Dear Larian. What is missing here ? - 27/10/20 01:31 PM
When you make a game that is so dense that every coner of the map reveals a new encounter and on top of that have things like fast travel, camp everywhere/anytime the game becomres more of a turnbased strategy game with RPG elements instead of a RPG with turnbased combat.
When you make a game that is filled to the brim with magical items, scrolls, potions, exploding oilbarrels and arrows, then the mystical and mythical just becomes mundane and not something of wonder but soley a tool for "completing" the tactical combat scenarious.
The sense of wonder, danger and exploration evaporises after a very short time
Sometimes less is more you know.
I would love to try this EA out with an option for the following.
1. tone down magical items to 1/10th of what it has now but make the items more meanigfull just like the necklace you can use for speak with the dead.
2. remove the go to camp from anywhere but a few select places like the druid cove feks.
3. remove the fast travel system or at least have it cost resources.
4. remove normal food healing properties, if normal food is just as powerfull as healing potions what is the reason for healing porions to exists at all? and why can't i just stack up on food in the city?
5. turn off exploding barrels.
6. turn off the groundeffect componenets on cantrips
7. make Jump mechanism as per 5e ruleset
8. make push as per 5e ruleset
9. make economy based on supply and demand, ie make alot of the trash drops unwanted by vendors and or lower the price they will pay.
10. turn off aoe effect on arrows.
11. Make encounters leve appropiate, not cool to meet a lv 4 red dragon.
12. make short rest more acessible but let it be impossible or very dangerous at certain places
When you make a game that is filled to the brim with magical items, scrolls, potions, exploding oilbarrels and arrows, then the mystical and mythical just becomes mundane and not something of wonder but soley a tool for "completing" the tactical combat scenarious.
The sense of wonder, danger and exploration evaporises after a very short time
Sometimes less is more you know.
I would love to try this EA out with an option for the following.
1. tone down magical items to 1/10th of what it has now but make the items more meanigfull just like the necklace you can use for speak with the dead.
2. remove the go to camp from anywhere but a few select places like the druid cove feks.
3. remove the fast travel system or at least have it cost resources.
4. remove normal food healing properties, if normal food is just as powerfull as healing potions what is the reason for healing porions to exists at all? and why can't i just stack up on food in the city?
5. turn off exploding barrels.
6. turn off the groundeffect componenets on cantrips
7. make Jump mechanism as per 5e ruleset
8. make push as per 5e ruleset
9. make economy based on supply and demand, ie make alot of the trash drops unwanted by vendors and or lower the price they will pay.
10. turn off aoe effect on arrows.
11. Make encounters leve appropiate, not cool to meet a lv 4 red dragon.
12. make short rest more acessible but let it be impossible or very dangerous at certain places