Larian Studios
Posted By: andreasrylander Reactions like Solasta! - 05/01/21 06:12 PM
Would love for the reaction system to be similar to Solasta.... along with just about everything else they did regarding rule implementations and such. <3

EDIT:
Here is the thing about a prompter asking if you want to take a reaction, and if so; what that reaction will be:
It *WONT* make things feel "slow" or stop the pace of the battle. Why not? Because it's on an enemy turn. It will just feel great because even though the enemy is doing things on their turn, suddenly stuff pauses and YOU get a say in the development of the enemy actions! It gives the player agency and control, and that wont feel like "the battle is slowing down" or anything like that, cause these things happen outside your turn.

I *TRULY* wish they implement something like that.
Posted By: KillerRabbit Re: Reactions like Solasta! - 05/01/21 06:28 PM
+1

Really liking the ability to block an incoming attack with a shield spell.
Posted By: andreasrylander Re: Reactions like Solasta! - 05/01/21 06:57 PM
Heck yeah! The biggest advantage is really that you can make decisions more carefully and on the spot, rather than just relying on randoms procs that happen without your input.
Posted By: booboo Re: Reactions like Solasta! - 05/01/21 07:00 PM
Agreed....Being able to choose *when* to use your reaction (and on *whom*, in some cases - thinking of my paladin with protection) is pretty important, and that is missing in BG3 now. I like this aspect of Solasta....but I imagine many people will complain if they have menus popping up during combat. I think Solasta does allow a time-limited reaction (still with menu though), but I prefer having time to decide what to do rather than being rushed. I
Posted By: Llev Re: Reactions like Solasta! - 05/01/21 07:02 PM
Haven't played solasta... yet... but can certainly get behind a more faithful implimentation of core rules...

some of the seeming "off hand" changes made to action economy and what is and isn't a standard action dont pass the smell test for simply transitioning tabletop rules to a PC game... and actually detract pretty significantly from what could be... i cant remember even seeing an option for reactions...
Posted By: booboo Re: Reactions like Solasta! - 05/01/21 07:18 PM
in BG3 reaction spells like featherfall seem to fire when needed, assuming you remember to cast them earlier in the day ;-) So you have no choice - you may (for whatver reason) not wish to use the spell at that point.... Other reactions, I'm not so sure about.... I thought I had used 'protection' for my fighter, which should be a reaction....if I recall correctly that does impose disadvantage on a nearby attacker of an ally - but you can't choose which ally to spend it on in a turn, which is bad.
Posted By: bullse Re: Reactions like Solasta! - 05/01/21 07:24 PM
Yes, let's make BG3 like Solasta...........................................
Posted By: Mat22 Re: Reactions like Solasta! - 05/01/21 07:33 PM
+1
Posted By: andreasrylander Re: Reactions like Solasta! - 05/01/21 08:26 PM
Originally Posted by bullse
Yes, let's make BG3 like Solasta...........................................


That's not at all what I wrote or even implied.
Posted By: KillerRabbit Re: Reactions like Solasta! - 05/01/21 08:47 PM
No, clearly it's a straw man of your position.

But it's not that far from my position -- I want the two games to merge. Solasta is really, really ugly and badly voice but combat is a blast. BG3 is lovely, has some good roleplay options and the NPC stories look really promising.

Buuuut the devs need to have more confidence in the DnD ruleset.

I want to play a DnD game that looks good, has a story, an open world and many different ways to complete tasks. Right now I see parts of what I want in two different games.
Posted By: RagnarokCzD Re: Reactions like Solasta! - 05/01/21 09:36 PM
Originally Posted by bullse
Yes, let's make BG3 like Solasta...........................................
Glad im not the only one ...
Solasta this, Solasta that, Solasta good, you bad. -_-

It really starts to feel like advertising bots sometimes. :-/
Posted By: Evandir Re: Reactions like Solasta! - 05/01/21 09:47 PM
I would like much more control of my reactions.
Posted By: spectralhunter Re: Reactions like Solasta! - 05/01/21 09:51 PM
Originally Posted by KillerRabbit
No, clearly it's a straw man of your position.

But it's not that far from my position -- I want the two games to merge. Solasta is really, really ugly and badly voice but combat is a blast. BG3 is lovely, has some good roleplay options and the NPC stories look really promising.

Buuuut the devs need to have more confidence in the DnD ruleset.

I want to play a DnD game that looks good, has a story, an open world and many different ways to complete tasks. Right now I see parts of what I want in two different games.

This. I want BG3 and Solasta to have a baby.
Posted By: Merlex Re: Reactions like Solasta! - 05/01/21 10:17 PM
I definitely want reactions RAW. Especially with spells like Shield. What good is having an Abjurer subclass nerfed on hp and no Shield spell. Basically you leave Wizard with only one option, a blaster. That is NOT what a D&D Wizard is designed for. It's the least effective way to play a 5e Wizard. And the most boring. Sorcerers and Warlocks are better blasters anyway.

But with casual players complaining about the length of combat, I seriously doubt we'll see anything close to the 5e reaction system in BG3. Shame frown
Posted By: grysqrl Re: Reactions like Solasta! - 05/01/21 11:39 PM
Originally Posted by Merlex
I definitely want reactions RAW. Especially with spells like Shield. What good is having an Abjurer subclass nerfed on hp and no Shield spell. Basically you leave Wizard with only one option, a blaster. That is NOT what a D&D Wizard is designed for. It's the least effective way to play a 5e Wizard. And the most boring. Sorcerers and Warlocks are better blasters anyway.

But with casual players complaining about the length of combat, I seriously doubt we'll see anything close to the 5e reaction system in BG3. Shame frown
The length of combat wouldn't be an issue if it weren't so boring. This is largely down to enemies taking way too long to make decisions, but getting to make decisions about reactions could help a bit.
Posted By: DragonMaster69 Re: Reactions like Solasta! - 05/01/21 11:42 PM
Originally Posted by grysqrl
Originally Posted by Merlex
I definitely want reactions RAW. Especially with spells like Shield. What good is having an Abjurer subclass nerfed on hp and no Shield spell. Basically you leave Wizard with only one option, a blaster. That is NOT what a D&D Wizard is designed for. It's the least effective way to play a 5e Wizard. And the most boring. Sorcerers and Warlocks are better blasters anyway.

But with casual players complaining about the length of combat, I seriously doubt we'll see anything close to the 5e reaction system in BG3. Shame frown
The length of combat wouldn't be an issue if it weren't so boring. This is largely down to enemies taking way too long to make decisions, but getting to make decisions about reactions could help a bit.


I would have to agree with you on this one here
Posted By: andreasrylander Re: Reactions like Solasta! - 05/01/21 11:50 PM
Originally Posted by DragonMaster69
Originally Posted by grysqrl
Originally Posted by Merlex
I definitely want reactions RAW. Especially with spells like Shield. What good is having an Abjurer subclass nerfed on hp and no Shield spell. Basically you leave Wizard with only one option, a blaster. That is NOT what a D&D Wizard is designed for. It's the least effective way to play a 5e Wizard. And the most boring. Sorcerers and Warlocks are better blasters anyway.

But with casual players complaining about the length of combat, I seriously doubt we'll see anything close to the 5e reaction system in BG3. Shame frown
The length of combat wouldn't be an issue if it weren't so boring. This is largely down to enemies taking way too long to make decisions, but getting to make decisions about reactions could help a bit.


I would have to agree with you on this one here

I agree too!
Posted By: Evandir Re: Reactions like Solasta! - 06/01/21 12:09 AM
Originally Posted by grysqrl
Originally Posted by Merlex
I definitely want reactions RAW. Especially with spells like Shield. What good is having an Abjurer subclass nerfed on hp and no Shield spell. Basically you leave Wizard with only one option, a blaster. That is NOT what a D&D Wizard is designed for. It's the least effective way to play a 5e Wizard. And the most boring. Sorcerers and Warlocks are better blasters anyway.

But with casual players complaining about the length of combat, I seriously doubt we'll see anything close to the 5e reaction system in BG3. Shame frown
The length of combat wouldn't be an issue if it weren't so boring. This is largely down to enemies taking way too long to make decisions, but getting to make decisions about reactions could help a bit.

Enemies will get faster at making their decisions as Larian has more time to upgrade the AI. The speed at which they think now shouldn't be taken into account when deciding major game design choices.
Posted By: grysqrl Re: Reactions like Solasta! - 06/01/21 12:19 AM
Oh, there are plenty of reasons why I find combat boring right now. Speed is just a big one. And I'd like to think that they know it's an issue, but the squeaky wheel gets the oil - if we talk about it here, there's a greater chance that it gets prioritized.
Posted By: DragonMaster69 Re: Reactions like Solasta! - 06/01/21 12:27 AM
Originally Posted by grysqrl
Oh, there are plenty of reasons why I find combat boring right now. Speed is just a big one. And I'd like to think that they know it's an issue, but the squeaky wheel gets the oil - if we talk about it here, there's a greater chance that it gets prioritized.


Not only that but it takes forever to load the game
Posted By: grysqrl Re: Reactions like Solasta! - 06/01/21 12:41 AM
Originally Posted by DragonMaster69
Originally Posted by grysqrl
Oh, there are plenty of reasons why I find combat boring right now. Speed is just a big one. And I'd like to think that they know it's an issue, but the squeaky wheel gets the oil - if we talk about it here, there's a greater chance that it gets prioritized.


Not only that but it takes forever to load the game
I thought that was a feature they added for folks who want to discourage save scumming.
Posted By: Madscientist Re: Reactions like Solasta! - 06/01/21 11:57 AM
I agree to the thread title.

selecting when to use which reaction would be really nice.
Of couse this would mean to implement the reaction spells properly.
Posted By: Merlex Re: Reactions like Solasta! - 06/01/21 12:35 PM
Originally Posted by KillerRabbit
+1

Really liking the ability to block an incoming attack with a shield spell.
The 5e Spells mod has the Shield spell. It's not quite like Solasta's but it's works.
Posted By: Merlex Re: Reactions like Solasta! - 06/01/21 12:37 PM
Originally Posted by grysqrl
Originally Posted by Merlex
I definitely want reactions RAW. Especially with spells like Shield. What good is having an Abjurer subclass nerfed on hp and no Shield spell. Basically you leave Wizard with only one option, a blaster. That is NOT what a D&D Wizard is designed for. It's the least effective way to play a 5e Wizard. And the most boring. Sorcerers and Warlocks are better blasters anyway.

But with casual players complaining about the length of combat, I seriously doubt we'll see anything close to the 5e reaction system in BG3. Shame frown
The length of combat wouldn't be an issue if it weren't so boring. This is largely down to enemies taking way too long to make decisions, but getting to make decisions about reactions could help a bit.

Enemies seem to take longer, the more patches we get.
Posted By: Lunar Dante Re: Reactions like Solasta! - 06/01/21 03:02 PM
First time I read Solasta thing here, I said to myself : well there are just a bunch of advertisers of this game, bla bla
I checked, and read that Solasta did not really respect all the rules (some different classes, because they are not ALLOWED to implement the full set of rules)
So first it strenghtened my first impression
BUT...
I gave it a try, and, oh my... ! It is so true : implementation of reactions with choices offered when it is the right moment, respect of the bonus actions, movements on SQUARES, ETC... this is SOooo d&d ON THE TABLE
So yes, yes, yes, there are definitely some ideas that Larian should check here, for the happiness of d&d lovers, and we are many here
Posted By: Gt27mustang Re: Reactions like Solasta! - 06/01/21 03:48 PM
Originally Posted by Evandir
Originally Posted by grysqrl
Originally Posted by Merlex
I definitely want reactions RAW. Especially with spells like Shield. What good is having an Abjurer subclass nerfed on hp and no Shield spell. Basically you leave Wizard with only one option, a blaster. That is NOT what a D&D Wizard is designed for. It's the least effective way to play a 5e Wizard. And the most boring. Sorcerers and Warlocks are better blasters anyway.

But with casual players complaining about the length of combat, I seriously doubt we'll see anything close to the 5e reaction system in BG3. Shame frown
The length of combat wouldn't be an issue if it weren't so boring. This is largely down to enemies taking way too long to make decisions, but getting to make decisions about reactions could help a bit.

Enemies will get faster at making their decisions as Larian has more time to upgrade the AI. The speed at which they think now shouldn't be taken into account when deciding major game design choices.

This.
Posted By: Bossk_Hogg Re: Reactions like Solasta! - 06/01/21 11:47 PM
Ugh, no. Combat moves slow as hell as is, without it constantly interrupting me "Hey, you wanna cast shield? Hey, you wanna use your opportunity attack?".
Posted By: Bossk_Hogg Re: Reactions like Solasta! - 06/01/21 11:49 PM
Originally Posted by Gt27mustang
Originally Posted by Evandir
Originally Posted by grysqrl
Originally Posted by Merlex
I definitely want reactions RAW. Especially with spells like Shield. What good is having an Abjurer subclass nerfed on hp and no Shield spell. Basically you leave Wizard with only one option, a blaster. That is NOT what a D&D Wizard is designed for. It's the least effective way to play a 5e Wizard. And the most boring. Sorcerers and Warlocks are better blasters anyway.

But with casual players complaining about the length of combat, I seriously doubt we'll see anything close to the 5e reaction system in BG3. Shame frown
The length of combat wouldn't be an issue if it weren't so boring. This is largely down to enemies taking way too long to make decisions, but getting to make decisions about reactions could help a bit.

Enemies will get faster at making their decisions as Larian has more time to upgrade the AI. The speed at which they think now shouldn't be taken into account when deciding major game design choices.

This.
NOT this. AI is hard, adding more variables makes it harder. This shit isnt easy to code, so I don't know why you would expect it to magically happen.
Posted By: Bossk_Hogg Re: Reactions like Solasta! - 06/01/21 11:57 PM
Originally Posted by RagnarokCzD
Originally Posted by bullse
Yes, let's make BG3 like Solasta...........................................
Glad im not the only one ...
Solasta this, Solasta that, Solasta good, you bad. -_-

It really starts to feel like advertising bots sometimes. :-/

Solasta looks like a mobile game. If it was a tabletop simulator mod, it would be pretty cool, but right now it's just mediocre graphics with a straightjacket rules implementation and no DM running the show. I play D&D for fun, not to simply bask in the "glory" of D&D's often mediocre rules. A D&D video game needs to capture the gist, but primarily be a good VIDEO GAME.
Posted By: Evandir Re: Reactions like Solasta! - 07/01/21 07:19 AM
Originally Posted by Bossk_Hogg
Originally Posted by Gt27mustang
Originally Posted by Evandir
Enemies will get faster at making their decisions as Larian has more time to upgrade the AI. The speed at which they think now shouldn't be taken into account when deciding major game design choices.

This.
NOT this. AI is hard, adding more variables makes it harder. This shit isnt easy to code, so I don't know why you would expect it to magically happen.

Oh course it isn't easy and I wouldn't expect it to magically happen overnight. I do however acknowledge how much pride Larian takes in their games and I expect that they will continue to upgrade their AI until they are satisfied with it.

Given the comparison in AI turn speed between DOS and BG, I'd say it's safe to assume that they aren't satisfied yet and we will see great improvements in the AI by the time the game releases.
Posted By: Mat22 Re: Reactions like Solasta! - 07/01/21 08:01 AM
Yeah i think combat speed wont be an issue at release. There are a lot of things (double-clicking for dash, clicking for sneak attack, separating jump from disengage so we dont use it every round - these already add a lot of time to combat) they can tweak so it doesnt take away time unnecesarily, regarding the long decisions of the enemy they are still constantly adding things for the AI to do it which means they have to alter the action priorization and behaviour setup eventually and usually thats only finished when they start to work on difficulty levels etc. (closer to release) i remember dos2 combat AI was much slower at the beginning of EA to decide what it will do and got faster for release. Im pretty satisfied with the speed of animations i have to say it will add a lot to the full picture.
And i agree, for me: combat needs to be more interesting (less repetitive) but thee is a lot of feedback on that already. Regarding reactions I think some of them could be left automated but not the tricky ones, we will see which route they will go soon i guess.
Posted By: daMichi Re: Reactions like Solasta! - 07/01/21 12:31 PM
Absolutely agree as well.
+1
Posted By: andreasrylander Re: Reactions like Solasta! - 08/01/21 01:35 AM
Here is the thing about a prompter asking if you want to take a reaction, and if so; what that reaction will be:
It *WONT* make things feel "slow" or stop the pace of the battle. Why not? Because it's on an enemy turn. It will just feel great because even though the enemy is doing things on their turn, suddenly stuff pauses and YOU get a say in the development of the enemy actions! It gives the player agency and control, and that wont feel like "the battle is slowing down" or anything like that, cause these things happen outside your turn.

I *TRULY* wish they implement something like that.
Posted By: LukasPrism Re: Reactions like Solasta! - 08/01/21 01:50 AM
The best solution to appease everyone would be to leave the reactions icons where they are but give them three states (off, manual and automatic). Off and automatic work how they do now, manual means there is a three second popup on the screen to allow you to make a reaction. If you’re not paying attention, too bad – it is a reaction after all.
Posted By: andreasrylander Re: Reactions like Solasta! - 08/01/21 02:47 AM
Originally Posted by LukasPrism
The best solution to appease everyone would be to leave the reactions icons where they are but give them three states (off, manual and automatic). Off and automatic work how they do now, manual means there is a three second popup on the screen to allow you to make a reaction. If you’re not paying attention, too bad – it is a reaction after all.


Yeah that's good. Give people options. =)
Posted By: Maximuuus Re: Reactions like Solasta! - 08/01/21 06:17 AM
+1

I don't know if Solasta's solution would suit BGE but we have to be able tu use our reactions like in D&D.

This is a core feature of D&D and what makes combats more "realistic" / more "Real time" / "less common TB combats".

I don't know how but they'll have to find a better solution.
Posted By: Dexai Re: Reactions like Solasta! - 08/01/21 02:24 PM
Yeah. Like Maximise I'm not going to say "Solasta does it this way, make it like that!". But there has to be something. Some effort at interpreting these mechanics.
Posted By: Alodar Re: Reactions like Solasta! - 08/01/21 03:48 PM
Originally Posted by Bossk_Hogg
Originally Posted by RagnarokCzD
Originally Posted by bullse
Yes, let's make BG3 like Solasta...........................................
Glad im not the only one ...
Solasta this, Solasta that, Solasta good, you bad. -_-

It really starts to feel like advertising bots sometimes. :-/

Solasta looks like a mobile game. If it was a tabletop simulator mod, it would be pretty cool, but right now it's just mediocre graphics with a straightjacket rules implementation and no DM running the show. I play D&D for fun, not to simply bask in the "glory" of D&D's often mediocre rules. A D&D video game needs to capture the gist, but primarily be a good VIDEO GAME.

Agree.
Posted By: fallenj Re: Reactions like Solasta! - 08/01/21 04:08 PM
AOO and several other reaction spells are already in the game and it happens automatically that's good enough.
Posted By: Aishaddai Re: Reactions like Solasta! - 08/01/21 04:19 PM
I fine with either forms of reactions.

I find it kind of funny that Solasta is not allowed to use many Dnd things, but they try hard to be RAW. In contrast BG3 is sort of given free rein, but they want other things besides RAW. I like both games and I'm very much looking forward to them both.
Posted By: andreasrylander Re: Reactions like Solasta! - 08/01/21 05:17 PM
Originally Posted by fallenj
AOO and several other reaction spells are already in the game and it happens automatically that's good enough.


It really isn't though. Right now the reactions don't even always work or happen, but even if they were to work; you don't always know what you want to do until the battle is happening, and then you might have clicked away some choices you truly wanted to use, but even before they happen, you might have already procced a reaction that you didn't want, like an AOO, but instead it turned out you should have saved your reaction for a shield spell.

But even if you only have the shield spell (for instance) active, what about a situation where a small little critter comes up and hits you, and you wouldn't want to waste a spell slot and a reaction on that, because a far larger threat will attack you afterwards? I know the shield spell lasts the round out, but it could be some other reaction. In the cases of reactions, it's all about prioritising depending on what the enemies do and what you think is the best choice for the time being, not depending on automatic procs.
Posted By: bullse Re: Reactions like Solasta! - 08/01/21 05:21 PM
If I want to play Solasta, I would play it.....
Posted By: andreasrylander Re: Reactions like Solasta! - 08/01/21 05:30 PM
Originally Posted by bullse
If I want to play Solasta, I would play it.....

It's not about just "ripping off Solasta", it's just that Solasta did the core ruleset implementation far better and more true to the letter than Larian did, even though Larian claimed they did all they could to have a super faithful implementation, which is clearly not the case. If they were to change the way reactions are handled and be inspired by the way Solasta did it, that would be awesome. I don't WANT them to be another Solasta, since frankly BG3 is far better in so damn many ways in my opinion. But sometimes it's worth taking a look at how others did things and improve upon one's own product.
Posted By: marajango Re: Reactions like Solasta! - 08/01/21 05:55 PM
+1 to OP

just give as a tick box in the game options: automatic reactions on or off
Posted By: SoulEater Re: Reactions like Solasta! - 08/01/21 10:38 PM
My first post on the forums! I don't think people saying they'd like to see some things be more like another game is inherently bad. To reject such things at only a glance is blatant tribalism. Both games are based off the 5th edition Dungeons & Dragons system and I don't think I'm the only one in saying that I'd like to have the feel of playing the tabletop D&D in this game. Solasta does the combat aspect quite well in reflecting this. The players just want that same experience with the quality of a big name studio such as Larian, and as well as the official licensing support that they have in order to make the most excellent game that we've all been dreaming about.
Posted By: fallenj Re: Reactions like Solasta! - 08/01/21 11:35 PM
Originally Posted by andreasrylander
Originally Posted by fallenj
AOO and several other reaction spells are already in the game and it happens automatically that's good enough.


It really isn't though. Right now the reactions don't even always work or happen, but even if they were to work; you don't always know what you want to do until the battle is happening, and then you might have clicked away some choices you truly wanted to use, but even before they happen, you might have already procced a reaction that you didn't want, like an AOO, but instead it turned out you should have saved your reaction for a shield spell.

But even if you only have the shield spell (for instance) active, what about a situation where a small little critter comes up and hits you, and you wouldn't want to waste a spell slot and a reaction on that, because a far larger threat will attack you afterwards? I know the shield spell lasts the round out, but it could be some other reaction. In the cases of reactions, it's all about prioritising depending on what the enemies do and what you think is the best choice for the time being, not depending on automatic procs.

No it is, its in the game. If it works or not doesn't matter, really shouldn't have to say this but you know, ITS EARLY ACCESS!!!!!!!. Truthfully I don't really care, if little critters are standing next to you and you cast shield maybe you should of thought about it in the first place....like really?! come on, use your head and plan your turns out instead of blindly rolling your face on the key board and complaining its not working.
Posted By: andreasrylander Re: Reactions like Solasta! - 08/01/21 11:51 PM
Originally Posted by fallenj
Originally Posted by andreasrylander
Originally Posted by fallenj
AOO and several other reaction spells are already in the game and it happens automatically that's good enough.


It really isn't though. Right now the reactions don't even always work or happen, but even if they were to work; you don't always know what you want to do until the battle is happening, and then you might have clicked away some choices you truly wanted to use, but even before they happen, you might have already procced a reaction that you didn't want, like an AOO, but instead it turned out you should have saved your reaction for a shield spell.

But even if you only have the shield spell (for instance) active, what about a situation where a small little critter comes up and hits you, and you wouldn't want to waste a spell slot and a reaction on that, because a far larger threat will attack you afterwards? I know the shield spell lasts the round out, but it could be some other reaction. In the cases of reactions, it's all about prioritising depending on what the enemies do and what you think is the best choice for the time being, not depending on automatic procs.

No it is, its in the game. If it works or not doesn't matter, really shouldn't have to say this but you know, ITS EARLY ACCESS!!!!!!!. Truthfully I don't really care, if little critters are standing next to you and you cast shield maybe you should of thought about it in the first place....like really?! come on, use your head and plan your turns out instead of blindly rolling your face on the key board and complaining its not working.


You don't seem to understand my points at all. And I am quite aware it's early access, hence me writing "but even if they were to work". The point is CONTROL. You don't want to lose control to automatic processes that might fire when you don't want them to, and you cannot turn the reactions you've chosen on and off when it's the enemy turn. Hence, you lose control and are limited in making your own calls when you get a chance to a reaction. Did you even read what I wrote? Seems to me you just want to be belligerent.
Posted By: fallenj Re: Reactions like Solasta! - 09/01/21 12:10 AM
If you understood it, you would of never brought it up. An yes its a control freak situation, instead of planning ahead and trying to counter play. You need a pop up saying hey, you want to do this now. No, its not like that, get over it, and actually plan your turns out.
Posted By: grysqrl Re: Reactions like Solasta! - 09/01/21 01:33 AM
Originally Posted by fallenj
If you understood it, you would of never brought it up. An yes its a control freak situation, instead of planning ahead and trying to counter play. You need a pop up saying hey, you want to do this now. No, its not like that, get over it, and actually plan your turns out.
Perhaps you should explain what it is you think reactions are, because it doesn't seem to coincide with my understanding of them or anything else I've seen posted in this thread.

Reactions have nothing to do with planning your turn out. The vast majority of the time, they don't happen during your turn. Reactions are, by definition, things that you can choose to do in response to what's happening around you. In order to choose to respond to things, the game has to ask you if you want to respond when things happen. Currently, it makes assumptions about when and how you should respond to things and this doesn't work well for players who want a measure of control over what they're doing.
Posted By: andreasrylander Re: Reactions like Solasta! - 09/01/21 01:46 AM
Originally Posted by fallenj
If you understood it, you would of never brought it up. An yes its a control freak situation, instead of planning ahead and trying to counter play. You need a pop up saying hey, you want to do this now. No, its not like that, get over it, and actually plan your turns out.


I am not sure you know what mechanics I am referring to. I am talking about reactions like attacks of opportunity, shield spell, hellish rebuke, defensive duelist and the like. These are things you cannot "plan ahead" as they happen during the enemy's turn. Therefore, the "popups" will allow for a variety of different choices in some situations, and you can then choose to prioritise whether or not a certain reaction should be taken, or not, in case you wish to save for another potential reaction later. As it stands now, those options do not exist. I just want those choices to exist.
Posted By: Zarna Re: Reactions like Solasta! - 09/01/21 02:03 AM
Originally Posted by fallenj
No it is, its in the game. If it works or not doesn't matter, really shouldn't have to say this but you know, ITS EARLY ACCESS!!!!!!!. Truthfully I don't really care, if little critters are standing next to you and you cast shield maybe you should of thought about it in the first place....like really?! come on, use your head and plan your turns out instead of blindly rolling your face on the key board and complaining its not working.
You would obviously not cast Shield in this situation. If the game is forcing all reactions to be automatic then it would make you cast it when you would rather save it for later. Counterspell too, why waste it on something silly when you can save it for something important. Hellish Rebuke even, why waste a spell slot on a nearly dead enemy or one with fire resistance. Some reactions make sense to be automatic like Shield master, Uncanny Dodge and probably others, but not spells. Perhaps make the manual/automatic part a menu toggle for those that don't care or don't have any reaction spells so you don't have to worry about it.
Posted By: fallenj Re: Reactions like Solasta! - 09/01/21 05:19 AM
duh the name of the feature is self explanatory. Easiest one that comes to mind is AOO which I said in my first post, if you don't know what that is it is called Attack of Opportunity.

Now in BG3 its automatic, you attack the first person that leaves your area, does not interrupt game play, game moves forward fluently.

In Solasta as soon as someone leaves your area, you get a pop up mid battle asking if you want to do attack of opportunity.

This pop up slows down combat, handholds you and stops you thinking. Are you going to cast a reaction spell while the situation doesn't require it or is less favorable? No, you will cast another spell or do another action. It is seriously panning your moves ahead of time, is it possible to fail or have a outcome that you didn't expect, yes.

This is not 100% needed feature and truthfully its out right terrible.

I actually bought that game played it for 14 hours and unistalled. They have a sticky on the steam forums posted by the devs explaining the rules they adjusted for 5e, that game is not 100% faithful to 5e (this is just encase anyone doesn't understand that).

Originally Posted by Zarna
Originally Posted by fallenj
No it is, its in the game. If it works or not doesn't matter, really shouldn't have to say this but you know, ITS EARLY ACCESS!!!!!!!. Truthfully I don't really care, if little critters are standing next to you and you cast shield maybe you should of thought about it in the first place....like really?! come on, use your head and plan your turns out instead of blindly rolling your face on the key board and complaining its not working.
You would obviously not cast Shield in this situation.

This is probably the highlight of my day, have a wonderful day tomarrow Zarna.
Posted By: CJMPinger Re: Reactions like Solasta! - 09/01/21 05:38 AM
Originally Posted by fallenj
duh the name of the feature is self explanatory. Easiest one that comes to mind is AOO which I said in my first post, if you don't know what that is it is called Attack of Opportunity.

Now in BG3 its automatic, you attack the first person that leaves your area, does not interrupt game play, game moves forward fluently.

In Solasta as soon as someone leaves your area, you get a pop up mid battle asking if you want to do attack of opportunity.

This pop up slows down combat, handholds you and stops you thinking. Are you going to cast a reaction spell while the situation doesn't require it or is less favorable? No, you will cast another spell or do another action. It is seriously panning your moves ahead of time, is it possible to fail or have a outcome that you didn't expect, yes.

This is not 100% needed feature and truthfully its out right terrible.

I actually bought that game played it for 14 hours and unistalled. They have a sticky on the steam forums posted by the devs explaining the rules they adjusted for 5e, that game is not 100% faithful to 5e (this is just encase anyone doesn't understand that).

Originally Posted by Zarna
Originally Posted by fallenj
No it is, its in the game. If it works or not doesn't matter, really shouldn't have to say this but you know, ITS EARLY ACCESS!!!!!!!. Truthfully I don't really care, if little critters are standing next to you and you cast shield maybe you should of thought about it in the first place....like really?! come on, use your head and plan your turns out instead of blindly rolling your face on the key board and complaining its not working.
You would obviously not cast Shield in this situation.

This is probably the highlight of my day, have a wonderful day tomarrow Zarna.

