo of less XP + harder difficulty mode would be sufficient for that.

And i'm not sure what mod you're talking about; how was this mod balanced? By definition, if you had an easier time with a 6-person party then it has failed keep the balance intact. Give out even less XP for larger parties!!!
Posted By: Beechams Re: Party Size Discussion - 03/07/23 09:34 PM
Here we are at the same impasse we were at several pages ago. Even if there is an official Larian made party of 6 option incorporated into the game, there is absolutely no obligation or necessity for those who only want a 4 member party to use it. The key word here is option.
You no likey, you no usey.
Posted By: RagnarokCzD Re: Party Size Discussion - 04/07/23 04:40 AM
Nah ...
I mean it remain unchanged.
Posted By: Dagless Re: Party Size Discussion - 04/07/23 01:19 PM
Without wading through 100 pages of this, are people really suggesting that Larian include a basically untested option?

Many games have various gameplay options that can make it harder or easier, but I’d expect them all to to be fully tested to ensure each one gives the player the intended experience (even if the intended experience changes with the options). Flashing up a warning that it might turn out to be a bit shit is a possibility I guess, but doesn’t that seem a bit odd for a major release like this that’s had such an enormous amount of work put into it?

Having more party members would be a very tempting option for a lot of people, even with the game warning it’s “not the intended experience”. I’d be very tempted by it myself, unless I happened to know from reading these forums that they only did it to appease a bunch of old BG fans insisting they couldn’t enjoy the game without that option.
Posted By: Tuco Re: Party Size Discussion - 04/07/23 01:25 PM
Originally Posted by Dagless
Without wading through 100 pages of this, are people really suggesting that Larian include a basically untested option?
Yes.

Not to mention it was originally suggested when there was all the time in the world to even test it, if they wanted.
Posted By: Dagless Re: Party Size Discussion - 04/07/23 02:14 PM
Originally Posted by Tuco
Originally Posted by Dagless
Without wading through 100 pages of this, are people really suggesting that Larian include a basically untested option?
Yes.

Not to mention it was originally suggested when there was all the time in the world to even test it, if they wanted.

All the time in the world? Ah, of course. I’d forgotten that video game developers are famously never under any time pressure. LOL.
Posted By: RagnarokCzD Re: Party Size Discussion - 04/07/23 02:28 PM
Originally Posted by Tuco
Yes.

Not to mention it was originally suggested when there was all the time in the world to even test it, if they wanted.
+1
Posted By: Tuco Re: Party Size Discussion - 04/07/23 02:30 PM
Originally Posted by Dagless
All the time in the world? Ah, of course. I’d forgotten that video game developers are famously never under any time pressure. LOL.
What part of the initial "Yes" did you miss, anyway?
Or do you plan to keep moving the goalposts?
Posted By: Vitani Re: Party Size Discussion - 04/07/23 02:44 PM
Originally Posted by williams85
Originally Posted by snowram
Originally Posted by mrfuji3
It's been enough pages that I feel the need to re-mention my preferred solution: Split XP.

Larian balances BG3 for a party size of 4, allows for an increased party size, and the XP each character gets from encounters depends on party size. Larger party? Each party member levels up more slowly, auto-balancing the game (at least partly). Similarly, party sizes of 1, 2, and 3 will level up faster.

Importantly, the toggle to allow for a 6-person party should be located in Game Settings and come with a warning: "BG3's intended experience is for a party of 4!" If there's 2 extra party slots by default, then people (myself) will feel obligated to play with a party of 6.
Split XP isn't a solution fo balancing more party members, as XP is a very small component in the balancing act. You have to account for a lot of things, like spells interactions, enemy power, placement and number, loot amount and quality, and combat duration. There really are no easy way to allow for an arbitrary amount of party members and keep the game enjoyable for all settings.
Or you don't have to account for any of that and just warn people that it is not intended to be played with 6 party members.
As someone who works with customers daily let me just tell you. This. Doesn't. Work.

People don't care if they have been warned or not. If a game breaks beacuse it was built for 4 and you get 6 it will be Larian's fault. If it's too easy? Their fault. Cutscenes work wonky? Of course it's their fault. Didn't reach lvl 10 by the end of the game? All on Larian.

Even if the players get a popup window every 10min warning them the game was designed with 4 in mind they will ignore it and when faced with a bug will blame the developers.

So no, if they decided from the start we will have a party of 4 then changing it last minute is a terrible idea.
Posted By: Dagless Re: Party Size Discussion - 04/07/23 03:07 PM
Originally Posted by Tuco
Originally Posted by Dagless
All the time in the world? Ah, of course. I’d forgotten that video game developers are famously never under any time pressure. LOL.
What part of the initial "Yes" did you miss, anyway?
Or do you plan to keep moving the goalposts?

I saw it, thanks.

So you think Larian should include an untested option into the game. Did you miss the part in my post where I said that would be not be a normal thing for developers to do?
Posted By: avahZ Darkwood Re: Party Size Discussion - 04/07/23 03:13 PM
I am a story mode kinda guy. I also don’t have unlimited time to play, so more party members allow me to experience more of the game in the time I do have. I will start out on easy mode to experience the world, then after a few gameplays I will jack it up to hard.

Either way I would like 5 members, but I can live with four.
Posted By: benbaxter Re: Party Size Discussion - 04/07/23 09:34 PM
How about they just don't hard code in the 4 player requirement? Any time there would be something that needed to be limited to 4 for ease of balance or camera angles or whatever, just set everything up for the first four characters in a party and leave room in the code to change that variable from 4 to 6 and ignore the bugs that can happen from changing that variable. Then all it would take is for the modders to go hunt through and tweak the variables and maybe tweak camera angles, etc. Then it is on the mods/modders when things break, because they tweaked the values of the shipped code, not on Larian who had everything optimized when they shipped it.

Group skill check? Larian configures an open variable that say check first 4 character slots to see if a character has a higher chance. Modders can come in and switch it to first 6 character slots. This is an overly simplistic example, but it is a design philosophy that we have seen in other games with equally complex code. Bethesda games are a great example of this: by default most of their games allow only one or two followers, but one of the first mods that get created for their games are unlimited follower mods.

Personally, I think this is the best of both worlds, because again, Larian isn't 'responsible' for modders breaking into their house by tweaking variables. But they can be considerate to the modders and player base by leaving the door unlocked so to speak.
Posted By: Vardas Re: Party Size Discussion - 05/07/23 11:38 AM
The issue (already mentioned several times in this thread, I assume) is that a party of four somewhat locks your party composition choice.
You need a frontline, a buffer/healer, an arcane caster and then you have a free slot.

So you generally have to choose between bard/rogue/warlock or any niche spec. Having a party of 5+, on the other hand, grants you way more freedom and nuance in your party composition.

Oh well, I suppose it's too late now, Larian did not listened/delivered on this matter in a two years, I seriously doubt they will in the next couple of months.
Posted By: snowram Re: Party Size Discussion - 05/07/23 12:19 PM
Originally Posted by Vardas
The issue (already mentioned several times in this thread, I assume) is that a party of four somewhat locks your party composition choice.
You need a frontline, a buffer/healer, an arcane caster and then you have a free slot.

So you generally have to choose between bard/rogue/warlock or any niche spec. Having a party of 5+, on the other hand, grants you way more freedom and nuance in your party composition.

Oh well, I suppose it's too late now, Larian did not listened/delivered on this matter in a two years, I seriously doubt they will in the next couple of months.
I would argue that DnD5e is very lax with party composition, plenty of folks did just fine with an atypical or homogeneous team. I have seen a 4 paladins run or even solo runs go through just fine. Multiple classes fit the archetypes you described if shoehorning your party members into strict roles is your thing, so that leaves plenty of room for freedom of choice.
Posted By: Tuco Re: Party Size Discussion - 05/07/23 12:35 PM
Originally Posted by snowram
I would argue that DnD5e is very lax with party composition.
Yeah, but as already argued in the past, it's not really a matter of NECESSITY as much of enjoying the variety.

Four slots feels incredibly restricting (borderline "suffocating") because once you pick for one of two roles you WANT, it leaves you with basically no freedom of how to fill the remaining two if you enjoy diversifying.
Posted By: Vardas Re: Party Size Discussion - 05/07/23 12:35 PM
This if fair, if we are speaking about tabletop campaign. However, in this case you have a DM that can tweak each encounter (either social or combat). And, to be honest, i do agree with you; i partecipated in campaign/oneshot where we played with no front line, full barbs party, etc.

That being said, we are not speaking about a live campaign but a pre-established one (where you can’t change stuff on the go). I’d be baffled if we won’t encounter situations where we need* to have an arcane caster, for example. Likewise, i can’t imagine to play with no front line without abusing/cheesing the AI.

* “Need” meaning not in the sense that you can’t complete the game, but meaning that, should you not have one in your party, the resolution/outcome would be miserable, you can’t access some area and so on.


At any rate, this is just another issue related to the party number limitation, but i already given up on that (sigh).
Posted By: snowram Re: Party Size Discussion - 05/07/23 01:36 PM
Originally Posted by Tuco
Originally Posted by snowram
I would argue that DnD5e is very lax with party composition.
Yeah, but as already argued in the past, it's not really a matter of NECESSITY as much of enjoying the variety.

Four slots feels incredibly restricting (borderline "suffocating") because once you pick for one of two roles you WANT, it leaves you with basically no freedom of how to fill the remaining two if you enjoy diversifying.
Eeh, I can't say this problem hit me. In single player, I can always swap my party in the rare occasions I want to diversify. Is there a stealth mission? Astarion is in. Do I need a better front line for this one? Laezel is there. More healing? Shadowheart it is, and so on. Hirelings will most likely guarantee that you will be able to pick any class and any race at any time in a playthrough.
The few multiplayer games I made, we just imposed ourselves not to pick duplicate classes and it worked fine every time. But to be fair multiplayer is basically a different game.
I can see your point making sense at higher difficulty since that often forces players to pick a very optimal composition, therefore forcing you to have key classes and spells and leaving very little room to creativity. We will see once it gets introduced.
Posted By: Dagless Re: Party Size Discussion - 06/07/23 03:29 PM
Originally Posted by Vardas
This if fair, if we are speaking about tabletop campaign. However, in this case you have a DM that can tweak each encounter (either social or combat). And, to be honest, i do agree with you; i partecipated in campaign/oneshot where we played with no front line, full barbs party, etc.

That being said, we are not speaking about a live campaign but a pre-established one (where you can’t change stuff on the go). I’d be baffled if we won’t encounter situations where we need* to have an arcane caster, for example. Likewise, i can’t imagine to play with no front line without abusing/cheesing the AI.

* “Need” meaning not in the sense that you can’t complete the game, but meaning that, should you not have one in your party, the resolution/outcome would be miserable, you can’t access some area and so on.


At any rate, this is just another issue related to the party number limitation, but i already given up on that (sigh).

Seems unlikely you ever need any particular class to achieve something. Giving players multiple ways to approach things is one of their main design philosophies. Having the right class might give you an easier option though.
Posted By: benbaxter Re: Party Size Discussion - 06/07/23 04:53 PM
Originally Posted by snowram
I would argue that DnD5e is very lax with party composition, plenty of folks did just fine with an atypical or homogeneous team. I have seen a 4 paladins run or even solo runs go through just fine. Multiple classes fit the archetypes you described if shoehorning your party members into strict roles is your thing, so that leaves plenty of room for freedom of choice.

Unfortunately, if you don't have a frontline, then your squishies ALL become your frontline. Which I think we can all agree is bad. You can argue that a team of all wizards could account for this by all packing shield and other defensive/control spells, but then you are really cutting into their DPS and eating through their spell slots.

While I agree that there is a lot more freedom in building a party in 5e than there is in something like WoW. You still need some basic functions in order to be successful.
Posted By: biomag Re: Party Size Discussion - 06/07/23 06:02 PM
IF the game is done correctly, it should take into account that groups of 4 probably don't have all skills/approaches covered and thus offer more ways to achieve the parties goal. So in that case a party of just 4 would offer more replayability simply because you can just pick 80% of your party into the group taking the perfect solution in every case and instead just 50% forcing you to play in more variations to see it all. Basically you either prefer having variation in your 'mandatory core group + 2' or switching through the 3 companions next to your main - that's personal preference more than anything.

My feeling is for 5e 4 characters are the best feeling party composition when it comes to gameflow/gameplay. I understand the wish for 6, but especially if you have all your typical classes/roles it affects the gameplay into always having the right answer for the problem - which 5e doesn't really have at its core and it might take a bit of 'creative' problemsolving out of the game. I for example rather be not forced to have a primary spellcaster and/or cleric in the party like in other titles of this kind because I honestly hate both classes playstyles and don't want to even be bother with them if I can avoid them.

In other words - as long as I'm not forced to take a tank, a healer, a wizard and a rogue to be able to handle the game, I don't have any preferences if the party is 4 or 6 members. For me that is far more important for the quality of the game design than the size of the party.


On the other hand, as someone who has just so much time at hand and most likely won't play through the game more than twice in his life I would also prefer to see as much as possible of the companion stories at once... luckily I don't care about most of the NPCs so far, so maybe I will be able to see all those I care for even in a single playthrough XD
Posted By: Beechams Re: Party Size Discussion - 06/07/23 09:55 PM
Originally Posted by benbaxter
Unfortunately, if you don't have a frontline, then your squishies ALL become your frontline. Which I think we can all agree is bad. You can argue that a team of all wizards could account for this by all packing shield and other defensive/control spells, but then you are really cutting into their DPS and eating through their spell slots.

I don't know if you are referring to TT as I only play PC games but to me 'frontline' and 'squishies' are concepts rather than realities. Classes in 5e have so much overlap that there are generally options for filling a role. Add to that the fact that you don't always get to enter the combat with you 'frontline' at the front
In BG3 Shadowheart can do the locks/traps (at least in EA), in Solasta I use a Ranger for the role. Bards were generally viewed as a viable alternative to Rogues but I don't know if that has changed in 5e. To be honest I view Rogues as redundant now. Their only selling point is sneak attack but that requires too much micro-managing for me and from what I've seen in LPs on YT they spend more time trying to manoeuvring than actually hitting anything.
My current Solasta party has a paladin, cleric and sorcerer who can all chuck out fireball. The sorcerer never bothers with Mage Armour of Stoneskin as her AC is pretty tasty with bracers and an amulet or ring. Ranger can do 3 attacks per round either with bow or DW. Her Spike Growth has won us more fights than Sneak Attack ever will. Her HP is the same as the pally's .
Cleric can do 2 attacks per round from level 8, uses a longsword (elf) and wears medium armour and shield. Shed load of useful spells including Guardian Spirits (or is it Spirit Guardians).
Pally, cleric and ranger all have healing spells.
The only real 'squishy' possibility is the wiz or sorcerer especially early game but Misty Step can get you out of the fray. Clerics can wear medium or heavy armour and rangers get medium armour prof.