It could be made optional, allowing people to have automatic reactions now with no pop up, and allowing those who want to use different kinds of reactions to have a popup instead if they have a valid option to react with. Player choice and control over the experience is what RPGs like this is about and making systems optional would likely satiate everyone.
Posted By: Niara Re: Reactions like Solasta! - 09/01/21 05:38 AM
Hey fallen,

In 5e it's actually called an Opportunity Attack. AOO is older editions.

Question:

You're in a combat with a Lich and two zealot acolytes; you know the Lich has some pretty nasty effects up its sleeve, including some very high level stuff. The zealots, you know, mostly cast minor buffs and create chip annoyance with cantrips. You've already rolled initiative; the turn order goes: You, Zealot 1, Zealot 2, Lich.

How do you 'seriously plan your moves ahead of time' so that you can tactically and intelligently respond to the situation and counterspell only the enemy spells that are most important to counter, without wasting your reaction on counterspelling a zealot casting shield of faith, and not having a reaction to stop the finger of death that comes later in the same turn?

You seem to be implying that you can and do and others should, without the game asking them when or if they want to use a particular reaction when it becomes available - could you explain your reasoning and method to me?
Posted By: KillerRabbit Re: Reactions like Solasta! - 09/01/21 06:22 AM
Originally Posted by fallenj
This pop up slows down combat, handholds you and stops you thinking. . . .
This is not 100% needed feature and truthfully its out right terrible.

Sorry I don't agree. I think it increases strategic thinking. Using @Niara's example, you are facing the lich lord and his imp familiar. The imp throws a rock at you. Are you going to burn a spell slot to cast shield or are you going to take the hit so you can save that reaction for when the lich sends a volley of level 9 magic missiles at you?

Or, in Solasta itself. You are completely surrounded by undead, you turn undead and they start to flee. Are you going to have the mage try and hit the vampire with her staff -- which ends the turned state and returns vampire to battle -- or are you go going the let than one run while you focus on the undead that weren't turned. The pop up is doing something important.

And, sure, make it automatic for those who want it but I suspect that will lead people to ask "why am losing my spell slots after each battle"?

And yes, Solasta has house rules. Some are really fun. What I really like about those devs is they've started from the position of "the rules are great, how do we recreate the tabletop experience" instead of "these rules aren't well designed for a video game, we're going to have to make so major revisions.
Posted By: fallenj Re: Reactions like Solasta! - 09/01/21 06:44 AM
Originally Posted by Niara
Hey fallen,

In 5e it's actually called an Opportunity Attack. AOO is older editions.
OOF you got me on that

Originally Posted by Niara
Question:

You're in a combat with a Lich and two zealot acolytes; you know the Lich has some pretty nasty effects up its sleeve, including some very high level stuff. The zealots, you know, mostly cast minor buffs and create chip annoyance with cantrips. You've already rolled initiative; the turn order goes: You, Zealot 1, Zealot 2, Lich.

How do you 'seriously plan your moves ahead of time' so that you can tactically and intelligently respond to the situation and counterspell only the enemy spells that are most important to counter, without wasting your reaction on counterspelling a zealot casting shield of faith, and not having a reaction to stop the finger of death that comes later in the same turn?

You seem to be implying that you can and do and others should, without the game asking them when or if they want to use a particular reaction when it becomes available - could you explain your reasoning and method to me?

companions? CC Zealots and use counter when you think your going to needed it. Line of sight, use companion as meat shield, what's your inventory, potions?, cleric?, grease bottle? Barrels around? where are we? How many turns till he usually casts death?

There is usually a good amount of choices you can do in any given scenario

Counterspell isn't in the game yet from what I can gather its a 5th level spell (3rd level spell slot). I know there is a couple reaction spells for warlock already in the game, do you guys cry yourself to sleep when something doesn't work like you wanted it to? Use another tactic or maybe save scum.

Originally Posted by CJMPinger
It could be made optional, allowing people to have automatic reactions now with no pop up, and allowing those who want to use different kinds of reactions to have a popup instead if they have a valid option to react with. Player choice and control over the experience is what RPGs like this is about and making systems optional would likely satiate everyone.

No, point was this feature is not needed and they do it auto in this game.

Almost 2am I got to work tomorrow, later.

Originally Posted by KillerRabbit
And, sure, make it automatic for those who want it but I suspect that will lead people to ask "why am losing my spell slots after each battle"?

The only reaction spells I've seen so far require you to cast the spell, you get a buff / icon showing you have the spell active and when said action happens that spell goes off. Like I said this is how a couple of the warlock spells work.

Here add this last part before bed, I had a guy in my multi game that would take about 5 minutes per turn trying to decide what he wanted to do. Now in that game I would actually dig through my inventory look at my abilities, initiative order, contemplate my next move and so on.

Now add a pop up for opportunity attack and any other stupid reactions that want to prolong the battle even more.
Posted By: Ghost214 Re: Reactions like Solasta! - 09/01/21 07:11 AM
good example
Posted By: Niara Re: Reactions like Solasta! - 09/01/21 07:15 AM
Originally Posted by fallenj
companions? CC Zealots and use counter when you think your going to needed it. Line of sight, use companion as meat shield, what's your inventory, potions?, cleric?, grease bottle? Barrels around? where are we? How many turns till he usually casts death?

There is usually a good amount of choices you can do in any given scenario

Counterspell isn't in the game yet from what I can gather its a 5th level spell (3rd level spell slot). I know there is a couple reaction spells for warlock already in the game, do you guys cry yourself to sleep when something doesn't work like you wanted it to? Use another tactic or maybe save scum.

I asked you a very simple question. I defined the example. The turn order is set; everybody mentioned in the initiative is mentioned. That is the scenario. There is no save-scumming for a better situation; this is the encounter I'm defining. It's turn one. That is the turn order as rolled; the lich is going to cast finger of death on you. The zealots are going to cast minor buff spells or cantrips. That is the entirety of the scenario; a door has just slammed shut behind you, leaving you in a blank, empty, round room that is 30 feet across.

Your goal is to counterspell the finger of death, because not doing so will result in your death from the base damage alone, even if you make the save. How do you do it?

Any sane implementation of the rules allows you to do this, straight up, without fussing; it's a tactical decision that you as a player can make - to not use your reactions on things that you don't want to use them on, and to use them on things that you do. It's your choice.

You could certianly try to crowd control the zealots, as you mentioned. You try that - it only sticks to one of them. Now what? You just die and reload, and hope it sticks to both of them next time? Why do you feel that that is better than being able to choose when and when not to use your own spells?
Posted By: spectralhunter Re: Reactions like Solasta! - 09/01/21 07:34 AM
It’s not just casting spells. How will paladin smites be handled? Smites can’t be automated as you need to choose the spell level and even if you want to perform a smite.

It needs to be a reactionary action after a hit so the player can decide what kind of smite to use.
Posted By: booboo Re: Reactions like Solasta! - 09/01/21 07:48 AM
Dare I say it...but in Solasta ;-) .... you choose which target and what level spell slot to use. As you would in 5E...as the rules mandate. There are so many things in 5E that require more precise control like this, I really don't see how Larian can't fix this. And as noted - for those who don't care, have a toggle "auto" vs ""core rules".
Posted By: Skryia Re: Reactions like Solasta! - 09/01/21 09:45 AM
+1 for being able choose when and how my team uses their one (1!) reaction per turn. Paladin smiting, Eldritch Knights using Shield spell, opportunity attacks are great examples of why a reaction disk of would be great. Have options to let the AI decide how to automatically react if some people actually prefer that is fine by me. But that is one thing Solasta does far better than BG3, IMO.
Posted By: andreasrylander Re: Reactions like Solasta! - 09/01/21 12:14 PM
Yeah I rather have player control and agency and capacity to make informed choices than "LOL THE BATTLE SURE WENT FAST".
Posted By: fallenj Re: Reactions like Solasta! - 09/01/21 03:07 PM
Originally Posted by Niara
Originally Posted by fallenj
companions? CC Zealots and use counter when you think your going to needed it. Line of sight, use companion as meat shield, what's your inventory, potions?, cleric?, grease bottle? Barrels around? where are we? How many turns till he usually casts death?

There is usually a good amount of choices you can do in any given scenario

Counterspell isn't in the game yet from what I can gather its a 5th level spell (3rd level spell slot). I know there is a couple reaction spells for warlock already in the game, do you guys cry yourself to sleep when something doesn't work like you wanted it to? Use another tactic or maybe save scum.

I asked you a very simple question. I defined the example. The turn order is set; everybody mentioned in the initiative is mentioned. That is the scenario. There is no save-scumming for a better situation; this is the encounter I'm defining. It's turn one. That is the turn order as rolled; the lich is going to cast finger of death on you. The zealots are going to cast minor buff spells or cantrips. That is the entirety of the scenario; a door has just slammed shut behind you, leaving you in a blank, empty, round room that is 30 feet across.

Your goal is to counterspell the finger of death, because not doing so will result in your death from the base damage alone, even if you make the save. How do you do it?

Any sane implementation of the rules allows you to do this, straight up, without fussing; it's a tactical decision that you as a player can make - to not use your reactions on things that you don't want to use them on, and to use them on things that you do. It's your choice.

You could certianly try to crowd control the zealots, as you mentioned. You try that - it only sticks to one of them. Now what? You just die and reload, and hope it sticks to both of them next time? Why do you feel that that is better than being able to choose when and when not to use your own spells?

Your made up scenario is based on one character which doesn't involve bg3, its a bad test/scenario and your tunneling the outcome in your favor.

This doesn't prove anything. Sorry btw I didn't make my answer simple enough for you.
Posted By: spectralhunter Re: Reactions like Solasta! - 09/01/21 03:24 PM
Originally Posted by fallenj
Your made up scenario is based on one character which doesn't involve bg3, its a bad test/scenario and your tunneling the outcome in your favor.

This doesn't prove anything. Sorry btw I didn't make my answer simple enough for you.

Okay. How would you automate paladin smites? That’s a simple general question.
Posted By: fallenj Re: Reactions like Solasta! - 09/01/21 05:13 PM
I don't know if 5e changed it but smite is a paladin spell attack. Like magic missile for wiz.

did they auto basic attacks? Let me know when they auto basic attacks so I can watch you people complain about something else.

So in this scenario you want to compare a basic spell attack to reaction skills / spells. An why you can choose basic actions while you can not choose when to do a reaction. Why do you think Larian did it this way? Why do you think any game would do it this way? My answer would be still the same from previous posts, scroll up and reread them.

amazing
Posted By: grysqrl Re: Reactions like Solasta! - 09/01/21 05:19 PM
In 5e, Divine Smite is neither a spell attack nor a reaction, it's a class feature that you can tack onto a successful melee attack.

That said, it is indicative of the kinds of choices that players need to be able to make and currently cannot (or are currently made in a way that is both awkward and doesn't follow 5e rules). Examples off the top of my head include reactions, sneak attack, battle master maneuvers, and divine smite.
Posted By: spectralhunter Re: Reactions like Solasta! - 09/01/21 05:20 PM
Originally Posted by fallenj
I don't know if 5e changed it but smite is a paladin spell attack. Like magic missile for wiz.

did they auto basic attacks? Let me know when they auto basic attacks so I can watch you people complain about something else.

Yes it is but how do you implement it on auto fire?

You can use smite on a hit but you can also increase damage by suing higher level spell slots. There’s a lot of choices involved that can’t be satisfied with a toggle. It has to function like a reaction in Solasta.
Posted By: Maximuuus Re: Reactions like Solasta! - 09/01/21 06:40 PM
Anyway whatever they're saying reactions are an AWESOME opportunity to improve TB and lead to a less static system.

Having things to do when it's not your turn is something totally missing in many TB games and Baldur's Gate 3 even doesn't have the ready action (which is called "ambush" or something like that in other games).

If they find a good solution, and I would say a better solution than in Solasta... BG3 could totally define what the TB genre should be.

It works in Solasta and you never wait doing nothing during ennemies turns. It add a lot of depth to combats, a lot of things to do and to manage whatever it's your turn or not.
But it slow the flow of combats (not their duration).

I'm not sure the way they manage reactions would suit BG3 but Larian definitely have to find something to implement proper reactions. That's an important part of D&D (action economy, classes balance, classes features, "realistic" or "reactive" combats...) and it add a huge value to TB combats.

The real question is how...

What we have at the moment is cheap and that's a fact.
I personnaly think BG3 deserve better than cheap mechanics.
Posted By: CJMPinger Re: Reactions like Solasta! - 09/01/21 09:16 PM
It might slow things down but later powers and certain class abilities really do depend on reactions, in fact one of those powers was made weirdly with hellish rebuke requiring casting before, which actually can make it proc on the wrong thing and goes against the purpose of the spell.
Posted By: fallenj Re: Reactions like Solasta! - 09/01/21 11:29 PM
Originally Posted by grysqrl
In 5e, Divine Smite is neither a spell attack nor a reaction, it's a class feature that you can tack onto a successful melee attack.

That said, it is indicative of the kinds of choices that players need to be able to make and currently cannot (or are currently made in a way that is both awkward and doesn't follow 5e rules). Examples off the top of my head include reactions, sneak attack, battle master maneuvers, and divine smite.
Originally Posted by spectralhunter
Originally Posted by fallenj
I don't know if 5e changed it but smite is a paladin spell attack. Like magic missile for wiz.

did they auto basic attacks? Let me know when they auto basic attacks so I can watch you people complain about something else.

Yes it is but how do you implement it on auto fire?

You can use smite on a hit but you can also increase damage by suing higher level spell slots. There’s a lot of choices involved that can’t be satisfied with a toggle. It has to function like a reaction in Solasta.

Generally sounds like a feature you would choose what level of smite and toggle it. That would be my guess to keep the game flowing, but who knows what Larian will do.

Originally Posted by Maximuuus
What we have at the moment is cheap and that's a fact.
I personnaly think BG3 deserve better than cheap mechanics.

Truthfully we are still in EA, who knows what they'll rearrange / redo mechanic wise. Not only that but possibly pushing back full release with covid still active, along with special edition even after full release (if they go that route like they did for DOS 1 & 2).

With this not just a single player game but also a multi presuming my buddy will take 30 minutes instead of 5 if they go this route. Can't wait it'll be punching monitor fun.

Originally Posted by CJMPinger
It might slow things down but later powers and certain class abilities really do depend on reactions, in fact one of those powers was made weirdly with hellish rebuke requiring casting before, which actually can make it proc on the wrong thing and goes against the purpose of the spell.

Later levels presuming it'll get even worse, that is if opportunity attack increase, so instead of just one OA you have multi and you'll be ask for each one.

Hellish rebuke was one of the warlock spells I was referring to earlier, you prep before hand and stays on you till it procs.
Posted By: spectralhunter Re: Reactions like Solasta! - 10/01/21 12:00 AM
Originally Posted by fallenj
Generally sounds like a feature you would choose what level of smite and toggle it. That would be my guess to keep the game flowing, but who knows what Larian will do.

Later levels presuming it'll get even worse, that is if opportunity attack increase, so instead of just one OA you have multi and you'll be ask for each one.

Hellish rebuke was one of the warlock spells I was referring to earlier, you prep before hand and stays on you till it procs.

Having multiple toggles you have to switch seems a whole lot more cumbersome than a reaction window when you make a hit. Especially I can see people forgetting to set it properly before each attack.

According to 5E rules, you can only have one opportunity attack per round.

Honestly, your method of just having toggles just means we'll have lots of toggles to manage. I don't see how that's easier and more intuitive than having a reaction option window pop up when an event occurs that allows you to use a reaction.
Posted By: CJMPinger Re: Reactions like Solasta! - 10/01/21 12:00 AM
Yeah, but you don't necessarily want it to proc on the first enemy to hit you, saving it for another. Therfor, the current system actually removes player choice in how combat goes. I ahve actually has situations where a smaller enemy procs OA and then the bigger enemy walks away scott free even though I wanted to prevent the bigger enemy from moving, I didn't care about the small fry. Therefor I would like to be able to toggle on or off if I want to be prompted for OA/reactions or not.
Posted By: Niara Re: Reactions like Solasta! - 10/01/21 04:19 AM
So, just to be clear... Fallen suggested that for smites, the solution might be to have the option to toggle the smite on, that you'd have to select and toggle from a choice of multiple different toggle options that are all visible on your screen independently (smite level), to activate if you hit - something that you would need to deliberately do before hand, before attacking, and then need to toggle off again after you swing your weapon, so that you don't continue to burn spell slots every weapon swing... And they are suggesting that that is a better way and preserves combat flow and speed more than having an automated question come up when you hit where you can click once, in a pause that takes less than a second, to choose whether to smite and what level if so (can be done with one click, and certainly in the solasta implementation, the reaction pop-ups are usually on screen for less than a second and do not, in fact, slow down combat in any tangible way at all, compared to the time it takes to just straight up make your move or make a decision about how to react on your turn). That's what it sounds like they're saying here. Is that what they're saying?

So you know, Fallen, since you seem to be making many broad assumptions about 5e rules without actually knowing (please don't do that - do your research first, it helps everyone): no, you do not get more reactions per turn as you level up; you only ever have one, whether you're level one or level twenty.

If deciding whether to cast shield or not when attacked causes your friend a decision gate which takes them twenty extra minutes to resolve, that's entirely on your friend and nothing to do with the game. You likely spend longer on your own turn moving barrels around and shimmying your character carefully around the enemy to ensure that the auto-path AI doesn't proc an unnecessary OA on you. Exaggerating to extreme values does not serve to enhance your argument - it actually weakens it, because it demonstrates that you need to push to extremes and treat them as normal just to make your stance look tenable... which is usually an indication that it's not.
Posted By: fallenj Re: Reactions like Solasta! - 10/01/21 05:07 AM
What? I mention toggle for one ability, it would be equal to I think they did spells like this. Where you have say smite on your action bar, you click it it pops up a list of levels you can have for smite and click on that. Popup on your action bar that extending out showing what to chose kind of like how totems were on WoW a long time ago for shamans.

Just a idea, I'm not creating the game so who knows what it'll be.

At least I'm not ripping features from another game and throwing a fit cause its not like that.

Originally Posted by spectralhunter
According to 5E rules, you can only have one opportunity attack per round.

There used to be a feat you could take that increased the amount of OA you could do in a single round. don't really know if they transferred it over to 5e or not though.
Posted By: Tzelanit Re: Reactions like Solasta! - 10/01/21 05:09 AM
I wish that Tactical Adventures had the same money and resources that Larian does and I really hope that they get to a well-known and respected AAA level.
Their take on a D&D game is so refreshing. None of the UI or mechanics bloat, no relying on cinematics for every single minor interaction, and characters don't feel like superheroes thanks to a catch-all convenient story hook.
The reactions are just one tiny thing that Solasta does way better than BG3 in its current state.
And although more simplistic, the game feels substantially more optimized for an Early Access game. The Div 4.0 engine was a mistake.
Posted By: fallenj Re: Reactions like Solasta! - 10/01/21 05:15 AM
Originally Posted by Tzelanit
I wish that Tactical Adventures had the same money and resources that Larian does and I really hope that they get to a well-known and respected AAA level.
Their take on a D&D game is so refreshing. None of the UI or mechanics bloat, no relying on cinematics for every single minor interaction, and characters don't feel like superheroes thanks to a catch-all convenient story hook.
The reactions are just one tiny thing that Solasta does way better than BG3 in its current state.
And although more simplistic, the game feels substantially more optimized for an Early Access game. The Div 4.0 engine was a mistake.

Can't say I agree with you, generally dropped that game after a little bit and will continue when it goes live. While BG3 I've played multi play throughs single and multi along with more to come and mods possibly pushing more.
Posted By: spectralhunter Re: Reactions like Solasta! - 10/01/21 05:20 AM
Originally Posted by fallenj
What? I mention toggle for one ability, it would be equal to I think they did spells like this. Where you have say smite on your action bar, you click it it pops up a list of levels you can have for smite and click on that. Popup on your action bar that extending out showing what to chose kind of like how totems were on WoW a long time ago for shamans.

Just a idea, I'm not creating the game so who knows what it'll be.

At least I'm not ripping features from another game and throwing a fit cause its not like that.

Not trying to pick on you but you accuse others of ripping off features but then present an example feature ripped from WoW...

I had a feeling you liked MMO layouts from your comments. I don't know if that will work with BG3. Spell casters like wizards will have around 20 unique spells available at level 10. That's not to mention special abilities, scrolls and other objects that will clog up that hotbar. The old MMO layouts to me are archaic at this point.

The Solasta layout is very well done. It changes as you expend actions whether they be full actions or bonus actions. It's very elegant for the game. I agree with the critics, it looks too modern for a fantasy setting game but that is a detail that can be remedied. It may also be too big and has a lot of wasted space, again something that can be fixed. And why not rip off the UI? Practically every MMO out there rip each other off and most function the same.
Posted By: fallenj Re: Reactions like Solasta! - 10/01/21 05:25 AM
Originally Posted by spectralhunter
Originally Posted by fallenj
What? I mention toggle for one ability, it would be equal to I think they did spells like this. Where you have say smite on your action bar, you click it it pops up a list of levels you can have for smite and click on that. Popup on your action bar that extending out showing what to chose kind of like how totems were on WoW a long time ago for shamans.

Just a idea, I'm not creating the game so who knows what it'll be.

At least I'm not ripping features from another game and throwing a fit cause its not like that.

Not trying to pick on you but you accuse others of ripping off features but then present an example feature ripped from WoW...

I had a feeling you liked MMO layouts from your comments. I don't know if that will work with BG3. Spell casters like wizards will have around 20 unique spells available at level 10. That's not to mention special abilities, scrolls and other objects that will clog up that hotbar. The old MMO layouts to me are archaic at this point.

The Solasta layout is very well done. It changes as you expend actions whether they be full actions or bonus actions. It's very elegant for the game. I agree with the critics, it looks too modern for a fantasy setting game but that is a detail that can be remedied. It may also be too big and has a lot of wasted space, again something that can be fixed. And why not rip off the UI? Practically every MMO out there rip each other off and most function the same.

its a ui feature that is used in multi games including from what I understand this one also. nor am i throwing a fit if it doesn't come true.

ill agree that solasta does have a nice ui but they shaped it like a mobile game with big blocky grey squares, doesn't really look that great. Hope they change it up before launch.

and ya ive played wow since vanilla and returned for each expansion, currently returned to swtor.
Posted By: spectralhunter Re: Reactions like Solasta! - 10/01/21 05:28 AM
Originally Posted by fallenj
Originally Posted by Tzelanit
I wish that Tactical Adventures had the same money and resources that Larian does and I really hope that they get to a well-known and respected AAA level.
Their take on a D&D game is so refreshing. None of the UI or mechanics bloat, no relying on cinematics for every single minor interaction, and characters don't feel like superheroes thanks to a catch-all convenient story hook.
The reactions are just one tiny thing that Solasta does way better than BG3 in its current state.
And although more simplistic, the game feels substantially more optimized for an Early Access game. The Div 4.0 engine was a mistake.

Can't say I agree with you, generally dropped that game after a little bit and will continue when it goes live. While BG3 I've played multi play throughs single and multi along with more to come and mods possibly pushing more.

It's the polish. BG3 is definitely very beautiful and slick. AAA graphics and voice action goes a long way, not gonna lie. And BG3 does have all of D&D content available.

If TA had Larian money and were able to make their game as beautiful and polished as BG3 with the FULL official D&D rules? I'd never even consider BG3 since other than it's shiny features, it's a pretty shallow game tactically due to DOS game mechanics.
Posted By: spectralhunter Re: Reactions like Solasta! - 10/01/21 05:30 AM
Originally Posted by fallenj
its a ui feature that is used in multi games including from what I understand this one also. nor am i throwing a fit if it doesn't come true.

ill agree that solasta does have a nice ui but they shaped it like a mobile game with big blocky grey squares, doesn't really look that great. Hope they change it up before launch.

No one is throwing a fit, well at least I'm not. I am just being critical to Larian when I think they need critical suggestions.

I won't disagree on how it looks. It completely looks out of place. At least we can agree on that. laugh
Posted By: fallenj Re: Reactions like Solasta! - 10/01/21 05:36 AM
Questionable, the writing was pretty dull for Solasta from what I played, maybe itll pick up later. BG3 has really bad cringy moments for sure but, over all is more entertaining.

If TA was actually given a mass amount of funding, I don't really know what kind of game would spew out. It would be interesting to see for sure.

Originally Posted by spectralhunter
No one is throwing a fit, well at least I'm not. I am just being critical to Larian when I think they need critical suggestions.

I won't disagree on how it looks. It completely looks out of place. At least we can agree on that. laugh

Fair enough
Posted By: IrenicusBG3 Re: Reactions like Solasta! - 10/01/21 01:47 PM
Why not create a time window where you could press the space bar to pop-up the reaction menu?

If you don't press it, combat flows normally.

If you press it, then the menu shows up.

It could have an indicator when an action triggers a reaction window.
Posted By: andreasrylander Re: Reactions like Solasta! - 10/01/21 04:49 PM
Originally Posted by IrenicusBG3
Why not create a time window where you could press the space bar to pop-up the reaction menu?

If you don't press it, combat flows normally.

If you press it, then the menu shows up.

It could have an indicator when an action triggers a reaction window.


Awesome! =)
Posted By: IrenicusBG3 Re: Reactions like Solasta! - 10/01/21 06:49 PM
On top of that, you can add auto-reactions if you want or always pop-in menu like in Solasta.
Posted By: andreasrylander Re: Reactions like Solasta! - 10/01/21 08:51 PM
Originally Posted by IrenicusBG3
On top of that, you can add auto-reactions if you want or always pop-in menu like in Solasta.

I REALLY hope they go for something like this. Sounds heavenly.
Posted By: LukasPrism Re: Reactions like Solasta! - 10/01/21 09:46 PM
Wait until we get multi-class and can do a smiting sneak attack with Green Flame Blade. The UI is going to need to be pretty flexible!
Posted By: spectralhunter Re: Reactions like Solasta! - 10/01/21 10:26 PM
Originally Posted by LukasPrism
Wait until we get multi-class and can do a smiting sneak attack with Green Flame Blade. The UI is going to need to be pretty flexible!

LOL. I didn’t even think about multi class. Yeah. UI needs an overhaul. What they have now cannot handle all that 5e will throw at it.
Posted By: andreasrylander Re: Reactions like Solasta! - 11/01/21 01:33 PM
Originally Posted by spectralhunter
Originally Posted by LukasPrism
Wait until we get multi-class and can do a smiting sneak attack with Green Flame Blade. The UI is going to need to be pretty flexible!

LOL. I didn’t even think about multi class. Yeah. UI needs an overhaul. What they have now cannot handle all that 5e will throw at it.

Crap, didn't think of that either. It's going to be a mess unless they improve it.
Posted By: CJMPinger Re: Reactions like Solasta! - 11/01/21 07:31 PM
Multiclassing will probably cause a lot of issues with the current systems to surface. Right now summoning is kinda borked so IDK how I am going to do my Warlock and Conjuration mage build. Reaction based spells are going to get to be an issue and then monk reactions with a class that has reaction spells might cause things to not work under the current automatic system. And the paladin's smite with other melee attack abilities might not properly work or might be implemented wrongly. Pop up boxes really might be the best way to faithfully translate 5e
Posted By: DragonMaster69 Re: Reactions like Solasta! - 12/01/21 07:43 AM
Did they even say they were going to allow for multi-classing? That would be so cool if they did but they would have to have a lot of the current bugs and issues worked out as well. After all the feats and some of the weapons are currently bugged yet
Posted By: Niara Re: Reactions like Solasta! - 12/01/21 07:50 AM
They've said that multi-classing will be available, yes, but I think they may only have said it once, in one place... and with the way the game is at the moment, it's looking like tall order for the time being.
Posted By: DragonMaster69 Re: Reactions like Solasta! - 12/01/21 07:56 AM
Originally Posted by Niara
They've said that multi-classing will be available, yes, but I think they may only have said it once, in one place... and with the way the game is at the moment, it's looking like tall order for the time being.


I fully agree with you that is why I was surprised when they had mentioned multiclassing as there are so many things that need to be fixed. Of course, we do have over a year before the full game is released so a lot can happen between now and then
Posted By: booboo Re: Reactions like Solasta! - 12/01/21 08:34 AM
I would much rather they get things working properly in a game without multi-classing, rather than scrambling to bolt it on (with all it's added complexity and balance issues...minefield) and yield a lower quality experience in the end. If they implement all 5E classes and races (and maybe borrow from some other non core classes, published by WotC) then that is already a huge amount of supported play styles. A year is not that long really....Even though 5E is much simplified compared to PF or 3.5E, it's still a big system to implement faithfully.
Posted By: DragonMaster69 Re: Reactions like Solasta! - 12/01/21 08:50 AM
Originally Posted by IrenicusBG3
On top of that, you can add auto-reactions if you want or always pop-in menu like in Solasta.


Solsta is a game I just checked out on steam. It says it's in EA
Posted By: andreasrylander Re: Reactions like Solasta! - 12/01/21 09:57 AM
Originally Posted by DragonMaster69
Originally Posted by IrenicusBG3
On top of that, you can add auto-reactions if you want or always pop-in menu like in Solasta.


Solsta is a game I just checked out on steam. It says it's in EA

Yup, true!
Posted By: DragonMaster69 Re: Reactions like Solasta! - 12/01/21 01:17 PM
Originally Posted by andreasrylander
Originally Posted by DragonMaster69
Originally Posted by IrenicusBG3
On top of that, you can add auto-reactions if you want or always pop-in menu like in Solasta.


Solsta is a game I just checked out on steam. It says it's in EA

Yup, true!

Ok I added it to my wish list will have to check it out closer and see if it's worth the purchase and d/l. Thanks
Posted By: KillerRabbit Re: Reactions like Solasta! - 12/01/21 05:44 PM
If you like 5th ed rules or just want to learn what they are it's worth it.

When looking at the graphics you need to remember that its small operation on shoestring budget smile
Posted By: LukasPrism Re: Reactions like Solasta! - 12/01/21 09:00 PM
They’ve done incredibly well for such a small team. I particularly like how they’ve implemented the zone map and world map!
Posted By: etonbears Re: Reactions like Solasta! - 14/01/21 09:14 PM
Unsurprisingly, this thread airs the same arguments and concerns as previous threads discussing the reaction system in BG3, and suggests the same set of possible solutions.

The Solasta reaction mechanism works for them, since they are aiming their game mainly at the smaller ( ~10M ) 5e audience, so a TT-feel with minimal production values fits well with player expectations.

The problem Larian have is that they want to create a game with general appeal to the larger ( ~200M ) videogame audience, so they want smooth high quality animation and gameplay. This is difficult to achieve if the flow of the game keeps changing due to reaction choices, so they have their automatic system that allows the game to process reaction choices before animating a turn.

It's fine at the present ( unless you are really grumpy about deviation from tabletop ) because there are few reactions implemented, but it will become increasingly unsatisfactory as more reaction behaviours are implemented.

It seems obvious that, one way or another, if Larian don't want to have a stop-start animation experience, they will need to have a highly configurable reaction system; and even then there will likely be players that don't like any form of automation.
Posted By: LukasPrism Re: Reactions like Solasta! - 14/01/21 10:48 PM
Originally Posted by etonbears
Unsurprisingly, this thread airs the same arguments and concerns as previous threads discussing the reaction system in BG3, and suggests the same set of possible solutions.

The Solasta reaction mechanism works for them, since they are aiming their game mainly at the smaller ( ~10M ) 5e audience, so a TT-feel with minimal production values fits well with player expectations.

The problem Larian have is that they want to create a game with general appeal to the larger ( ~200M ) videogame audience, so they want smooth high quality animation and gameplay. This is difficult to achieve if the flow of the game keeps changing due to reaction choices, so they have their automatic system that allows the game to process reaction choices before animating a turn.

It's fine at the present ( unless you are really grumpy about deviation from tabletop ) because there are few reactions implemented, but it will become increasingly unsatisfactory as more reaction behaviours are implemented.

It seems obvious that, one way or another, if Larian don't want to have a stop-start animation experience, they will need to have a highly configurable reaction system; and even then there will likely be players that don't like any form of automation.

Options are key. Leave it on auto for the masses, give experienced 5E players the ability to do reactions manually if they prefer. Earlier infinity games (including BG), despite being real-time, had user configurable options on when to auto-pause, which is really no different. It would essentially stop the flow of combat to let you ‘react’ to various situations.
Posted By: grysqrl Re: Reactions like Solasta! - 14/01/21 11:11 PM
There seems to be this assumption that in combat, reactions are going to be popping up all the time. Is there anything to suggest that this is the case? Most of the fights that I've been in, I don't use any reactions at all. There just aren't that many opportunity attacks getting triggered. And if you do use your reaction, it shouldn't ask you anything else until your turn comes around again (for each character you control).

I'm just not convinced that having it ask you whether you want to use a reaction is actually that cumbersome. And for those who think that it makes combat longer, I would argue that being able to use your reactions effectively might actually shorten combat by making you more efficient. Again, something I don't think we can really know until we try it.
Posted By: marajango Re: Reactions like Solasta! - 15/01/21 12:59 AM
Giving players the option to either use automatic reactions or set them to being triggered manually wouldn't lessen their sale numbers one bit but would make a lot of players very happy. I don't see how anyone could possibly argue against having at least the option to choose between either of both things.
Posted By: Topgoon Re: Reactions like Solasta! - 15/01/21 07:01 AM
Originally Posted by marajango
Giving players the option to either use automatic reactions or set them to being triggered manually wouldn't lessen their sale numbers one bit but would make a lot of players very happy. I don't see how anyone could possibly argue against having at least the option to choose between either of both things.

+1

I don't see how giving players an option would make it worst. It can be a simple toggle if people just want to automate reactions.
Posted By: RagnarokCzD Re: Reactions like Solasta! - 15/01/21 07:18 AM
They kinda give players options ...
By supporting mods.
Posted By: CJMPinger Re: Reactions like Solasta! - 15/01/21 08:32 AM
But ideally, the point of EA is so we give our feedback on things like this, and ideally you want a product to be complete and not have to mod it to have that complete experience. And I would argue have the combat system closer to DnD but under the player's control is something that would allow the game to be closer to being complete as a product.
Posted By: daMichi Re: Reactions like Solasta! - 15/01/21 08:38 AM
Originally Posted by CJMPinger
But ideally, the point of EA is so we give our feedback on things like this, and ideally you want a product to be complete and not have to mod it to have that complete experience. And I would argue have the combat system closer to DnD but under the player's control is something that would allow the game to be closer to being complete as a product.

Very well put!
+1
Posted By: andreasrylander Re: Reactions like Solasta! - 15/01/21 02:38 PM
Exactly!
Posted By: Maximuuus Re: Reactions like Solasta! - 15/01/21 04:59 PM
Originally Posted by RagnarokCzD
They kinda give players options ...
By supporting mods.

Such mods aren't options... They are bandage.

Exactly like the "6 characters party mod" that will, among other thing, cure the lack of action points/round and the slowness of combats if Larian stick with parties of 4.
Posted By: marajango Re: Reactions like Solasta! - 15/01/21 08:41 PM
Originally Posted by RagnarokCzD
They kinda give players options ...
By supporting mods.
If this is your way of thinking then what are you even doing on an EA forum? Just wait for the full release of the game and get going with your mod projects afterwards.
Posted By: RagnarokCzD Re: Reactions like Solasta! - 16/01/21 06:49 PM
One would say its obvious ... i like the curent system. laugh
Posted By: grysqrl Re: Reactions like Solasta! - 16/01/21 07:01 PM
Originally Posted by RagnarokCzD
One would say its obvious ... i like the curent system. laugh
It's actually very unclear what your point is. Are you saying that you like that people don't have much control over what their characters do or that you like it when half-completed games are published and it's up to consumers to fix the broken bits?
Posted By: marajango Re: Reactions like Solasta! - 17/01/21 10:22 AM
Originally Posted by RagnarokCzD
One would say its obvious ... i like the curent system. laugh
If you like the current system then you would have no problem with what I suggested to give players an option to choose from. Or maybe you simply enjoy to be contrary to other people just to mess with them.
Posted By: RagnarokCzD Re: Reactions like Solasta! - 18/01/21 09:04 AM
Originally Posted by marajango
Originally Posted by RagnarokCzD
One would say its obvious ... i like the curent system. laugh
If you like the current system then you would have no problem with what I suggested to give players an option to choose from. Or maybe you simply enjoy to be contrary to other people just to mess with them.
That would sound like logic assumption, wouldnt it?

Sadly ... i was liking the old casting system, since i dont like popup menus ... there was people who was sugesting to ADD OPTIONAL popup menu, so people can choose what suits them best ... what do we have now? A popup menu for everyone. -_-

So ... nope, sory, all i say is: I like it as it is.
Posted By: andreasrylander Re: Reactions like Solasta! - 18/01/21 12:31 PM
Originally Posted by RagnarokCzD
Originally Posted by marajango
Originally Posted by RagnarokCzD
One would say its obvious ... i like the curent system. laugh
If you like the current system then you would have no problem with what I suggested to give players an option to choose from. Or maybe you simply enjoy to be contrary to other people just to mess with them.
That would sound like logic assumption, wouldnt it?

Sadly ... i was liking the old casting system, since i dont like popup menus ... there was people who was sugesting to ADD OPTIONAL popup menu, so people can choose what suits them best ... what do we have now? A popup menu for everyone. -_-

So ... nope, sory, all i say is: I like it as it is.


What is it you don't understand about "optional"?
Posted By: RagnarokCzD Re: Reactions like Solasta! - 18/01/21 02:54 PM
I dont think there is any reason to be so offensive. :-/
I also believe that i allready described example where optional alternative was proposed, and how it ended ...
I also believe that example should show my reasons to why i dont want this system to change the same way as the other one did.

I would also like to remind you that Larian have litteraly no obligation to follow our instructions, so even if people will write the word "optional" to every single sentence, there is litteraly no guarantee that final product will include that optionality.

So once aggain i repeat: Therefore i like it as it is and i dont want it change.
Posted By: Maximuuus Re: Reactions like Solasta! - 18/01/21 03:14 PM
If I remember well Larian already said that the current reaction system was work in progress.

They know that it's not so good at the moment and very limited compared to D&D.
Sure they don't have to follow our instructions... But the game would be way more deep and interresting with proper reactions.
Posted By: marajango Re: Reactions like Solasta! - 18/01/21 05:24 PM
Originally Posted by RagnarokCzD
I dont think there is any reason to be so offensive. :-/
I also believe that i allready described example where optional alternative was proposed, and how it ended ...
I also believe that example should show my reasons to why i dont want this system to change the same way as the other one did.

I would also like to remind you that Larian have litteraly no obligation to follow our instructions, so even if people will write the word "optional" to every single sentence, there is litteraly no guarantee that final product will include that optionality.

So once aggain i repeat: Therefore i like it as it is and i dont want it change.
If you are afraid of change because the end result might turn out worse than you had hoped for, then I would advise you to copy the current EA version of the game to an offline environment and keep it there and never update the game ever again. Because chances are that one way or another the game will change quite a lot and if your best argument to any issue is "don't change anything" instead of activily finding a solution that works for (almost) everyone, you might find yourself on the "losing" side more times than you like.

So, I hear you. You like it how it currently is and say "f*ck the others". However I would like to find a solution that works for everyone, so once again I repeat: please ADD the option for manual reactions ON TOP OF having the option for automated reactions.
Posted By: andreasrylander Re: Reactions like Solasta! - 19/01/21 12:36 AM
Originally Posted by marajango
Originally Posted by RagnarokCzD
I dont think there is any reason to be so offensive. :-/
I also believe that i allready described example where optional alternative was proposed, and how it ended ...
I also believe that example should show my reasons to why i dont want this system to change the same way as the other one did.

I would also like to remind you that Larian have litteraly no obligation to follow our instructions, so even if people will write the word "optional" to every single sentence, there is litteraly no guarantee that final product will include that optionality.

So once aggain i repeat: Therefore i like it as it is and i dont want it change.
If you are afraid of change because the end result might turn out worse than you had hoped for, then I would advise you to copy the current EA version of the game to an offline environment and keep it there and never update the game ever again. Because chances are that one way or another the game will change quite a lot and if your best argument to any issue is "don't change anything" instead of activily finding a solution that works for (almost) everyone, you might find yourself on the "losing" side more times than you like.

So, I hear you. You like it how it currently is and say "f*ck the others". However I would like to find a solution that works for everyone, so once again I repeat: please ADD the option for manual reactions ON TOP OF having the option for automated reactions.


Exactly. He just doesn't seem to understand what people mean with making things optional. And I am NOT being rude here. It isn't easy to communicate ideas across any media or social platform, to be fair. I would prefer a reaction system that gives you player control and agency, he doesn't want that. Ideally, there would be options where you select what system you want.
Posted By: RagnarokCzD Re: Reactions like Solasta! - 19/01/21 08:50 AM
Originally Posted by marajango
If you are afraid of change because the end result might turn out worse than you had hoped for, then I would advise you to copy the current EA version of the game to an offline environment and keep it there and never update the game ever again.
Or ... you can use mod, its quite the same situation, just turned around. laugh

Originally Posted by marajango
So, I hear you. You like it how it currently is and say "f*ck the others".
Well, i didnt ... you did.
And since you dont seem to actualy read what i tell you and just keep repeating the same over and over ... i dont see much point in continuing in this conversation. :-/
Posted By: booboo Re: Reactions like Solasta! - 19/01/21 10:43 AM
Reactions are a core part of 5E - so people want them done properly. Adds a lot of tactical versatility - if Larian consider it a work in progress, it's going to change, which is good. Hopefully in a way that allows greater control for those who want it - or an auto mode for those who don't.
Posted By: andreasrylander Re: Reactions like Solasta! - 19/01/21 12:13 PM
Originally Posted by booboo
Reactions are a core part of 5E - so people want them done properly. Adds a lot of tactical versatility - if Larian consider it a work in progress, it's going to change, which is good. Hopefully in a way that allows greater control for those who want it - or an auto mode for those who don't.


Yup!
Posted By: Lunar Dante Re: Reactions like Solasta! - 19/01/21 12:15 PM
Absolutely
Posted By: Maximuuus Re: Reactions like Solasta! - 19/01/21 12:22 PM
Originally Posted by RagnarokCzD
Originally Posted by marajango
If you are afraid of change because the end result might turn out worse than you had hoped for, then I would advise you to copy the current EA version of the game to an offline environment and keep it there and never update the game ever again.
Or ... you can use mod, its quite the same situation, just turned around. laugh

Mods is the stupidest solution / answer when we're talking about important things that could totally change the experience.
Mods can't properly implement everything and mods are usually only available for PC.

But don't be embarrased... Even Sven use this shitty argument... (For the party of 6)

BG3 doesn't deserve to become like Mount and Blade 2. The modding community shouldn't work to finish games.
Posted By: andreasrylander Re: Reactions like Solasta! - 19/01/21 12:26 PM
Yeah mods are a "slap on" solution I sincerely hope we can mostly do without.
Posted By: LukasPrism Re: Reactions like Solasta! - 19/01/21 09:20 PM
Originally Posted by Maximuuus
Originally Posted by RagnarokCzD
Originally Posted by marajango
If you are afraid of change because the end result might turn out worse than you had hoped for, then I would advise you to copy the current EA version of the game to an offline environment and keep it there and never update the game ever again.
Or ... you can use mod, its quite the same situation, just turned around. laugh

Mods is the stupidest solution / answer when we're talking about important things that could totally change the experience.
Mods can't properly implement everything and mods are usually only available for PC.

But don't be embarrased... Even Sven use this shitty argument... (For the party of 6)

BG3 doesn't deserve to become like Mount and Blade 2. The modding community shouldn't work to finish games.

Agreed. If this follows the DOS2 trajectory, the best mods will (kind of) end up on other platforms… but as gift bags. But I would much prefer the core game was right first, without resorting to drip-feeding fixes.
Posted By: RagnarokCzD Re: Reactions like Solasta! - 19/01/21 09:47 PM
Originally Posted by Maximuuus
Originally Posted by RagnarokCzD
Originally Posted by marajango
If you are afraid of change because the end result might turn out worse than you had hoped for, then I would advise you to copy the current EA version of the game to an offline environment and keep it there and never update the game ever again.
Or ... you can use mod, its quite the same situation, just turned around. laugh

Mods is the stupidest solution / answer when we're talking about important things that could totally change the experience.
Mods can't properly implement everything and mods are usually only available for PC.

But don't be embarrased... Even Sven use this shitty argument... (For the party of 6)

BG3 doesn't deserve to become like Mount and Blade 2. The modding community shouldn't work to finish games.
Cute ... first please bother to read it whole, then we can talk.
Posted By: CJMPinger Re: Reactions like Solasta! - 20/01/21 12:16 AM
Originally Posted by RagnarokCzD
Originally Posted by Maximuuus
Originally Posted by RagnarokCzD
Originally Posted by marajango
If you are afraid of change because the end result might turn out worse than you had hoped for, then I would advise you to copy the current EA version of the game to an offline environment and keep it there and never update the game ever again.
Or ... you can use mod, its quite the same situation, just turned around. laugh

Mods is the stupidest solution / answer when we're talking about important things that could totally change the experience.
Mods can't properly implement everything and mods are usually only available for PC.

But don't be embarrased... Even Sven use this shitty argument... (For the party of 6)

BG3 doesn't deserve to become like Mount and Blade 2. The modding community shouldn't work to finish games.
Cute ... first please bother to read it whole, then we can talk.


Err, your solution is to use mods, your point is quite clear.
But we are asking for a game to address the problems sometime in development so that mods do not have to be a solution. This is an EA forum for us to give our feedback, in other words, the point of EA is for us to influence how this game turns out. If the solution to every issue we have is mods then there would have been no point to EA, they wouldn't have wanted nor needed us and the game would have come out 2021-2022 completely without our input. But they released it as an EA title and asked us for our feedback, and so far a large amount of people are giving the feedback that the reaction system needs to be updated, either entirely or with optional features. And some people's feedback is that it is fine the way it is. Yours is that it is fine and mods will solve any issue, but that does not really give insight into the issue and feels more like a non-solution even though it is in the latter camp. Mods are meant to come after a game comes out and add extra player made content, but if a mod is required for the experience to be what was intended then that looks poorly upon the game. BG3 is supposed to be a transference of 5e to a video game with some changes to make it better for a better gaming experience. As such, I argue that resorting to mods is not within that goal and updating reactions to better fit that goal is best.

This is not meant to be confrontational and I am sorry if it turned out to be so.
Posted By: RagnarokCzD Re: Reactions like Solasta! - 20/01/21 09:27 AM
Ok, i see that asking to read was too dificiult ... i try to put it simplier:
If you bother to see what im i reacting at, you can see that original poster sugested me to:
"copy the current EA version of the game to an offline environment"
I hope like this it will be noticeble enough ...

THEREFORE here come my reaction with mods, that is just telling that its same attitude ...
If i should "copy the current EA version of the game to an offline environment" ... to dont get the change i dont want.
They shoud "use mods" ... to get the change they want.

Same story, turned around, nothing more.
So all your etical talks about why "use mods" its not relevant reaction is not relevant to curent situation. -_-
Posted By: vometia Re: Reactions like Solasta! - 20/01/21 10:38 AM
Originally Posted by RagnarokCzD
Ok, i see that asking to read was too dificiult ... i try to put it simplier:
If you bother to see what im i reacting at, you can see that original poster sugested me to:
"copy the current EA version of the game to an offline environment"
I hope like this it will be noticeble enough ...

THEREFORE here come my reaction with mods, that is just telling that its same attitude ...
If i should "copy the current EA version of the game to an offline environment" ... to dont get the change i dont want.
They shoud "use mods" ... to get the change they want.

Same story, turned around, nothing more.
So all your etical talks about why "use mods" its not relevant reaction is not relevant to curent situation. -_-

Tone it down a bit, please. And you've made your point, you don't need to keep restating it.
Posted By: RagnarokCzD Re: Reactions like Solasta! - 20/01/21 06:25 PM
Originally Posted by vometia
you don't need to keep restating it.
I hope so ...
Sadly when reaction to your point is ignoring it and repeating the same satement that caused your point ... its kinda hard to believe that. :-/
Posted By: booboo Re: Reactions like Solasta! - 20/01/21 08:00 PM
You should know by now that everyone has an opinion - this is the internet. No one needs to accept yours, and you don't need to accept theirs. In the end, we don't know what Larian will implement - but we'll find out as the months go by. I for one am curious to see how much feedbacl they take on board - perhaps I'm wrong and they are patrolling the forums and discreetly listening to the many suggestions - that would be good. So far they have removed elemental effects from cantrip , which was a good move back towards 5E - hopefully more of that is waiting in the next patch.
Posted By: RagnarokCzD Re: Reactions like Solasta! - 20/01/21 08:34 PM
I never forced anyone to accept my opinion in my whole life. O_o
So ... im good. :P
Posted By: mr_planescapist Re: Reactions like Solasta! - 21/01/21 03:09 PM
Id go a bit further and merge Solasta system with BG3.
The Solasta team is in France I think, pretty close to Larian's offices wink BG3 has got the graphics/cinematics and story while Solasta takes care of the mechanics and gameplay.
Posted By: andreasrylander Re: Reactions like Solasta! - 21/01/21 03:33 PM
Originally Posted by mr_planescapist
Id go a bit further and merge Solasta system with BG3.
The Solasta team is in France I think, pretty close to Larian's offices wink BG3 has got the graphics/cinematics and story while Solasta takes care of the mechanics and gameplay.

... not too bad of an idea wink
Posted By: daMichi Re: Reactions like Solasta! - 21/01/21 03:38 PM
Originally Posted by mr_planescapist
Id go a bit further and merge Solasta system with BG3.
The Solasta team is in France I think, pretty close to Larian's offices wink BG3 has got the graphics/cinematics and story while Solasta takes care of the mechanics and gameplay.

Haha, yes 😁
+1
Posted By: CJMPinger Re: Reactions like Solasta! - 21/01/21 11:52 PM
Originally Posted by RagnarokCzD
Ok, i see that asking to read was too dificiult ... i try to put it simplier:
If you bother to see what im i reacting at, you can see that original poster sugested me to:
"copy the current EA version of the game to an offline environment"
I hope like this it will be noticeble enough ...

THEREFORE here come my reaction with mods, that is just telling that its same attitude ...
If i should "copy the current EA version of the game to an offline environment" ... to dont get the change i dont want.
They shoud "use mods" ... to get the change they want.

Same story, turned around, nothing more.
So all your etical talks about why "use mods" its not relevant reaction is not relevant to curent situation. -_-

I thought you meant read your response and not what it was a reaction to, and therefor constructed my response to yours. I apologize for my lack of tact and perception to the conversation at hand.
Posted By: RagnarokCzD Re: Reactions like Solasta! - 22/01/21 09:40 AM
Originally Posted by CJMPinger
I apologize for my lack of tact and perception to the conversation at hand.
Nae bother ... i should probably do that too. :-/
So i shall ... i also apologize.
Posted By: fallenj Re: Reactions like Solasta! - 29/01/21 01:31 AM
Originally Posted by mr_planescapist
Id go a bit further and merge Solasta system with BG3.
The Solasta team is in France I think, pretty close to Larian's offices wink BG3 has got the graphics/cinematics and story while Solasta takes care of the mechanics and gameplay.

If Larian handled the writing I'd agree to this.
Posted By: Wormerine Re: Reactions like Solasta! - 29/01/21 01:45 AM
Originally Posted by fallenj
Originally Posted by mr_planescapist
Id go a bit further and merge Solasta system with BG3.
The Solasta team is in France I think, pretty close to Larian's offices wink BG3 has got the graphics/cinematics and story while Solasta takes care of the mechanics and gameplay.

If Larian handled the writing I'd agree to this.
They should consult ZA/UM for writing. ;-)
Posted By: IrenicusBG3 Re: Reactions like Solasta! - 29/01/21 02:55 AM
Originally Posted by Wormerine
Originally Posted by fallenj
Originally Posted by mr_planescapist
Id go a bit further and merge Solasta system with BG3.
The Solasta team is in France I think, pretty close to Larian's offices wink BG3 has got the graphics/cinematics and story while Solasta takes care of the mechanics and gameplay.

If Larian handled the writing I'd agree to this.
They should consult ZA/UM for writing. ;-)

That would be a dream right? Tactical adventure for uh... Tactical combat and ZA/UM on writing.

Larian could buy both studios since they are flooded anyway.
Posted By: fallenj Re: Reactions like Solasta! - 29/01/21 07:26 AM
Originally Posted by Wormerine
Originally Posted by fallenj
Originally Posted by mr_planescapist
Id go a bit further and merge Solasta system with BG3.
The Solasta team is in France I think, pretty close to Larian's offices wink BG3 has got the graphics/cinematics and story while Solasta takes care of the mechanics and gameplay.

If Larian handled the writing I'd agree to this.
They should consult ZA/UM for writing. ;-)

No clue what za/um is
Posted By: andreasrylander Re: Reactions like Solasta! - 29/01/21 11:34 AM
Originally Posted by fallenj
Originally Posted by Wormerine
Originally Posted by fallenj
Originally Posted by mr_planescapist
Id go a bit further and merge Solasta system with BG3.
The Solasta team is in France I think, pretty close to Larian's offices wink BG3 has got the graphics/cinematics and story while Solasta takes care of the mechanics and gameplay.

If Larian handled the writing I'd agree to this.
They should consult ZA/UM for writing. ;-)

No clue what za/um is

Makers of Disco Elysium!
Posted By: fallenj Re: Reactions like Solasta! - 29/01/21 03:59 PM
Originally Posted by andreasrylander
Makers of Disco Elysium!

Oh crap, i need to finish that game. an ya the writing is really good.
Posted By: DragonSnooz Re: Reactions like Solasta! - 02/02/21 08:04 PM
Originally Posted by andreasrylander
Would love for the reaction system to be similar to Solasta.... along with just about everything else they did regarding rule implementations and such. <3

EDIT:
Here is the thing about a prompter asking if you want to take a reaction, and if so; what that reaction will be:
It *WONT* make things feel "slow" or stop the pace of the battle. Why not? Because it's on an enemy turn. It will just feel great because even though the enemy is doing things on their turn, suddenly stuff pauses and YOU get a say in the development of the enemy actions! It gives the player agency and control, and that wont feel like "the battle is slowing down" or anything like that, cause these things happen outside your turn.

I *TRULY* wish they implement something like that.

I personally feel it's important for the game to have a proper reaction system.
This would not need to be just like Solasta in anyway, but a good reflection of gameplay from DnD 5e.

**************************
At the start of character's turn set reaction resource = 1

Attacks of opportunity
>If enemy moves to provoke an attack of opportunity
>Game checks for reaction resource = 1
>If conditions are met pause, let a |Attack|Pass| slide up from the bottom HUD
>>If attack, set reaction resource = 0
>>If player selects pass, play resumes

Ready Actions
>Add a ready action command to the HUD
>Player readies an action, resource stays at 1
>if enemy meets conditions for ready action pause, let a |Readied Action|Pass| slide up from the bottom HUD
>>If player selects react, ready action is used, set reaction resource = 0, and play resumes
>>If player selects pass, play resumes

Reacting to attacks/spells (explained below why this is in italics)
>Enemy attack has a check for reaction resource = 1
>Game checks if character has spell/ability that can react
>If conditions are met pause, let a |React|Pass| slide up from the bottom HUD
>>If player selects react, they can choose from their reaction ability, set reaction resource = 0, and play resumes
>>If player selects pass, play resumes


Players would have the option to use keyboard for |option 1|option 2| with |1|2|

While this seems simple, problems can arise with magic such as counterspell. What should the reaction system do if two characters have counterspell available?

So now does every spell need a check?
>Character casts spell
>game checks opposing party for counterspell
>game checks characters for reaction resource = 1
>Player gets |Counter|Pass|?
...

What should the game do if the player party has four characters who can use counterspell?
>If character who can react (would need a variable name) > 1
>create micro-shared-turn
>Player/AI selects character to use counterspell or pass
...it just gets complicated.
...should counterspell only be a ready action?
**************************

I would definitely like to see proper Attacks of Opportunity and Ready Actions in the game, they are more obtainable and something we could have sooner in early access. Spell reactions are problematic, but proper Attacks of Opportunity and Ready Actions would have the building blocks to make a reaction system work.

For problematic spells like counterspell I can understand why it could need to be changed from DnD 5e to only be a ready action, etc.
(which is why spell reactions are in italics)

For spells like Hellish Rebuke, Feather Fall, Absorb Elements, and Shield I would like to work like a proper reaction.
(If a Minotaur shoves Shadowheart off a cliff I would like to react with Gale to cast Feather Fall).

These four spells would need unique coding, but we're at four. I believe new statuses could be used to make them work in combat.

Hellish Rebuke
Create hidden status "Hellish Rebuke": (Character has reaction resource =1, spell slots <0, and Hellish Rebuke readied)
> If character has status "hellish rebuke" and damaged by visible enemy within 60 feet, pause
> |Hellish Rebuke|Pass| slides up from the bottom HUD
>>If player selects Hellish Rebuke, prompt player to select spell slot, set reaction resource = 0, enemy is hit with Hellish Rebuke, and play resumes
>>If player selects pass, play resumes

I think it's important to let the player choose to take attacks of opportunity, use Hellish Rebuke, etc.

Feather Fall would be similar with a falling status, Absorb Elements, and Shield would be similar.

Especially with how many elements can go around in combat, I would like Absorb Elements to be in the game.
Posted By: CJMPinger Re: Reactions like Solasta! - 02/02/21 08:09 PM
Originally Posted by DragonSnooz
Originally Posted by andreasrylander
Would love for the reaction system to be similar to Solasta.... along with just about everything else they did regarding rule implementations and such. <3

EDIT:
Here is the thing about a prompter asking if you want to take a reaction, and if so; what that reaction will be:
It *WONT* make things feel "slow" or stop the pace of the battle. Why not? Because it's on an enemy turn. It will just feel great because even though the enemy is doing things on their turn, suddenly stuff pauses and YOU get a say in the development of the enemy actions! It gives the player agency and control, and that wont feel like "the battle is slowing down" or anything like that, cause these things happen outside your turn.

I *TRULY* wish they implement something like that.

I personally feel it's important for the game to have a proper reaction system.
This would not need to be just like Solasta in anyway, but a good reflection of gameplay from DnD 5e.

**************************
At the start of character's turn set reaction resource = 1

Attacks of opportunity
>If enemy moves to provoke an attack of opportunity
>Game checks for reaction resource = 1
>If conditions are met pause, let a |Attack|Pass| slide up from the bottom HUD
>>If attack, set reaction resource = 0
>>If player selects pass, play resumes

Ready Actions
>Add a ready action command to the HUD
>Player readies an action, resource stays at 1
>if enemy meets conditions for ready action pause, let a |Readied Action|Pass| slide up from the bottom HUD
>>If player selects react, ready action is used, set reaction resource = 0, and play resumes
>>If player selects pass, play resumes

Reacting to attacks/spells (explained below why this is in italics)
>Enemy attack has a check for reaction resource = 1
>Game checks if character has spell/ability that can react
>If conditions are met pause, let a |React|Pass| slide up from the bottom HUD
>>If player selects react, they can choose from their reaction ability, set reaction resource = 0, and play resumes
>>If player selects pass, play resumes


Players would have the option to use keyboard for |option 1|option 2| with |1|2|

While this seems simple, problems can arise with magic such as counterspell. What should the reaction system do if two characters have counterspell available?

So now does every spell need a check?
>Character casts spell
>game checks opposing party for counterspell
>game checks characters for reaction resource = 1
>Player gets |Counter|Pass|?
...

What should the game do if the player party has four characters who can use counterspell?
>If character who can react (would need a variable name) > 1
>create micro-shared-turn
>Player/AI selects character to use counterspell or pass
...it just gets complicated.
...should counterspell only be a ready action?
**************************

I would definitely like to see proper Attacks of Opportunity and Ready Actions in the game, they are more obtainable and something we could have sooner in early access. Spell reactions are problematic, but proper Attacks of Opportunity and Ready Actions would have the building blocks to make a reaction system work.

For problematic spells like counterspell I can understand why it could need to be changed from DnD 5e to only be a ready action, etc.
(which is why spell reactions are in italics)

For spells like Hellish Rebuke, Feather Fall, Absorb Elements, and Shield I would like to work like a proper reaction.
(If a Minotaur shoves Shadowheart off a cliff I would like to react with Gale to cast Feather Fall).

These four spells would need unique coding, but we're at four. I believe new statuses could be used to make them work in combat.