My other, original, Solasta party is similar except for wizard instead of sorcerer and a different flavour of cleric (heavy armour but only one attack per round. Biggest downside I discovered with the new party is that sorcerers can't use the Identify spell nor can anyone else in the party.

How this party composition will fare in BG3 or if it will be possible remains to be seen. Ranger and sorcerer seems problematic at this point (please don't mention Minsc).
Posted By: benbaxter Re: Party Size Discussion - 07/07/23 06:30 PM
Originally Posted by Beechams
Originally Posted by benbaxter
Unfortunately, if you don't have a frontline, then your squishies ALL become your frontline. Which I think we can all agree is bad. You can argue that a team of all wizards could account for this by all packing shield and other defensive/control spells, but then you are really cutting into their DPS and eating through their spell slots.

I don't know if you are referring to TT as I only play PC games but to me 'frontline' and 'squishies' are concepts rather than realities. Classes in 5e have so much overlap that there are generally options for filling a role. Add to that the fact that you don't always get to enter the combat with you 'frontline' at the front
In BG3 Shadowheart can do the locks/traps (at least in EA), in Solasta I use a Ranger for the role. Bards were generally viewed as a viable alternative to Rogues but I don't know if that has changed in 5e. To be honest I view Rogues as redundant now. Their only selling point is sneak attack but that requires too much micro-managing for me and from what I've seen in LPs on YT they spend more time trying to manoeuvring than actually hitting anything.
My current Solasta party has a paladin, cleric and sorcerer who can all chuck out fireball. The sorcerer never bothers with Mage Armour of Stoneskin as her AC is pretty tasty with bracers and an amulet or ring. Ranger can do 3 attacks per round either with bow or DW. Her Spike Growth has won us more fights than Sneak Attack ever will. Her HP is the same as the pally's .
Cleric can do 2 attacks per round from level 8, uses a longsword (elf) and wears medium armour and shield. Shed load of useful spells including Guardian Spirits (or is it Spirit Guardians).
Pally, cleric and ranger all have healing spells.
The only real 'squishy' possibility is the wiz or sorcerer especially early game but Misty Step can get you out of the fray. Clerics can wear medium or heavy armour and rangers get medium armour prof.

My other, original, Solasta party is similar except for wizard instead of sorcerer and a different flavour of cleric (heavy armour but only one attack per round. Biggest downside I discovered with the new party is that sorcerers can't use the Identify spell nor can anyone else in the party.

How this party composition will fare in BG3 or if it will be possible remains to be seen. Ranger and sorcerer seems problematic at this point (please don't mention Minsc).


I haven't played Solasta, so I'm not sure which subclasses are available, but sure, at this point in 5e pretty much every class has a subclass that can take/dodge a few hits. Other than Swords Bard, BG3 doesn't have the subclasses that make it easy though (hexblade/bladesinger/etc.). I do doubt that you could leave your sorcerer up front adjacent to a group of hard hitting bugbears with goblin archer support and last long though, even if your paladin is in back throwing fireballs at things (which sounds suspiciously like multiclassing). Also, building a team based on access to a ton of powerful magic items isn't really how 5e is built.

The crux of my point isn't that you can't build a 4 person party of all evocation wizards and storm sorcerers, it's that that is something that isn't easy and takes a lot of planning and thought. You may be the greatest DnD player out there and could pull it off with ease, but min-maxing isn't something everyone is good at.
Posted By: Beechams Re: Party Size Discussion - 07/07/23 08:07 PM
I never min-max it's far too much work and I don't consider myself an expert level player.

My pally gets the fire spells from her subclass. She still has a limited number of spells so doesn't stand hurling spells.
My sorcerer can indeed stand in the front line and without using dodge. Granted it's not every fight and not indefinitely but it's nowhere near as disastrous as it used to be.
If the magic items, and there aren't that many, are available I would be a fool to ignore them.
But as far as BG3 goes you may well be correct.

Even a bog standard classic foursome requires some planning and thought.
Posted By: biomag Re: Party Size Discussion - 07/07/23 08:15 PM
Well there is a difference between two sorcerers and two wizards vs a 'all spellcaster' party - druid, cleric, wizard and sorcerer are all primary casters. Add to the group bards and warlocks and you can easily setup a group of 4 primarily casters in 5e that will work. At the same time you could go without primary casters and it still is viable in 5e. Since you don't need designated healers or mages I would feal very confortable going with a ranger / paladin / druid / bard without min-maxing and playing with multiclasses for example with no worries because 5e isn't based as heavily on buffing and de-buffing as older editions. The system also doesn't truely support traditional MMRPG roles with tanks/healers/dps - you can't force enemies to attack tanks, healers don't heal efficiently, but there are control and dps builds to be fair.

Don't get me wrong you can create parties that will have a harder time, but its still far more forgiving than other systems.
Posted By: benbaxter Re: Party Size Discussion - 07/07/23 09:01 PM
Originally Posted by biomag
Well there is a difference between two sorcerers and two wizards vs a 'all spellcaster' party - druid, cleric, wizard and sorcerer are all primary casters. Add to the group bards and warlocks and you can easily setup a group of 4 primarily casters in 5e that will work. At the same time you could go without primary casters and it still is viable in 5e. Since you don't need designated healers or mages I would feal very confortable going with a ranger / paladin / druid / bard without min-maxing and playing with multiclasses for example with no worries because 5e isn't based as heavily on buffing and de-buffing as older editions. The system also doesn't truely support traditional MMRPG roles with tanks/healers/dps - you can't force enemies to attack tanks, healers don't heal efficiently, but there are control and dps builds to be fair.

Don't get me wrong you can create parties that will have a harder time, but its still far more forgiving than other systems.

First off, every bard I've ever played is personally offended by you leaving them off the primary caster list :p

Second, I agreed that 5e is more forgiving than games like WoW

Regarding your specific examples, I wouldn't ever label a Cleric as squishy, they are the only full caster that easily gets access to heavy armor and all martial weapons. Druids basically have access to massive amounts of temp hp (for now) with their wild shapes, so I wouldn't consider them particularly squishy either. I've seen both of those classes act as frontliners. In fact, all of the moon druids I've played with pretty much only considered themselves frontliners, including a multiclass 'bearbarian'.

I suppose to me squishy = d6 hit die and limited access to defensive measures that don't eat into their dps capabilities, though even some warlock and bard subclasses border on squishy.
Whereas a tanky frontliner isn't paying a huge dps cost to have rock solid defenses e.g. bear totem barbarians or shield bearing Paladins (especially since PAM works with 1h spears now)
Posted By: biomag Re: Party Size Discussion - 07/07/23 10:36 PM
I agree, bard is a primary caster laugh

I see what you mean. Yet even then I guess its just about the way you build the party. For me going 2 sorcerers and 2 wizards is a bit extreme - its pushing the limits and even then I'm not a 100% sure it couldn't work using the right spells. But sub-optimal builds are always there and will have their issues. But like those you meantioned druids and clerics are already capable to be even front line tanks. A well distributed list of spells can also solve a lot of issues or in a primary fighter group the one or the other healing ability completely replace the need for clerics. So overall you can push it pretty far especially with some optimization. But any half-way 'balanced' list will most likely work pretty well without any need to go min-maxing - which is quite an achievement for a system smile
Posted By: benbaxter Re: Party Size Discussion - 08/07/23 01:22 AM
Originally Posted by biomag
I agree, bard is a primary caster laugh

I see what you mean. Yet even then I guess its just about the way you build the party. For me going 2 sorcerers and 2 wizards is a bit extreme - its pushing the limits and even then I'm not a 100% sure it couldn't work using the right spells. But sub-optimal builds are always there and will have their issues. But like those you meantioned druids and clerics are already capable to be even front line tanks. A well distributed list of spells can also solve a lot of issues or in a primary fighter group the one or the other healing ability completely replace the need for clerics. So overall you can push it pretty far especially with some optimization. But any half-way 'balanced' list will most likely work pretty well without any need to go min-maxing - which is quite an achievement for a system smile

Agreed. I think we kind of derailed the convo though lol.

Back on topic, it seems like there are 10 companions when all is said and done, and I'd guess at least 7 of them can be swung around on the moral compass. That puts us at 16 different one on one relationships right from the start, which doesn't factor in all the interparty relationships that exponentially inflate the possible party dynamics (plus apparently the kill everyone option). With only 3 companions at a time really engaging with you (since most approval and commentary aren't happening in camp) that puts us at a minimum of 6 different playthroughs to see a decent chunk of party content. With 5 companions at a time, we can drop that down to 4ish with the benefit of seeing more interactions between party members.

Tactician mode seems like it would provide enough difficulty to cover the difference in party size, too. So my vote remains for a party size of 6.
Posted By: Sidra Re: Party Size Discussion - 08/07/23 12:42 PM
About to pick up the game and start playing and have just been reading through stuff and watching videos. I don't play DnD so all the rules and mechanics will be new to me, although I am a lifelong RPG video gamer so I imagine I will be fine.

But the one thing that struck me as a began researching this is the sheer amount of builds and customization. It's endless. I just watched a 30 minute video with new subclasses. There is already a lot of classes. And subclasses. and now more subclasses. And they seem to be impactful not just for show or cosmetic. With so many types of builds and things to play around with , it seems a little sad to only be able to have 4 in a party.
Posted By: Beechams Re: Party Size Discussion - 08/07/23 01:07 PM
Originally Posted by Sidra
About to pick up the game and start playing and have just been reading through stuff and watching videos. I don't play DnD so all the rules and mechanics will be new to me, although I am a lifelong RPG video gamer so I imagine I will be fine.

But the one thing that struck me as a began researching this is the sheer amount of builds and customization. It's endless. I just watched a 30 minute video with new subclasses. There is already a lot of classes. And subclasses. and now more subclasses. And they seem to be impactful not just for show or cosmetic. With so many types of builds and things to play around with , it seems a little sad to only be able to have 4 in a party.
You currently have 5 companions available in EA - thief, cleric, wizard, fighter and warlock. Pick the class you want to play then choose the 3 from the 5 which will best compliment that choice. Pick whichever subclass from those available (typically 2 or 3) that tickles your fancy.
You will reach level 5 in EA.
Posted By: SHO-VA Re: Party Size Discussion - 08/07/23 03:09 PM
I've edited my game to take up to 7 in a party. So far on 4 different play throughs there has been little game stopping bugs overall. In fact it's hard to tell if it's my modification of the game that causes the bug or something that is a overall problem that will be addressed in official release. In most cases any game crashing seems to stem from a cutscene. In terms of game difficulty I have had less total party kills than with the standard 4 sized party, but still had complete party wipes in the bigger battles. In reality with the current available roster of party members fights are somewhat easier with a larger party. In most fights at least 1, if not more party members are knocked unconscious. Usually it is Astarion as I use him as an archer and everyone hates archers.

I have not seen a single instance where party/NPC dialog doesn't function properly. I have witnessed random NPC dialog between all of the party members while moving around the areas. In short, even in the biggest battles i.e. outside the goblin keep where there are 20 or so goblins, on multiple levels attacking the 5 NPCs and my character; there was very little lag, no game crashing problem, or even party NPCs being ignored by hostiles.

During my latest run through with a full 6 member party- All have hit level 5 before heading down to the Underdark after saving the grove, so Party XP does not seem to be impacted.
Posted By: Archaven Re: Party Size Discussion - 15/07/23 03:34 AM
its just kinda sad that Larian is turning to the casuals and inclusive developers. but yet not inclusive to expand the number of characters to 6? seems like 4 is really the magic number that larian is going forward for any of their RPGs and all these discussions have gone into deaf ears. but IKR, bestiality gay is the new thing we should focus on.
Posted By: Black_Elk Re: Party Size Discussion - 05/08/23 05:07 AM
This article popped up couple hours ago on PC gamer

https://www.pcgamer.com/increase-your-baldurs-gate-3-party-size-to-8-characters-with-this-mod/

I saw the party limit begone updated like an hour ago. If it works I'm hoping the harder difficulty level scales alright just going with that mod. Got a few days here waiting in the wings, but it'd be fun to try the first out with 6 like I got in my head
smile
Posted By: Lotus Noctus Re: Party Size Discussion - 05/08/23 06:31 AM
Originally Posted by Black_Elk
This article popped up couple hours ago on PC gamer

https://www.pcgamer.com/increase-your-baldurs-gate-3-party-size-to-8-characters-with-this-mod/

I saw the party limit begone updated like an hour ago. If it works I'm hoping the harder difficulty level scales alright just going with that mod. Got a few days here waiting in the wings, but it'd be fun to try the first out with 6 like I got in my head
smile

This is only for companions and not for custom parties.... Are hirelings taken into account for this as well? I am waiting for a mod for a bigger custom party.
Posted By: Klinth Re: Party Size Discussion - 05/08/23 08:56 AM
Originally Posted by Lotus Noctus
Originally Posted by Black_Elk
This article popped up couple hours ago on PC gamer

https://www.pcgamer.com/increase-your-baldurs-gate-3-party-size-to-8-characters-with-this-mod/

I saw the party limit begone updated like an hour ago. If it works I'm hoping the harder difficulty level scales alright just going with that mod. Got a few days here waiting in the wings, but it'd be fun to try the first out with 6 like I got in my head
smile

This is only for companions and not for custom parties.... Are hirelings taken into account for this as well? I am waiting for a mod for a bigger custom party.
This. Its nice that we have bigger party mods but as far as I know none of them allows you to have a full custom party (thats Im looking for too)
Posted By: Beechams Re: Party Size Discussion - 05/08/23 12:11 PM
The mod has been around since May. Today's upload is an update - hotfix compatible and a party of up to 16.
Posted By: Earthsong Re: Party Size Discussion - 08/08/23 01:48 AM
The mod is great!