Hellish Rebuke
Create hidden status "Hellish Rebuke": (Character has reaction resource =1, spell slots <0, and Hellish Rebuke readied)
> If character has status "hellish rebuke" and damaged by visible enemy within 60 feet, pause
> |Hellish Rebuke|Pass| slides up from the bottom HUD
>>If player selects Hellish Rebuke, prompt player to select spell slot, set reaction resource = 0, enemy is hit with Hellish Rebuke, and play resumes
>>If player selects pass, play resumes

I think it's important to let the player choose to take attacks of opportunity, use Hellish Rebuke, etc.

Feather Fall would be similar with a falling status, Absorb Elements, and Shield would be similar.

Especially with how many elements can go around in combat, I would like Absorb Elements to be in the game.

This seems pretty much what others are asking for, a system that checks the availability of a reaction and then allows the player to choose to act. This would also help when counterspell and the monk drop.
Posted By: Lunar Dante Re: Reactions like Solasta! - 02/02/21 08:13 PM
Impressive, most impressive.
Posted By: andreasrylander Re: Reactions like Solasta! - 05/02/21 12:29 AM
Originally Posted by CJMPinger
Originally Posted by DragonSnooz
Originally Posted by andreasrylander
Would love for the reaction system to be similar to Solasta.... along with just about everything else they did regarding rule implementations and such. <3

EDIT:
Here is the thing about a prompter asking if you want to take a reaction, and if so; what that reaction will be:
It *WONT* make things feel "slow" or stop the pace of the battle. Why not? Because it's on an enemy turn. It will just feel great because even though the enemy is doing things on their turn, suddenly stuff pauses and YOU get a say in the development of the enemy actions! It gives the player agency and control, and that wont feel like "the battle is slowing down" or anything like that, cause these things happen outside your turn.

I *TRULY* wish they implement something like that.

I personally feel it's important for the game to have a proper reaction system.
This would not need to be just like Solasta in anyway, but a good reflection of gameplay from DnD 5e.

**************************
At the start of character's turn set reaction resource = 1

Attacks of opportunity
>If enemy moves to provoke an attack of opportunity
>Game checks for reaction resource = 1
>If conditions are met pause, let a |Attack|Pass| slide up from the bottom HUD
>>If attack, set reaction resource = 0
>>If player selects pass, play resumes

Ready Actions
>Add a ready action command to the HUD
>Player readies an action, resource stays at 1
>if enemy meets conditions for ready action pause, let a |Readied Action|Pass| slide up from the bottom HUD
>>If player selects react, ready action is used, set reaction resource = 0, and play resumes
>>If player selects pass, play resumes

Reacting to attacks/spells (explained below why this is in italics)
>Enemy attack has a check for reaction resource = 1
>Game checks if character has spell/ability that can react
>If conditions are met pause, let a |React|Pass| slide up from the bottom HUD
>>If player selects react, they can choose from their reaction ability, set reaction resource = 0, and play resumes
>>If player selects pass, play resumes


Players would have the option to use keyboard for |option 1|option 2| with |1|2|

While this seems simple, problems can arise with magic such as counterspell. What should the reaction system do if two characters have counterspell available?

So now does every spell need a check?
>Character casts spell
>game checks opposing party for counterspell
>game checks characters for reaction resource = 1
>Player gets |Counter|Pass|?
...

What should the game do if the player party has four characters who can use counterspell?
>If character who can react (would need a variable name) > 1
>create micro-shared-turn
>Player/AI selects character to use counterspell or pass
...it just gets complicated.
...should counterspell only be a ready action?
**************************

I would definitely like to see proper Attacks of Opportunity and Ready Actions in the game, they are more obtainable and something we could have sooner in early access. Spell reactions are problematic, but proper Attacks of Opportunity and Ready Actions would have the building blocks to make a reaction system work.

For problematic spells like counterspell I can understand why it could need to be changed from DnD 5e to only be a ready action, etc.
(which is why spell reactions are in italics)

For spells like Hellish Rebuke, Feather Fall, Absorb Elements, and Shield I would like to work like a proper reaction.
(If a Minotaur shoves Shadowheart off a cliff I would like to react with Gale to cast Feather Fall).

These four spells would need unique coding, but we're at four. I believe new statuses could be used to make them work in combat.

Hellish Rebuke
Create hidden status "Hellish Rebuke": (Character has reaction resource =1, spell slots <0, and Hellish Rebuke readied)
> If character has status "hellish rebuke" and damaged by visible enemy within 60 feet, pause
> |Hellish Rebuke|Pass| slides up from the bottom HUD
>>If player selects Hellish Rebuke, prompt player to select spell slot, set reaction resource = 0, enemy is hit with Hellish Rebuke, and play resumes
>>If player selects pass, play resumes

I think it's important to let the player choose to take attacks of opportunity, use Hellish Rebuke, etc.

Feather Fall would be similar with a falling status, Absorb Elements, and Shield would be similar.

Especially with how many elements can go around in combat, I would like Absorb Elements to be in the game.

This seems pretty much what others are asking for, a system that checks the availability of a reaction and then allows the player to choose to act. This would also help when counterspell and the monk drop.


EXACTLY! This would NOT feel like it's "slowing down the combat" because these things happen on an enemy's turn! That will only make it feel like YOU have more control, which you would have! That's a good thing! But of course, you should ideally be able to choose if you want that or just automatic responses!
Posted By: LukasPrism Re: Reactions like Solasta! - 05/02/21 01:34 AM
Exactly, giving players something to do on enemy turns would only make the game more engaging, not less. Similarly when you’re playing co-op and it’s not your turn.
Posted By: mr_planescapist Re: Reactions like Solasta! - 05/02/21 03:14 AM
Anything like Solasta for the gameplay combat would be great.
But Larian has a way to do things...their way, and I doubt (hope im wrong...) that they would emulate a similar system from another game maker. Hopefully they are open minded to game design.
Posted By: Niara Re: Reactions like Solasta! - 05/02/21 03:27 AM
Originally Posted by mr_planescapist
But Larian has a way to do things...their way, and I doubt (hope im wrong...) that they would emulate a similar system from another game maker.

I'm not disagreeing, but I'm just going to put it out there - if they aren't prepared to put their own way of doing things on hold, and instead emulate a different system, then they should never have agreed to make a 5e dungeons and dragons game, nor advertised to their fans that that was what they were making. Because that's a different system to their style, entirely, and having taken on a commitment to make that, and having advertised their intention to do so publicly, they now have a duty to deliver it... A duty which they are not meeting as of yet.

The other game would not be something that they would be copying, in this sense - its existence just highlights how badly they are not adhering to their own undertaking and what they advertised to sell copies, at the moment. The other game has a faithful 5e implementation of reactions. Asking for BG3 to faithfully implement reactions and their function as well is not asking them to copy that game, it's just asking them to do as they themselves said they were going to; the other game is just demonstration that this works and works well, and doesn't need to be tinkered with.
Posted By: Madoric Re: Reactions like Solasta! - 05/02/21 05:12 AM
Originally Posted by Niara
Originally Posted by mr_planescapist
But Larian has a way to do things...their way, and I doubt (hope im wrong...) that they would emulate a similar system from another game maker.

I'm not disagreeing, but I'm just going to put it out there - if they aren't prepared to put their own way of doing things on hold, and instead emulate a different system, then they should never have agreed to make a 5e dungeons and dragons game, nor advertised to their fans that that was what they were making. Because that's a different system to their style, entirely, and having taken on a commitment to make that, and having advertised their intention to do so publicly, they now have a duty to deliver it... A duty which they are not meeting as of yet.

The other game would not be something that they would be copying, in this sense - its existence just highlights how badly they are not adhering to their own undertaking and what they advertised to sell copies, at the moment. The other game has a faithful 5e implementation of reactions. Asking for BG3 to faithfully implement reactions and their function as well is not asking them to copy that game, it's just asking them to do as they themselves said they were going to; the other game is just demonstration that this works and works well, and doesn't need to be tinkered with.




I agreed! They advertised the implantation of faithful 5e and that i why I brought into this. IF some of my other dnd group ask me to play 5e and then changed the core rule... then I won't play it but unfortunately... I have already paid money for this product. (I still have hope, but we'll shall see).
Posted By: Lunar Dante Re: Reactions like Solasta! - 05/02/21 07:51 AM
And there have been trials for less than that... But I am confident they don't want that. I think there is still hope, and that we have to keep insisting and reporting our feedbacks.
I think it all depends on how they will treat us with Patch 4. For the moment, we are a lot of people here pointing at their lack of communication. So if they choose to ignore our feedbacks about D&D on top of that in Patch 4, more than 4 months after launch, well, I think it will mean they do not care at all, and it might trigger anger. But if they show some respect for us and D&D in this patch, well, it will be a very good indicator regarding the final release and our upcoming adventures with Larian.
Fingers crossed for patch 4.
Posted By: TheFoxWhisperer Re: Reactions like Solasta! - 05/02/21 11:55 AM
Originally Posted by Lunar Dante
And there have been trials for less than that... But I am confident they don't want that. I think there is still hope, and that we have to keep insisting and reporting our feedbacks.
I think it all depends on how they will treat us with Patch 4. For the moment, we are a lot of people here pointing at their lack of communication. So if they choose to ignore our feedbacks about D&D on top of that in Patch 4, more than 4 months after launch, well, I think it will mean they do not care at all, and it might trigger anger. But if they show some respect for us and D&D in this patch, well, it will be a very good indicator regarding the final release and our upcoming adventures with Larian.
Fingers crossed for patch 4.

Let's hope so. We even have a very good example of "trials for less" with Cyberpunk2077 and the hate train it caused (which did get blown out of proportions due to people hyping themselves up and imagening features that would make it in without these features being announced, but still).

So far what I have seen, BG3 is popular for many people still because it is flashy and because of all the romances. Not really that it is a good fit within the Baldur's Gate saga, or because it is a good 5e DnD to CRPG translation.
Posted By: DiDiDi Re: Reactions like Solasta! - 05/02/21 12:22 PM
Originally Posted by TheFoxWhisperer
Originally Posted by Lunar Dante
And there have been trials for less than that... But I am confident they don't want that. I think there is still hope, and that we have to keep insisting and reporting our feedbacks.
I think it all depends on how they will treat us with Patch 4. For the moment, we are a lot of people here pointing at their lack of communication. So if they choose to ignore our feedbacks about D&D on top of that in Patch 4, more than 4 months after launch, well, I think it will mean they do not care at all, and it might trigger anger. But if they show some respect for us and D&D in this patch, well, it will be a very good indicator regarding the final release and our upcoming adventures with Larian.
Fingers crossed for patch 4.

Let's hope so. We even have a very good example of "trials for less" with Cyberpunk2077 and the hate train it caused (which did get blown out of proportions due to people hyping themselves up and imagening features that would make it in without these features being announced, but still).

So far what I have seen, BG3 is popular for many people still because it is flashy and because of all the romances. Not really that it is a good fit within the Baldur's Gate saga, or because it is a good 5e DnD to CRPG translation.
Even if BG3 ends up more or less like it currently is mechanics & feature-wise (let's hope not! that would force me to play easy/story mode - and not because of the difficulty), it won't be nearly as big of a mismatch between what was advertised and the reality like C2077. That game was advertised as - beyond other things - "next generation open-world", they literally misadvertised the genre of the game... laugh
Posted By: andreasrylander Re: Reactions like Solasta! - 05/02/21 01:45 PM
Originally Posted by Niara
Originally Posted by mr_planescapist
But Larian has a way to do things...their way, and I doubt (hope im wrong...) that they would emulate a similar system from another game maker.

I'm not disagreeing, but I'm just going to put it out there - if they aren't prepared to put their own way of doing things on hold, and instead emulate a different system, then they should never have agreed to make a 5e dungeons and dragons game, nor advertised to their fans that that was what they were making. Because that's a different system to their style, entirely, and having taken on a commitment to make that, and having advertised their intention to do so publicly, they now have a duty to deliver it... A duty which they are not meeting as of yet.

The other game would not be something that they would be copying, in this sense - its existence just highlights how badly they are not adhering to their own undertaking and what they advertised to sell copies, at the moment. The other game has a faithful 5e implementation of reactions. Asking for BG3 to faithfully implement reactions and their function as well is not asking them to copy that game, it's just asking them to do as they themselves said they were going to; the other game is just demonstration that this works and works well, and doesn't need to be tinkered with.


Yes exactly!
Posted By: andreasrylander Re: Reactions like Solasta! - 10/03/21 08:28 PM
Does anyone with modding experience know if it's easy to implement changes to reactions, to get options as they come up during fights?
Posted By: Darkhain Re: Reactions like Solasta! - 11/03/21 09:47 AM
My suggestion on it, would to allow players (restricted to the characters their control for multiplayers ofc), to be able to navigate through each character to enable/disable reactions duration the enemy phase. Also adding spells like Shield to reaction window, or even put allow reactions spells/skill there, instead of having them to cast ahead of time.
Posted By: Maximuuus Re: Reactions like Solasta! - 11/03/21 10:01 AM
Originally Posted by Darkhain
My suggestion on it, would to allow players (restricted to the characters their control for multiplayers ofc), to be able to navigate through each character to enable/disable reactions duration the enemy phase. Also adding spells like Shield to reaction window, or even put allow reactions spells/skill there, instead of having them to cast ahead of time.

I don't really understand what you mean. Well... I understand, but I don't see how it would work in game.
When 10 goblins are playing, will you have to focus and have 2 sec to click at the right moment with the right character ?
What about spells you can cast on an ally ? (i.e feather fall)

Don't think it would work.

I really don't see any other solution that Solasta's one to create a proper reaction system... But I'm not sure it would suit BG3.
Maybe a popup for 5 seconds would be better and more dynamic ?

The actual system is completely uninterresting and something has to be done but anyone has suggestions in mind ?
We already talked about this before the EA but I have to admit that my memory is not the best^^
Posted By: Street Hero Re: Reactions like Solasta! - 11/03/21 11:19 AM
So we are relying on mod now? And to think of this is just EA, shame...
Posted By: andreasrylander Re: Reactions like Solasta! - 11/03/21 11:51 AM
Hopefully we wont have to rely on mods, I just wondered if it would be easy to implement things with mods, since *maybe* the reaction system (among other things) wont be implemented in a way that actually allows for full control over your choices, which would be a damn shame to anyone who wants to decide things for themselves rather than relying on a flimsy automatic function.
Posted By: The Composer Re: Reactions like Solasta! - 11/03/21 01:06 PM
Originally Posted by andreasrylander
Does anyone with modding experience know if it's easy to implement changes to reactions, to get options as they come up during fights?

It's more than likely to be quite possible in the future, particularly after full release with mod support.
Posted By: andreasrylander Re: Reactions like Solasta! - 11/03/21 04:22 PM
Originally Posted by The Composer
Originally Posted by andreasrylander
Does anyone with modding experience know if it's easy to implement changes to reactions, to get options as they come up during fights?

It's more than likely to be quite possible in the future, particularly after full release with mod support.


Oooh! Lovely! =)
Posted By: The Old Soul Re: Reactions like Solasta! - 13/03/21 03:26 AM
Uncanny that the same person who was pushing the point that players can get what they want via mods was also trying to majorly argue to make the game be a certain way.
If you're so ok with players needing mods to have the things be they way they want, then let them have the game changed to be their way and YOU can mod it to be your way.

Kinda amazed I got through 9 pages of this with nobody mentioning the Battlemaster's counterattack, which uses one of their limited dice. Same as using a spell slot for a reaction spell, of course, but still.
Definitely need the ability to decide whether or not to use reactions at the time they'd be used, not beforehand.
Posted By: JoB Re: Reactions like Solasta! - 13/03/21 03:54 AM
Originally Posted by The Old Soul
Definitely need the ability to decide whether or not to use reactions at the time they'd be used, not beforehand.

How do you propose doing that?

Every time you get hit, the game pauses for a pop-up that asks, "Would you like to use Riposte now?"
Posted By: The Old Soul Re: Reactions like Solasta! - 13/03/21 04:50 AM
Originally Posted by JoB
Originally Posted by The Old Soul
Definitely need the ability to decide whether or not to use reactions at the time they'd be used, not beforehand.

How do you propose doing that?

Every time you get hit, the game pauses for a pop-up that asks, "Would you like to use Riposte now?"
That would be the desire all 9 pages of this thread are about, yes. People wanting that to happen.
For reaction spells, Riposte, opportunity attacks; all reactions.
And it's apparently what they do in this "Solasta" game people keep mentioning.
Posted By: JoB Re: Reactions like Solasta! - 13/03/21 06:01 AM
Originally Posted by The Old Soul
Originally Posted by JoB
Originally Posted by The Old Soul
Definitely need the ability to decide whether or not to use reactions at the time they'd be used, not beforehand.

How do you propose doing that?

Every time you get hit, the game pauses for a pop-up that asks, "Would you like to use Riposte now?"
That would be the desire all 9 pages of this thread are about, yes. People wanting that to happen.
For reaction spells, Riposte, opportunity attacks; all reactions.
And it's apparently what they do in this "Solasta" game people keep mentioning.

I get the appeal of wanting to decide, but that seems like it might get intrusive on an actual play level. Of course, I haven't played Solasta, so I'm not sure how it works in practice. I'm just trying to imagine what it would look like.
Posted By: Saito Hikari Re: Reactions like Solasta! - 13/03/21 06:55 AM
Originally Posted by JoB
I get the appeal of wanting to decide, but that seems like it might get intrusive on an actual play level. Of course, I haven't played Solasta, so I'm not sure how it works in practice. I'm just trying to imagine what it would look like.

It's not very intrusive at all. It depends on the implementation. For example, the dice rolls for skill checks in BG3 could stand to be -a lot- faster than they currently are.

I have a higher level combat demonstration for Solasta here, and at one point I actually get a triple attack of opportunity from three party members/allies at once, and you can clearly notice my shock when the UI lets me pick if I wanted to spend my reaction with each of my three eligible party members at the same time. Shame the enemies never rolled high enough for the game to let my wizard react with throwing up a Shield spell in this footage, although Greenmage is busted as hell to begin with on a sheer utility level (it's a homebrew wizard archetype with archery fighting style, a few ranger/druid spells, and light armor proficiency!), and my Paladin did get to show off his protection fighting style at the start of the fight.


Then again, this is kind of expected for Solasta. The devs there clearly went all in on having a responsive, clear, and easy to understand user interface for the combat, and it shows. Probably by far the best UI in terms of actual functionality for any cRPG I've ever seen. They did have an interview last week, mostly talking about the recently revealed Dungeon Maker tool. But when the topic inevitably shifted into BG3 and other DnD games, they straight up said that they were focused on the combat for Solasta and did not intend to compete with BG3 in the narrative department.

There is also another big cRPG based on D&D, which is currently in early access. And there are actually other Dungeons and Dragons games in development. Just this morning, I wrote about a triple-A open world RPG that is apparently coming from Hidden Path. How do you feel about the resurgence of D&D in gaming?

Mathieu Girard: I think it's great. It's a huge franchise and license, so I guess it can have different forms of expression. And we're different than those games; they shine differently. I don't think we have to be trouble or shame because I guess there's a market big enough to have different forms of games based on this.

Emile Zhang: Just to go back on that, to be honest, at least in the studio, we all grew up on those games, Baldur's Gate, Icewind Dale, for Mathieu even going back to Gold Box; I was a little bit too young for that. Seeing a resurgence of D&D and cRPGs in general is super exciting. Also, as Mathieu said, I think we have a lot of differences between the different games. Pathfinder could exist when Divinity existed. We do focus on different things. Solasta is much more focused on the combat, tactical and rule aspects of D&D 5. Whereas Baldur's Gate 3, for example, is a lot more narrative and it's super great at doing that. We don't plan to tackle them on that end, that's for sure. Different experiences for different people, I am sure we have a lot of fans who love both; we know we do.
Posted By: Niara Re: Reactions like Solasta! - 13/03/21 08:20 AM
That's actually a really nice video, Saito... it captures quite a few different elements and showcases a number of things. Hopefully it can put an end to the arguments that want to suppose properly implemented reactions will slow down combat; this is an excellent example of how they don't.
Posted By: Saito Hikari Re: Reactions like Solasta! - 13/03/21 08:45 AM
Originally Posted by Niara
That's actually a really nice video, Saito... it captures quite a few different elements and showcases a number of things. Hopefully it can put an end to the arguments that want to suppose properly implemented reactions will slow down combat; this is an excellent example of how they don't.

I actually have another video of a lower level fight in Solasta (from an earlier EA phase where they had the controversial homebrew rule where attacks against enemies in dim light imposed disadvantage - this ended up being axed rather quickly) where a boss actually uses Fly, Shield and Counterspell against my party. It also has a brief showcase of using ready action ranged attack to launch arrows at enemies during their turn, when there weren't any viable targets during my own turn before.

(But the boss also tried to 1 VS 1 my Greenmage Wizard and lost horribly because Flaming Sphere is actually a hard counter to his flying shenanigans, which was probably why the enemy AI was banking on trying to break his concentration with Scorching Ray. The one Scorching Ray that did hit rolled too high for my Wizard to counter it with Shield, so the game doesn't bother asking you if you want to cast it there, as it would be essentially wasted anyway.

Also my Wizard having the highest bonus to attack with his bow shots but having the lowest actual rolls seems like it's going to be a recurring theme for me.)

Posted By: Street Hero Re: Reactions like Solasta! - 13/03/21 08:53 AM
Those hater that hate "gray boxes because looks like mobiles games" , "reaction box appears every god damn times" and "graphics look like shit" not gonna change their mind no matter how many proofs that Bg3 need more improvement.
Posted By: Saito Hikari Re: Reactions like Solasta! - 13/03/21 09:11 AM
Originally Posted by Street Hero
Those hater that hate "gray boxes because looks like mobiles games" , "reaction box appears every god damn times" and "graphics look like shit" not gonna change their mind no matter how many proofs that Bg3 need more improvement.

Funny you mention that first part. I used to be in the 'UI graphics > functionality' camp, up until I realized I'd much rather have a less stylish UI if it meant that I wasn't going to be wasting a lot of time fighting the game's controls instead. And let's be honest with ourselves, probably a good 10% of our play time in BG3 is probably inflated by some UI-related shenanigans.

Jumping in BG3 should really be automatic outside of combat, for instance. But instead I have to press the jump button and spend half a minute fishing around for the correct angle for my character to actually make it across that gap. If party members can make it across automatically just by following you, I don't see why the first character can't automatically jump by just pressing a space on the other side to move towards as well.
Posted By: Madscientist Re: Reactions like Solasta! - 13/03/21 01:14 PM
Great video.

Yes, combat of Solasta and its functional UI combined with the size, graphics and story would be the game of the century.
I have not played Solasta yet, but I can only repeat what I said before:
BG3 is an absolute masterpiece in terms of graphic, exploration and reactivity.
But UI, party control and some game mechanics are terrible.
Posted By: DragonSnooz Re: Reactions like Solasta! - 13/03/21 04:26 PM
Originally Posted by Saito Hikari
Originally Posted by Niara
That's actually a really nice video, Saito... it captures quite a few different elements and showcases a number of things. Hopefully it can put an end to the arguments that want to suppose properly implemented reactions will slow down combat; this is an excellent example of how they don't.

I actually have another video of a lower level fight in Solasta (from an earlier EA phase where they had the controversial homebrew rule where attacks against enemies in dim light imposed disadvantage - this ended up being axed rather quickly) where a boss actually uses Fly, Shield and Counterspell against my party. It also has a brief showcase of using ready action ranged attack to launch arrows at enemies during their turn, when there weren't any viable targets during my own turn before.

(But the boss also tried to 1 VS 1 my Greenmage Wizard and lost horribly because Flaming Sphere is actually a hard counter to his flying shenanigans, which was probably why the enemy AI was banking on trying to break his concentration with Scorching Ray. The one Scorching Ray that did hit rolled too high for my Wizard to counter it with Shield, so the game doesn't bother asking you if you want to cast it there, as it would be essentially wasted anyway.

Also my Wizard having the highest bonus to attack with his bow shots but having the lowest actual rolls seems like it's going to be a recurring theme for me.)

It's so nice seeing a "use spell" button to show all cantrips and prepared spells.

It's also great seeing a reaction for Divine Smite and Attack of Opportunity.
Posted By: crashdaddy Re: Reactions like Solasta! - 14/03/21 12:24 AM
I'm genuinely baffled by people who compare these two games.

Solasta is a low budget, grid and turn based strategy game with light roleplay elements

BG3 is a big budget/triple AAA cinematic rpg, albeit with turn based combat

This isn't to disparage one or praise the other. It is just to point out the differences. BG is like Pathfinder, Solasta is like Xcom. That should be blatantly obvious to anyone who has even watched a video of both. They differ vastly in their scope, ambition, core market and most importantly basic design philosophy. Like Pathfinder, all the dice rolling is done behind the scenes and the result is depicted realistically and cinematically in BG3. The dice roll is displayed prominently in Solasta, all the information is available to the player. This isn't just for artistic reasons, it is because both game treat information differently.

In the video linked when smite applies a dialogue box appears. It is addressed to the player. There is no pretence that this is a realistic action by the character. It is an option for the player to choose.

How many times have you seen such a dialogue box in BG? Or any other cinematic rpg for that matter. It's rare, because it breaks immersion. It's very common in strategy or tactical games. RPG's are controlled almost entirely by context dependent menus and hotbars.

I just wonder how people asking for reactions would expect them to be depicted graphically? How do you know when to cast shield if you can't see the dice roll? How do you counterspell when the act of casting a spell and its effect are depicted as almost instantaneous like in BG3? And featherfall, how would that even work as a reaction graphically? In Solasta, if you don't tick the option to have a timer for reactions, the game pauses until you click yes or no. Can you really see Gale, having been pushed off a cliff, frozen in time as he decides whether to cast the spell? That happened to me once with featherfall in Solasta. Time just stopped as I answered the phone.

Genuinely curious. I like both and can appreciate both for the different type of games they clearly are. Anyone that is hoping for BG3 to turn into Solasta, though, is probably in for a sore disappointment.
Posted By: marajango Re: Reactions like Solasta! - 14/03/21 01:27 AM
Gonna leave my idea here from an old thread that i haven't mentioned here before.

What they could also do is implementing reactions the same way they are in tabletop games: by the player getting active and reacting to what the DM is telling him/her. "Wait, I'm going to use my reaction!"

What I mean for the game is that reactions are neither triggered automatically nor does the game hit the breaks and asks you every single time if you would like to use your reaction now.

The round just plays out, all enemies taking their turns, unless you hit a reaction button to pause the game and select an available reaction for what has happened within the last couple of seconds.
Got hit real hard by that goblin? Hit the reaction key and select uncanny dodge for the last damage value you received. The damage then gets retroactively halfed and the rest of the round just continuous to play out until it's your turn again.
Posted By: Saito Hikari Re: Reactions like Solasta! - 14/03/21 06:04 AM
Originally Posted by crashdaddy
-snip-

I generally agree that comparing both games is kind of an exercise in futility, but it's not exactly what's happening in this thread, so I don't agree with your overall argument. People are largely comparing combat mechanics, which is the one common topic shared across both games, and comparisons are naturally going to happen when both games are supposedly adaptations of the same source material.

You could argue that BG3 shouldn't have stuff like proper reactions because it's supposed to be cinematic and immersive, but that's a flimsy cop-out bottom of the barrel argument at best, because chances are extremely high that's not actually why we don't have things like reactions, ready actions, and dodge actions to begin with. Features are generally cut due to budget constraints or engine limitations, not because 'they don't fit developer vision'. If the latter reasoning actually is at play here, I'm pretty sure we would have heard something about it from Larian by now.

I'm quite sure if one tried justifying that kind of reasoning for the lack of reactions even at the BG3 subreddit, no one would accept that argument, even if that place is infamous for being an echo chamber that generally worships everything Larian and harasses anyone with any kind of criticism without a second thought. Most people would definitely prefer greater choice and control over such a highly subjective concept as 'immersion'.

It's a poor argument when one considers that BG3 combat in itself is already as non-immersive as it gets. Because if one is really trying to pin the lack of certain key combat features on such a vague concept as cinematic immersion, they should also be prepared to try and justify things like freely sneaking around and dropping barrels while all nearby combatants are unable to retaliate, for the sole reason of one player character that has rolled initiative purposefully twiddling their thumbs. Is that supposed to be a legitimate cinematically immersive experience?

(Do you know what actually was a major mechanic brought about by developer vision? Dim light disadvantage in Solasta, which the devs there publicly walked back several months later when they realized that it had an overwhelming effect on the game's encounter balance and actually clashed against the rest of the game's vision of being as faithful to the source material as possible.)
Posted By: Topgoon Re: Reactions like Solasta! - 14/03/21 07:47 AM
Seconding that by sticking to a turnbase system, BG3 has already prioritized mechanics over cinematics for combat. Turnbase combat is inherently non-immersive - characters taking individual turns is something that fundamentally breaks reality. As it stands, there is nothing done with BG3's combat animation or camera angles that make it any more cinematic than Solasta's. Both companies have chosen to keep combat visuals mostly functional, which is a design choice I agree with (as impressive visuals can quickly wear thin when constantly repeated).

Originally Posted by crashdaddy
How many times have you seen such a dialogue box in BG? Or any other cinematic rpg for that matter. It's rare, because it breaks immersion. It's very common in strategy or tactical games. RPG's are controlled almost entirely by context dependent menus and hotbars.

Here's the thing though, we've already seen this implemented in game. Dialogue in BG3 is far more cinematic than combat - yet Larian has implemented a "visual interruption" with the skill check dice rolls.

Every time we meet Astarion and he puts a knife to your throat (which is far more cinematic and specifically animated for that moment), the game waits for you to make a roll while the two of you rock back and forth in an endless struggle.

On top of this, even if we accept that Larian does in fact want to prioritize cinematics, other AAA games that are far more cinematic than BG3 have implemented various forms of "visual interruptions" for years. This is essentially what Quick Time Events are.


Originally Posted by crashdaddy
I just wonder how people asking for reactions would expect them to be depicted graphically? How do you know when to cast shield if you can't see the dice roll? How do you counterspell when the act of casting a spell and its effect are depicted as almost instantaneous like in BG3? And featherfall, how would that even work as a reaction graphically? In Solasta, if you don't tick the option to have a timer for reactions, the game pauses until you click yes or no. Can you really see Gale, having been pushed off a cliff, frozen in time as he decides whether to cast the spell? That happened to me once with featherfall in Solasta. Time just stopped as I answered the phone.