Warning: Send a couple back to camp before boarding the underdark ship though, or it will bug out the extra characters it doesn't pick as your 3 you're supposed to have for that transition.
Posted By: Wolfenring Re: Party Size Discussion - 09/08/23 07:39 AM
I am for at least 5 members 4 are just not enough ..
Posted By: Gray Ghost Re: Party Size Discussion - 11/08/23 09:04 AM
Yeah, I really felt the lack of characters in act 2. Gale and Wyll both have promised plot beats in the end of that area and because I couldn't manage without shadowheart to heal and a frontline fighter, I had to choose between them, which felt lame because I think a couple moments would have felt more engaging and interesting if I had had Wyll there.
Posted By: The Old Soul Re: Party Size Discussion - 16/08/23 02:27 PM
For me the big thing is, with any game where "parties" are even a thing, whatever the party size is, it has to be *narratively* justified. Something about the setting must actually limit the size of groups, or at least they type of group the player's party is.
And when no alternate justification is offered, the only justified party size is "the entire group at once, you and all companions".

Baldur's Gate 3 provides no reason whatsover why you can't travel in groups larger than 4.
The only "reason" offered is the companions arbitrarily decide they don't want to be a 5th person, and the only conceivable reason for them to think that way is, well, that they are really, really stupid.

Unless Larian wants to come out and update the story to say "The god of numbers and arbitrariness has placed a divine, unbreakable law against travelling groups larger than 4." then they should have balanced the game around the entire team being present at all times from the get go. We shouldn't need a mod to up the limit, and we *definitely* shouldn't need a mod to increase difficulty after upping the limit, it should just be how the vanilla game works.
Posted By: Beechams Re: Party Size Discussion - 16/08/23 03:18 PM
The camera and the AI pathfinding already struggle with a party of four.
Posted By: Lotus Noctus Re: Party Size Discussion - 16/08/23 04:25 PM
Originally Posted by Beechams
The camera and the AI pathfinding already struggle with a party of four.

And for that very reason, we can have a bigger party, because the struggle is already a thing and won't change. At least we would have a bigger party to compensate for that. I would be only too happy to accept that trade-off.
Posted By: JoeJinis Re: Party Size Discussion - 17/08/23 09:56 AM
I really don't get the 4 party size, it's really sad and fun breaking.
The main issue is that you NEED a tank + a heal + you if you aren't you of the two mandatory (no I won't make mindfucking metabuilds).
Thus you are left with only one spot forcing you to miss a lot of fun and even whole skills.
I usually play a paladin two handed crusader type, I need a tank, often a warrior + a healer, often a cleric => then either I take a magic user or a ranged physical dmg dealer, but can't both and not even a fun last character like a bard or something.

Pathfinders did it, with success on two games, you probably could as well....
Therefore I'm using a mod even if it will unbalance the game because you know we are playing for fun mainly.
Posted By: Alyssa_Fox Re: Party Size Discussion - 17/08/23 03:16 PM
Originally Posted by JoeJinis
I really don't get the 4 party size, it's really sad and fun breaking.
The main issue is that you NEED a tank + a heal + you if you aren't you of the two mandatory (no I won't make mindfucking metabuilds).

I completed the game on tactician and i tell you this: you dont need tanks or healers. You need 2 martial classes with GWs, potions of speed and feats for GWs. Laezel as fighter and MC as paladin deleted every boss in 1-2 turns with obscene amount of damage you get from haste giving you full action.

Right now BG3 is way too easy with 4 characters in the party, you can nuke every encounter, just buy and use consumables.
Posted By: kanisatha Re: Party Size Discussion - 17/08/23 07:15 PM
Originally Posted by Alyssa_Fox
Originally Posted by JoeJinis
I really don't get the 4 party size, it's really sad and fun breaking.
The main issue is that you NEED a tank + a heal + you if you aren't you of the two mandatory (no I won't make mindfucking metabuilds).

I completed the game on tactician and i tell you this: you dont need tanks or healers. You need 2 martial classes with GWs, potions of speed and feats for GWs. Laezel as fighter and MC as paladin deleted every boss in 1-2 turns with obscene amount of damage you get from haste giving you full action.

Right now BG3 is way too easy with 4 characters in the party, you can nuke every encounter, just buy and use consumables.
This is actually very nice to hear, given my very strong preference for melee martial PCs and parties.

I'll still insist on using a mod to increase my party size to six, and I will play only on story mode, so that hopefully I can literally zip through the onerous TB combat.
Posted By: Ihsan997 Re: Party Size Discussion - 21/08/23 09:59 AM
Originally Posted by Lotus Noctus
Originally Posted by Beechams
The camera and the AI pathfinding already struggle with a party of four.

And for that very reason, we can have a bigger party, because the struggle is already a thing and won't change. At least we would have a bigger party to compensate for that. I would be only too happy to accept that trade-off.

I agree with this answer.

For those who’ve tried the mod, though: how interactive are the extra party members? With five companions, for example, can you follow up on quests and/or earn approval for all five while they’re with you?
Posted By: Tourist McGee Re: Party Size Discussion - 02/09/23 08:13 PM
Originally Posted by Ihsan997
Originally Posted by Lotus Noctus
Originally Posted by Beechams
The camera and the AI pathfinding already struggle with a party of four.

And for that very reason, we can have a bigger party, because the struggle is already a thing and won't change. At least we would have a bigger party to compensate for that. I would be only too happy to accept that trade-off.

I agree with this answer.

For those who’ve tried the mod, though: how interactive are the extra party members? With five companions, for example, can you follow up on quests and/or earn approval for all five while they’re with you?

The only issues i've noticed is that Wyll got stuck with camp dialogue about his father after learning of the kidnapping; his camp dialogue options didn't clear up 'til most of the way through Act 2. Also after the meeting with Gortash, Gale comments on finally getting to Moonrise Towers... Though either of those could just be in game bugs completely unrelated to having Gale, Wyll, Laa'zel, Halsin and Karlach, in the group.
Posted By: Tourist McGee Re: Party Size Discussion - 02/09/23 08:14 PM
Originally Posted by Ihsan997
Originally Posted by Lotus Noctus
Originally Posted by Beechams
The camera and the AI pathfinding already struggle with a party of four.

And for that very reason, we can have a bigger party, because the struggle is already a thing and won't change. At least we would have a bigger party to compensate for that. I would be only too happy to accept that trade-off.

I agree with this answer.

For those who’ve tried the mod, though: how interactive are the extra party members? With five companions, for example, can you follow up on quests and/or earn approval for all five while they’re with you?

The only issues i've noticed is that Wyll got stuck with camp dialogue about his father after learning of the kidnapping; his camp dialogue options didn't clear up 'til most of the way through Act 2. Also after the meeting with Gortash, Gale comments on finally getting to Moonrise Towers... Though either of those could just be in game bugs completely unrelated to having Gale, Wyll, Laa'zel, Halsin and Karlach, in the group.
Posted By: Tourist McGee Re: Party Size Discussion - 02/09/23 08:15 PM
Originally Posted by Ihsan997
Originally Posted by Lotus Noctus
Originally Posted by Beechams
The camera and the AI pathfinding already struggle with a party of four.

And for that very reason, we can have a bigger party, because the struggle is already a thing and won't change. At least we would have a bigger party to compensate for that. I would be only too happy to accept that trade-off.

I agree with this answer.

For those who’ve tried the mod, though: how interactive are the extra party members? With five companions, for example, can you follow up on quests and/or earn approval for all five while they’re with you?

The only issues i've noticed is that Wyll got stuck with camp dialogue about his father after learning of the kidnapping; his camp dialogue options didn't clear up 'til most of the way through Act 2. Also after the meeting with Gortash, Gale comments on finally getting to Moonrise Towers... Though either of those could just be in game bugs completely unrelated to having Gale, Wyll, Laa'zel, Halsin and Karlach, in the group.
Posted By: Tourist McGee Re: Party Size Discussion - 02/09/23 08:33 PM
Originally Posted by Ihsan997
Originally Posted by Lotus Noctus
Originally Posted by Beechams
The camera and the AI pathfinding already struggle with a party of four.

And for that very reason, we can have a bigger party, because the struggle is already a thing and won't change. At least we would have a bigger party to compensate for that. I would be only too happy to accept that trade-off.

I agree with this answer.

For those who’ve tried the mod, though: how interactive are the extra party members? With five companions, for example, can you follow up on quests and/or earn approval for all five while they’re with you?

The only issues i've noticed is that Wyll got stuck with camp dialogue about his father after learning of the kidnapping; his camp dialogue options didn't clear up 'til most of the way through Act 2. Also after the meeting with Gortash, Gale comments on finally getting to Moonrise Towers... Though either of those could just be in game bugs completely unrelated to having Gale, Wyll, Laa'zel, Halsin and Karlach, in the group.
Posted By: Zerubbabel Re: Party Size Discussion - 04/09/23 02:18 PM
Those of you modding the game to play with 6:

I imagine the game is way too easy on balanced. Is it even remotely challenging on tactician?
Posted By: Halycon Styxland Re: Party Size Discussion - 04/09/23 09:58 PM
Well yeah some people use build guides and cheese and arent even really challenged on Hard.

While other people have trouble to solve the game even on Easy.



About Party Size, I was super against 4 when I heard about it, but it turns out in D&D5 a party size of 4 is quite manageable.

For example you're no longer forcefed a Rogue in your party, as it was the case in AD&D and D&D3.

And it also turns out that despite all the praise of Larian Studios for their special mechanics, well I dont really feel too challenged. Positioning is sometimes king in BG3, but often its not.
Posted By: The Old Soul Re: Party Size Discussion - 08/09/23 11:50 AM
God I still feel so stupid every time I tell a companion to wait in camp.
The mechanics of party size is basically a moot point in face of how profoundly stupid it narratively is to leaving anyone in camp instead of having the entire party out at all times.
Full party use is truly what the game should have been balanced around.
Instead if we don't want to play as a team of idiots we have to use a mod to not moronically leave people in camp, then another mod to adjust the difficulty to make up for it.
And sadly all the mods I've seen difficulty are nothing more than stat boosts/nerfs for enemies/us, which is isn't a good way to increase difficulty
Posted By: Ikke Re: Party Size Discussion - 08/09/23 10:35 PM
Originally Posted by The Old Soul
Full party use is truly what the game should have been balanced around.

That would be difficult to do, because the number of companions can vary wildly. In one of my two campaigns, I am playing a feminist drow dark urge sorcerer and due to how things went, I only have three companions (about to face Ketheric Thorm in his tower).

What is needed though, is a very good explanation of party size limit. Perhaps more than four tadpoles close together will reach critical mass and cause a devestating explosion? Perhaps fast travel magic only allows a party of four? Perhaps Withers will get upset if you cross the four treshold? Perhaps there is an ancient prophecy that must be adhered to? It doesn't really matter which explanation is cooked up, but there must be one.
Posted By: The Old Soul Re: Party Size Discussion - 09/09/23 05:33 AM
Originally Posted by Ikke
Originally Posted by The Old Soul
Full party use is truly what the game should have been balanced around.

That would be difficult to do, because the number of companions can vary wildly. In one of my two campaigns, I am playing a feminist drow dark urge sorcerer and due to how things went, I only have three companions (about to face Ketheric Thorm in his tower).

What is needed though, is a very good explanation of party size limit. Perhaps more than four tadpoles close together will reach critical mass and cause a devestating explosion? Perhaps fast travel magic only allows a party of four? Perhaps Withers will get upset if you cross the four treshold? Perhaps there is an ancient prophecy that must be adhered to? It doesn't really matter which explanation is cooked up, but there must be one.

You are forgetting about hirelings.
They are there for a reason.
The party limit at a given time should be the amount of companion characters you could have had, +1 for when you play as Tav/Urge, and the player somehow notified that if their story has left them with less companions than that, they either accept the increased difficulty resulting from it, or use hirelings to replace the missing companions.
if a Durge kills all 6 companions you can get in act 1, they should still be entering act 2 as a party of 7. Durge and 6 hirelings.

As for contriving a narrative reason to limit to 4, it had better be a VERY good reason, because if it's not leaving people in camp will still come across as narratively profoundly stupid.
Posted By: Ikke Re: Party Size Discussion - 09/09/23 10:24 AM
Originally Posted by The Old Soul
As for contriving a narrative reason to limit to 4, it had better be a VERY good reason, because if it's not leaving people in camp will still come across as narratively profoundly stupid.

Indeed it is. And every time you come across lines like "it looks like your party is full at the moment" the profound stupidity is rubbed in again. But is this really a problem for Larian to solve? The lack of explanation for fixed party size is a problem for all CRPGs. Shouldn't some organisation come up with a solution that can be applied to all present and future fantasy RPGs? For SF RPGs the solution can always be that your planatary landing craft only has four seats, so that's covered.
Posted By: Beechams Re: Party Size Discussion - 09/09/23 05:13 PM
What if a player doesn't give a flying fuck about Larian's way of doing things? What if said player just wants to play for laughs? Oh but wait, you wont get your little Achievement badge saying what rough, tough adventurer you are.
I have run around Skyrim with 70 followers in tow. The game is designed for 2 if I recall correctly.

Depends on how the game deals with XP but increasing the party size could result in slower level progression.
Posted By: kanisatha Re: Party Size Discussion - 10/09/23 01:19 PM
I recently downloaded the Unfinished Business mod for Solasta just so I can play it with a party of six. Wow!! What a huge, huge, HUGE difference it has made in my enjoyment of that game!! And all the encounters have remained just as challenging as they were before, because I don't min-max in creating my characters and am running with an ecclectic gaggle of under-optimized characters that are built for my personal fun and enjoyment.

I simply cannot envision any scenario where I would be willing to play BG3 without being able to have my party of six.
Posted By: Firesong Re: Party Size Discussion - 11/09/23 09:30 PM
If swapping out characters wouldn't be such a tedious mechanism (
especially in act 3 where you have to do that very often
), party of 4 would be really great as it is. But the empty kilometers one makes in camp... well...
Posted By: jono11 Re: Party Size Discussion - 27/09/23 08:22 AM
Originally Posted by The Old Soul
God I still feel so stupid every time I tell a companion to wait in camp.
This is it. This is the whole reason there should never be hard party size limits. There is just no way to do it that doesn't shatter immersion. In every game that has one, from New Vegas to Mass Effect to Pillars of Eternity to Dragon Age, any game you can name, it's dumb and forced and makes the opposite of sense. "OK gang, we're going to go fight an entire ship full of geth, so we should probably all be going on this mission." "Not so fast, Shepard. You see, it just so happens that every single friend you have ever made in the entire galaxy has a peccadillo about traveling in groups larger than three. You know how some people don't like cilantro? It's like that. Every single one of us hates being in a group of more than three."

If I never again hear a companion character say some variation of "it looks like you're already traveling with a lot of people" or "I just prefer a little less company on the road" or whatever, it'll be too soon.

I can accept party size limits if they're tied to something the player can influence. As far as I know this was only done in Fallout 2 and no other game that comes to mind. Your party size limit was directly derived from your Charisma stat. Simple, elegant, makes perfect sense: it takes a charismatic person to keep a group of so many strong and often conflicting personalities together. They still had companions saying dumb lines like "you already have a full party," so that could have been improved on, but conceptually it's perfect. You could even iterate on it and have certain Charisma levels required for specific pairings or groupings to be together in a party.

Originally Posted by Ikke
That would be difficult to do, because the number of companions can vary wildly.
Choice and consequence. The best games incorporate choice and consequence even into the mechanical aspects, and party composition should be one of those aspects. It's not the developer's responsibility to balance a game around literally every possible choice you could make with your party composition. You could respec all your characters into clerics with the exact same healing spells and equip them all with armor and weaponry that they aren't proficient in; should the game be balanced around that? That's an extreme example, but I'm not just talking about out-of-universe, video-gamey considerations. I'm also talking about in-universe factors. If you're roleplaying as a character who did some light genocide in Act 1, then your character should have to live with the consequences! And not just the consequences of "I don't have this companion as an option," but the consequences of "my party will not be as large as it would have been had I not done this." If your character goes through life being a dick, they're going to have fewer friends, and maybe that's not a great idea in a world where hobgoblins and evil wizards are common problems.

The greatest trick Starcraft ever pulled was indoctrinating gamers into an obsession with balance, this fervent and almost unshakeable conviction that players (in all genres and styles) should have distinct options, but all of them should be exactly as good or bad as the others. They shouldn't! That's the whole thing about choices, is they impact your life! We're roleplaying as characters who are living a life, right? Well in life you make choices and they materially affect the rest of your life and the world around you. They don't just make numbers on a character sheet go up or down, they don't make someone's approval score go up or down, they don't unlock the good ending or the bad ending. They meaningfully impact your life, including how much support you'll have when you go through hard times.

The premise of RPGs that have parties is that you are explicitly gathering allies for a fight, or to help solve a problem, or so you can all help solve each other's mutual problems, or just that some of the people you meet like you and want to help you out. Every single one of those options implies that you are going to have an easier time of it if you try not to alienate people. If you want to roleplay as someone who alienates people, that's great, but you should absolutely have a harder time as a result.

Originally Posted by Ikke
Originally Posted by The Old Soul
As for contriving a narrative reason to limit to 4, it had better be a VERY good reason, because if it's not leaving people in camp will still come across as narratively profoundly stupid.

Indeed it is. And every time you come across lines like "it looks like your party is full at the moment" the profound stupidity is rubbed in again. But is this really a problem for Larian to solve? The lack of explanation for fixed party size is a problem for all CRPGs. Shouldn't some organisation come up with a solution that can be applied to all present and future fantasy RPGs? For SF RPGs the solution can always be that your planatary landing craft only has four seats, so that's covered.
Of course it's a problem for Larian to solve. It's a problem for every developer who makes an RPG that has companions to solve. Come on, imagine if Larian (or any other developer) approached other problems that way, just doing the same obviously dumb things because fixing it isn't their problem. That's what Bethesda does, and no one should be emulating them. Also, there are easy solutions that take zero intellectual rigor:

1) No party size limit, balance the game for full parties and let players live with the consequences if they don't want a full party.
2) No party size limit, combat difficulty and skill check difficulty scale with party size.
3) Party size limit based in some way on Charisma or a similar stat.
4) Just don't have more companions than you want people to play with! If you really think good adventures only happen when you have a group of four people, then just don't have me meet more than four people! And don't tell me that limits player choice, because you're already limiting player choice by insisting that I only have three companions.
Posted By: Beechams Re: Party Size Discussion - 27/09/23 01:59 PM
Originally Posted by jono11
Also, there are easy solutions that take zero intellectual rigor:

1) No party size limit, balance the game for full parties and let players live with the consequences if they don't want a full party.
2) No party size limit, combat difficulty and skill check difficulty scale with party size.
3) Party size limit based in some way on Charisma or a similar stat.
4) Just don't have more companions than you want people to play with! If you really think good adventures only happen when you have a group of four people, then just don't have me meet more than four people! And don't tell me that limits player choice, because you're already limiting player choice by insisting that I only have three companions.

Too obvious and too easy.

You can't have a party size of greater than four people but you can turn your camp into a menagerie. You wont get a larger party size because that would require writing a lot of extra 'romance' options and there's nothing more needed by a group of badass adventurers who are out to save the world than a nice romance. Well, except maybe coloured horns and pronouns.

I'm currently running a party of 6 with this mod:
Recruit any NPC - Transform NPC Into Playable Character - Make Full Custom Character Party - No party limit - Resurrect Dead
https://www.nexusmods.com/baldursgate3/mods/1646

I use other mods so the combat is not a breeze (e.g. no 5 attacks per round for me). My level is about where a party of 4 would be - I hit L9 in the fight at Moonrise gates (or maybe in the building somewhere).
Posted By: Rappeldrache Re: Party Size Discussion - 27/09/23 02:02 PM
Originally Posted by Zerubbabel
Those of you modding the game to play with 6:

I imagine the game is way too easy on balanced. Is it even remotely challenging on tactician?

wink What even developer don't understand: Some people don't want a challenging fight sometimes ... or a realistic story, world whatever .... some people want sometimes just to ... relax and dream. wink

My real-life is challenging enough .... kitty
Posted By: Zentu Re: Party Size Discussion - 27/09/23 04:03 PM
Originally Posted by Rappeldrache
Originally Posted by Zerubbabel
Those of you modding the game to play with 6:

I imagine the game is way too easy on balanced. Is it even remotely challenging on tactician?

wink What even developer don't understand: Some people don't want a challenging fight sometimes ... or a realistic story, world whatever .... some people want sometimes just to ... relax and dream. wink

My real-life is challenging enough .... kitty

There is already a game mode for that. Explorer mode is exactly what your looking for.

I am interested though in the original question, does Tactician mode keep the challenge high for an RP style of play? (Not min maxing)
Posted By: kanisatha Re: Party Size Discussion - 28/09/23 01:42 PM
Originally Posted by Rappeldrache
Originally Posted by Zerubbabel
Those of you modding the game to play with 6:

I imagine the game is way too easy on balanced. Is it even remotely challenging on tactician?

wink What even developer don't understand: Some people don't want a challenging fight sometimes ... or a realistic story, world whatever .... some people want sometimes just to ... relax and dream. wink

My real-life is challenging enough .... kitty
I mostly agree! I do very much want a well-crafted and realistic story, world, quests, and characters, but combat is something I see in an RPG as the thing I have to tolerate in order to egt those good parts of the game (story, world, quests, characters).
Posted By: Ikke Re: Party Size Discussion - 28/09/23 03:53 PM
Originally Posted by jono11
Of course it's a problem for Larian to solve. It's a problem for every developer who makes an RPG that has companions to solve. Come on, imagine if Larian (or any other developer) approached other problems that way, just doing the same obviously dumb things because fixing it isn't their problem. That's what Bethesda does, and no one should be emulating them.

The point is: it is a recurring problem for all party-based CRPGs. In that respect, it is very similar to being able to carry two department store's inventory around as loot, in your invisible back pocket. Like a party size cap, it is considered a necessary gameplay mechanic. And likewise, no-one has bothered to come up with a reusable explanation. I'd say: let the masterminds behind the D&D franchise come up with good explanations, instead of thinking up bunny people and turtle people.

Originally Posted by jono11
Also, there are easy solutions that take zero intellectual rigor:

1) No party size limit, balance the game for full parties and let players live with the consequences if they don't want a full party.
2) No party size limit, combat difficulty and skill check difficulty scale with party size.
3) Party size limit based in some way on Charisma or a similar stat.
4) Just don't have more companions than you want people to play with! If you really think good adventures only happen when you have a group of four people, then just don't have me meet more than four people! And don't tell me that limits player choice, because you're already limiting player choice by insisting that I only have three companions.

Those solutions might take little intellectual rigor, but they also don't meet requirements the game developer is likely to have.
Posted By: Lyzrl Re: Party Size Discussion - 28/09/23 10:03 PM
Yeah, this right here was THE best mod for creating a custom party (and expanding the size of your party):

Recruit any NPC - Transform NPC Into Playable Character - Make Full Custom Character Party - No party limit - Resurrect Dead
https://www.nexusmods.com/baldursgate3/mods/1646

Unfortunately it is not working with patch 3, so yeah; my save is completely broken.

It is SO frustrating to not be able to play the game how I/we want to play it....

As many people have said: this should have been in the game to begin with; the simple ability to create as many custom companions as you like, and have the party size that you like (with some limitations ofc). Because: why not? It doesn't matter what other people do in their game, as long as each person has fun with playing the game however they want.

I would rather have a party of 5-6 and then not use/abuse speed potions, haste, ridiculously OP builds etc. With 8 partymembers, I would probably still have less actions in a round than most people playing vanilla has with 4. Meaning that difficulty problems are actually not tied THAT closely to party-size, but other mechanisms/exploits.

My point being: Each to his/her/their own. Shouldn't we all have our pick of fun (within reason and based on what most other RPG's offer) in the highest rated CRPG of all time? According to Larian: No. Truly baffling.

(And don't even get me started on the completely stupid hireling system)

I am not starting a new playthrough before I know for a fact that I can play this game the way I want to.
Posted By: kanisatha Re: Party Size Discussion - 29/09/23 02:20 PM
Originally Posted by Lyzrl
Yeah, this right here was THE best mod for creating a custom party (and expanding the size of your party):

Recruit any NPC - Transform NPC Into Playable Character - Make Full Custom Character Party - No party limit - Resurrect Dead
https://www.nexusmods.com/baldursgate3/mods/1646

Unfortunately it is not working with patch 3, so yeah; my save is completely broken.

It is SO frustrating to not be able to play the game how I/we want to play it....

As many people have said: this should have been in the game to begin with; the simple ability to create as many custom companions as you like, and have the party size that you like (with some limitations ofc). Because: why not? It doesn't matter what other people do in their game, as long as each person has fun with playing the game however they want.

I would rather have a party of 5-6 and then not use/abuse speed potions, haste, ridiculously OP builds etc. With 8 partymembers, I would probably still have less actions in a round than most people playing vanilla has with 4. Meaning that difficulty problems are actually not tied THAT closely to party-size, but other mechanisms/exploits.

My point being: Each to his/her/their own. Shouldn't we all have our pick of fun (within reason and based on what most other RPG's offer) in the highest rated CRPG of all time? According to Larian: No. Truly baffling.

(And don't even get me started on the completely stupid hireling system)

I am not starting a new playthrough before I know for a fact that I can play this game the way I want to.
And this is exactly why we players should never have to depend on a mod for some fundamental aspect of the game, for any game. Mods should be only for some superficial or aesthetic change or addition to the game or for user-created optional content.
Posted By: Beechams Re: Party Size Discussion - 29/09/23 04:25 PM
Originally Posted by Lyzrl
Yeah, this right here was THE best mod for creating a custom party (and expanding the size of your party):

Recruit any NPC - Transform NPC Into Playable Character - Make Full Custom Character Party - No party limit - Resurrect Dead
https://www.nexusmods.com/baldursgate3/mods/1646

Unfortunately it is not working with patch 3, so yeah; my save is completely broken.

It is SO frustrating to not be able to play the game how I/we want to play it....

As many people have said: this should have been in the game to begin with; the simple ability to create as many custom companions as you like, and have the party size that you like (with some limitations ofc). Because: why not? It doesn't matter what other people do in their game, as long as each person has fun with playing the game however they want.

I would rather have a party of 5-6 and then not use/abuse speed potions, haste, ridiculously OP builds etc. With 8 partymembers, I would probably still have less actions in a round than most people playing vanilla has with 4. Meaning that difficulty problems are actually not tied THAT closely to party-size, but other mechanisms/exploits.

My point being: Each to his/her/their own. Shouldn't we all have our pick of fun (within reason and based on what most other RPG's offer) in the highest rated CRPG of all time? According to Larian: No. Truly baffling.

(And don't even get me started on the completely stupid hireling system)

I am not starting a new playthrough before I know for a fact that I can play this game the way I want to.

In what way is the mod not working post Patch 3? I was running a party of six pre and post Patch 3.
Posted By: Lyzrl Re: Party Size Discussion - 30/09/23 07:01 PM
It seems to be working for now, if you use an older version of the mod. But my main point is that something like this should be in the game, and not something that we have to add with a mod.
Posted By: Beechams Re: Party Size Discussion - 30/09/23 11:43 PM
Originally Posted by Lyzrl
It seems to be working for now, if you use an older version of the mod. But my main point is that something like this should be in the game, and not something that we have to add with a mod.

I am using the latest version. My main point was what part of the mod do you say is not working. I use the recruit NPCs and increase the party size parts which work.
Posted By: Lyzrl Re: Party Size Discussion - 01/10/23 07:39 PM
I couldn't start the game for a couple of days (I used the newest version of the mod).

Then the creater of the mod, writes on Nexus that version 1.3.2.0 is not usable with the new patch, but that version 1.2.9.0 is.