Making them similar to the dice roll pop-up that interrupts the dialogue cutscene (but a bit faster to fit the combat), would be a good starting point. The alternative is something similar to the tutorial pop-ups they've just started implementing, if we want a less intrusive implementation.

In terms of triggers for specific spells/questions:

1) Shield - since information is freely available in BG3 (no metagaming issues), the reaction to shield should only prompt when the +5AC can prevent the hit

2) Counterspell - slow down or freeze time as the enemy is doing their incantations, show prompt

3) Feather Fall - slow down or freeze time as character is falling, show prompt

And lastly, there's nothing stopping Larian from keeping the current options too. Instead of simply having "on/off" for reactions, the reaction prompt can be the 3rd option - i.e. "on / off / prompt me".

This way for characters with less reaction options (aka the martials), you can just keep opportunity attack turned on instead of manually clicking each time.


My bigger concern of why we might not get proper reactions is similar to Saito's, in that the current engine doesn't support it. For example, it doesn't seem like the current engine support a "proper pausing" at all. There is currently no way to pause the game at all without quitting. Menus don't do it. Entering turn-base mode outside of combat is still a clunky mix of real-time and turnbase.
Posted By: UnknownEvil Re: Reactions like Solasta! - 14/03/21 08:12 AM
Larian people should play Solasta for a few hours to see how D&D combat should work and feel like. After that they can decide if they want to go more in that direction or not. It is their game after all.

But even Solasta has it'a issues. Apart from the really mediocre grahics it is really awkward sometimes. A real clickfest laugh
Posted By: Maximuuus Re: Reactions like Solasta! - 14/03/21 10:59 AM
I think a slow down with something like 5 seconds to react would be really awesome.

Magic missile incoming : cast shield ???
Shove on your ally : cast feather fall ???

It could lead to really dynamic combats in which the player have to be carreful and to act during the ennemy's turns.

Not sure about how.
Not sure "like solasta" is a good solution for BG3.

But this is an incredible opportunity to define what all TB games should be in the future.
Posted By: Dexai Re: Reactions like Solasta! - 14/03/21 02:02 PM
Five seconds is a really long time. Two or three would be enough.
Posted By: mrfuji3 Re: Reactions like Solasta! - 14/03/21 04:16 PM
Eh I'm not a fan of slowing things down for reactions. The game is turn based, so it should stick with turn based and not add psuedo Quick Time Events. In a turn-based system, I expect to be able to leave my computer at any point, and come back not having missed any opportunities.

I'd prefer that time froze and a pop-up window appeared asking "do you wish to use [reaction]?"
Posted By: Dexai Re: Reactions like Solasta! - 14/03/21 05:29 PM
Tbt is turn based but if you take to long to use your reaction you lose it :P
Posted By: Maximuuus Re: Reactions like Solasta! - 14/03/21 05:54 PM
Originally Posted by mrfuji3
Eh I'm not a fan of slowing things down for reactions. The game is turn based, so it should stick with turn based and not add psuedo Quick Time Events. In a turn-based system, I expect to be able to leave my computer at any point, and come back not having missed any opportunities.

I'd prefer that time froze and a pop-up window appeared asking "do you wish to use [reaction]?"

I guess if they can slow down and add a timed popup... They can easily pause this moment and freeze the game until you click that popup.

My fear with a pause is that it would be like... In Solasta. I love this game but those pause appear more than once on every turns. I can deal with it but I don't think lots of players would like this.
Posted By: mrfuji3 Re: Reactions like Solasta! - 14/03/21 06:45 PM
Originally Posted by Maximuuus
Originally Posted by mrfuji3
Eh I'm not a fan of slowing things down for reactions. The game is turn based, so it should stick with turn based and not add psuedo Quick Time Events. In a turn-based system, I expect to be able to leave my computer at any point, and come back not having missed any opportunities.

I'd prefer that time froze and a pop-up window appeared asking "do you wish to use [reaction]?"

I guess if they can slow down and add a timed popup... They can easily pause this moment and freeze the game until you click that popup.

My fear with a pause is that it would be like... In Solasta. I love this game but those pause appear more than once on every turns. I can deal with it but I don't think lots of players would like this.
I hear you, and that's why it should be an option like others have said. You can choose either toggle reactions or pop-up reactions. I suppose Larian could also add a third QTE option, but if I had to choose between pop-up or QTE I definitely choose pop-up.
I like the pop ups in Solasta. They only get to be slightly too much when you have a Paladin plus characters with the Protection fighting style.
Posted By: andreasrylander Re: Reactions like Solasta! - 15/03/21 12:10 AM
Originally Posted by mrfuji3
Originally Posted by Maximuuus
Originally Posted by mrfuji3
Eh I'm not a fan of slowing things down for reactions. The game is turn based, so it should stick with turn based and not add psuedo Quick Time Events. In a turn-based system, I expect to be able to leave my computer at any point, and come back not having missed any opportunities.

I'd prefer that time froze and a pop-up window appeared asking "do you wish to use [reaction]?"

I guess if they can slow down and add a timed popup... They can easily pause this moment and freeze the game until you click that popup.

My fear with a pause is that it would be like... In Solasta. I love this game but those pause appear more than once on every turns. I can deal with it but I don't think lots of players would like this.
I hear you, and that's why it should be an option like others have said. You can choose either toggle reactions or pop-up reactions. I suppose Larian could also add a third QTE option, but if I had to choose between pop-up or QTE I definitely choose pop-up.
I like the pop ups in Solasta. They only get to be slightly too much when you have a Paladin plus characters with the Protection fighting style.


Even then I think it's fine, I love the options. I truly hope they implement OPTIONS for it! =)
Posted By: Baraz Re: Reactions like Solasta! - 15/03/21 12:14 AM
Originally Posted by mrfuji3
(...)
My fear with a pause is that it would be like... In Solasta. I love this game but those pause appear more than once on every turns. I can deal with it but I don't think lots of players would like this.

The reason you see many pop-up questions in Solasta is because it is *not* only for Reactions.
If you play a Paladin, every hit ask you if you wish to smite. It is too much.

Reaction options are more rare : Shield spell, Batte Master Riposte, and a few rare others. For many parties, there will be no Reaction options, so no pop-up: just a standard Attack of opportunity (once per round, so there is a choice there if many enemies are in reach).
Posted By: andreasrylander Re: Reactions like Solasta! - 15/03/21 01:35 PM
Originally Posted by Baraz
Originally Posted by mrfuji3
(...)
My fear with a pause is that it would be like... In Solasta. I love this game but those pause appear more than once on every turns. I can deal with it but I don't think lots of players would like this.

The reason you see many pop-up questions in Solasta is because it is *not* only for Reactions.
If you play a Paladin, every hit ask you if you wish to smite. It is too much.

Reaction options are more rare : Shield spell, Batte Master Riposte, and a few rare others. For many parties, there will be no Reaction options, so no pop-up: just a standard Attack of opportunity (once per round, so there is a choice there if many enemies are in reach).


Yeah true, the popups are for much more than just reactions, which I *LOVE* as it gives you more options, all the time! I love CONTROL. I would like to at least have the OPTIONS of that much control in BG3.
Posted By: JDCrenton Re: Reactions like Solasta! - 15/03/21 04:08 PM
With how the system is set up at the moment, where class is basically meaningless because of massive unbalance issues and homebrew gimmicks it wouldn't contribute much. They would have to start making an actual D&D game first and forget about the whole DOS reskins.

Solasta is the poor man's Pathfinder atm and this is still DOS3.
Posted By: mrfuji3 Re: Reactions like Solasta! - 15/03/21 04:23 PM
Woah woah woah, I never said that thing you're all quoting me on! That was @Maximuuus, who I was quoting.

I have 0 fear that a pause like this would be like in Solasta. I love Solasta and the pop ups and think that BG3 should be more like Solasta, at least in how reactions are implemented.

Originally Posted by Baraz
The reason you see many pop-up questions in Solasta is because it is *not* only for Reactions.
If you play a Paladin, every hit ask you if you wish to smite. It is too much.

Reaction options are more rare : Shield spell, Batte Master Riposte, and a few rare others. For many parties, there will be no Reaction options, so no pop-up: just a standard Attack of opportunity (once per round, so there is a choice there if many enemies are in reach).
Also the protection fighting style. My playthroughs have involved 2 fighters/paladins, which means I often get 2 "Do you wish to impose disadvantage?" prompts every turn. And even with that + Smite, I'd rather have the pop-ups than toggle reactions that proc on the first opportunity.
Posted By: andreasrylander Re: Reactions like Solasta! - 24/03/21 01:37 AM
Originally Posted by mrfuji3
Woah woah woah, I never said that thing you're all quoting me on! That was @Maximuuus, who I was quoting.

I have 0 fear that a pause like this would be like in Solasta. I love Solasta and the pop ups and think that BG3 should be more like Solasta, at least in how reactions are implemented.

Originally Posted by Baraz
The reason you see many pop-up questions in Solasta is because it is *not* only for Reactions.
If you play a Paladin, every hit ask you if you wish to smite. It is too much.

Reaction options are more rare : Shield spell, Batte Master Riposte, and a few rare others. For many parties, there will be no Reaction options, so no pop-up: just a standard Attack of opportunity (once per round, so there is a choice there if many enemies are in reach).
Also the protection fighting style. My playthroughs have involved 2 fighters/paladins, which means I often get 2 "Do you wish to impose disadvantage?" prompts every turn. And even with that + Smite, I'd rather have the pop-ups than toggle reactions that proc on the first opportunity.


Exactly!!! The OPTION is amazing to have!!! MORE CONTROL!!!
Posted By: Maximuuus Re: Reactions like Solasta! - 24/03/21 06:30 AM
Originally Posted by mrfuji3
Woah woah woah, I never said that thing you're all quoting me on! That was @Maximuuus, who I was quoting.

I have 0 fear that a pause like this would be like in Solasta. I love Solasta and the pop ups and think that BG3 should be more like Solasta, at least in how reactions are implemented.

Looks like you're the bad guy !!

Anyway yes definitely, I said it many times in this thread. Proper reactions are necessary, this is something I totally want in BG3 and this is a real opportunity to improve the TB system to something a bit less static/a bit more dynamic.

This toggle ON/OFF doesn't make sense to manage one of our (re)action/round.

On the other hand I'd like something a bit less intrusive and/or a bit faster than in Solasta if possible. Something a bit closer to real time or something that won't freeze the TB again.

Maybe a small popup time limited while the action is slowing down a bit or something...

I don't know, I don't have a real good suggestion in mind but I hope something even better could be done.

Of course I'd like frozen popup like in Solasta way more than what we have now.
Posted By: 1varangian Re: Reactions like Solasta! - 24/03/21 08:40 AM
I don't like the reaction pop up windows in Solasta. They kill the flow of combat. I've also never missed a reaction mechanic in BG, NWN or any other crpg. Those games play better without constant interruptions or the tedium of having to toggle reactions on and off trying to guess how things will play out.

There's a simple solution to this in BG3. Bonus Actions. Larian have already converted many Actions into Bonus Actions because they feel players need more to do during a turn. So... convert Reactions into Bonus Actions.

E.g. Shield -> Bonus Action spell, +5 AC for 3 turns. AoO's can be automatic. Riposte can also be activated as a Bonus Action and be "active" until discharged. Active is the key word in using abilities rather than the passive toggles you forget about.
Posted By: fallenj Re: Reactions like Solasta! - 24/03/21 09:06 AM
Originally Posted by 1varangian
I don't like the reaction pop up windows in Solasta. They kill the flow of combat. I've also never missed a reaction mechanic in BG, NWN or any other crpg. Those games play better without constant interruptions or the tedium of having to toggle reactions on and off trying to guess how things will play out.

There's a simple solution to this in BG3. Bonus Actions. Larian have already converted many Actions into Bonus Actions because they feel players need more to do during a turn. So... convert Reactions into Bonus Actions.

E.g. Shield -> Bonus Action spell, +5 AC for 3 turns. AoO's can be automatic. Riposte can also be activated as a Bonus Action and be "active" until discharged. Active is the key word in using abilities rather than the passive toggles you forget about.

Kind of wonder how NwN 1 & 2 did AoO, been way way to long. Was it like a passive and it just happened or did it not even make it to the game?
Posted By: 1varangian Re: Reactions like Solasta! - 24/03/21 10:17 AM
Originally Posted by fallenj
Originally Posted by 1varangian
I don't like the reaction pop up windows in Solasta. They kill the flow of combat. I've also never missed a reaction mechanic in BG, NWN or any other crpg. Those games play better without constant interruptions or the tedium of having to toggle reactions on and off trying to guess how things will play out.

There's a simple solution to this in BG3. Bonus Actions. Larian have already converted many Actions into Bonus Actions because they feel players need more to do during a turn. So... convert Reactions into Bonus Actions.

E.g. Shield -> Bonus Action spell, +5 AC for 3 turns. AoO's can be automatic. Riposte can also be activated as a Bonus Action and be "active" until discharged. Active is the key word in using abilities rather than the passive toggles you forget about.

Kind of wonder how NwN 1 & 2 did AoO, been way way to long. Was it like a passive and it just happened or did it not even make it to the game?
It just happens automatically at the first opportunity. That covers 99% of the cases. I never felt the need to pick the feat that gives you more AoO's.
Posted By: fallenj Re: Reactions like Solasta! - 24/03/21 11:52 AM
Originally Posted by 1varangian
Originally Posted by fallenj
Originally Posted by 1varangian
I don't like the reaction pop up windows in Solasta. They kill the flow of combat. I've also never missed a reaction mechanic in BG, NWN or any other crpg. Those games play better without constant interruptions or the tedium of having to toggle reactions on and off trying to guess how things will play out.

There's a simple solution to this in BG3. Bonus Actions. Larian have already converted many Actions into Bonus Actions because they feel players need more to do during a turn. So... convert Reactions into Bonus Actions.

E.g. Shield -> Bonus Action spell, +5 AC for 3 turns. AoO's can be automatic. Riposte can also be activated as a Bonus Action and be "active" until discharged. Active is the key word in using abilities rather than the passive toggles you forget about.

Kind of wonder how NwN 1 & 2 did AoO, been way way to long. Was it like a passive and it just happened or did it not even make it to the game?
It just happens automatically at the first opportunity. That covers 99% of the cases. I never felt the need to pick the feat that gives you more AoO's.

Interesting, I know that was a popular feat for my pnp group back in the day. Video game wise, don't know, guess I can see it not being as useful.
Posted By: Madscientist Re: Reactions like Solasta! - 24/03/21 12:30 PM
Its been ages since I played NWN1+2. I can tell AoO happened automatically but I am not sure if you could have more than one.

In Pathfinder Kingmaker there is a feat that allows you to have more than one AoO per round. (combat relexes).
WotR has it too, plus a mystic feat to get more AoO.
It makes sense to use this feat:
- When standing close to an archer you get an AoO for every shot they make unless they have a feat to avoid this.
- Several of your chars have outflank and/or seize the moment. When somebody makes a crit against an enemy, all other chars get an AoO against that enemy. If the AoO is a crit it can lead to a long chain of attacks.
Should the enemy still be alive after this, the next char can get a crit with the regular attack, starting a new crit chain.

But DnD 5E has different rules ( I am not an expert, please correct me when I am wrong)
- Shooting while being close to an enemy gives disadvantage, not AoO
- You have only one reaction and AoO are not the only possible reaction.
Posted By: fallenj Re: Reactions like Solasta! - 24/03/21 12:37 PM
Originally Posted by Madscientist
Its been ages since I played NWN1+2. I can tell AoO happened automatically but I am not sure if you could have more than one.

In Pathfinder Kingmaker there is a feat that allows you to have more than one AoO per round. (combat relexes).
WotR has it too, plus a mystic feat to get more AoO.
It makes sense to use this feat:
- When standing close to an archer you get an AoO for every shot they make unless they have a feat to avoid this.
- Several of your chars have outflank and/or seize the moment. When somebody makes a crit against an enemy, all other chars get an AoO against that enemy. If the AoO is a crit it can lead to a long chain of attacks.
Should the enemy still be alive after this, the next char can get a crit with the regular attack, starting a new crit chain.

I'm presuming NwN 1 had Improved AoO feat which let you do 1 AoO per person leaving your square. But my knowledge of the feat comes from 3.5 and that would be NwN 2 since NwN 1 was 3.0

oop maybe it was called combat reflexes.

Edit* Ya it is, didn't bother getting the actual books, found it here: dandwiki NwN 1 doesn't have this feat but has two feats to get away from AoO.

Originally Posted by Madscientist
But DnD 5E has different rules ( I am not an expert, please correct me when I am wrong)
- Shooting while being close to an enemy gives disadvantage, not AoO
- You have only one reaction and AoO are not the only possible reaction.

d&d 5e freebe pdf, Ranged Attacks, Page 76 (you can download it off d&dbeyond some where on the site)

Range
You can make ranged attacks only against targets within
a specified range.
If a ranged attack, such as one made with a spell, has a
single range, you can’t attack a target beyond this range.
Some ranged attacks, such as those made with a longbow
or a shortbow, have two ranges. The smaller number
is the normal range, and the larger number is the long
range. Your attack roll has disadvantage when your target
is beyond normal range, and you can’t attack a target
beyond the long range.

Ranged Attacks in Close Combat
Aiming a ranged attack is more difficult when a foe
is next to you. When you make a ranged attack with a
weapon, a spell, or some other means, you have
disadvantage on the attack roll if you are within 5 feet of a hostile
creature who can see you and who isn’t incapacitated.

Reaction Page 73
Certain special abilities, spells, and situations allow you
to take a special action called a reaction. A reaction is
an instant response to a trigger of some kind, which can
occur on your turn or on someone else’s. The opportunity
attack, described later in this chapter, is the most common type of reaction.
When you take a reaction, you can’t take another one
until the start of your next turn. If the reaction interrupts
another creature’s turn, that creature can continue its
turn right after the reaction.
Posted By: mrfuji3 Re: Reactions like Solasta! - 24/03/21 03:37 PM
Originally Posted by 1varangian
I don't like the reaction pop up windows in Solasta. They kill the flow of combat. I've also never missed a reaction mechanic in BG, NWN or any other crpg. Those games play better without constant interruptions or the tedium of having to toggle reactions on and off trying to guess how things will play out.

There's a simple solution to this in BG3. Bonus Actions. Larian have already converted many Actions into Bonus Actions because they feel players need more to do during a turn. So... convert Reactions into Bonus Actions.

E.g. Shield -> Bonus Action spell, +5 AC for 3 turns. AoO's can be automatic. Riposte can also be activated as a Bonus Action and be "active" until discharged. Active is the key word in using abilities rather than the passive toggles you forget about.
Knee-jerk reaction: I hate this suggestion.

But honestly, if Larian is going to keep in all their other homebrewed bonus actions (jump+disengage, eat, probably dodge, Land druids' wild shape, hide, dip, shove), then it wouldn't be the worst idea to change some reactions to bonus actions. At the very least, doing this will prevent you from always using Larian's overpowered bonus actions. I'd still prefer pop-up reactions, at least as an option.

3 things to consider
--If these abilities do cost a bonus (or standard) action to use, then maybe they shouldn't use up your reaction as you've already spent the cost to activate them.
--If these abilities still do use your reaction (and are either a bonus or a free-action to "activate"), then you should have some ability to choose targets to react to so you don't waste your reaction. E.g., Protection Fighting Style: you select a nearby ally, and if that ally is attacked you impose disadvantage. This prevents you from wasting it on a Tank who probably wouldn't be hit anyway.
--I don't actually trust Larian to balance things properly if they make these changes. See all their homebrewed bonus actions and their thoughts why players don't like Bless, not considering how their surfaces and height/backstab advantage affect the usefulness of a concentration +1d4 to-hit spell.
Posted By: andreasrylander Re: Reactions like Solasta! - 24/03/21 11:08 PM
Making reactions into "bonus actions" is a terrible idea. It just seems best and easiest to me to implement a reaction system similar to that in Solasta, AS AN OPTION, and then people can make their own choices when they create a new game.
Posted By: DragonSnooz Re: Reactions like Solasta! - 25/03/21 12:48 AM
Originally Posted by Baraz
Originally Posted by mrfuji3
(...)
My fear with a pause is that it would be like... In Solasta. I love this game but those pause appear more than once on every turns. I can deal with it but I don't think lots of players would like this.

The reason you see many pop-up questions in Solasta is because it is *not* only for Reactions.
If you play a Paladin, every hit ask you if you wish to smite. It is too much.

Reaction options are more rare : Shield spell, Batte Master Riposte, and a few rare others. For many parties, there will be no Reaction options, so no pop-up: just a standard Attack of opportunity (once per round, so there is a choice there if many enemies are in reach).
Originally Posted by 1varangian
I don't like the reaction pop up windows in Solasta. They kill the flow of combat. I've also never missed a reaction mechanic in BG, NWN or any other crpg. Those games play better without constant interruptions or the tedium of having to toggle reactions on and off trying to guess how things will play out.

There's a simple solution to this in BG3. Bonus Actions. Larian have already converted many Actions into Bonus Actions because they feel players need more to do during a turn. So... convert Reactions into Bonus Actions.

E.g. Shield -> Bonus Action spell, +5 AC for 3 turns. AoO's can be automatic. Riposte can also be activated as a Bonus Action and be "active" until discharged. Active is the key word in using abilities rather than the passive toggles you forget about.

Shield as a bonus action lasting 3 turns would be a significant buff. However I would still like to use spells as reactions.

I think most reactions wouldn't be an issue. Divine Smite might be awkward as it can come up frequently, but it's not really a reaction anyway. Jeremy Crawford's input, you can Divine Smite on an Opportunity Attack.

It could work as a "prepped" reaction, similar to how Hellish Rebuke is represented now. The player would prepare Divine Smite, and if the next attack connects the spell slot is spent and Divine Smite is applied.

As I've posted earlier reaction spells should work as reactions, Hellish Rebuke, Shield, Feather Fall, etc. It's nice to have engagement on the enemies turn. Auto-opportunity-attack is fine, since the enemy never gives the player an opportunity attack. (However if a character has reaction spells, or other reactions they should be asked if they want to use their opportunity attack.)

As I've mentioned before, if the character has Hellish Rebuke and available spell slots they should get true reactions. With how potent shove is, being able to react with Feather Fall would be great.
Posted By: GM4Him Re: Reactions like Solasta! - 25/03/21 03:28 AM
I'm fine with what Larian has done except that disengage still doesn't work well. Tried to disengage, hit the button, picked my location, game made my character move first, got Critically Hit, and lost most of my HP because my character didn't properly disengage.

So Reactions in BG3 for me only stink cause they either don't work well with Disengage or because I think I can move past an enemy only two provoke an attack somehow by accident. Vwe need something more substantial than a red arrow you can barely see on the ground at character's feet.

I've also noticed characters don't always trigger reactions when they should. I put Lae'zel right next to an enemy. They didn't disengage but she didn't hit them with her axe.
Posted By: Maximuuus Re: Reactions like Solasta! - 25/03/21 04:40 AM
It's not "by accident". You should never be able to move close to an ennemy without triggering an AOO or being able to disengage as a bonus action jumping like a kangaroo.

What's the point of AOO ?
A bonus attack only for the player because it's so cool ? No... AOO are supposed to give melee character the control of a zone on the battlefield. At the moment AOO doesn't give any control the the ennemy because of this disengage + exploit turning arround.

Anyway I'm also +- ok with AOO as auto reaction even if it may not be the best. It's not like if they were a lot of melee ennemies so usually you're engaged with only 1 or 2 at the same time.

As DragonSnooz said it becomes a real problem when it cost a spellslot and use a powerfull spell like hellishrebuke on... bad luck, the goblin that have 2HP left... Warding flare is another exemple to understand how bad the toggle on/off is for reactions.

It will be +- ok for smite even if this toggle is something tedious to manage at each turn.
Posted By: GM4Him Re: Reactions like Solasta! - 25/03/21 06:02 AM
Oh I agree about AOO. I meant simply that it isn't easy to determine how close is too close right now, and sometimes the game has your character get too close when you don't want it to. And I REALLY want them to fix Disengage so it isn't jump. That's why my character got criticalled. Moved away from the enemy to jump but I hit disengage. If I hit disengage, I shouldn't get hit by AOO. Ever.
Posted By: Maximuuus Re: Reactions like Solasta! - 25/03/21 06:05 AM
Originally Posted by GM4Him
If I hit disengage, I shouldn't get hit by AOO. Ever.

That make sense.
Posted By: GM4Him Re: Reactions like Solasta! - 25/03/21 06:07 AM
I also agree with you and Dragonsnooz.
Posted By: Madscientist Re: Reactions like Solasta! - 25/03/21 11:15 AM
I think there is no need to change things from Solasta and we should have the Solasta combat rules in BG3.
Its a turn based game with tons of abilities so you have to click lots of stuff anyway.
Reaction means that you can do something when enemies have their turn, so it becomes more engaging and you do not just watch when enemies act.
Posted By: GM4Him Re: Reactions like Solasta! - 25/03/21 12:12 PM
Bet it's hard to manage, though, with multi-player from an IT perspective. Auto-Reactions are more IT friendly. Allowing users to interrupt an enemy's turn in multi-player has got to be tough to not have it be buggy.
Posted By: Sigi98 Re: Reactions like Solasta! - 25/03/21 05:19 PM
maybe we could get an option to turn automatic reactions on or off? then everybody can decide and play the way they like.
Posted By: GM4Him Re: Reactions like Solasta! - 25/03/21 05:58 PM
And, you know, I was giving it more thought too. Not sure why it might be more difficult for multi-player now that I think about it. It's turn based. You COULD allow players to pick their reactions similarly to Solasta. Enemy attacks with magic missiles, game pops up a window asking if you want to cast Shield. You click Yes or No. Game resumes. Enemy casts the spell. If you hit Yes, missiles hit you and nothing happens. If you hit No, missiles hit you and do normal damage. Wouldn't drag the game pace down that much. It works for Solasta. I actually like that feature in that game.

Same with deciding if you WANT to use your reaction on a particular enemy as AOO. Sometimes you are surrounded by more than one enemy. You may want to use your Reaction to hit an almost dead enemy who tries to flee, but one who has more health moves first. In BG3 now, you would auto-react to hit the bigger enemy and thus the little one gets away and shoots you without even triggering AOO. However, if I was given a choice, I might not use my Reaction to hit the first guy but to hit the second.

But you are right. Making it another Option in the Options menu would allow players to play whatever way they like. The only issue that might come up from that, though, is that Larian has to do a lot more coding to implement manual reactions just so people have the option to do it. If we keep making them add more features as options just so everyone can play the game the way they want, the game might wind up being 300 gb in size before we're all done. Not saying they shouldn't and that it wouldn't be good. Just saying that I could see that as an issue with the idea of making it an option.

I personally think manual reactions would be awesome. I'd love to see it.
Posted By: Ignatius Re: Reactions like Solasta! - 26/03/21 01:03 AM
A proper Reaction system is essential to a host of class abilities, spells, and feats. Asking this of modders is really beyond the pale. Larian should keep in mind that at least some players will want a functioning mechanical system in lieu of whatever it's that they are trying to make. Even if that functioning system has to be modded in.
Posted By: fallenj Re: Reactions like Solasta! - 26/03/21 01:28 AM
Originally Posted by JDCrenton
With how the system is set up at the moment, where class is basically meaningless because of massive unbalance issues and homebrew gimmicks it wouldn't contribute much. They would have to start making an actual D&D game first and forget about the whole DOS reskins.

Solasta is the poor man's Pathfinder atm and this is still DOS3.

I'm actually waiting for Realms-Beyond. If I remember correctly it's suppose to come with a mod tool as well, looking forward to it.
Posted By: Saito Hikari Re: Reactions like Solasta! - 28/03/21 05:00 AM
I have another Solasta demonstration, part of a new sidequest from the patch two days ago. Even something as simple as implementing reactions makes even level 3 combat look dynamic and highly tactical. You get to make decisions even during the enemy turn, which is why I chose to disengage with my Wizard towards the end thinking it'd result in the enemy risking a triple opportunity attack - and it's exactly what they did.

(Also my Wizard got X-COM'd. He had shield up and guess what happened. >_>)

Posted By: andreasrylander Re: Reactions like Solasta! - 28/03/21 02:59 PM
EXACTLY! Part of why I love their implementation of a reaction system is that you get to do things even doing enemy turns, that you can CONTROL and make decisions about! Love it!
Posted By: spectralhunter Re: Reactions like Solasta! - 28/03/21 03:24 PM
Reactions are pretty important in 5e so the fact that we don’t see it in BG3 makes me think the DOS engine isn’t capable of such actions. Or it can at the cost of major resources.

Larian just prefers to use their resources on things like voice acting and what hairstyle each origin character will have.
Posted By: andreasrylander Re: Reactions like Solasta! - 28/03/21 03:32 PM
I am pretty sure their engine can handle implementing a proper reaction system. I am sure it can even be made with mods.
Posted By: spectralhunter Re: Reactions like Solasta! - 28/03/21 04:22 PM
Originally Posted by andreasrylander
I am pretty sure their engine can handle implementing a proper reaction system. I am sure it can even be made with mods.

I haven’t seen any but I could be wrong or forgot something. Even attacks of opportunity isn’t a real reaction system. It’s a toggle.
Posted By: Saito Hikari Re: Reactions like Solasta! - 28/03/21 05:16 PM
Originally Posted by andreasrylander
I am pretty sure their engine can handle implementing a proper reaction system. I am sure it can even be made with mods.

They probably can, the real question is exactly how. There's no prior precedence for a proper reaction system in DOS2. The closest thing DOS2 had to ready actions was the skill Reactive Shot, and it just allowed you to fire up to 3 arrows at enemies entering or moving within a specified area without a movement skill (which are also the prior precedence for the jump/disengage bonus action that exists in BG3).