So I installed the earlier version and now it works (although I must say it is very unstable).

https://www.nexusmods.com/baldursgate3/mods/1646?tab=files

If the new version works for you, then cool, it's doesn't for a lot of other people as you can see in the bug reports:

https://www.nexusmods.com/baldursgate3/mods/1646?tab=bugs
Posted By: The Old Soul Re: Party Size Discussion - 07/10/23 05:18 PM
Originally Posted by jono11
Originally Posted by The Old Soul
God I still feel so stupid every time I tell a companion to wait in camp.
This is it. This is the whole reason there should never be hard party size limits. There is just no way to do it that doesn't shatter immersion. In every game that has one, from New Vegas to Mass Effect to Pillars of Eternity to Dragon Age, any game you can name, it's dumb and forced and makes the opposite of sense. "OK gang, we're going to go fight an entire ship full of geth, so we should probably all be going on this mission." "Not so fast, Shepard. You see, it just so happens that every single friend you have ever made in the entire galaxy has a peccadillo about traveling in groups larger than three. You know how some people don't like cilantro? It's like that. Every single one of us hates being in a group of more than three."

If I never again hear a companion character say some variation of "it looks like you're already traveling with a lot of people" or "I just prefer a little less company on the road" or whatever, it'll be too soon.

I can accept party size limits if they're tied to something the player can influence. As far as I know this was only done in Fallout 2 and no other game that comes to mind. Your party size limit was directly derived from your Charisma stat. Simple, elegant, makes perfect sense: it takes a charismatic person to keep a group of so many strong and often conflicting personalities together. They still had companions saying dumb lines like "you already have a full party," so that could have been improved on, but conceptually it's perfect. You could even iterate on it and have certain Charisma levels required for specific pairings or groupings to be together in a party.

Originally Posted by Ikke
That would be difficult to do, because the number of companions can vary wildly.
Choice and consequence. The best games incorporate choice and consequence even into the mechanical aspects, and party composition should be one of those aspects. It's not the developer's responsibility to balance a game around literally every possible choice you could make with your party composition. You could respec all your characters into clerics with the exact same healing spells and equip them all with armor and weaponry that they aren't proficient in; should the game be balanced around that? That's an extreme example, but I'm not just talking about out-of-universe, video-gamey considerations. I'm also talking about in-universe factors. If you're roleplaying as a character who did some light genocide in Act 1, then your character should have to live with the consequences! And not just the consequences of "I don't have this companion as an option," but the consequences of "my party will not be as large as it would have been had I not done this." If your character goes through life being a dick, they're going to have fewer friends, and maybe that's not a great idea in a world where hobgoblins and evil wizards are common problems.

The greatest trick Starcraft ever pulled was indoctrinating gamers into an obsession with balance, this fervent and almost unshakeable conviction that players (in all genres and styles) should have distinct options, but all of them should be exactly as good or bad as the others. They shouldn't! That's the whole thing about choices, is they impact your life! We're roleplaying as characters who are living a life, right? Well in life you make choices and they materially affect the rest of your life and the world around you. They don't just make numbers on a character sheet go up or down, they don't make someone's approval score go up or down, they don't unlock the good ending or the bad ending. They meaningfully impact your life, including how much support you'll have when you go through hard times.

The premise of RPGs that have parties is that you are explicitly gathering allies for a fight, or to help solve a problem, or so you can all help solve each other's mutual problems, or just that some of the people you meet like you and want to help you out. Every single one of those options implies that you are going to have an easier time of it if you try not to alienate people. If you want to roleplay as someone who alienates people, that's great, but you should absolutely have a harder time as a result.

Originally Posted by Ikke
Originally Posted by The Old Soul
As for contriving a narrative reason to limit to 4, it had better be a VERY good reason, because if it's not leaving people in camp will still come across as narratively profoundly stupid.

Indeed it is. And every time you come across lines like "it looks like your party is full at the moment" the profound stupidity is rubbed in again. But is this really a problem for Larian to solve? The lack of explanation for fixed party size is a problem for all CRPGs. Shouldn't some organisation come up with a solution that can be applied to all present and future fantasy RPGs? For SF RPGs the solution can always be that your planatary landing craft only has four seats, so that's covered.
Of course it's a problem for Larian to solve. It's a problem for every developer who makes an RPG that has companions to solve. Come on, imagine if Larian (or any other developer) approached other problems that way, just doing the same obviously dumb things because fixing it isn't their problem. That's what Bethesda does, and no one should be emulating them. Also, there are easy solutions that take zero intellectual rigor:

1) No party size limit, balance the game for full parties and let players live with the consequences if they don't want a full party.
2) No party size limit, combat difficulty and skill check difficulty scale with party size.
3) Party size limit based in some way on Charisma or a similar stat.
4) Just don't have more companions than you want people to play with! If you really think good adventures only happen when you have a group of four people, then just don't have me meet more than four people! And don't tell me that limits player choice, because you're already limiting player choice by insisting that I only have three companions.

I may have come back to this reply belated, but it's still worth quoting just to say "this person gets it."
Posted By: acatlas Re: Party Size Discussion - 14/10/23 10:12 PM
Having played with party limits removed and with a regular limits I do think the 4 player limit is restrictive on content and 6 is more reasonable. I myself prefer 8-10 character parties but bringing every character seems over the top Ive done it with party limit be gone mod and honestly even on tactician you can end every encounter with 1 round of combat. While playing a normal game 4 is ok and it can be done on tactician i think a party of 6 wouldnt hurt the game that much a party of 8-10 is overkill on normal 8-10 would make tactician it basically makes the game feel like story more by adding 2 characters and thats fine. Higher difficulties with more items would be a great addition to the game. Also a mild adjustment to UI placement of Portraits for this.
Posted By: Thorvic Re: Party Size Discussion - 17/10/23 06:47 PM
Well i would like to have at least 5 man Party i always endup killing the ones i dont need or leting they die
becouse i dont have space for them in my party so i really dosent see a reason to bring all the origin companions for the entire game..
just for then to stay at my camp waiving around ? feels stupid.
and the ones i dont need like a sad..
when the oportunit cames i kill then or let then get killed..
becouse i dont have space for then in my party so yu are useles besides the xp yu gave me in the begining of the game..hauhauha
nowadys in my last Games i even Run with a Hirelings Party and only bring Shadowheart becouse i dont give a F for the rest besides her, Jaheira and Minsc. hauhauha
Posted By: Buba68 Re: Party Size Discussion - 17/10/23 08:00 PM
I make a 4 member party 15 minutes out of the Nautiloid and stick with them, be these Origins or Hirelings. I tell the superfluous Origins "shoo!"
I can't imagine a 6 member party, all getting in their way.
At some point I was introduced to playing BG1/2 with a 4 member party and I've not looked back since.
Posted By: Halycon Styxland Re: Party Size Discussion - 20/10/23 01:08 PM
I mean people play BG1 and BG2 as solo mage - but personally I always had a six member party.
Posted By: Thorvic Re: Party Size Discussion - 20/10/23 01:19 PM
Well i always thought that this game would have the same number as the BG1 and BG2 that was actually kinda unique for the time if im not Wrong..
after that people start to make this rule of 4 man party and yu start to see this in all games..
But i do understand why they did this way, the reality is that they want to extent the Gameplay time making yu trying out a Bunch of party compositions in differents gameplays like i did.
I already beated the game 7 times by now. more then 500 hrs played.. already see a lot and geting bored.
But 1 thing that already is in the Game that i think would not Brake the Game is increase the Party for at least 5 man Becouse this already Happens in Many times in the Game will not Say becouse spoilers..
but yu can at least 4 or 5 times during the game get a 5 man party for some especific quests.
Posted By: Hodo Re: Party Size Discussion - 25/10/23 11:01 AM
After going back to BG1 its odd only having 3+ you in the party. BG1 you had 5+ you. Which was GREAT.
Posted By: Thorvic Re: Party Size Discussion - 29/10/23 04:08 PM
Well theres the Mod to actually Remove Party Limit..
(i never Tried..)
but Bunch of People use and says it works ok.. just some bugs here and There..
But i Advice that if yu really want to use this Mod to actually bring only 3 companions as origins the rest of the spots just give to Hirelings;;
i bet this way nothing will broke or Bug like Banthers and stuff like that..
(and just to Be Safe Make a Lot of Saves Before quests.. if stuff go wrong just Remove the Rest of the party and make with 4)
(i saw some reports that this mod bug Mayrinas and the Hag Quest when yu do with a Bunch of companions.)
Posted By: Taleon Re: Party Size Discussion - 29/10/23 06:30 PM
I've been thinking about a larger party recently but only for their stories. I'm not sure I would want to shrug off every fight with a small army or have all the battles to be as long as they would with that many people if enemies adjusted to the size of the party.

I feel like an interesting way to do it would be two groups with a maximum size of three or four.

The other thing is I wouldn't mind the option of a large party, I think it could offer an epic playthrough, but only one, without much appetitie to play again soon because you've expereined the story with everyone you were even slightly interested in having with you.
Posted By: Myhthreindeer Re: Party Size Discussion - 04/11/23 11:09 AM
A party size of more than 4 trivializes all content in this game.

It's easily doable with 2. Given that all interactions are scripted I don't see the point.
Posted By: Thorvic Re: Party Size Discussion - 05/11/23 02:34 AM
Yu are not wrong.. that is indeed true..
if yu have a Bigger Party even the Hard Mode of this Game will become a Walk in the Park. xD
(and they would Decrease the amount of Game Time yu can Get too.. becouse if yu can bring all companions its useless playing a lot of times the game for most of casual Players.)
But one Thing that i Didant Like its the Open Spaces yu get at your Camp when yu dont Bring all Origin companions.. i always felt this Weird as F.
they Could do something about it.. and when yu Play as Tav yu are the Only One that dosent Have your Tend.. another weird thing.. so yu get to sleep in the floor the entire game.. great.haha

They will never increase the Party size in this Game untill they Gave us another Higher Difficult or something like a Hardcore mode.. when yu Die is Game Over. then a Bigger Party will have a Reason.
(like in Table Top that yu can Have a 20 Party members but evrybody dies in the First battle.. yeah Table Top can be Brutal.haha)
Posted By: Rebel Moon Re: Party Size Discussion - 05/11/23 05:45 AM
One can still make take game adjust to a bigger party. But with 4 people it is sometimes hard to ccordinate the combinations in a way it makes not only sense class wise but story wise.

If you romance someone, of course, that person is your character's favorite in a way and hard to tell them No if they want to help for example.

In general 4 peeps is ok, as a base or your most played standard group combination. But sometimes i'd wish to have an option, that you can at least take one or two peeps more with you for certain companion quests or something.

So yeah, back to good old times of BG 1 and 2. I'm on the 6 member party camp.^^
Posted By: kanisatha Re: Party Size Discussion - 05/11/23 03:07 PM
Originally Posted by Myhthreindeer
A party size of more than 4 trivializes all content in this game.

It's easily doable with 2. Given that all interactions are scripted I don't see the point.
Originally Posted by Thorvic
Yu are not wrong.. that is indeed true..
if yu have a Bigger Party even the Hard Mode of this Game will become a Walk in the Park. xD
With a bigger party option, nobody is forcing you to play with a bigger party. So every single thing you guys say here is irrelevant to this discussion. My single-player game is mine to play however I want, and if I want to "trivialize" my game or make it a "walk in the park," that is nobody else's business but my own.
Posted By: Thorvic Re: Party Size Discussion - 05/11/23 10:48 PM
OK.. will never post anything again in Nothing yu created bro xD
Peace and Good Luck! lol
Posted By: Draganta Re: Party Size Discussion - 08/11/23 10:39 AM
Originally Posted by Thorvic
Well i always thought that this game would have the same number as the BG1 and BG2 that was actually kinda unique for the time if im not Wrong..
after that people start to make this rule of 4 man party and yu start to see this in all games..
But i do understand why they did this way, the reality is that they want to extent the Gameplay time making yu trying out a Bunch of party compositions in differents gameplays like i did.
I already beated the game 7 times by now. more then 500 hrs played.. already see a lot and geting bored.
But 1 thing that already is in the Game that i think would not Brake the Game is increase the Party for at least 5 man Becouse this already Happens in Many times in the Game will not Say becouse spoilers..
but yu can at least 4 or 5 times during the game get a 5 man party for some especific quests.

Man I remember Dungeon Siege 1, with 7 chars and a mule to carry all the loot. It was chaos XD I loved it, but nowadays I too prefer less characters, 4 or 6 is perfect. It is easier to focus on your characters. With more, same happens to me what happens to my long Civilization playthroughs, I get so many cities, I stop caring about developing them the right way, and just do random stuff. Same with leveling up 8 characters, at one point I can't be bothered and it becomes a chore.
Posted By: Black_Elk Re: Party Size Discussion - 12/11/23 08:53 PM
6 is in every way better, and Classic hehe.

Really though the reason I think 6 is best is because it would basically force the issue on addressing a lot of UI jank, which a party of only 4 allows to sort of gloss over right now. Things that are inefficient, and which could be much improved get sorta hidden and walled off that way as the jank is offloaded from Party management to Camp management. I'm not sure peeps are seeing what we give up in terms of party comp by narrowing it down to 4. It has knock on effects into the whole Kit out and divvying up the Monty Haul or setting up your hall of heroes for that run. I'd trade 6 active party members on the scene at all times for a dozen at camp any day of the week. The active party is where they should put the focus.

That sense of satisfaction for decking out your core players for a given run, that charm of reordering the portraits in the leadership rankings, choosing who goes where in a formation. I'm all for hugs and kisses, but give me 6 solid fist bumps and a hand on the shoulder and I can replay this thing forever and ever and it doesn't become boring.

Six Portraits! Six person party! Six core attributes in Dungeons & Dragons

Once you get to 6 many more things become possible. It will help them to fine tune the UI and the benefits to other aspects of the game will stack.

ps. also, and you'll have to forgive my now getting quasi-mystical about it, but the thread is 113 pages long so these are sorta the remaining arguments, but I'd suggest that the D6 is foundational to this game. To D&D I mean and to BG. Our trusty six-sided polyhedron, the elegance of the cube - 6 Faces.

Right now in BG3 party comp we are at our simplest entry level polyhedron, the basic pyramid. I want them to lvl it up from 4 to 6, because that's a huge power spike in party comps. To do it right give us a 6 person party to recall the D6 from among 20 potential companions to recall the D20. This is a useful analogy, I think? lol. Obviously you don't nix the D4, but you save that for the Tactician mode, toss it in then and scale things like that. Working sorta middle out instead to hit all the marks and work all the angles.

pps. oh and one last thought, but to me variety and replay in party comp and customization is the single most important thing in a BG game. It supersedes stuff like tactical challenge in any given battle, because it gives the player a reason to start another campaign. If you don't have that, then the fun battles don't really matter. You need a reason to run it again right? That comes from party comp and companion variety. Then instead of thinking about it like roles in combat, we think about it more like "who to take along this time" and "hmmm how kit 'em out?" like to be the best they can be, for each of the potential companions on offer. Like with all the loot and all the various options provided by the campaign. There are easily 20 would be companions in BG3, and if we got the pick 6 in dodgeball from that, the combos would be sufficiently various and distinct to keep it humming for a good long while. My hope would be that the Definitive Edition of the game allows us to recruit more companions into the fold and then expand the party to 6. Or at least for one of the game modes. Then I will feel like the EA feedback on this subject was definitively accounted for hehe.
Posted By: Dangerferret Re: Party Size Discussion - 13/11/23 02:43 PM
I'll add my support for the 6-member party.

1) It's tradition. Past Baldur's Gates allowed for a party up to 6, as does Dungeons and Dragons Online. Fewer party members allowed seems like an artificial reduction designed (I'm guessing) to improve the speed at which NPC actions are calculated, or reducing the amount of calculations overall. I don't know about anyone else, but combat often hangs on my (fairly new) system as the software calculates the next npc actions. Maybe the whole thing just crashes and burns with 6 (and their summoned elementals, etc.)

2) Each character has a side-story. Almost like an ME 2 Loyalty Mission. With twice as many companions as one has spaces in the party, the constant necessity of balancing the party for combat and balancing it for content becomes a little frustrating. With some quests, I find myself having to leave the FOB and return with different party members, and all this juggling of people starts to seem more like a staffing problem than an RPG. It would be really nice to fight Wyrm's Rock with Wyll and Karlach in my party, but as it stands with the Tavs I've played to date, that makes for a poor party.

3) So much of the fun character development is in the incidentals. The way Wyll makes random comments about Baldur's Gate while wandering around the city, or Karlach randomly runs into an old friend. Restricting the party to four members is asking players to miss out on too much of that. In which case, why spend all that amount of time writing and producing it? Sure, re-play factor and all. I'll replay BG3 to test out various builds and explore various decisions, but probably not to catch the little moments that really add to the game's RP appeal. The whole point is interacting with the story, much of which is driven by the characters. Why write a book one has to read five times to get to all the plot (especially when you've left out the ending)?

4) I just find the four-person party reinforces the "Tank, Damage Dealer, Healer, Thief" dynamic that reduces a complex set of explorable options to a well-known and predictable formula. Multi-classing helps with some, but not all, of this. I, for one, don't like Astarion. (OT: I think he's an offensively reductionist stereotype I've seen a thousand times before. Dorian from DAI. Frankenfurter from RHPS. in fact, I thought it was Tim Curry's voice at first), so I end up investing in rogue levels and him behind. I could drive a stake through his heart, I suppose, but it's unclear to me how that would affect Act 3. And since Act 3 is mostly at level cap, it's the story and the equipment (mostly the story) that drives everything at that point. (As an aside, isn't it strange that you can't multiclass in Explorer, but you can switch to Balanced, level up, multi-class, and then switch right back to Explorer if you want?) When there are only four people in a party, and you can't stand one of them, it's a lot more impactful than if you had four other companions you did like, rather than two.

5) Halsin's a dirty, dirty boy. Don't make me leave him behind.
Posted By: Buba68 Re: Party Size Discussion - 16/11/23 08:22 AM
I am trying to get to Moonrise towers with a three-strong party.
Posted By: Taril Re: Party Size Discussion - 21/11/23 05:35 AM
I think a party of 4 is based mostly off what they're comfortable with. Given the Divinity games which also had a party of 4. It would be easier for them to work with in terms of UI and combat balance.

Personally, I find it somewhat annoying to have to keep dismissing companions in camp just to access buffs or crafting of other characters... But hey, at least it isn't Divinity 2 where any non-party members are permenantly killed and thus never accessible (I literally used a mod for party size just to bypass this particular event, even if my first playthrough was just me and my waifu (And her demon))

In terms of having higher party limit, it would take more work in order to balance it (Be it a limit of 6 or uncapped), both for regular play and also when attempting to allow for Dark Urge type solo play (Bearing in mind that Divinity specifically also had the Lone Wolf skill to help enable solo/duo play so even a party of 4 is taking more effort to balance without such power enhancements)

The amount of work and overall gameplay feel likely played a large part in their decision to limit parties to 4 members, much like their decision to cap levels off at 12 instead of 20.

It's interesting to note that other similar games such as Pillars of Eternity and Pathfinder have a party limit of 5. So maybe Larian could have pushed the limit up to 5? But honestly, at the end of the day, I'd rather they stick to their comfort zone and provide a solid game, than to potentially sacrifice quality to chase down a particular party size.

So yeah, would it be nice if we could have our entire camp come with us on our adventure all the way to level 20? Sure. But I'd rather the game release this century too!
Posted By: Thorvic Re: Party Size Discussion - 05/12/23 03:31 AM
Well i actually already posted in this Same Post Before..
But 1 think i always felt is this..
IF they Increase the Party Size will Broke the Game and Make it Super easy even in Hard difficult.. no Joke.

I Played two runs Solo in the HardMode of this Game before the New Honnor..
(BTW i already started my Solo Honor Mode.)

And Before the New Mode was Super easy even Solo..
If yu went like a Palock,Sorlock yu will Brake the Game easy.
its SUPER UPER DUPPER STRONG these combinations..
dont beleave in me ?! after 1400 hrs played i can tell yu that.. Trust in what i Say, These Combo Classes are Broken. yu become a Demigod.

And Many times During the Game at least 4,5 times yu Get a Party of 5 and made the game a Cake walk when i had a 5 man Party..
Like storming the Castle with Jaheira in act 2, the final Battle with Emperor or the Comet Gith, Halsin in act 1 yu can make hin Follow yu when yu Gank the goblin Camp and so On..
Many, Many Times the game gave yu a 5 men Party and made the game easy..
Thats Why i always Felt that they will Never increase the Party..
Another Reason its for Replay of the Game..
They Made this way to Force yu to Make More then 1 run to test all party and companions becouse in 1 run yu will never be able to actually See evrything they Have as Content..
(and in my opinion the Only Mistake they Made was.. to Make a Camping when yu could bring all of then.. if they Made a Camp Cell when yu could Only Bring 4.. this conversation would never even exist get it ?!)

Was a Mistake in the Game designe in my opinion..
If they never wanted for us to Have More then 4 Member Party.. there was no Need for a Camp when yu could Bring 6 companions..
(this only Gave People Hope and Made this Kind of Topic Pop Up.. haha)

If yu dont Beleave in me.. Just Download the No Party Limit and Gave a Try on the Hard difficult..
yu will lought on How easy it is the Game with a Bigger Party.
Posted By: Jordaker Re: Party Size Discussion - 17/12/23 11:37 PM
Originally Posted by Taril
It's interesting to note that other similar games such as Pillars of Eternity and Pathfinder have a party limit of 5.

PoE is 5, Owlcat's games are 6.

I'm currently playing WH40K Rogue Trader on Daring difficulty (basically Core) and it is difficult enough with a party of 6. There's a Hard and an Unfair difficulty after Daring and all difficulties are fully tweakable.

The game is designed for a party of 6 with most fights involving at least twice your number of enemies. Even the boss fight at the end of the tutorial was grim. The boss was a 140 HP Chaos monster with two attacks per turn who when he got low on health devoured a minion to bump his health back up. He also had toxic gunge splash type AOE thing. At this point you only have 4 party members and you HP is 25-30-ish. You have a few ship's crew to help you but they are not great.
Posted By: KillerRabbit Re: Party Size Discussion - 27/12/23 08:12 PM
I doubt this thread is being monitored anymore but I wanted to bring up how the failure to increase the party size negatively impacted the development of the story.

The problem: Wyll's lack of popularity

Wyll got a complete rewrite and it left him with nothing to say. Which is shame because I like both versions of Wyll but he's almost as quiet as a merc.

The authors have acknowledged that he's a disadvantage because he's at the grove and by that time you've become attached to your existing party. But they failed to acknowledge that this wouldn't be a barrier with a 6 member party.

Wyll's rewrite really ended up deleting the first half of story so we don't see him grow as a character. Wyll 1.0 was a charlatan with a sincere desire to be a hero. His conflict was about: "do I look like a devil but act like an angel or do look like an angel but act like a devil" It was the story of Dorian Grey in video game.

I buried the lede, here it is:

Wyll is the least favorite companion but I don't think his lack of popularity springs from flaws in his story, instead they spring from the mechanical failures of the game engine and the nature of his class.

Again, the grove disadvantage wouldn't apply in a six person party. Just pick up and go.

Wyll is also a disadvantage because Warlock is a decent class for a Tav but is weak class in terms of DPS and party support. As the main character you get to speak with animals, persuade people and see in the dark. But why would you waste a class feature on speak with animals if you aren't the MC? Most people want their Tav to be the voice of the party.

And, frankly, Warlock is just not a great class - which is why WotC keeps trying to change it.

TL;DR - Larian revised Wyll thinking his lack of popularity sprang from flaws in his story. In truth his unpopularity is rooted in the flaws of the engine and game mechanics.
Posted By: Buba68 Re: Party Size Discussion - 27/12/23 08:24 PM
Originally Posted by KillerRabbit
And, frankly, Warlock is just not a great class - which is why WotC keeps trying to change it.
Yeah, it is a stupid class which never should been created. It is a needlessly complicated Sorcerer.
Posted By: Taril Re: Party Size Discussion - 27/12/23 10:07 PM
Originally Posted by KillerRabbit
The authors have acknowledged that he's a disadvantage because he's at the grove and by that time you've become attached to your existing party.

And yet, Karlach is extremely popular and she's after the grove.

Originally Posted by KillerRabbit
Wyll is also a disadvantage because Warlock is a decent class for a Tav but is weak class in terms of DPS and party support.

Uhh what?

Warlock is great DPS thanks to getting CHR modifier on Eldritch Blast at level 2 (Compared to Sorc's not getting it until level 6 for their Cantrip and EvoWiz doesn't get it until level 10). Eldritch Blast also applies that CHR modifier on every beam so by level 5 you're easily getting 2d10+8. Toss in that easy to get robe in Act 2 which also applies CHR modifier to Cantrips and Eldritch Blast is doing 2d10+16 damage (Or maybe if you've gone and got 20 CHR 2d10+20) then at level 10 you get your 3d10+30. On a cantrip.

On top of that damage, you can also get your Cloud of Daggers/Wall of Fire going to melt through things (With Repelling Blast you can knock anyone who escapes their area back in too).

As for party support, Hunger of Hadar is amazing area control. You still get your Counterspell for those key spells, Command for all sorts of ridiculous shenanigans and Hold Person for the standard go-to CC.

Warlock is simply a great class in BG3. It's only downside is it's quite boring because of how absurdly good it is to just spam Eldritch Blast all day (Makes going things like Pact of the Blade feel terrible when 99.99% of the time it's better to just Eldritch Blast than swing your Pact weapon)

Wyll is simply disadvantaged because he's Wyll. Having up to 6 characters in your party won't make him any less Wyll.
Posted By: KillerRabbit Re: Party Size Discussion - 27/12/23 11:02 PM
I mean I'm glad you like the class and everything but in terms of DPS? Nearly everything you mentioned is better done by another class. Astarian with two daggers will do more damage with a sneak attack at level 2 than a Warlock will do at level 5. And if you aren't using that charisma for roleplay purposes dexterity is the one stat that rules them all. Initiative, trap disarming etc. Rogue does better in terms of DPS.

Admittedly the rogue can be just as boring as Warlock but Larian did a nice job of making a compelling animation for the attack.

Yes everyone build the non Tav Warlock the same way - agonizing blast, repelling blast. But Lae'zel gets bonus round push at level 1 that succeeds more often than a Warlock hits at level 4 and you at higher levels you can combine that with pushing attack to try twice. So you might enjoy trading a weapon master for a repelling blast Warlock but it's not a good decision in terms of DPS. And, of course, thunderwave from a sorcerer or wizard . . .

And by the time you get the potent robe you are at least level six which makes the favorable comparison to a sorcerer problematic.

Now I will grant that Warlock could be better if there was time pressure in the game and you needed use cantrips instead of spells. But truth be told my evo wizard rarely uses cantrips. On balanced there are no penalties for sleeping to restore spells. Indeed I need to remind myself to sleep to advance the story.

I do grant that hunger of hardar is a great spell that is good for crowd control and it comes earlier than do spells like insect plague etc but there's no comparing the party support of cleric to a Warlock.

Imo, the 5e warlock has the same problem as the 3.5 bard - it does lots of things but doesn't any of them very well.

Fun discussion smile
Posted By: Taril Re: Party Size Discussion - 28/12/23 12:38 AM
Originally Posted by KillerRabbit
I mean I'm glad you like the class and everything but in terms of DPS? Nearly everything you mentioned is better done by another class. Astarian with two daggers will do more damage with a sneak attack at level 2 than a Warlock will do at level 5.

Uhmm... No?

A level 2 Rogue will do at best 3d6+5 which is less than 2d10+8 from a level 5 Warlock. You mentioned "With 2 daggers" so that would actually be 1d6+2d4+5 from the Rogue...

Even a level 11 Rogue with its 6d6 with 2d8 weapons with 20 Dex will do only 6d6+2d8+14 (40 average damage) while the Warlock is there doing 3d10+30 (45 average damage). Not accounting for any bonus damage like Warlock using Hex for an additional 3d6 damage or aforementioned Cloud of Dagger/Wall of Fire.

Throw in Haste and Warlock will take a giant steaming dump on the Rogue who'll only get a bonus 1d8+7 damage while the Warlock will get another 3d10+30.

The only things that really out DPS Warlock are the crazy Tavern Brawler builds that spam 3+ attacks per turn with Fighter, Monk or Berzerker.

Originally Posted by KillerRabbit
And if you aren't using that charisma for roleplay purposes dexterity is the one stat that rules them all. Initiative, trap disarming etc.