If it's ultimately left up to mods like I suspect it will, it's not going to be as easy as you'd think. It's the kind of undertaking that would probably take a year or longer to figure out an elegant solution for, especially since it appears that this engine lacks any form of proper pausing. That's going to be the biggest hurdle to overcome, forcing the game to recognize when you can use a reaction other than a non-controllable opportunity attack, recognize if you even have the resources to use it (for reactions that require spell slots like Shield), and then interrupt an enemy turn so you can take that reaction.
Posted By: KillerRabbit Re: Reactions like Solasta! - 28/03/21 06:55 PM
Really enjoying the Solasta spring patch and I really hope that BG3 has a similar system. As @madscientist says it's a turn based system and that already involves involves clicking and decision making.

The paladin class really comes alive with the reactions. I had previously thought that paladins were weaker than weapons masters but Solasta changed my mind. My paladin with lightbringer sword, divine favor, and smite is doing serious damage. And I'm able to avoid being hit by casting shield.

I want to be able to make the decisions on when to cast smite -- if I waste it on a monster with 4 hit points left I won't be able cast shield the next turn. Resource management is just an important part of RPGs -- the decisions are part of the fun.
Posted By: Saito Hikari Re: Reactions like Solasta! - 28/03/21 07:49 PM
Originally Posted by andreasrylander
EXACTLY! Part of why I love their implementation of a reaction system is that you get to do things even doing enemy turns, that you can CONTROL and make decisions about! Love it!

Yeah, some here would argue that reactions would interrupt the flow of combat too much... But the alternative is not being able to do anything during the enemy turn at all, which is an even bigger downside and leads to a huge lack of tactical consideration.

The reaction system is really the one major thing that separates DnD and other tabletop systems from a standard turn based game.
Posted By: spectralhunter Re: Reactions like Solasta! - 28/03/21 09:49 PM
Originally Posted by Saito Hikari
Originally Posted by andreasrylander
EXACTLY! Part of why I love their implementation of a reaction system is that you get to do things even doing enemy turns, that you can CONTROL and make decisions about! Love it!

Yeah, some here would argue that reactions would interrupt the flow of combat too much... But the alternative is not being able to do anything during the enemy turn at all, which is an even bigger downside and leads to a huge lack of tactical consideration.

The reaction system is really the one major thing that separates DnD and other tabletop systems from a standard turn based game.

I don't understand the argument that reactions interrupt the flow in a turn based combat system. If it was RTwP, then I get it but turn based is methodical by nature.
Posted By: mrfuji3 Re: Reactions like Solasta! - 28/03/21 10:05 PM
Originally Posted by spectralhunter
I don't understand the argument that reactions interrupt the flow in a turn based combat system. If it was RTwP, then I get it but turn based is methodical by nature.
The biggest argument I can think of is for multiplayer. Reaction pop-ups will result in many more times where most of the players are forced to wait for a single player to make a selection. Thus, everyone would have to pay attention to the entire combat and not just their own turn.

But honestly, this isn't a very compelling argument. Is it really the worst thing if, once in a while, you have to wait like a minute or two for your friend to come back from getting a snack?

Finally, here are many ways of addressing this:
-Allow the option of toggle or pop-up reactions
-Add a timer to the reaction pop-up window
Posted By: spectralhunter Re: Reactions like Solasta! - 28/03/21 11:19 PM
Originally Posted by mrfuji3
Originally Posted by spectralhunter
I don't understand the argument that reactions interrupt the flow in a turn based combat system. If it was RTwP, then I get it but turn based is methodical by nature.
The biggest argument I can think of is for multiplayer. Reaction pop-ups will result in many more times where most of the players are forced to wait for a single player to make a selection. Thus, everyone would have to pay attention to the entire combat and not just their own turn.

But honestly, this isn't a very compelling argument. Is it really the worst thing if, once in a while, you have to wait like a minute or two for your friend to come back from getting a snack?

Finally, here are many ways of addressing this:
-Allow the option of toggle or pop-up reactions
-Add a timer to the reaction pop-up window

Yeah, it's not compelling at all. If your friend ran off to get a snack, the game gets delayed regardless if it becomes their turn when they are off to the fridge. I mean that's the nature of multiplayer. You will be delayed at some point if everyone isn't paying attention to the game.

I don't like toggles because there's too many times I forget to turn it on or off. But I'm guessing that's how Larian will handle reactions. It'll be cumbersome, just like everything else in the game.

I can see timers but if it's too short, then players may feel too rushed in their decisions (not that reaction choices are that complex).
Posted By: CJMPinger Re: Reactions like Solasta! - 28/03/21 11:23 PM
Their engine should definitely be able to handle a reaction system as it'd mostly just be adding a pause and then allowing player to to choose something. I think it'd be less having to remake things and more just adding to what is already there. But this might be too generalizing or completely and utterly wrong.
Posted By: spectralhunter Re: Reactions like Solasta! - 28/03/21 11:30 PM
Originally Posted by CJMPinger
Their engine should definitely be able to handle a reaction system as it'd mostly just be adding a pause and then allowing player to to choose something. I think it'd be less having to remake things and more just adding to what is already there. But this might be too generalizing or completely and utterly wrong.

I hope so but I suspect the reason we aren't seeing any reactions (attack of opportunity) is because Larian doesn't really have a good solution. It's probably why we haven't seen paladins yet as a major part of their core powers is reactionary smites.

But I lost hope with Larian after their patch 4 reveal. What we are seeing is what we are getting, with only minor changes.
Posted By: Saito Hikari Re: Reactions like Solasta! - 29/03/21 08:06 AM
Originally Posted by mrfuji3
The biggest argument I can think of is for multiplayer. Reaction pop-ups will result in many more times where most of the players are forced to wait for a single player to make a selection. Thus, everyone would have to pay attention to the entire combat and not just their own turn.

But honestly, this isn't a very compelling argument. Is it really the worst thing if, once in a while, you have to wait like a minute or two for your friend to come back from getting a snack?

Finally, here are many ways of addressing this:
-Allow the option of toggle or pop-up reactions
-Add a timer to the reaction pop-up window

I should mention that Solasta actually added an option to have a reaction timer in the latest patch. No one really talks about it because hardly anyone found reactions to be a problem with how *fast* the game still manages to be to begin with.

There literally isn't any downside anymore.
Posted By: Passerby Re: Reactions like Solasta! - 30/03/21 01:55 PM
I just started playing Solasta and man, have I been missing out sticking with BG3. The Ready Action, which works like Reactions, is really cool. My party was sneaking around a camp full of goblins and I set my wizard's action to Ready Action - Cast Cantrip. The moment a goblin came within line of sight of her, she stood up, cast firebolt, killed it, and then went right back to sneaking. Or my Paladin would set the Ready Action to perform a melee attack and then put him next to my party members, so that the first enemy that comes within range to attack the party gets a sword in his face.

The wizard has the Shield spell memorised and when attacked, I get a pop up asking if I want to cast Shield. If I think it might do a lot of damage if it lands, I'd cast the spell. This is such a cool power in 5E and it's a real shame that BG3 simplifies all Reactions to a passive toggle.
Posted By: andreasrylander Re: Reactions like Solasta! - 30/03/21 02:51 PM
Originally Posted by Passerby
I just started playing Solasta and man, have I been missing out sticking with BG3. The Ready Action, which works like Reactions, is really cool. My party was sneaking around a camp full of goblins and I set my wizard's action to Ready Action - Cast Cantrip. The moment a goblin came within line of sight of her, she stood up, cast firebolt, killed it, and then went right back to sneaking. Or my Paladin would set the Ready Action to perform a melee attack and then put him next to my party members, so that the first enemy that comes within range to attack the party gets a sword in his face.

The wizard has the Shield spell memorised and when attacked, I get a pop up asking if I want to cast Shield. If I think it might do a lot of damage if it lands, I'd cast the spell. This is such a cool power in 5E and it's a real shame that BG3 simplifies all Reactions to a passive toggle.


EXACTLY!!!!! It's *SOOOOO* much better with those amazing options!!! I wish SO DAMN MUCH that Larian implements something like that, because it enhances the gameplay by a ton!!!
Posted By: Abits Re: Reactions like Solasta! - 30/03/21 09:49 PM
I honestly don't have many issues with the gameplay of the game and feel like most of the D&D problems this game has (some rule changes like height and backstab, lack of subclasses, etc), while not ideal, could be changed in the future with some modding, I feel like this one is a real big one and will be much more difficult to implement for modders, so Larian has to find a way to figure it out themselves. And I do feel like this one is a really big one to leave out of the game. feels like adapting a Yu-Gi-Oh game without implementing trap cards.
Posted By: fallenj Re: Reactions like Solasta! - 31/03/21 01:24 AM
Originally Posted by Abits
I honestly don't have many issues with the gameplay of the game and feel like most of the D&D problems this game has (some rule changes like height and backstab, lack of subclasses, etc), while not ideal, could be changed in the future with some modding, I feel like this one is a real big one and will be much more difficult to implement for modders, so Larian has to find a way to figure it out themselves. And I do feel like this one is a really big one to leave out of the game. feels like adapting a Yu-Gi-Oh game without implementing trap cards.

Welcome back Abits
Posted By: gaymer Re: Reactions like Solasta! - 02/04/21 08:45 AM
Originally Posted by CJMPinger
Their engine should definitely be able to handle a reaction system as it'd mostly just be adding a pause and then allowing player to to choose something. I think it'd be less having to remake things and more just adding to what is already there. But this might be too generalizing or completely and utterly wrong.

I wish I had as much faith as you.
Posted By: Passerby Re: Reactions like Solasta! - 02/04/21 12:12 PM
Originally Posted by andreasrylander
EXACTLY!!!!! It's *SOOOOO* much better with those amazing options!!! I wish SO DAMN MUCH that Larian implements something like that, because it enhances the gameplay by a ton!!!

Yup. Now that I've seen what a true CRPG representation of the DnD core rules is like, I just can't enjoy BG3's combat anymore. BG3's fights are now just annoyances I have to get through to advance the story.

In BG3, the wizard is just a poorer damage dealer than the fighter or the rogue, and whose main worth is casting Magic Missiles, and maybe Feather Fall if you wanna go to the Underdark through the spider lair.

But with reactions, you get to feel like the wizards in movies and novels. Look! The enemy's mage is launching an attack at us! The wizard looks up, and discerns that the spell Slow is being cast, and quickly mutters an incantation that counters that spell, completely nullifying it. The wizard is more than just a second rate damage dealer playing second fiddle to the martials. He is your defence against the enemy's magical attacks. Without him watching your back, your party would be at the mercy of enemy wizards and could be Slowed, Charmed, Poisoned and hit by all sorts of maledictions.

Not having proper reactions in BG3 does a huge disservice to DnD 5E and makes new comers to DnD think that wizards and other casters are useless, and that a party should just have martials and a bag full of pig's heads.
Posted By: DragonSnooz Re: Reactions like Solasta! - 02/04/21 03:22 PM
I'm just going to add how quick and smooth combat is in Solasta. The game has pop-up reactions AND combat is faster than BG3.

The logic that pop-up reactions may slow down the pace of combat, is not true at all.

Originally Posted by CJMPinger
Their engine should definitely be able to handle a reaction system as it'd mostly just be adding a pause and then allowing player to to choose something. I think it'd be less having to remake things and more just adding to what is already there. But this might be too generalizing or completely and utterly wrong.
The enemy can use reactions too. So it'd be a structure similar to...
  • add a reaction table for the round (reactions are bound to the round, not the turn). It'd be similar to maintaining initiative order.
  • when character uses reaction ability, reaction point is spent
  • for each character with initiative, reaction point refreshes on start of turn
  • create conditional classes/statuses to prompt use of reactions
  • use those classes to pause combat (player side) and prompt the player
  • create combat AI for enemies that may use reactions (probably always will, unless out of spell slots, out of reactions for the round).


Of course more needed code would come out of the woodwork when implementing/optimizing. I think it's totally doable as well.
Posted By: Saito Hikari Re: Reactions like Solasta! - 03/04/21 07:07 AM
I'm just going to leave this here.

[Linked Image from cdn.discordapp.com]

I had never really appreciated the concept of Counterspell until now. Characters that are able to see the actual spellcasting get to roll an arcana check to identify the spell, and then if any one of those characters have Counterspell, they get the option to counter it. If you fail the arcana check but are still in range to interrupt, you can still counter it, but you won't know what spell you're trying to halt.

There's a lot of strategic layers to unpack here, and that's just weighing the risk of stopping a spell or letting it continue - if you even have a reaction available to counter to begin with, and the enemy didn't bait it with something like you using Shield or an opportunity attack beforehand.

Also, I had been previously concerned that Solasta was actually pretty easy before. This patch made some fights brutally hard, but still feeling very fair within DnD rules (it's almost like you are encouraged to use everything you can when you don't have a blatantly easy answer like shoving an enemy down a cliff isn't thrown in your face in nearly every fight). Almost feels like I'm playing a X-COM game at times, really - and those games are considered the pinnacle of tactical turn-based combat for a reason. The below is a level 4 boss fight, and I came dangerously close to a party wipe - but managed to turn it around with some quick thinking. Granted, I did not come into the fight with stealth because I had grossly underestimated its difficulty (and I really should have been blasting them all with Scorching Ray).


That said, one could argue that BG3 combat is lacking partly due to the fact that we're capped at level 4 there, and will probably stay like so for at least another year. Solasta's full release is estimated to be within the May-July period, so Larian will have plenty of time to take some notes before finishing development on BG3. (I say another year for BG3, because no one sane should really want BG3 to be finished this year. Unless WotC is spiteful enough to force Larian to rush it out the window to directly compete with Pathfinder WotR, which will most likely release in the July-September period - and it would be a fight that BG3 in its current state would most certainly lose.)
Posted By: Passerby Re: Reactions like Solasta! - 03/04/21 07:30 AM
Originally Posted by Saito Hikari
I had never really appreciated the concept of Counterspell until now. Characters that are in range to see the actual spellcasting get to roll an arcana check to identify the spell, and then if any one of those characters have Counterspell, they get the option to counter it. If you fail the arcana check but are still in range to interrupt, you can still counter it, but you won't know what spell you're trying to halt.

There's a lot of strategic layers to unpack here.

Also, I had been previously concerned that Solasta was actually pretty easy before. This patch made some fights brutally hard, but still feeling very fair within DnD rules. Almost feels like I'm playing a X-COM game at times, really - and those games are considered the pinnacle of tactical turn-based combat for a reason.

Yeah, and there are reasons for and against countering the harmful spells. Since Counterspell is a level 3 spell, and you need to have the spell memorised and have the spell slots to cast it, you'll have to consider the potential harm should the party members fail their saving throws vs burning a spell slot to counter it. This is an example of the tactical considerations players get to make, which is sorely missing in BG3.
Posted By: gaymer Re: Reactions like Solasta! - 03/04/21 07:35 AM
Originally Posted by Passerby
Originally Posted by Saito Hikari
I had never really appreciated the concept of Counterspell until now. Characters that are in range to see the actual spellcasting get to roll an arcana check to identify the spell, and then if any one of those characters have Counterspell, they get the option to counter it. If you fail the arcana check but are still in range to interrupt, you can still counter it, but you won't know what spell you're trying to halt.

There's a lot of strategic layers to unpack here.

Also, I had been previously concerned that Solasta was actually pretty easy before. This patch made some fights brutally hard, but still feeling very fair within DnD rules. Almost feels like I'm playing a X-COM game at times, really - and those games are considered the pinnacle of tactical turn-based combat for a reason.

Yeah, and there are reasons for and against countering the harmful spells. Since Counterspell is a level 3 spell, and you need to have the spell memorised and have the spell slots to cast it, you'll have to consider the potential harm should the party members fail their saving throws vs burning a spell slot to counter it. This is an example of the tactical considerations players get to make, which is sorely missing in BG3.

I'm trying to think, as it currently stands, how they would even add Counterspell into BG3 right now. And perhaps this, and other L3 spell mechanics, is why the level cap is at L4 to postpone having to deal with Larian having to think about things like this.

I can't even wrap my mind around how they could implement Counterspell "Larian style" and make it seem impactful. I honestly think they would make it where like "creatures in x range of you cannot cast spells for 1 turn" or something. LOLOLOLOL.

The spells and mechanics only get more complicated as levels increase, as multi-classing comes into play.
Posted By: Passerby Re: Reactions like Solasta! - 03/04/21 08:22 AM
Originally Posted by gaymer
I'm trying to think, as it currently stands, how they would even add Counterspell into BG3 right now. And perhaps this, and other L3 spell mechanics, is why the level cap is at L4 to postpone having to deal with Larian having to think about things like this.

I can't even wrap my mind around how they could implement Counterspell "Larian style" and make it seem impactful. I honestly think they would make it where like "creatures in x range of you cannot cast spells for 1 turn" or something. LOLOLOLOL.

The spells and mechanics only get more complicated as levels increase, as multi-classing comes into play.

Well, since I don't know the technical details of the engine, I can only judge based on what is in the game currently. If Larian were to implement reactions using what's currently in the game, then the wizard toggles on Shield and Counterspell in the Reactions tab. A goblin shoots a fire arrow at your wizard. The game forces your wizard to cast Shield. The fire arrow misses, hits the ground at his feet, sets it on fire, and does 2D4 guaranteed damage to the wizard that he can't roll Dexterity save against, and then rolls a Constitution save to keep maintaining his Concentration spell that he'd previously cast. In the next round, a goblin booyagh casts Sacred Flame at the wizard, forcing him to cast Counterspell, burning a level 3 spell slot to nullify the enemy's cantrip.
Posted By: Saito Hikari Re: Reactions like Solasta! - 03/04/21 08:58 AM
Also, ready actions add another layer of tactical consideration, but not really as much as reactions. Still important if you don't have any other viable options, or are hoping to successfully predict an enemy to come close to another party member during their turn so that you can immediately punish them with a sneak attack, as I demonstrate in the video below.

This was a really fun fight that I went into blind, and while it may look easy, that's because I built my party to be very defensive (as in, 3 of the 4 party members have access to the Shield spell, for one). I quickly figured out that the Spirit Guardians spell (a Cleric spell that summons an aura that inflicts radiant damage if an enemy enters its area of effect or begins their turn within it) was my best defense against those enemies, because fire elementals realistically aren't smart enough to realize what it does.


(And for those of us not too familiar with DnD beyond BG3 - treat this as a preview of how crazy Paladin can be at tanking and smiting with huge amounts of burst damage, especially from level 5 onwards.)
Posted By: gaymer Re: Reactions like Solasta! - 03/04/21 03:33 PM
Originally Posted by Passerby
Originally Posted by gaymer
I'm trying to think, as it currently stands, how they would even add Counterspell into BG3 right now. And perhaps this, and other L3 spell mechanics, is why the level cap is at L4 to postpone having to deal with Larian having to think about things like this.

I can't even wrap my mind around how they could implement Counterspell "Larian style" and make it seem impactful. I honestly think they would make it where like "creatures in x range of you cannot cast spells for 1 turn" or something. LOLOLOLOL.

The spells and mechanics only get more complicated as levels increase, as multi-classing comes into play.

Well, since I don't know the technical details of the engine, I can only judge based on what is in the game currently. If Larian were to implement reactions using what's currently in the game, then the wizard toggles on Shield and Counterspell in the Reactions tab. A goblin shoots a fire arrow at your wizard. The game forces your wizard to cast Shield. The fire arrow misses, hits the ground at his feet, sets it on fire, and does 2D4 guaranteed damage to the wizard that he can't roll Dexterity save against, and then rolls a Constitution save to keep maintaining his Concentration spell that he'd previously cast. In the next round, a goblin booyagh casts Sacred Flame at the wizard, forcing him to cast Counterspell, burning a level 3 spell slot to nullify the enemy's cantrip.

LOLOLOLOL. Or it's just a targetable buff you can place on yourself or others that negates the effect of the next spell cast on target. No reaction mechanic implemented.
Posted By: andreasrylander Re: Reactions like Solasta! - 03/04/21 04:04 PM
Originally Posted by Saito Hikari
I'm just going to leave this here.

[Linked Image from cdn.discordapp.com]

I had never really appreciated the concept of Counterspell until now. Characters that are able to see the actual spellcasting get to roll an arcana check to identify the spell, and then if any one of those characters have Counterspell, they get the option to counter it. If you fail the arcana check but are still in range to interrupt, you can still counter it, but you won't know what spell you're trying to halt.

There's a lot of strategic layers to unpack here, and that's just weighing the risk of stopping a spell or letting it continue - if you even have a reaction available to counter to begin with, and the enemy didn't bait it with something like you using Shield or an opportunity attack beforehand.

Also, I had been previously concerned that Solasta was actually pretty easy before. This patch made some fights brutally hard, but still feeling very fair within DnD rules (it's almost like you are encouraged to use everything you can when you don't have a blatantly easy answer like shoving an enemy down a cliff isn't thrown in your face in nearly every fight). Almost feels like I'm playing a X-COM game at times, really - and those games are considered the pinnacle of tactical turn-based combat for a reason. The below is a level 4 boss fight, and I came dangerously close to a party wipe - but managed to turn it around with some quick thinking. Granted, I did not come into the fight with stealth because I had grossly underestimated its difficulty (and I really should have been blasting them all with Scorching Ray).


That said, one could argue that BG3 combat is lacking partly due to the fact that we're capped at level 4 there, and will probably stay like so for at least another year. Solasta's full release is estimated to be within the May-July period, so Larian will have plenty of time to take some notes before finishing development on BG3. (I say another year for BG3, because no one sane should really want BG3 to be finished this year. Unless WotC is spiteful enough to force Larian to rush it out the window to directly compete with Pathfinder WotR, which will most likely release in the July-September period - and it would be a fight that BG3 in its current state would most certainly lose.)


PRECISELY!!! Perfect example of PERFECT implementation in a game! In BG3 now, as it stands, it's all just automatic and whatever happens first just happens. No strategy, no thinking, no options and no INTEGRITY and indepence over your own character choices!!!
Posted By: andreasrylander Re: Reactions like Solasta! - 03/04/21 04:06 PM
Originally Posted by Passerby
Originally Posted by gaymer
I'm trying to think, as it currently stands, how they would even add Counterspell into BG3 right now. And perhaps this, and other L3 spell mechanics, is why the level cap is at L4 to postpone having to deal with Larian having to think about things like this.

I can't even wrap my mind around how they could implement Counterspell "Larian style" and make it seem impactful. I honestly think they would make it where like "creatures in x range of you cannot cast spells for 1 turn" or something. LOLOLOLOL.

The spells and mechanics only get more complicated as levels increase, as multi-classing comes into play.

Well, since I don't know the technical details of the engine, I can only judge based on what is in the game currently. If Larian were to implement reactions using what's currently in the game, then the wizard toggles on Shield and Counterspell in the Reactions tab. A goblin shoots a fire arrow at your wizard. The game forces your wizard to cast Shield. The fire arrow misses, hits the ground at his feet, sets it on fire, and does 2D4 guaranteed damage to the wizard that he can't roll Dexterity save against, and then rolls a Constitution save to keep maintaining his Concentration spell that he'd previously cast. In the next round, a goblin booyagh casts Sacred Flame at the wizard, forcing him to cast Counterspell, burning a level 3 spell slot to nullify the enemy's cantrip.


Yes!!! Hahaha!! Spot on. And *THAT* is why it sucks. I just wish Larian read these things. I really hope they do and understand the problems here!
Posted By: DragonSnooz Re: Reactions like Solasta! - 03/04/21 04:20 PM
Originally Posted by Passerby
Originally Posted by gaymer
I'm trying to think, as it currently stands, how they would even add Counterspell into BG3 right now. And perhaps this, and other L3 spell mechanics, is why the level cap is at L4 to postpone having to deal with Larian having to think about things like this.

I can't even wrap my mind around how they could implement Counterspell "Larian style" and make it seem impactful. I honestly think they would make it where like "creatures in x range of you cannot cast spells for 1 turn" or something. LOLOLOLOL.

The spells and mechanics only get more complicated as levels increase, as multi-classing comes into play.

Well, since I don't know the technical details of the engine, I can only judge based on what is in the game currently. If Larian were to implement reactions using what's currently in the game, then the wizard toggles on Shield and Counterspell in the Reactions tab. A goblin shoots a fire arrow at your wizard. The game forces your wizard to cast Shield. The fire arrow misses, hits the ground at his feet, sets it on fire, and does 2D4 guaranteed damage to the wizard that he can't roll Dexterity save against, and then rolls a Constitution save to keep maintaining his Concentration spell that he'd previously cast. In the next round, a goblin booyagh casts Sacred Flame at the wizard, forcing him to cast Counterspell, burning a level 3 spell slot to nullify the enemy's cantrip.
This is exactly why I want proper reactions for spells.
Posted By: Saito Hikari Re: Reactions like Solasta! - 03/04/21 08:00 PM
Also, there is a lot of merit to having actual communication for even seemingly minor things.

One of the bigger criticisms from the latest Solasta patch is just how readily available magic gear and magical arrows with poison damage are now. The devs quickly went out and said that it’s only that way right now because they want people to test them, and presumably they’ll be made a lot rarer in the full release.

Full release is apparently around the corner for the most part, all of the major systems are seemingly now in place and now they’re filling in all the details.
Posted By: marajango Re: Reactions like Solasta! - 03/04/21 09:53 PM
Originally Posted by Saito Hikari
Also, there is a lot of merit to having actual communication for even seemingly minor things.
But the Solasta team has way more people at their disposal to be active and engaging with their community in comparison to Larian.... oh wait.
Posted By: spectralhunter Re: Reactions like Solasta! - 03/04/21 10:23 PM
Originally Posted by Saito Hikari
I had never really appreciated the concept of Counterspell until now. Characters that are able to see the actual spellcasting get to roll an arcana check to identify the spell, and then if any one of those characters have Counterspell, they get the option to counter it. If you fail the arcana check but are still in range to interrupt, you can still counter it, but you won't know what spell you're trying to halt.

When my wizard countered her first spell like a boss, I grinned and cheered. When she cast scorching ray and got countered, I cried especially since I cast it as a level 3 spell. There's nothing like this in BG3.
Posted By: Rhobar121 Re: Reactions like Solasta! - 04/04/21 12:11 AM
The problem I have with the Solasta is that it's more of a D&D combat simulator than an RPG.
The game itself is quite average and most likely if not for BG3, hardly anyone would have heard about it.
I understand that the game is low-budget, so it's hard to expect amazing graphics, but it's hard to explain the story or probably the ugliest interface I've ever seen in an RPG game.
If I saw this game somewhere by accident, I would think it is some kind of mobile game. I dislike the chessboard so much but I admit the combat system is OK, but whether it is really better than in BG3 is a matter of opinion. Summarizing, Solasta is a better D&D simulator but BG3 is definitely a better game.

I'm not sure what to think about the reaction system.
On the one hand, it's functional, the problem is that I completely don't like pop-ups during combat. There are too many of them. I just don't like them.
It would be much better if instead of a pop-up in the center of the screen, for example, an icon at the bottom of the screen.

Regarding the reactions in BG3, I'm not sure if the Solasty system is a good idea. The game is primarily developed as a multiplayer game. BG3 also puts a lot of emphasis on role playing.
At the moment, introducing the reaction like in Solascie will significantly extend the fights (many people are already complaining about it),
unless we are talking about mindless clicking as soon as a pop-up appears on the screen.
The problem will be especially noticeable during big fights like the goblin camp.

I have one more problem with popups which is much more significant (at least for me).
Pop-ups take the player out of the game (not sure if that's the right term).
Some people would say that barrels or food in combat do the same, but I can't agree with that.
In the case of barrels, you have to try to use them in any sensible way, especially since the opponents do not use them too much.
Moving barrels is really no different than keeping 30 swords in your pocket.
I don't know, maybe I've played too many games before because it doesn't bother me at all.
Equipment always treated as something "attached" to the game which doesn't have much sense.
Many of my favorite games didnt even try to pretend realism and gave the player unlimited equipment.
Eating in combat although stupid isn't uncommon in games.
It is also not as big of a problem as some say. Food heals too little and often weighs too much to be useful anywhere but the beginning of the game.
Once you can buy better healing potions, it will become useless.
Posted By: andreasrylander Re: Reactions like Solasta! - 04/04/21 02:25 AM
Originally Posted by Rhobar121
The problem I have with the Solasta is that it's more of a D&D combat simulator than an RPG.
The game itself is quite average and most likely if not for BG3, hardly anyone would have heard about it.
I understand that the game is low-budget, so it's hard to expect amazing graphics, but it's hard to explain the story or probably the ugliest interface I've ever seen in an RPG game.
If I saw this game somewhere by accident, I would think it is some kind of mobile game. I dislike the chessboard so much but I admit the combat system is OK, but whether it is really better than in BG3 is a matter of opinion. Summarizing, Solasta is a better D&D simulator but BG3 is definitely a better game.

I'm not sure what to think about the reaction system.
On the one hand, it's functional, the problem is that I completely don't like pop-ups during combat. There are too many of them. I just don't like them.
It would be much better if instead of a pop-up in the center of the screen, for example, an icon at the bottom of the screen.

Regarding the reactions in BG3, I'm not sure if the Solasty system is a good idea. The game is primarily developed as a multiplayer game. BG3 also puts a lot of emphasis on role playing.
At the moment, introducing the reaction like in Solascie will significantly extend the fights (many people are already complaining about it),
unless we are talking about mindless clicking as soon as a pop-up appears on the screen.
The problem will be especially noticeable during big fights like the goblin camp.

I have one more problem with popups which is much more significant (at least for me).
Pop-ups take the player out of the game (not sure if that's the right term).
Some people would say that barrels or food in combat do the same, but I can't agree with that.
In the case of barrels, you have to try to use them in any sensible way, especially since the opponents do not use them too much.
Moving barrels is really no different than keeping 30 swords in your pocket.
I don't know, maybe I've played too many games before because it doesn't bother me at all.
Equipment always treated as something "attached" to the game which doesn't have much sense.
Many of my favorite games didnt even try to pretend realism and gave the player unlimited equipment.
Eating in combat although stupid isn't uncommon in games.
It is also not as big of a problem as some say. Food heals too little and often weighs too much to be useful anywhere but the beginning of the game.
Once you can buy better healing potions, it will become useless.