And unless you're playing Solo run you don't really care about this. You only need 1 person to disarm things. You can pump up Dex because besides CHR there's nothing you really need besides Dex for AC/Init. Or you can cheat and just slap on Gloves of Dexterity.

Originally Posted by KillerRabbit
But Lae'zel gets bonus round push at level 1 that succeeds more often than a Warlock hits at level 4 and you at higher levels you can combine that with pushing attack to try twice.

1) If your Warlock can't hit then step out of melee of enemies before you use your ranged attacks

2) Warlock gets to push AND do their damage. Lae'zel (I assume you mean fighter) has to trade damage to push (Be it by using a Bonus Action on Shoving or by using a Maneuver Die on Push attack). Warlock can also push multiple targets because each beam of Eldritch Blast will push a target.

3) Warlock push doesn't roll a save. If you hit with Eldritch Blast, the target gets pushed. Doesn't matter how big they are. They get pushed. Shove requires a failed Athletics save (And large targets simply cannot be shoved). Pushing Attack requires both a hit AND failed Athletics save.

Originally Posted by KillerRabbit
And, of course, thunderwave from a sorcerer or wizard . . .

And again, those take resources. You use your action and a spell slot to not deal damage, but to push. Warlock does both damage and push. Also... Athletics saves need to fail to push.

Originally Posted by KillerRabbit
And by the time you get the potent robe you are at least level six which makes the favorable comparison to a sorcerer problematic.

Not really. When Sorcerer finally catches up to Warlock... Warlock is pulling ahead because they've got their 2 beams meaning they double dip their CHR modifier. Sorc will only get their CHR modifier once on their Fire Bolt/Ray of Frost AND has to deal with resistances (While Eldritch Blast does the rarely resisted Force damage type) the only time Sorc can really compete with Warlock is Cold Dragon consistently attacking Wet targets to get their double damage.

Originally Posted by KillerRabbit
Now I will grant that Warlock could be better if there was time pressure in the game and you needed use cantrips instead of spells. But truth be told my evo wizard rarely uses cantrips. On balanced there are no penalties for sleeping to restore spells. Indeed I need to remind myself to sleep to advance the story.

The thing is for Warlock, Eldritch Blast ends up just being better than most spells. Which is where Warlock's power shines. It doesn't care about resting because Eldritch Blast does more than most spells and the times when big spells matter... Warlock can still cast them too.

Originally Posted by KillerRabbit
but there's no comparing the party support of cleric to a Warlock.

Honestly, as someone who only plays on Tactician/Honour mode... I'd rather have a Warlock in my party than a Cleric.

Cleric is just a one trick where you either abuse Sanctuary shenans or your 1 good spell Spirit Guardians and deals no damage otherwise since they get crap cantrips and no extra attacks.

Warlock provides great damage and multiple useful spells.
Posted By: saeran Re: Party Size Discussion - 28/12/23 11:22 AM
Same. I haven't bothered with a rogue or a cleric since my first playthrough. Cleric I'd consider for an abjurer multiclass build, something to try, but other than this I prefer druids as the divine spellcaster of the party. At least on tactician, haven't tried honor mode yet.

What I like about Wyll is how flexible warlocks are when it comes to multiclassinh. I've tried him as champion fighter and bard so far, was thinking draconic sorcerer next (because of his final quest).
Posted By: KillerRabbit Re: Party Size Discussion - 28/12/23 06:45 PM
Quote
Even a level 11 Rogue with its 6d6 with 2d8 weapons with 20 Dex will do only 6d6+2d8+14 (40 average damage) while the Warlock is there doing 3d10+30 (45 average damage)

Now add all the effects from items and coatings that you have at that point in the game. I gave Wyll-the-thief the caustic ring and the ichorous gloves which means that even without a coating the thief is adding acid damage to the target and poison damage to other enemies. And this works with both melee and ranged combat. The Warlock on the other hand has to either use a rapier in melee or move out of combat to eldritch blast. There's no penalty for switching weapons and the thief, unlike Warlock, can use its signature skill at range or in the fray.

So to keep this on topic (barely): it doesn't makes mechanical sense to trade Wyll for Shadowheart, Lae'zel or Astarian at the grove. Would you prefer level 3 warlock or a level 3 rogue in a 4 person party? And Astarian is the only viable trade - getting rid of the healer or the tank doesn't make much sense.

Yes you can build someone else for traps but, unlike EA, Shadowheart is no longer setup to open locks and Wyll isn't great either. The gloves of dexterity do eliminate that need but you get those after you've encountered many traps.

Cantrips

You are right that if you are using cantrips other than eldritch blast you have to deal with resistances but that you also miss out on the synergistic effects of the items that Larian has put in the game. The game is full of items that boost damage from cold, poison and fire damage. But, again, the only cantrip I use regularly is chill touch against enemies who can heal themselves - otherwise I use a spell or an item.

(and because I'm strange I avoid ray of frost because I think Larian's implementation is too powerful - damage + rimmed with frost + ice surface?)

Oh, and shocking grasp on steel watchers.


Spells vs Eldritch Blast


Even on tactician there's no time pressure in the the game if you've been looting all the food and, again, not resting often enough can mess up romances and story progression. Even if you are giving yourself time pressure to maintain immersion the restoration fountains, potions of angelic slumber and spellcrux amulets will restore missing spell slots.

And level 11 Gale with Curriculum of Strategy and Dethrone will do more damage in an encounter than a level 11 Warlock. (yes both will need a short rest afterwords)

So, again, I would accept that the warlock would be superior to a sorcerer, wizard or thief in another game that had timed quests but you can take as long as you like to complete BG3.

Pushing

You are right that the bonus round push requires an athletics check but it's a bonus round action that would otherwise be wasted. And it succeeds more often than not. Lae'zel can push someone into Gale's cloud of daggers as reliably as regularly as the warlock's eldritch blast hits it target. (even if they wasted misty step spell slot to get out of melee) And thunderwave will push multiple targets into the cloud . . .

I just couldn't imagine trading a warlock for a fighter.

Quote
Cleric is just a one trick where you either abuse Sanctuary shenans or your 1 good spell Spirit Guardians and deals no damage otherwise since they get crap cantrips and no extra attacks.

Guidance is a crap cantrip? Spirit Guardians is the only good spell? Have you tried insect plague? Planar Ally? I admire your commitment to the discussion but if I had to choose the one trick pony from a line up I would point at the warlock before the cleric smile

"I cast eldritch blast"

@saeran


Quote
Cleric I'd consider for an abjurer multiclass build, something to try, but other than this I prefer druids as the divine spellcaster of the party. At least on tactician, haven't tried honor mode yet.

Fair enough, I also trade out Shadowheart for Jaheria in the late game but if we are talking about party support I wouldn't trade either for a Warlock.

Again, Wyll loses out because of his class and the 4 person party - not because his EA story was bad. If they had expanded the party they wouldn't have needed to revise his story.
Posted By: saeran Re: Party Size Discussion - 28/12/23 07:30 PM
Originally Posted by KillerRabbit
Fair enough, I also trade out Shadowheart for Jaheria in the late game but if we are talking about party support I wouldn't trade either for a Warlock.

Again, Wyll loses out because of his class and the 4 person party - not because his EA story was bad. If they had expanded the party they wouldn't have needed to revise his story.
No, that is not what I meant. I prefer the druid because I like their spells & summons more, as an offensive spellcaster. I don't bother with support roles, the cleric / abjurer would be an exception, because I am a bit curious how warding bond would work with arcane ward. But because I prefer offensive spellcasters, I'd take a warlock over thief. There are items that add bonus damage to the blast, and pact of the blade can melee as well, especially in darkness (my first playthrough, Wyll as warlock/ champion
practically soloed Shar's temple fight).
You can build powerful combinations with either, but the thief multiclass options are just more boring to me.
Posted By: KillerRabbit Re: Party Size Discussion - 28/12/23 07:32 PM
Originally Posted by saeran
Originally Posted by KillerRabbit
Fair enough, I also trade out Shadowheart for Jaheria in the late game but if we are talking about party support I wouldn't trade either for a Warlock.

Again, Wyll loses out because of his class and the 4 person party - not because his EA story was bad. If they had expanded the party they wouldn't have needed to revise his story.
No, that is not what I meant. I prefer the druid because I like their spells & summons more, as an offensive spellcaster. I don't bother with support roles, the cleric / abjurer would be an exception, because I am a bit curious how warding bond would work with arcane ward. But because I prefer offensive spellcasters, I'd take a warlock over thief. You can build powerful combinations with either, but the 3 levels of thief is just more boring to me.

Then a healer just isn't an issue for you?
Posted By: saeran Re: Party Size Discussion - 28/12/23 07:34 PM
No, healing is too weak in this game. The only good thing it is for if you use the items that add bonus effects like bless etc.
Posted By: KillerRabbit Re: Party Size Discussion - 28/12/23 07:46 PM
Interesting. And yes I use all the bless and blade ward and heal yourself items. I don't think I would enjoy playing that way.
Posted By: Taril Re: Party Size Discussion - 29/12/23 02:14 AM
Originally Posted by KillerRabbit
Now add all the effects from items and coatings that you have at that point in the game.

Now add in all the effects from other items to the Warlock too.

The fact is, Warlock will outperform Rogue for damage. It's not even close.

Originally Posted by KillerRabbit
So to keep this on topic (barely): it doesn't makes mechanical sense to trade Wyll for Shadowheart, Lae'zel or Astarian at the grove. Would you prefer level 3 warlock or a level 3 rogue in a 4 person party? And Astarian is the only viable trade - getting rid of the healer or the tank doesn't make much sense.

It makes perfect sense.

Astarion's only thing at this point is being Dex based so can do locks/traps. But according to you "dexterity is the one stat that rules them all." so why isn't Tav pumping Dex thus obfuscating the need to have Astarion? (Honestly, it's not hard to have a Tav with respectible Dex, Chr, Sta AND their primary stat of choice such as Str/Wis)

Shadowheart can go because healing sucks. Far, FAR better to prevent damage than heal it. Which Warlock can do via actually killing things (Which Cleric cannot do until Spirit Guardians) and Darkness/Hunger of Hadar.

Lae'zel can be traded out because anyone can be a "Tank" since the only real requirement by the grove is a shield and some medium armour (Since the heavy armour at this point still has the same AC as the Githyanki half-plate Lae'zel starts with or the Breastplate +1 you can "Borrow" from Dammon). Later on heavy armour becomes more important... But hey guess what? Shadowheart is a Cleric and Clerics also can wear heavy armour!

Then of course, you're already making decisions about composition by this point since by the time you reach the grove you can have encountered Shadowheart, Lae'zel, Astarion AND Gale.

Originally Posted by KillerRabbit
you also miss out on the synergistic effects of the items that Larian has put in the game.

Which suck.

Like the best one is the one that provides spellcasting stat to the elemental damage of your cantrips. But it's still just worse than Eldritch Blast because it already double dips on spellcasting stat by the time you get that item.

Originally Posted by KillerRabbit
The game is full of items that boost damage from cold, poison and fire damage.

Most of those only affect SPELLS not CANTRIPS though. Honestly there aren't that many items that even boost the damage you deal. There's what, the various items that grant Heat and? That one robe that gives a bit of damage to Poison (Ignoring how crap the Poison cantrip actually is)

Originally Posted by KillerRabbit
Even on tactician there's no time pressure in the the game if you've been looting all the food and, again, not resting often enough can mess up romances and story progression. Even if you are giving yourself time pressure to maintain immersion the restoration fountains, potions of angelic slumber and spellcrux amulets will restore missing spell slots.

It's not even about time pressure. It's that Eldritch Blast actually does more damage than many spells. Like, outside of your big AoE spells and some specific things (Like upcasted Scorching Ray as Fire Dragon Sorc/EvoWiz or upcasted Magic Missile as EvoWiz because their spellmodifier as damage affects each projectile on those attacks) it'll often be simply better to just Eldritch Blast something, irregardless of spellslots.

Originally Posted by KillerRabbit
Guidance is a crap cantrip?

For dealing damage? Yes.

For utility? No, but then it's not even unique to Cleric. Druids can get it. WARLOCKS can get it. There's an item right outside the Grove that gives you it.

Originally Posted by KillerRabbit
Have you tried insect plague?

Yes. It sucked compared to upcast Spirit Guardians.

Originally Posted by KillerRabbit
Planar Ally?

Is decent. But is a 6th level spell. Meaning you've gone through the ENTIRE game to get your second not useless spell?

Originally Posted by KillerRabbit
I admire your commitment to the discussion but if I had to choose the one trick pony from a line up I would point at the warlock before the cleric smile

"I cast eldritch blast"

Warlock is a one-trick in terms of action usage. Cleric is one-trick based on what they overall can provide to a party.

Cleric provides a few buffs and a couple of decent spells. They provide little damage, control or utility.

Warlock provides damage, control AND utlity. Even if most of that is simple provided by Eldritch Blast spamming.

In the end, Wyll only loses out because he's Wyll.

Wyll doesn't lose because he's in the Grove. He doesn't lose because he's a Warlock. He loses because he's Wyll.
Posted By: KillerRabbit Re: Party Size Discussion - 29/12/23 04:29 AM
Quote
Yes. It [insect plague] sucked compared to upcast Spirit Guardians.

Truly? I use that and a concentration elixir to clear out the Sharran cloister. Does damage, interrupts concentration of spell casters trying to keep their distance and slows down the Sharran front liners trying to get into melee range. Follow it with a well placed ice storm and you will only face two or three Sharrans in melee.

Protection from good / evil and dispel evil really helps with the hag fight.

Spirit guardians rules act 2 but I rarely use it in act 3

Protection from evil and dispel evil really helps in the hag fight.


I assumed we tacitly agreed that Tav could be anything? Obviously if Tav is a tank you don't need Lae'zel. If you are a wizard you don't need Gale and if you are cleric you don't need Shadowheart. But even then if Tav were a tank I would take an evo wizard or a diviner over a warlock.


Dexterity is the most important stat in DnD 5e that's true - initiative, AC, damage - and charisma is only important for spell casting and roleplay. Unless you plan to make Wyll the voice of your party
Posted By: saeran Re: Party Size Discussion - 29/12/23 06:03 AM
I find diviners to be a bit too annoying with the constant pop ups. Once you reach shadowlands you can get two items that allow for stacking of arcane acuity, which makes either bard or sorcerer best at disabling spells, anyway. That is my current plan for Wyll, as warlock/sorcerer.