Hmm... yeah, I get what you're saying! I do agree that Solasta is in NO WAY as good as BG3 in terms of story or immersion or aesthetics or anything like that. I do love their reaction system though, in terms of the options it gives you as a player. If there's another way to give players that kind of control and those amounts of options but implement it in a "better" or more appealing way, then sure! Or maybe even better; give us a few options!
Posted By: Saito Hikari Re: Reactions like Solasta! - 05/04/21 07:59 AM
So here's footage of a current late EA boss fight where I pretty much combine a lot of reactions and ready actions together to counter the boss' primary mechanic of casting Darkness, taking advantage of the fact that he can only attack in melee to bait him out of the cloud to take several readied stabs to the face. As you can see, there is a lot of forward thinking and prediction that goes into this, an entire dimension of tactical thinking that exists purely because of the existence of reactions and ready actions. I probably end up acting during the enemy turn just as much as I act during my own turns in some situations, being able to counter a lot of what they do. BG3 makes you feel completely helpless during the enemy turn by omission of these mechanics in comparison.


Oh yeah, I should probably explain Legendary Actions for the uninitiated. It's a feature that certain very powerful enemies have in DnD where they can act independently of the turn order, 3 times per turn. They can also use one of their three charges per turn to instantly succeed at a saving throw as well. It's a concept not really utilized much even in tabletop unless there's a really good justification for a boss having that kind of thing.

I explain this because we should probably expect to see bosses with Legendary Actions in the later parts of BG3 as well. If the current combat design remains as is, that should be very scary to many of us.
Posted By: andreasrylander Re: Reactions like Solasta! - 05/04/21 12:32 PM
Yeah that video certainly demonstrates how freaking wonderful and tactical it is to have control over the reactions and similar things (such as when to apply smite and such) in fights. It adds immersion, player agency, control and options. I just see *no* downsides with it. Some might argue it's annoying with popups but I am sure there are other ways to implement those things without it being intrusive and still offering the options it does.
Posted By: GristlyKnuckle Re: Reactions like Solasta! - 11/04/21 03:46 AM
The game concepts look very similar. I already bought BG3, and I don't need two of them. People want reactions because they want to be able to manipulate combat situations more versatile-ly. These same people should feel fine with using cheese tactics.
Posted By: Passerby Re: Reactions like Solasta! - 11/04/21 05:03 AM
Originally Posted by GristlyKnuckle
The game concepts look very similar. I already bought BG3, and I don't need two of them. People want reactions because they want to be able to manipulate combat situations more versatile-ly. These same people should feel fine with using cheese tactics.

Quite a leap in logic you've made there. Reactions, which are part and parcel of DnD 5E, allow the player to make meaningful tactical decisions, because they always involve a cost to the player for a potential benefit, such that the decision to react or not often involves the weighing of the cost and benefit to taking that reaction. For eg. your wizard's arcana skill discerns that an enemy mage is casting Blindness, a level 2 spell, at the party. You are allowed to react by casting Counterspell, a level 3 spell (not in BG3 yet), to nullify it. You'll have to weigh using a 3rd level spell slot to nullify an enemy's 2nd level spell vs letting it through and hoping that your party member can roll a successful Con saving throw. And you're allowed only one reaction per round. You have to think about the pros and cons of making that reaction.

Cheese tactics are decisions that give you vastly more benefit than it costs you. For eg, barrelmancy. It is easy to do, and does a lot of damage with little cost to the player.

I don't think you quite understand the depth of game play that the player can enjoy with the correct implementation of reactions, if you so blithely equate reactions with cheese tactics.
Posted By: gaymer Re: Reactions like Solasta! - 11/04/21 07:21 AM
Originally Posted by andreasrylander
Yeah that video certainly demonstrates how freaking wonderful and tactical it is to have control over the reactions and similar things (such as when to apply smite and such) in fights. It adds immersion, player agency, control and options. I just see *no* downsides with it. Some might argue it's annoying with popups but I am sure there are other ways to implement those things without it being intrusive and still offering the options it does.

I agree with you, but someone on Reddit found footage from Larian Lead Game Designer, Nick Pechenin, who stated during a Q&A video that the Solasta-style reactions would not flow well in their game and they decided against doing it.

And that came directly from his mouth before EA was released to the public. Now, they may have changed their mind since then (doubt it) after seeing all the feedback and comparisons. But as I said before, I have already prepared not to be able to use reactions in BG3 the way they function in Solasta.
Posted By: andreasrylander Re: Reactions like Solasta! - 11/04/21 02:54 PM
Originally Posted by gaymer
Originally Posted by andreasrylander
Yeah that video certainly demonstrates how freaking wonderful and tactical it is to have control over the reactions and similar things (such as when to apply smite and such) in fights. It adds immersion, player agency, control and options. I just see *no* downsides with it. Some might argue it's annoying with popups but I am sure there are other ways to implement those things without it being intrusive and still offering the options it does.

I agree with you, but someone on Reddit found footage from Larian Lead Game Designer, Nick Pechenin, who stated during a Q&A video that the Solasta-style reactions would not flow well in their game and they decided against doing it.

And that came directly from his mouth before EA was released to the public. Now, they may have changed their mind since then (doubt it) after seeing all the feedback and comparisons. But as I said before, I have already prepared not to be able to use reactions in BG3 the way they function in Solasta.


Yeah I do know about that statement, but my hope is that they now realise that it's not such a bad idea and that they at least implement the OPTION to use a system like that. At the very damn least, I certainly hope they do massive improvements to the system in place.
Posted By: linkezio Re: Reactions like Solasta! - 27/07/21 08:48 PM
+1
Posted By: Zpawn Re: Reactions like Solasta! - 03/08/21 03:53 PM
Extremelly confused as to why people keep saying the fight would take too long if Larian would implement a proper reactions system. Also, think about this scenario: you have a charmed/feared enemy; they start running away from the caster, but they run towards one of your allies. If the character has Attack of Opportunity enabled, he will attack that enemy, breaking the charm/fear/frightened effect. That would be extremely frustrating and dumb. You should be able to choose if and when to use an AOP/reaction spell. Picture another scenario: you are a wizard and you have counterpell ready. You have a high arcana level. Your character identifies that the enemy casts fireball; given that information, you use counterspell and you negate a shit ton of damage. Now with the current implementation, if you have counterspell, you would just toggle it ON in the reaction bar, and if the enemy casts a lvl 1 cantrip your character will use that reaction. How is that even a question??? which system is better?
I absolutely love Larian, and played more than 300hrs of dos 3. Trust me, I'm not a hater here. I`m just trying to help other people understand that there is no bad side to having a proper reaction system. The flow would not brake, because you would be more engaged, the time would not be longer, because you would react during an enemy`s turn, and for God`s sake , the pop-up is the LEAST of our problems. Who cares?? You could consider a pop-up a tutorial video, or your inventory. Anything that appears on your screen during combat could be considered a pop-up. but i`m not hearing anybody complaining about the fact that many of you probably open your bags in combat, am I ?
So just think about it. No major downsides to having an absolute awesome experience while also adding depth to the combat tactics.
Posted By: Saito Hikari Re: Reactions like Solasta! - 10/08/21 07:59 AM
I mean, really, as I've said before in the most practical and pragmatic terms, a proper reaction system will save more time by letting you directly control that counterspell against that fireball (or that fire bolt cantrip going for that barrel next to you) that's otherwise going to wipe your party and force you to reload the game, more than any popup could ever hope to waste.

Too many people think of the immediate, but a truly well designed turn-based game must account for the long term.
Posted By: andreasrylander Re: Reactions like Solasta! - 10/08/21 01:36 PM
Originally Posted by Zpawn
Extremelly confused as to why people keep saying the fight would take too long if Larian would implement a proper reactions system. Also, think about this scenario: you have a charmed/feared enemy; they start running away from the caster, but they run towards one of your allies. If the character has Attack of Opportunity enabled, he will attack that enemy, breaking the charm/fear/frightened effect. That would be extremely frustrating and dumb. You should be able to choose if and when to use an AOP/reaction spell. Picture another scenario: you are a wizard and you have counterpell ready. You have a high arcana level. Your character identifies that the enemy casts fireball; given that information, you use counterspell and you negate a shit ton of damage. Now with the current implementation, if you have counterspell, you would just toggle it ON in the reaction bar, and if the enemy casts a lvl 1 cantrip your character will use that reaction. How is that even a question??? which system is better?
I absolutely love Larian, and played more than 300hrs of dos 3. Trust me, I'm not a hater here. I`m just trying to help other people understand that there is no bad side to having a proper reaction system. The flow would not brake, because you would be more engaged, the time would not be longer, because you would react during an enemy`s turn, and for God`s sake , the pop-up is the LEAST of our problems. Who cares?? You could consider a pop-up a tutorial video, or your inventory. Anything that appears on your screen during combat could be considered a pop-up. but i`m not hearing anybody complaining about the fact that many of you probably open your bags in combat, am I ?
So just think about it. No major downsides to having an absolute awesome experience while also adding depth to the combat tactics.


Yup. 100%. Lots of people have been making points like these, and it's frankly shocking that it isn't perceived as an obviously, objectively better system.

I am pretty sure it's even possible to implement a "flashy" and "cool" popup reaction system, making time slow down, changing camera angles and whatnot.
Posted By: Zpawn Re: Reactions like Solasta! - 15/08/21 10:17 AM
Originally Posted by andreasrylander
Originally Posted by Zpawn
Extremelly confused as to why people keep saying the fight would take too long if Larian would implement a proper reactions system. Also, think about this scenario: you have a charmed/feared enemy; they start running away from the caster, but they run towards one of your allies. If the character has Attack of Opportunity enabled, he will attack that enemy, breaking the charm/fear/frightened effect. That would be extremely frustrating and dumb. You should be able to choose if and when to use an AOP/reaction spell. Picture another scenario: you are a wizard and you have counterpell ready. You have a high arcana level. Your character identifies that the enemy casts fireball; given that information, you use counterspell and you negate a shit ton of damage. Now with the current implementation, if you have counterspell, you would just toggle it ON in the reaction bar, and if the enemy casts a lvl 1 cantrip your character will use that reaction. How is that even a question??? which system is better?
I absolutely love Larian, and played more than 300hrs of dos 3. Trust me, I'm not a hater here. I`m just trying to help other people understand that there is no bad side to having a proper reaction system. The flow would not brake, because you would be more engaged, the time would not be longer, because you would react during an enemy`s turn, and for God`s sake , the pop-up is the LEAST of our problems. Who cares?? You could consider a pop-up a tutorial video, or your inventory. Anything that appears on your screen during combat could be considered a pop-up. but i`m not hearing anybody complaining about the fact that many of you probably open your bags in combat, am I ?
So just think about it. No major downsides to having an absolute awesome experience while also adding depth to the combat tactics.


Yup. 100%. Lots of people have been making points like these, and it's frankly shocking that it isn't perceived as an obviously, objectively better system.

I am pretty sure it's even possible to implement a "flashy" and "cool" popup reaction system, making time slow down, changing camera angles and whatnot.

Didn`t even think of that, such a great suggestion. that would be awesome! laugh
Posted By: DragonSnooz Re: Reactions like Solasta! - 15/08/21 11:09 PM
I think it'd be great if it was unique for each reaction.

a time slow-down is great for feather fall, an alert sound that is unique with the pop-up for shield, etc. There's a lot of flavor that can be added to a reaction pop-up.

This way it doesn't feel repetitive and players can react quicker because they can sense what reaction is triggerable without having to read the pop-up.
Posted By: Alef Re: Reactions like Solasta! - 16/08/21 02:56 PM
Indeed, that is quite obvious we need a good reaction system in BG3 ... Haven't they say they will implement reaction during their video for the latest patch ?
Posted By: Archaven Re: Reactions like Solasta! - 21/08/21 07:22 PM
Originally Posted by andreasrylander
Would love for the reaction system to be similar to Solasta.... along with just about everything else they did regarding rule implementations and such. <3

EDIT:
Here is the thing about a prompter asking if you want to take a reaction, and if so; what that reaction will be:
It *WONT* make things feel "slow" or stop the pace of the battle. Why not? Because it's on an enemy turn. It will just feel great because even though the enemy is doing things on their turn, suddenly stuff pauses and YOU get a say in the development of the enemy actions! It gives the player agency and control, and that wont feel like "the battle is slowing down" or anything like that, cause these things happen outside your turn.

I *TRULY* wish they implement something like that.

correct me if i'm wrong. is larian not implementing the correct implementation of the dnd5e rules? if so why larian does that? i basically in favor of the implementation of how the rules supposed to be.
Posted By: DragonSnooz Re: Reactions like Solasta! - 21/08/21 07:49 PM
Originally Posted by Archaven
correct me if i'm wrong. is larian not implementing the correct implementation of the dnd5e rules? if so why larian does that? i basically in favor of the implementation of how the rules supposed to be.
Larian used borrowed code from D:OS2 to launch Early Access faster. Said borrowed code was not written with 5e rules in mind. And, each patch we've had improvements to get closer to 5e (mostly from player feedback).
Posted By: Abits Re: Reactions like Solasta! - 21/08/21 11:33 PM
Originally Posted by DragonSnooz
Originally Posted by Archaven
correct me if i'm wrong. is larian not implementing the correct implementation of the dnd5e rules? if so why larian does that? i basically in favor of the implementation of how the rules supposed to be.
Larian used borrowed code from D:OS2 to launch Early Access faster. Said borrowed code was not written with 5e rules in mind. And, each patch we've had improvements to get closer to 5e (mostly from player feedback).
I don't know about code, but according to Larian themselves, it's not entirely accurate
https://wccftech.com/larian-studios-interview-innovating-baldurs-gate-3/
Quote
"We took the D&D fifth edition ruleset, we ported it to video game format, and we saw the things that didn't work. So we started working on that."
Posted By: DragonSnooz Re: Reactions like Solasta! - 22/08/21 01:58 AM
I have my doubts that Larian built a game with D&d 5e rules as written (in entirety), and then spent time changing the code again to be more like D:OS2.
Posted By: Archaven Re: Reactions like Solasta! - 22/08/21 04:09 AM
Originally Posted by DragonSnooz
Originally Posted by Archaven
correct me if i'm wrong. is larian not implementing the correct implementation of the dnd5e rules? if so why larian does that? i basically in favor of the implementation of how the rules supposed to be.
Larian used borrowed code from D:OS2 to launch Early Access faster. Said borrowed code was not written with 5e rules in mind. And, each patch we've had improvements to get closer to 5e (mostly from player feedback).

thanks. that explain why BG3 have striking similarity of being a DOS2 enhanced edition. most software developers they basically just copy paste and rework on the assets, UI and content from old codes and assets. they should perhaps change different artist and graphics designer as there won't be much difference when they reuse the same one from DOS2 devs.

back to point on reaction. i prefer the Solasta reaction. I believe it's the way how it depicts 5e. pls correct me if i'm wrong.
Posted By: Abits Re: Reactions like Solasta! - 22/08/21 12:17 PM
Originally Posted by DragonSnooz
I have my doubts that Larian built a game with D&d 5e rules as written (in entirety), and then spent time changing the code again to be more like D:OS2.
Yeah it does sound stupid, but still that's what they said. Even if they did it and even if they didn't, this just a very stupid thing to say.
Posted By: Wormerine Re: Reactions like Solasta! - 22/08/21 01:11 PM
Originally Posted by DragonSnooz
I have my doubts that Larian built a game with D&d 5e rules as written (in entirety), and then spent time changing the code again to be more like D:OS2.
They did not, but they also made and are making substantial changes - it is not the same engine that run D:OS2 - that should be obvious just comparing them side by side. And considering how much stuff they add and change, I don’t think “engine doesn’t support it” is a reason for anything.

They clearly do want to keep many things from D:OSs - that is creative choice however, not an engine limitation.

I suppose an odd quote is this:

Quote
We took the D&D fifth edition ruleset, we ported it to video game format, and we saw the things that didn't work.

I wonder what form it took - did they added functionality to their D:OS engine? Or did they created basic prototype in which they can mess around with stuff? You hear stories about devs prototyping ideas within days to prove a concept - they might have tested potential implementations without going full in and building proper framework for it. I doubt there is another build of BG3 with faithful 5e implementation, but that doesn’t mean that what they said is a lie.
Posted By: Abits Re: Reactions like Solasta! - 22/08/21 01:30 PM
I don't think they lied either. I suppose I just wonder what exactly did they do and what exactly "didn't work" according to them
Posted By: Flooter Re: Reactions like Solasta! - 31/10/21 01:44 PM
Yeah, “we saw the things that didn’t work” is ambiguous. It could be from a technical perspective, like “our engine doesn’t let you take actions outside of your turn so reactions don’t work”. Or it could be from a design perspective, like “we can’t really constrain the frequency of long rests, so the short rest/long rest balance baked into 5e doesn’t work”.

Reading that Larian quote, I always assumed it was the latter but reading this thread I think it might be the former.
Posted By: Archaven Re: Reactions like Solasta! - 13/12/21 02:52 PM
i beg your pardon for reviving this thread. but why is reaction is something that didn't work?

"We took the D&D fifth edition ruleset, we ported it to video game format, and we saw the things that didn't work.".

I think reaction is a nice mechanic. They shouldn't have remove it? If they claimed that they took the dnd5e ruleset and ported it over to a video game. Also, while it's nice that bonus action was given to everyone, i think that's not a right thing to do? As i checked the bonus actions only available to certain special abilities, or feats:

"Various Class Features, Spells, and other Abilities let you take an additional action on Your Turn called a Bonus Action. The Cunning Action feature, for example, allows a rogue to take a Bonus Action.".
Posted By: RagnarokCzD Re: Reactions like Solasta! - 13/12/21 03:25 PM
Thats easy ...
Some people believe that reactions would prolong the combat, wich is sometimes allready quite tedious. frown
Posted By: mrfuji3 Re: Reactions like Solasta! - 13/12/21 04:05 PM
We don't know exactly why BG3 doesn't have a more 5e-like reaction system. That quote implies that Larian internally implemented and tested it, but decided it wouldn't work because [some reason]. Theories for this reason are on previous posts ITT and don't really need restating.

Unfortunately, we as the EA players/testers can't judge whether Larian's implementation of a functioning 5e reaction system is actually tedious or not because we've never been given a chance to test it. We can base our opinions off of other games' implementations, or what we think Larian will do, but that's not quite the same.

Larian has indicated that there is a reaction system overhaul in the works. So who knows what we'll see and when/if we'll see it in EA.
Posted By: Anonymous Re: Reactions like Solasta! - 27/02/22 04:11 PM
Originally Posted by KillerRabbit
+1

Really liking the ability to block an incoming attack with a shield spell.

I know right?

Originally Posted by Evandir
I would like much more control of my reactions.

Word

Originally Posted by spectralhunter
Originally Posted by KillerRabbit
No, clearly it's a straw man of your position.

But it's not that far from my position -- I want the two games to merge. Solasta is really, really ugly and badly voice but combat is a blast. BG3 is lovely, has some good roleplay options and the NPC stories look really promising.

Buuuut the devs need to have more confidence in the DnD ruleset.

I want to play a DnD game that looks good, has a story, an open world and many different ways to complete tasks. Right now I see parts of what I want in two different games.

This. I want BG3 and Solasta to have a baby.


Yea...Solasta is definitely more of the Spiritual successor to BG 1 and 2 because it is actually D&D (They trusted in the rule set...never even questioned it).

Larian did not...like at all. BG3 is NOT D&D its DOS at its core, but will be fun once you understand and get past this.

Love child...perhaps a third company that will be faithful to the rule set (Solasta game play is absolutely fun), but with the budget to make it more modern and sandbox like BG3. I would also support Tactical Adventures if someone backed them in going big.

Tactical Adventures had a small budget and made it feel big.

Larian had a large budget and has made it feel wasted on a genre they do not fully understand.
Posted By: Archaven Re: Reactions like Solasta! - 27/02/22 04:31 PM
seems like this thread get revived. did larian implement reaction in the latest patch yet? correct me if i'm wrong, reaction is part of the core rules of dnd5e. if solasta able to implement it, why reactions doesnt work for larian? i checked fighter has the protection fighting style that can use reaction to impose a disadvantage on enemy attack rolls within 5 feet. also archer can ready action when enemy closing in. those are cool implementations i really like seeing.
Posted By: RagnarokCzD Re: Reactions like Solasta! - 27/02/22 05:17 PM
Nope, reactions are still either automatic, or turned off.
Posted By: Niara Re: Reactions like Solasta! - 03/03/22 02:10 AM
They can't even maintain internal consistency for the main reaction they have - Sometimes they call it by its correct name "Opportunity Attack", and sometimes they call it by the name that was used in earlier editions but is not correct in 5e - "Attack of opportunity", and it flip-flops back and forth depending on where you look. This may not seem like a big thing, but it's hard to have faith in a company doing right by a ruleset in their adaptation of it, if they cannot even maintain internal consistency with the terms of reference they use.
Posted By: GM4Him Re: Reactions like Solasta! - 03/03/22 02:21 AM
Originally Posted by Niara
They can't even maintain internal consistency for the main reaction they have - Sometimes they call it by its correct name "Opportunity Attack", and sometimes they call it by the name that was used in earlier editions but is not correct in 5e - "Attack of opportunity", and it flip-flops back and forth depending on where you look. This may not seem like a big thing, but it's hard to have faith in a company doing right by a ruleset in their adaptation of it, if they cannot even maintain internal consistency with the terms of reference they use.

It's EA. They'll still clean all this stuff up. I'm sure.

Right? RIIIIIIIGHT?
Posted By: LukasPrism Re: Reactions like Solasta! - 03/03/22 05:33 AM
I was thinking that was odd because they’re not D&D veterans at Larian, but of course… it was called Attack of Opportunity in DOS2
Posted By: Drath Malorn Re: Reactions like Solasta! - 03/03/22 06:26 AM
Originally Posted by GM4Him
Originally Posted by Niara
They can't even maintain internal consistency for the main reaction they have ...
It's EA. They'll still clean all this stuff up. I'm sure.

Right? RIIIIIIIGHT?

Larian seem very well organised, they have a large army of internal testers to do all the Quality Assessment they need, and they might even have a large army of feedback gatherers who can process everything we report on these forums. So, provided there is some will to deliver a clean product, I don't see how minor things like the name of a mechanical feature would slip through the mesh of the cleaning net/sweeper.

On the other hand ... well, I don't have any degree in software engineering, but I would have assumed that a good approach to coding something would be "first, get it okay, then, get it better, finally, get it perfect". I think I remember Swen, during the first Panel From Hell, saying Larian likes to iterate a lot. And David Walgrave talked again about that iteration philosophy in the Wireframe interview. Maybe they prefer to start with a mediocre version of any given feature. This way, they can iterate more before they get it perfect. Sure, it will take more work, which could have been devoted to other features, but maybe they focus on the journey more than the destination.


Originally Posted by Niara
Sometimes they call it by its correct name "Opportunity Attack", and sometimes they call it by the name that was used in earlier editions but is not correct in 5e - "Attack of opportunity", and it flip-flops back and forth depending on where you look. This may not seem like a big thing, but it's hard to have faith in a company doing right by a ruleset in their adaptation of it, if they cannot even maintain internal consistency with the terms of reference they use.

In defence of Larian, maybe they're not aiming for internal consistency ?

I mean, some writers made time a big pressure in the story, while some other devs programmed the camp cutscenes so that you need to rest frequently if you want to see them all. Some PR folks made a big thing out of verticality, but the devs still program mostly for a 2D game world. The speed of the enemy AI hasn't dramatically improved, but Patch 4 made the fight against the Druids during the Minthara's Attack involve even more numerous (and tankier) enemies. I can no longer list the Jump/Disengage action that would expose you to Opportunity Attacks, but I could easily go on. Point is, perhaps it's unfair to criticise them for lack of internal consistency if that is not what they're shooting for.
Posted By: Wormerine Re: Reactions like Solasta! - 03/03/22 06:26 PM
Originally Posted by Van'tal
I would also support Tactical Adventures if someone backed them in going big.
Unfortunately, the specifically said they don't want to grow much bigger. Founder of the company already founded one successful studio that grew too big for him to actively work on games. TA very purpose was to be small enough to avoid that
Posted By: LukasPrism Re: Reactions like Solasta! - 03/03/22 07:17 PM
They wouldn’t need to grow substantially bigger to put out a more polished Solasta 2. They could outsource more of the design/modelling and take advantage of new tech like Metahuman that does a lot of the hard work for you.
Posted By: Tuco Re: Reactions like Solasta! - 03/03/22 07:26 PM
Yeah, in some cases few key roles to the right people can make more difference than hiring tons of employees.
Posted By: LukasPrism Re: Reactions like Solasta! - 03/03/22 07:56 PM
Not sure if any of you have seen the trailers/gameplay for Black Myth: Wukong – but Game Science is only a small studio of 30 and it's one hell of an impressive looking game.
Posted By: mrfuji3 Re: Reactions like Solasta! - 03/03/22 08:12 PM
Originally Posted by Drath Malorn
In defence of Larian, maybe they're not aiming for internal consistency ?

I mean, some writers made time a big pressure in the story, while some other devs programmed the camp cutscenes so that you need to rest frequently if you want to see them all. Some PR folks made a big thing out of verticality, but the devs still program mostly for a 2D game world. The speed of the enemy AI hasn't dramatically improved, but Patch 4 made the fight against the Druids during the Minthara's Attack involve even more numerous (and tankier) enemies. I can no longer list the Jump/Disengage action that would expose you to Opportunity Attacks, but I could easily go on. Point is, perhaps it's unfair to criticise them for lack of internal consistency if that is not what they're shooting for.
What? I mean, sure maybe Larian isn't aiming for consistency. But that doesn't mean it's unfair to criticize them for that or that lack of consistency is good.

Take the camp frequently vs story time-pressure example. These are completely contradictory gameplay motivations that don't work well together in BG3 the way they're implemented. Especially because there are in-game consequences for not resting, but there are absolutely no consequences (or even comment by a NPC!) on resting frequently.

They could work together though. If there was in-game explanation/motivation for why resting frequently was needed, and/or there were consequences for resting frequently and players had to balance pushing forward and missing X vs resting a lot and incurring Y, that could be interesting. But there isn't such a connection between these two gameplay styles, and so players just have to ignore the less relevant one - time pressure - or they'll strictly lose content. This is bad game design and deserves criticism regardless if it is intended by Larian.

As another analogy, take cantrip surfaces. Larian was specifically "aiming/shooting" for gameplay involving plenty cantrip-created surfaces, similar to DOS. Was is then unfair to criticize Larian for doing so?
Posted By: Drath Malorn Re: Reactions like Solasta! - 03/03/22 11:51 PM
Originally Posted by mrfuji3
Originally Posted by Drath Malorn
Point is, perhaps it's unfair to criticise them for lack of internal consistency if that is not what they're shooting for.
What? I mean, sure maybe Larian isn't aiming for consistency. But that doesn't mean it's unfair to criticize them for that or that lack of consistency is good.

I was being sarcastic.

In part, I was saying that given BG3's rather poor track record with internal consistency so far, we shouldn't be too surprised if a given mechanics (Opportunity Attack) has different names in different places.

In part, I've long been of the opinion that our goal when providing feedback should not be so much to tell the devs "I think you should aim for this rather than that, because I like my games better when they do this". Rather, it should be tell the devs "your vision, what you're trying to achieve is that, well, the way you're currently doing it fails at delivering that because reasons". At least that how I'd like my feedback to be.

With that in mind, I was thinking that it was maybe pointless to tell Larian "hey, your game isn't even consistent with itself", if this would lead Larian to reply (virtually, in their heads, since they don't reply to anything) "oh but internal consistency isn't remotely part of our vision. We simply don't care about consistency". Of course, we would then be able to then reply that

Originally Posted by mrfuji3
This is bad game design [...]

Although, I don't fully agree with you here. I think this is atrocious game design.
Posted By: mrfuji3 Re: Reactions like Solasta! - 04/03/22 12:07 AM
Originally Posted by Drath Malorn
I was being sarcastic.
Ah, my bad for missing that. IT's been a long day/week.

Originally Posted by Drath Malorn
In part, I was saying that given BG3's rather poor track record with internal consistency so far, we shouldn't be too surprised if a given mechanics (Opportunity Attack) has different names in different places.

In part, I've long been of the opinion that our goal when providing feedback should not be so much to tell the devs "I think you should aim for this rather than that, because I like my games better when they do this". Rather, it should be tell the devs "your vision, what you're trying to achieve is that, well, the way you're currently doing it fails at delivering that because reasons". At least that how I'd like my feedback to be.

With that in mind, I was thinking that it was maybe pointless to tell Larian "hey, your game isn't even consistent with itself", if this would lead Larian to reply (virtually, in their heads, since they don't reply to anything) "oh but internal consistency isn't remotely part of our vision. We simply don't care about consistency".
Interesting way of thinking about things. That's of course assuming we can accurately gauge what the devs actually are aiming for, which is...not necessarily straightforward for BG3 :P
Posted By: Anonymous Re: Reactions like Solasta! - 10/03/22 02:46 AM
Originally Posted by Wormerine
Originally Posted by Van'tal
I would also support Tactical Adventures if someone backed them in going big.
Unfortunately, the specifically said they don't want to grow much bigger. Founder of the company already founded one successful studio that grew too big for him to actively work on games. TA very purpose was to be small enough to avoid that

Well they nailed combat, and I thoroughly enjoyed the experience.

I never participated in EA, so I never had a bad taste in my mouth (the growing pains).

I imagine that they went through their share of negative feedback on their road to completion.

Keeping this in mind, I am enjoying BG3 a lot more on my second play-through of EA than on my first.
Posted By: RutgerF Re: Reactions like Solasta! - 10/03/22 08:41 AM
Originally Posted by Van'tal
I never participated in EA, so I never had a bad taste in my mouth (the growing pains).

I imagine that they went through their share of negative feedback on their road to completion.
I did, although I was pretty late to the party - I discovered and bought the game maybe 2-3 months before the release. The "taste" wasn't bad at all; of course there were some issues, but devs were pretty quick to address them. Also, their presence on their own forum was considerably larger than that of Larian's - despite the fact that their own preference was (and I believe, still is) Discord.
Posted By: GM4Him Re: Reactions like Solasta! - 10/03/22 08:55 AM
Originally Posted by RutgerF
Originally Posted by Van'tal
I never participated in EA, so I never had a bad taste in my mouth (the growing pains).

I imagine that they went through their share of negative feedback on their road to completion.
I did, although I was pretty late to the party - I discovered and bought the game maybe 2-3 months before the release. The "taste" wasn't bad at all; of course there were some issues, but devs were pretty quick to address them. Also, their presence on their own forum was considerably larger than that of Larian's - despite the fact that their own preference was (and I believe, still is) Discord.