Some of the items Larian added are more powerful then class abilities. laugh
Posted By: Anska Re: Party Size Discussion - 31/12/23 09:39 AM
My main problem with Wyll is, that he is very squishy. I could keep him at the sideline to cast Eldritch Blast but that does not seem quite what he is supposed to be. Maybe I just have to get used to the class more.
Posted By: Thorvic Re: Party Size Discussion - 02/01/24 08:22 PM
Funny Thing..
The Problem with Wyll Char in my opinion is this..
He is a Cartoon Hero in a Game when Evrybody is a Misfit..
a Cleric of Shar, a Thief Vampire, a Cursed Wizard and a Gith Fighter.

He is out of Place..
BTW karlach sux too.. i dont understand why people like her..
I Bet its becouse its super easy to Lay down with Her same as Halsin.
Becouse she has nothing interesting in her character Really Nothing...haha
(BTW even her coments and Lines Sux and piss me off..haha)

But the Fact is.. if they Increase the Party Size.. this game will Broke Super Hard.
Game is already Super Easy with 4 man Party and in the Few Times yu Get 5 man the game just Broke.
So There Mistake was Allowing People to Have all 6,7 companions in Camp at Once..
If they Made a Camp With Only 4 man party..
This Topic would never even be a Thing.

Instead of giving all of then Places in the Camp they should Make a Camp with only 3 companions and 1 tent for Withers and Your Tav/Durge..
This way would Make people Play the Game at least 2,3 times to See all Origins.
Im not a Game designer or nothing LIke that.. But this was a Mistake..
becouse yu Gave People Hope for a Bigger Party.. Get it ?!
thats the Mistake..
Posted By: ahania Re: Party Size Discussion - 02/01/24 08:36 PM
Spending 100 hours with the same few origin companions is boring as hell.
Posted By: ahania Re: Party Size Discussion - 02/01/24 08:38 PM
Originally Posted by Anska
My main problem with Wyll is, that he is very squishy. I could keep him at the sideline to cast Eldritch Blast but that does not seem quite what he is supposed to be. Maybe I just have to get used to the class more.

Warlock is a great class, he has access to some spells that trivialize some fights. You can also multiclass him with paladin or sorcerer.
Posted By: Thorvic Re: Party Size Discussion - 02/01/24 08:40 PM
Really ?!
For me its anoying having to Switch characters to see there stupid quests..
and worst of all having to tolarate a Bunch of quests and conversations with characters that i dont Care..haha

Nowadays Gale always stay in the Stone, Karlach i always Take her Head off for the Sword, Wyll i never even Talk i just Let hin Training the Kids and when i Kill Karlach he vanish from the Game and Halsin i always Left hin in the Shadowcurse or let the Goblins Kill Hin becouse he is Useless and i cant Save the Shadowcurse without having to tolarete hin Trying to lay down with me for the rest of the Game when i already refused 300 times. haha
Jesus i cant..

Its Anoying Having so Much people in Camp For Real.
BTW the camp get Super Ugly Too with so Many Open Spaces and i will not Bring those Losers just to fill up the open places. comoon.. i cant anymore..
Posted By: ahania Re: Party Size Discussion - 02/01/24 08:48 PM
It's difficult to care about characters if you don't engage with them.

After a while, I'm bored of the same classes in fights and the same commentary from the characters. I prefer to switch them up.
Posted By: Thorvic Re: Party Size Discussion - 02/01/24 08:56 PM
Well i already beated this game more then 20 times and i already Tried all of then as party compositions in many different Ways..
and like i Said Before..
The only Ones i Trully enjoy and Like were Shadow, Astarion, Lae'zel, Minthi.. the Rest its just came along for the Party..
Never care or Liked any of then..
And after Trying the First Time Never Again.

Thats why i always Felt that The Larger Camp was a Mistake.. like i told in my Post..
If they Never wanted a Bigger Party this was a Mistake..
Becouse Gave People Hope.
In other BG games yu could Have 6 man..
Having a Bunch of Companions Made Sense..
Here its Useless.. its just for people say that has Variety..
and BTW some of then Get a Poor Quest Line i bet becouse of that..
Becouse has Tooo Many companions for no Reason..

Like Wyll dosent have nothing going for hin, Gale, Halsin, Karlach..
All of then have a Shallow quest and incomplete stuff.. making useless and anoying briging then..
and thats why has a Bunch of Posts of people Pissed of becouse of that and wanting more from those characters..
Thats the Problem..
Less is More Larian..
If they Stick with only the 6 on the Cover i bet all of then would Have a Great Tale..
If Halsin were a NPC only and Karlach, Minthi would Have been Playble in Both sides of the Tale from the Get Go
and we would Have Balance becouse 2 Druids in Hero Path its Stupid.. sorry.
Yu dont Need Halsin becouse yu can Have Jaheira witch is a Much more stronger Druid.
And i can even Point More reasons for WHY having so many companions Sux. haha

1 Game that Made this Ok at Least was Dragon Age inquistion..
In that Game having all of then would Make your Inquistion Stronger.. Here thats not the Case.
Since yu Cant Bring all of then its Useless.
and Increasing the Party size like i Told Before.. its Double Down on the Mistake..

If yu Dont Belave in Me.. Give a Try with the Mod and Play in the Harder Difficult..
With 5,6 party Members yu will blaze tru the Game no Joke.
Posted By: Anska Re: Party Size Discussion - 02/01/24 10:41 PM
Originally Posted by ahania
Originally Posted by Anska
My main problem with Wyll is, that he is very squishy. I could keep him at the sideline to cast Eldritch Blast but that does not seem quite what he is supposed to be. Maybe I just have to get used to the class more.

Warlock is a great class, he has access to some spells that trivialize some fights. You can also multiclass him with paladin or sorcerer.

I have now multiclassed him with Paladin and a dip in Sorcerer (for the flying-feature) now, put some light armour on him and that amulet with the Shield spell. Shield-Spell desquishyfies everyone. And it started getting fun.

I like my camp full, but - in case this is how it works now - I will gladly switch Halsin for Minthara after lifting the curse in Act 2.
Posted By: GreenMailMan Re: Party Size Discussion - 31/01/24 05:29 AM
I play for story not for challenge. I'd really like a custom difficulty option to have a larger party. Personally I want 7. The 6 origin characters and your player character.

It's odd to me that the 6 characters that have the largest stakes in this adventure, 3 of them sit on their hands all day. I wouldn't. Lae'Zel? She's not the type to allow you and ShadowHeart for example leave her behind and just wait till we get around to the Crèche.

I want them to all be present giving their likes and dislikes, advice and cross conversations, special dialogs and cut scenes, all together.

If I sound crazy maybe I am. But I just have a really hard time choosing between all these characters. I'm also still in act 1, but I feel like my opinion still has a place. Personally I also just dont see how someone could argue against the inclusion of the opinion, if it's OPTIONAL. You know?
Posted By: The Old Soul Re: Party Size Discussion - 02/02/24 12:30 AM
It continues to feel so astoundingly stupid to ever leave anyone in camp.
There is simply no good narrative reason for it, and in turn that means there is no good reason for the game to have been designed with a party cap any smaller than "everyone you can recruit + you at once".
At this point because of how dumb it is, I don't want to play through the game with people waiting at camp anymore, at least none of the origin characters, maybe I can tolerate teammates who could easily have been non-party allies, like Halsin.

So now the question is, do I only recruit 3 of them every run, leaving whoever I don't pick unrecruited, or do I go through the effort and put up with the bugginess of combining a mod to bring everyone with me at all times and a mod that removes all but 4 people from every fight (because I don't want to turn the game into a roflstomp)?

Anyone have any thoughts on which of those is the choice more worth pursuing?
Posted By: Ikke Re: Party Size Discussion - 13/02/24 03:30 PM
Originally Posted by The Old Soul
So now the question is, do I only recruit 3 of them every run, leaving whoever I don't pick unrecruited, or do I go through the effort and put up with the bugginess of combining a mod to bring everyone with me at all times and a mod that removes all but 4 people from every fight (because I don't want to turn the game into a roflstomp)?

Anyone have any thoughts on which of those is the choice more worth pursuing?

One option that feels natural is to play an evil Dark Urge. Depending on decisions and urges, you can wind up with far fewer companions than in a regular game. And should you happen to cross the party limit nonetheless: an evil person has ways to restore balance.
It is nice to have a team of four that always stays the same. Wasn't that one of Larian's original ideas? It has its merits.
Posted By: Jordaker Re: Party Size Discussion - 18/02/24 12:30 PM
Originally Posted by The Old Soul
So now the question is, do I only recruit 3 of them every run, leaving whoever I don't pick unrecruited, or do I go through the effort and put up with the bugginess of combining a mod to bring everyone with me at all times and a mod that removes all but 4 people from every fight (because I don't want to turn the game into a roflstomp)?

Anyone have any thoughts on which of those is the choice more worth pursuing?

Why do you assume that mods equate with 'bugginess' (and with six-patch BG3 of all games)?

There are several excellent mods that convert the game to 5e and RAW rules which increase the difficulty and improve the game compared to Larian's ridiculous system. On normal mode, a party of six with 5e/RAW was more difficult than a party of four with Larian.

Disclaimer: I haven't played the game since Patch 4 broke it so the situation may be different now though I doubt it.
Posted By: The Old Soul Re: Party Size Discussion - 20/02/24 11:36 PM
Originally Posted by Jordaker
Why do you assume that mods equate with 'bugginess' (and with six-patch BG3 of all games)?

Because I looked up those mods and they're both buggy on their own and when interacting.
Posted By: theabraxusentity Re: Party Size Discussion - 17/03/24 12:00 PM
WOW! What a great megathread! I have read every single comment here with interest and everyone here has clever arguments. However I am with the six party side. I am a D&D veteran and played many D&D games like Planescape Torment, Icewind Dale series, Neverwinter Nights series etc (but not only D&D, I generally like other party sized RPGs like ShadowRun series or even the great SpiderWeb Software games) so I have much experience. To play the devil's advocate 4 party sized tend to be good and more balanced and their biggest strength is their replayability. You replay the entire game with different party members -classes so in each playthrough there are different experiences, different dialogues, different choices, different strengths and weaknesses in terms of gameplay, etc. It is an RPG game after all!
However their biggest strength (replayability) to some people is the biggest downside! I personally do NOT like to leave not even a single companion out of the adventure. I want to FULLY experience the plot and all companion's dialogues-interactions between them in a single playthrough. And I personally prefer that ALL companions learn & react about my choices in the adventure... To make matters worse real time limitations, busy schedule + other RPG games are limit factors that force many people not to replay an RPG game. After all the biggest percent of the game (main plot) you have already experienced it, why then spend hours and days again to experience some other NPC party interactions which is just a small % of the game? Plus it just does not feel right plot-wise to leave companions in the camp, especially Origin companions - what are they doing? Taking a nap all the time?? while you go to adventure, saving the world etc. You are a party, and all party members are supposed to be together or else they are not party members, just visitors!
Reading all the discussion in this megathread I understand that Larian will never implement 6 party. Moreover I understand by increasing the party size to 6 the game might be to easy (I dislike RPG games that are easy even in harder difficulties) so I want to report you all some quick research about the many mods available:

First of all some of you might already know the existence of "Party Limit Begone". However this mod is a pseudomod. What I mean is that it indeed increases the party limit in terms of gameplay, but in terms of plot-wise the party stays at 4 members. So in many situations like cutscenes the party is only 4 members, and in all situations like choices and party interactions, only 3 characters closest to the main hero are counted. A user at "Party Limit Begone" post-discussion at NexusMods site at 26/2/2024 named MufasaIllegitimateSon reported that he combined the "Party Limit Begone" with "More Reactive Companions" and with "Everyone In Dialogue" mods in order to limit those gaps. He said that he had enjoyed that combination of mods. However according to current data it does not worth to play with those mods because they are pseudomechanisms (as far as I personally believe). The plot is designed with 4 total characters and by increasing the members some companions might not participate and only appear in the party virtually. It is better wait for complete bug-free versions of those mods or when Baldru's Gate 3 is fully finished (with all patches, potential DLCs etc Do not forget that even the 20 years old Baldur's Gate 1 & 2 are being patched to this day)! So to be frank I never tried these mods, so I report them to search if anyone has some experience with these mods!
If you play with increased party members, then it is mandatory to increase the difficulty by installing those mods below: By some quick search I have found some nice difficulty mods to have are: "Tactician Plus", "Combat Extender", "Lethal AI Enemies", "Immersive AI", "Stronger Bosses and Enemies" which its author recommends other difficulty mods "BG3 Fixed - Fixes and PnP Rules", "Tavern Brawler Rebalanced", "True Initiative (D20 Initiative Rolls)", "Configurable Enemies (Script Extender)", "Enemies Enhanced" which has two versions, the normal "Enemies Enhanced", and the other one is the "Enemies Enhanced (Honour)" combined with "Enemies Enhanced Correction Patch". Another noteworthy difficulty mods are "Additional Enemies - Bugged Clone Fix", "Death March - Enemy and Combat Encounters Overhaul", "Nightmare Difficulty", "Absolute Wrath". Finally, a nice difficulty mode is "The Epics of Tavs" mod which is large and automatically contains other mods like "Party Limit Begone", "Lethal AI Enemies" "Stronger Bosses and Enemies" etc. Moreover there are other gameplay mods that improve the content, but we must make sure that all of those mods I have written are compatible together especially some years later when Baldur’s Gate game and its mods are reaching in their final versions. Such mods are "Extra Feats At Low Levels", "No Inspiration Point Cap", "UnlockLevelCurve - Level 13-20", "5e Spells" and all other spells mods the author of 5e spells reports. "Zerd's Rules as Written (RAW)", "Homebrew Spells", "War Caster 5e", "5e Spells - Larian Durations", "5e Spells References: Valdacil's Spell Adjustments", "Secrets Scrolls for 5e Spells", "Actual Green Flame Blade", "Spell List Combiner", "Minthra's Configurable Enemies")

I know that they are too many, I have never tried them, so I want to learn which combinations of those difficulty mods are the best to be combined with Party Limit Begone. Can all of them be combined? If not which combinations are the best?
© Larian Studios forums