Right. SUCH a much better experience. I suggested things. People responded. It was relatively friendly and some things were implemented. Some not. They released updates relatively frequently and gave fairly regular news posts.

It was not like this. It was not the vacuum we're experiencing here.

But then, the fan base was much smaller. 18,000 BG3 posts at one point compared to 2-3,000 Solasta. Not quite the same. People weren't flooding Solasta with gazillions of posts hourly.
Posted By: Drath Malorn Re: Reactions like Solasta! - 10/03/22 12:05 PM
Originally Posted by GM4Him
It was not like this. It was not the vacuum we're experiencing here.

But then, the fan base was much smaller. 18,000 BG3 posts at one point compared to 2-3,000 Solasta. Not quite the same. People weren't flooding Solasta with gazillions of posts hourly.

Sure, BG3 has a lot more EA players and feedback. But Larian has a many more employees (and indirect-employees, and possibly volunteers).

And while processing the textual feedback, i.e. the players-to-Larian communication, takes more time when there's more feedback, giving updates on what's being worked on and what will not change, i.e. the Larian-to-players communication, does not.

Larian's policy of no-communication with players/the forums is a choice, not a technical limitation.
Posted By: Anonymous Re: Reactions like Solasta! - 05/04/22 01:10 AM
Originally Posted by Drath Malorn
Originally Posted by GM4Him
It was not like this. It was not the vacuum we're experiencing here.

But then, the fan base was much smaller. 18,000 BG3 posts at one point compared to 2-3,000 Solasta. Not quite the same. People weren't flooding Solasta with gazillions of posts hourly.

Sure, BG3 has a lot more EA players and feedback. But Larian has a many more employees (and indirect-employees, and possibly volunteers).

And while processing the textual feedback, i.e. the players-to-Larian communication, takes more time when there's more feedback, giving updates on what's being worked on and what will not change, i.e. the Larian-to-players communication, does not.

Larian's policy of no-communication with players/the forums is a choice, not a technical limitation.

Sometimes keeping your mouth shut and your ears open is a good thing.

They have increased their staff to 400? They are certainly committed.

I do see improvements.


I feel inclined to appreciate their hard work and gauge their progress by the single means they seem to to be communicating the best with:

Updates

P.S. I see evidence that Larian wants to keep its promises, best not to say something you may wish to retract.
Perhaps they are not sure of some choices at this time.
Posted By: Omegaphallic Re: Reactions like Solasta! - 20/04/22 12:21 AM
I support this too
Posted By: GM4Him Re: Reactions like Solasta! - 20/04/22 03:51 AM
Originally Posted by Omegaphallic
I support this too

What do you support?

Reactions like Solasta?

Or what Van'tal said?

Or both?
Posted By: GM4Him Re: Reactions like Solasta! - 20/04/22 04:16 PM
Poll time.

Reactions like Solasta.

That's 1 for me.

Post +1 if in favor of -1 if not. No reasons. There's been enough discussion. Just +1 or -1.

If you don't know Solasta Reactions, just don't reply.
Posted By: RagnarokCzD Re: Reactions like Solasta! - 20/04/22 04:35 PM
+0,5 ? laugh
I dunno ... i really like them mechanicaly, but it looks horrible (as everything in Solasta) ... so, there certainly is something to take, but not whole. :-/
Posted By: Seraphael Re: Reactions like Solasta! - 22/04/22 12:00 PM
-1

I much prefer a more cinematic flow to combat and pop-ups that freeze combat is unimmersive and therefore eeevil. Yes, even in a turn-based game. I imagine something like a slow-motion effect when reactions are applicable affording the player a short time window to decide whether to react - similar to the renegade/paragon reaction check (but in slow-mo) of Mass Effect would make for much better gameplay.

EDIT: The current rigid pre-set system is unacceptable though. If Larian decides to go with this lazy implementation, they should compensate the character with more reactions/reaction resources as you can't decide to use as situations occur and therefore likely to waste many reactions stupidly.
Posted By: Maximuuus Re: Reactions like Solasta! - 22/04/22 02:04 PM
Originally Posted by Seraphael
-1

I much prefer a more cinematic flow to combat and pop-ups that freeze combat is unimmersive and therefore eeevil. Yes, even in a turn-based game. I imagine something like a slow-motion effect when reactions are applicable affording the player a short time window to decide whether to react - similar to the renegade/paragon reaction check (but in slow-mo) of Mass Effect would make for much better gameplay.

EDIT: The current rigid pre-set system is unacceptable though. If Larian decides to go with this lazy implementation, they should compensate the character with more reactions/reaction resources as you can't decide to use as situations occur and therefore likely to waste many reactions stupidly.

Same here.

I don't really know how, but I'm not sure it would be good to have reactions "like in Solasta" in BG3.

Full control over our reactions "like in DnD" is what I'd like. But probably not with a massive popup hiding the screen and pausing the game everytime.

Even if the Solasta system would be 200% better than the terrible toggle system we have in BG3, I think something more dynamic would be better.
Posted By: mrfuji3 Re: Reactions like Solasta! - 22/04/22 02:49 PM
Again, the best solution is probably a system where you can set each reaction to: Off/Ask/On
Off: it won't ever trigger
Ask: you get a pop-up, timed with a slowdown or static until you click it. Exact implementation can vary
On: it triggers automatically when conditions are met
Posted By: GM4Him Re: Reactions like Solasta! - 22/04/22 04:04 PM
Yeah. I retract my vote.

Upon playing Solasta again, the higher the level, the more popups appear. It's annoying that EVERY time I attack an enemy, Smite pops up with my Paladin. Every time I do Rage with my Barbarian, another popup appears. "Do you want to Frenzy?" Every time I cast a spell, my sorcerer gets a popup. "Do you want to use one of your Metamagic abilities?" EVERY... DANG... TIME.

I'm not sure what the solution should be, but the popups in Solasta are definitely getting more and more annoying as you level up.
Posted By: booboo Re: Reactions like Solasta! - 22/04/22 08:55 PM
I don't think its elegant, but you have near total control - and I'm prepared to pay that price. I have just finished another run through of Solasta, so speaking from recent experience too. I don't want assumptions made on my behalf by some gaming system. That sacrifices my agency. Sure, some people won't want that. Give them the ability to set up some sort of defaults. I want *full* control.
Posted By: Tuco Re: Reactions like Solasta! - 22/04/22 10:14 PM
Originally Posted by booboo
I don't think its elegant, but you have near total control - and I'm prepared to pay that price. I have just finished another run through of Solasta, so speaking from recent experience too. I don't want assumptions made on my behalf by some gaming system. That sacrifices my agency. Sure, some people won't want that. Give them the ability to set up some sort of defaults. I want *full* control.
Same here.
I wrote recently about how reaction in the way Larian implemented turned out to be one of the worst aspects of playing Patch 7 (especially in Grymforge):


https://forums.larian.com/ubbthreads.php?ubb=showflat&Main=94314&Number=728467#Post728467

Relevant quote:

Quote
The final boss in particular (that I have to admit I liked in principle, despise not being exactly the most standard "D&D-like experience" out there) highlights how terrible the current reaction system can be, not to mention it makes the absence of ready actions more annoying than ever.
Before finally dispatching said boss for good I experienced several cases where an autoattack/reaction triggered when I was trying to lure the golem in a specific direction, usually with consequent outcomes that forced me to a reload.

It's also worth noting that one downside of "new shiny UI" introduced in Patch 7 is that it makes circling between ALL your characters, selecting the "Passive" submenu and disabling their Attacks of Opportunity even more cumbersome than before.
And it's not even a "one and done" thing, since there are moments during the same battle where you DO want to take these juicy AoO, while in others you definitely don't, so it's a constant "cycling and switching toggles" that becomes annoying fairly quickly and makes me chuckle a bit when I think about the people (a minority, admittedly) that in the past months said "they would hate a Solasta-like reaction system with quick case-by-case confirmations because it would slow down the combat".

If the issue is just "making it look fancy because a rectangular pop-up is lame" then THAT is the issue Larian should address, but removing control from reactions is NOT the way to go.
Posted By: GM4Him Re: Reactions like Solasta! - 22/04/22 10:45 PM
Originally Posted by Tuco
Originally Posted by booboo
I don't think its elegant, but you have near total control - and I'm prepared to pay that price. I have just finished another run through of Solasta, so speaking from recent experience too. I don't want assumptions made on my behalf by some gaming system. That sacrifices my agency. Sure, some people won't want that. Give them the ability to set up some sort of defaults. I want *full* control.
Same here.
I wrote recently about how reaction in the way Larian implemented turned out to be one of the worst aspects of playing Patch 7 (especially in Grymforge):


https://forums.larian.com/ubbthreads.php?ubb=showflat&Main=94314&Number=728467#Post728467

Relevant quote:

Quote
The final boss in particular (that I have to admit I liked in principle, despise not being exactly the most standard "D&D-like experience" out there) highlights how terrible the current reaction system can be, not to mention it makes the absence of ready actions more annoying than ever.
Before finally dispatching said boss for good I experienced several cases where an autoattack/reaction triggered when I was trying to lure the golem in a specific direction, usually with consequent outcomes that forced me to a reload.

It's also worth noting that one downside of "new shiny UI" introduced in Patch 7 is that it makes circling between ALL your characters, selecting the "Passive" submenu and disabling their Attacks of Opportunity even more cumbersome than before.
And it's not even a "one and done" thing, since there are moments during the same battle where you DO want to take these juicy AoO, while in others you definitely don't, so it's a constant "cycling and switching toggles" that becomes annoying fairly quickly and makes me chuckle a bit when I think about the people (a minority, admittedly) that in the past months said "they would hate a Solasta-like reaction system with quick case-by-case confirmations because it would slow down the combat".

If the issue is just "making it look fancy because a rectangular pop-up is lame" then THAT is the issue Larian should address, but removing control from reactions is NOT the way to go.

The issue for me is more that Solasta's window is constantly popping up. Sorcerer spell cast, popup asking if I want to use metamagic. Barbarian, asks if I want to frenzy. Paladin, asks if I want to smite and at what level.

I do like what Fuji said. Maybe some sort of toggle so if I don't want the game to ask me if I want to use metamagic, I can toggle it off until I want to use it again or something.
Posted By: RagnarokCzD Re: Reactions like Solasta! - 23/04/22 06:40 AM
Originally Posted by booboo
I want *full* control.
Then all you would need to do is set all your reaction spells on "ask" ... and you would have full control. smile
People who would like to spend their reactions no matter what on first opourtunity, would set them "on" ...
And people who want anything in between would set it also to their prefferences. smile

That is the beauty of such system, everyone can set it EXACTLY as they want. ^_^
Posted By: Archaven Re: Reactions like Solasta! - 23/04/22 07:22 PM
Originally Posted by mrfuji3
Again, the best solution is probably a system where you can set each reaction to: Off/Ask/On
Off: it won't ever trigger
Ask: you get a pop-up, timed with a slowdown or static until you click it. Exact implementation can vary
On: it triggers automatically when conditions are met

+1
however i would much prefer the "ask" as default instead. prefer a pop-up static decision (game paused until i click it). that's acceptable since game is in turn-based in my opinion.
currently playing solasta and i must say the game is truly awesome!. the only issue i have is that it lacks polish and the visuals are dated. now in caer calem and i kinda love the game already!. it feels like a faithful adaptation to dnd5e.

i hope larian will really do bg3 justice. playing solasta getting me learning some dnd5e.. however, not sure if it's just me. there's no high ground advantage in solasta? i don't seems to get advantage when firing arrows from elevation.
Posted By: Maximuuus Re: Reactions like Solasta! - 23/04/22 08:31 PM
Originally Posted by Archaven
however, not sure if it's just me. there's no high ground advantage in solasta? i don't seems to get advantage when firing arrows from elevation.

You don't have advantage if you're higher nor in Solasta, nor in BG3, nor in DnD5e.
Posted By: Archaven Re: Reactions like Solasta! - 24/04/22 03:21 AM
Originally Posted by Maximuuus
Originally Posted by Archaven
however, not sure if it's just me. there's no high ground advantage in solasta? i don't seems to get advantage when firing arrows from elevation.

You don't have advantage if you're higher nor in Solasta, nor in BG3, nor in DnD5e.

You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. [...] The DM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result. (PHB 173)

Consider granting advantage when: Circumstances not related to a creature's inherent capabilities provide it with an edge. Some aspect of the environment contributes to the character's chance of success. (DMG 239)

Performed a search and found this. "Some aspect of the environment contributes to the character's chance of success" perhaps i misunderstood this part for getting advantage. However, In BG3, they grant +2 to attack correct me if i'm wrong?
Posted By: OcO Re: Reactions like Solasta! - 24/04/22 05:47 AM
Originally Posted by Archaven
Originally Posted by Maximuuus
Originally Posted by Archaven
however, not sure if it's just me. there's no high ground advantage in solasta? i don't seems to get advantage when firing arrows from elevation.

You don't have advantage if you're higher nor in Solasta, nor in BG3, nor in DnD5e.

You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. [...] The DM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result. (PHB 173)

Consider granting advantage when: Circumstances not related to a creature's inherent capabilities provide it with an edge. Some aspect of the environment contributes to the character's chance of success. (DMG 239)

Performed a search and found this. "Some aspect of the environment contributes to the character's chance of success" perhaps i misunderstood this part for getting advantage. However, In BG3, they grant +2 to attack correct me if i'm wrong?

BG3 started with Advantage being given for high ground & Disadvantage if low ground, but changed it to +2 Att for higher and I think -2 Att lower(not 100% on the -2 Att for low ground). The +/- 2 Att BG3 applies has been said to be a reasonable compromise for kinda factoring the optional GM rules on cover into the game.
Personally I think Larian should remove even the +/- Att along with the overblown trajectories bows have and make them straighter like spells. Higher ground in Larian's game is advantageous enough without adding mechanical bonuses and negatives.

Edit: that was OT, so on topic +1 here too for optional full control. I'd play it, not trying to force it on all.
Posted By: Slapstick Re: Reactions like Solasta! - 03/05/22 09:15 AM
Having recently played Solasta for the first time, I've got to say their reaction implementation works flawlessy and doesn't interfere with the flow of combat at all in my experience. I truly hope Larian will make some real considerations on how to properly implement reactions. Whether my mage uses his reaction to attack a fleeing monster, or saves it for a potential shield cast later, has a very big impact. This is something that is highly unlikely to be fixable with mods, and needs proper support from the game itself.
Posted By: Archaven Re: Reactions like Solasta! - 03/05/22 06:01 PM
Originally Posted by Slapstick
Having recently played Solasta for the first time, I've got to say their reaction implementation works flawlessy and doesn't interfere with the flow of combat at all in my experience. I truly hope Larian will make some real considerations on how to properly implement reactions. Whether my mage uses his reaction to attack a fleeing monster, or saves it for a potential shield cast later, has a very big impact. This is something that is highly unlikely to be fixable with mods, and needs proper support from the game itself.

i must really say.. i'm growing on solasta. bear in mind i honestly just completed bg3 EA for only once (since the launch) and really don't have much motivation in starting at all seeing what larian is really focusing are just cinematics and visuals. i was really surprised, solasta implementation of the dnd5e is close to flawless for me (however i read that they nerf the darkvision as due to that human is really on the losing end). i must say i truly didn't pick human at all.

reactions in solasta is really a game changer. not to mentioned the implementation of half-cover, 3 quarter and full cover. bear in mind.. before playing solasta.. i know NOTHING about dnd5e. and that game teaches me the rules.. i'm speechless.
Posted By: Dapoolp Re: Reactions like Solasta! - 04/05/22 07:13 PM
Some classes, like paladin or bard, got their gameplay mainly based on reaction, so I'm really curious to see how Larian will implement it (and maybe that's why they didn't released those classes yet)
For example, about the paladin, Divine Smite can be cast AFTER you made your attack, and so only cast it on a critical roll, or choose a low level spell slot on a normal hit and a big one on a critical. It's why that ability is really powerfull and without that, paladin will be way weaker.
Right now, you only have the choice to cast Divine Smite before your attack is made, and the spell slot is used only on a hit, but it's not enough.

Wait and see...
Posted By: Archaven Re: Reactions like Solasta! - 05/05/22 12:56 PM
Originally Posted by Dapoolp
Some classes, like paladin or bard, got their gameplay mainly based on reaction, so I'm really curious to see how Larian will implement it (and maybe that's why they didn't released those classes yet)
For example, about the paladin, Divine Smite can be cast AFTER you made your attack, and so only cast it on a critical roll, or choose a low level spell slot on a normal hit and a big one on a critical. It's why that ability is really powerfull and without that, paladin will be way weaker.
Right now, you only have the choice to cast Divine Smite before your attack is made, and the spell slot is used only on a hit, but it's not enough.

Wait and see...

i read that there's this help action but i can't find it in solasta. not sure why it's not included though. anyway i really hope that larian implement the reaction mechanics. without it, it's not dnd5e in my opinion.
Posted By: Niara Re: Reactions like Solasta! - 06/05/22 01:49 AM
The Help action is kinda squishy in tabletop, since it's got a fair amount of DM discretion built into it.

In simplest terms, you use your action to give another creature advantage on the next 'thing' they do against a particular creature. Usually that's an attack roll, but it's not hard defined.

Solasta has a few context-based help actions where you can just click on the creature needing help, but haven't implemented a full help action with its full flexibility. BG3 hasn't touched it yet, and I don't think they will, at this rate.
Posted By: Archaven Re: Reactions like Solasta! - 06/05/22 12:31 PM
Originally Posted by Niara
The Help action is kinda squishy in tabletop, since it's got a fair amount of DM discretion built into it.

In simplest terms, you use your action to give another creature advantage on the next 'thing' they do against a particular creature. Usually that's an attack roll, but it's not hard defined.

Solasta has a few context-based help actions where you can just click on the creature needing help, but haven't implemented a full help action with its full flexibility. BG3 hasn't touched it yet, and I don't think they will, at this rate.

the latest solasta DLC lost valley has this new fighter archetypes called Commander. it provide a small aoe to allies by giving them advantage. also the new Paladin archetypes The Oath of Judgement channel divinity can restrain the target giving advantage to party. i believe they remove the help action to put it into classes/archetypes instead?
Posted By: Niara Re: Reactions like Solasta! - 06/05/22 02:36 PM
Quite possibly - Since Solasta only has licence for the SRD, they have to homebrew the vast majority of their class archetypes. What's noteworthy is that in doing so they've demonstrated a very strong understanding of 5e design philosophy, and a degree of care and attention to it; they've created dozens of class archetypes that are their own new(ish) things, and yet still manage to quite strongly capture the feeling of legitimate D&D/5e class archetypes. Some of them are a little bit over-strong, and some of them under-perform a little, but on the whole they've done really well. It's by no means perfect, and some of them probably wouldn't pass the unearthed arcana muster post.... but I'm a harsh critic, and generally speaking, they're very much designed in the spirit of the system, and with respect towards it, even if they don't have the official license.
Posted By: Zyllos Re: Reactions like Solasta! - 06/05/22 06:08 PM
I have no idea if their engine can support this or not, but I think the flow of cinematics is important in their game but having a fuller, more correct interpretation of DnD5e is wanted by the player base.

One way to help resolve the differences between the two desired outcomes is to implement the reactions in such away that no animations are performed until all actions/reactions have been selected but the ruleset happens, doing all the actions/reactions of an actors current action. Once all completed, the game will play all the required animations needed to play out what happened in the rules. Example:

Paladin A, controlled by Player Z, wants to move and attack Goblin G. (Player Z clicks next to Goblin G)
- Game plays animation of Paladin A moving to Goblin G. -
Player Z chooses to attack Goblin G. (Player Z clicks attack on Goblin G)
[Game internally does a roll for the attack roll vs ac. It displays a 19 + 3, scoring a critical hit. This is shown in the combat window.]
Player Z receives a reaction window saying "Do you wish to use Divine Smite?". (Player Z clicks "Yes")
[Game internally does the damage roll and shows the current attack damage roll.]
- Game plays animation of the Paladin swinging their sword, flashing into a glow and smiting the goblin -

Basically, the game plays in the background in terms of mechanics and if reactions are needed, the game prompts the required actors (AI or player) for the needed inputs. Then, then all the needed inputs are done for the action being performed (and the reactions that will happen from the chain of events, like an action that allows a reaction that might set off another reaction), the game will play the animation based on the inputs. This allows the game to play the animations smoothly all in one go based on said action/reactions.

The other way to achieve this is to allow reactions to stay automatic like now, but allow the player to setup a FSM (finite state machine) for the various actions that you want automatic. If the reaction doesn't meet the requirement set, then the reaction won't trigger. This does mean reactions will be tedious to setup in the beginning and might need to be changed from time to time dependent on the fight, but would achieve the same outcome of not interrupting animations.

What does everyone else think?
Posted By: Miravlix Re: Reactions like Solasta! - 07/05/22 12:32 AM
Reaction Popup: No, Reaction Popup: NO, Reaction Popup: HELL NO.

Computers don't have intelligence, they will hard spam you with popups. Reaction is fine in Pen and Paper, as I can say do reaction and the human DM can handle it, but the other way around is messed up, you do not want the DM to ask you every time a reaction is possible.

You do not want to create a situation where you give players game stopping popups when one of the answers is DO NOTHING. This one of the worst design mistakes, because humans just doesn't have the capacity to endlessly respond to the same and enjoy it.
Posted By: Niara Re: Reactions like Solasta! - 07/05/22 02:38 AM
Originally Posted by Miravlix
you do not want the DM to ask you every time a reaction is possible.

Yeah, actually, I do. That's what they're for - to tactically chose what and whether to use different things at opportune moments, usually outside of your own turn.

Quote
You do not want to create a situation where you give players game stopping popups when one of the answers is DO NOTHING. This one of the worst design mistakes, because humans just doesn't have the capacity to endlessly respond to the same and enjoy it.

Actually, you do... because doing nothing sometimes is the essence of tactical decision-making. You want to be able to say "no, I don't want to use this ability *yet* - I could use it now, but I don't want to, not on this 2hp goblin." The ONLY way the game can get that information is by asking you.... otherwise it's making the decision for you, often the wrong one, or something you didn't want, and is cutting you out of tactical decision-making in the process.

To be frank, combat in BG3 has pushed the line of feeling repetitively mind-numbing and dull far more than any situation I've dealt with in Solasta so far, and the latter game shows that reactions can be handled smoothly, and in a way that is acceptably fluid and which doesn't interrupt combat flow in any notable way - have you played this game? What was your experience of it?
Posted By: RagnarokCzD Re: Reactions like Solasta! - 07/05/22 06:45 AM
Originally Posted by Miravlix
Reaction Popup: No, Reaction Popup: NO, Reaction Popup: HELL NO.
Cant quite imagine any example of such situation honestly ...

Originally Posted by Miravlix
You do not want to create a situation where you give players game stopping popups when one of the answers is DO NOTHING. This one of the worst design mistakes, because humans just doesn't have the capacity to endlessly respond to the same and enjoy it.
And what exactly is stoping the person in setting their reaction to either auto and have their resources spend in few seconds without any control just as they want ... or set it to off, and quite litteraly "do nothing" ? laugh
Posted By: Saito Hikari Re: Reactions like Solasta! - 07/05/22 07:26 AM
All I want to say is that the new Solasta campaign is on such a higher tier of difficulty from the original campaign that I'm glad there's actually a fair amount of prompts there.

I've had situations where I didn't want to use the Shield spell to immediately block attacks directed at my Wizard because I needed their reaction available to Counterspell that enemy 5th level spell that I knew was coming later that turn. I would also purposefully try to bait an enemy counterspell so that they couldn't try to counter an even more important spell from my other spellcasters later that same turn. The idea of baiting enemies into wasting their reactions and resources is a concept that doesn't really exist in BG3 in any meaningful way at the moment. Though to be fair, that same concept didn't really exist in Solasta's original campaign because there weren't very many spellcasters or enemies even capable of utilizing reactions other than attacks of opportunities either.

Reactions probably aren't that important a thing in BG3's level 1-4 play right now. Once you hit 5+, you're going to WISH you had them. Not just for the ability to defend yourself during the enemy turn, but it's another avenue towards designing interesting combat scenarios too.
Posted By: Archaven Re: Reactions like Solasta! - 07/05/22 02:50 PM
right now solasta already has a very successful reaction system.. larian only needs to follow. there isn't any shame in following.. isometric top down RPG wasn't designed by Larian. so just implement whatever that is awesome for your game.
Posted By: RutgerF Re: Reactions like Solasta! - 07/05/22 04:26 PM
There are some enemy spellcasters in Solasta's OC. Enough for me to have the same thoughts about reaction baiting that you describe. Although, you can probably achieve the same effect by having an expendable summon, or your Rogue to run through the enemies with Dodge activated, bleeding them out of their reactions.

Haven't tried the new campaign yet, people are telling weird things about random encounters, like a party level 4 stumbling upon a Green Dragon and some such.
Posted By: Saito Hikari Re: Reactions like Solasta! - 07/05/22 06:42 PM
Originally Posted by RutgerF
There are some enemy spellcasters in Solasta's OC. Enough for me to have the same thoughts about reaction baiting that you describe. Although, you can probably achieve the same effect by having an expendable summon, or your Rogue to run through the enemies with Dodge activated, bleeding them out of their reactions.

Haven't tried the new campaign yet, people are telling weird things about random encounters, like a party level 4 stumbling upon a Green Dragon and some such.

Yeah, you know how the original campaign had random encounters in the earlier areas outright fleeing from you once your level got high enough? None of that appears to exist in Lost Valley due to the more open-ended nature of that campaign. While you still run into stronger enemies the further you get away from the main city in Lost Valley from the looks of it, the more open-ended nature of the campaign (as in, it's possible to reach endgame in some of the factions very early if you super commit to them instead of trying to advance all of them as far as possible first in order to gauge your options) means you can probably run into the harder random encounters a lot earlier than expected.

Especially if you fully side with the Resistance or the People early, since their quest lines quickly take you to the edges of the campaign map where most of the highest level random encounters appear to be.

Honestly, it seems like the intended progression is to progress with the Forge faction first, since they control the vital Scavenger system, it seems almost impossible to get into negative relations with them outside of some VERY specific choices, and that's the only faction you can reach near endgame in without pissing off the other four factions (you only get a reputation drop in another faction towards the very end of that questline from what I've observed). The faction questline is also the longest and there are also a fair amount of sidequests started by NPCs of that faction too (including one that leads to an entire dungeon which none of the other factions point you towards), while the other factions don't really have any sidequests at all.
Posted By: Stabbey Re: Reactions like Solasta! - 10/05/22 02:05 PM
I'm sure I've said it before, but I have my own idea for reactions, which combines elements from both Solasta and BG3 ways of doing it.


1. PC's can toggle what reactions they prefer, but there are still always reaction pop-ups. What the toggles do is set the default to either use or don't use. Example: a Wizard has Shield as "yes" and Opportunity Attack to "No".
2. When a reaction is triggered, players have 6 seconds to respond - that helps keep things speedy for multiplayer.
3. If players pick a choice, either use or pass, it happens immediately in both cases.
4. If the players instead wait for the 6-second timer to elapse, the default reaction gets used. If the prompting action is an archer shooting which will miss the Wizard's AC + 5, the Wizard will by default cast Shield using the lowest available spell slot. If the prompting action was a goblin running out of the Wizard's melee, the Wizard will do nothing.

This solution gives the players flexibility to use their resources how they want, and the timer on the reaction keeps the action moving fairly quickly even if the player has stepped away.

***

I have to say that I also like Solasta doing automatic Arcana checks when a spell which could be countered is going on. If the player passes the Arcana check, the Counterspell reaction prompt identifies the spell, letting you decide to take it or counter it. If you fail the check, all the reaction prompt says is "X is casting an Unknown Spell", and you have to gamble on whether it's worth the Counterspell usage or not.
Posted By: RagnarokCzD Re: Reactions like Solasta! - 10/05/22 02:53 PM
Originally Posted by Stabbey
players have 6 seconds to respond
I didnt read futher ... this would make it HARD PASS for me. :-/
Posted By: Stabbey Re: Reactions like Solasta! - 10/05/22 04:00 PM
Originally Posted by RagnarokCzD
I didnt read futher ... this would make it HARD PASS for me. :-/

I wouldn't mind if it was a full pause, but I believe Larian had stated in the past that they want a fully automatic reaction system with no player input, in part to keep combat flowing smoothly for multiplayer. I'm trying to suggest a compromise because it'll be more likely to be positively received.
Posted By: RagnarokCzD Re: Reactions like Solasta! - 10/05/22 04:43 PM
I dunno, sounds like excuse to me (and lazy one actualy) ...

Sure, smooth combat would be fine and true timed reactions could help to achieve that ...
Then some player gets their turn ... and they are choosing ... and choosing ... and choosing ... and choosing ... and choosing ... and choosing ... and choosing ... and choosing ... and choosing ... and choosing ... and choosing ... and choosing ... and choosing ... and choosing ... and choosing ... and choosing ... and choosing ... and choosing ... you get the idea. laugh

I mean ... make multiplayer as smooth and fast as you like Larian ... but if you pick one design phylosophy, aply it to everything.
This game (at least so far as i can tell) in every single aspect goes with phylosophy "take your time, the WORLD will wait for you, player(s)" ... and that should be either applyed to everything, or completely changed ... no middle ground here.
Posted By: Archaven Re: Reactions like Solasta! - 11/05/22 03:08 PM
Originally Posted by Stabbey
Originally Posted by RagnarokCzD
I didnt read futher ... this would make it HARD PASS for me. :-/

I wouldn't mind if it was a full pause, but I believe Larian had stated in the past that they want a fully automatic reaction system with no player input, in part to keep combat flowing smoothly for multiplayer. I'm trying to suggest a compromise because it'll be more likely to be positively received.

sadly i'm no multiplayer person here. believe it or not i have yet to start not even once DOS2 multiplayer and have no idea how it played. thus i don't care much about multiplayer but i like the best single player experience. this is not to shaft multiplayer gamer but just requesting Larian for not shafting single players as i bought the game for the single player experience.
Posted By: Anonymous Re: Reactions like Solasta! - 28/06/22 01:52 AM
I don't do multiplayer either, at least not in a single player game.

If I did, I would want macro reactions.

My wizard get below 5 hp and auto bonus action teleports and runs willy-nilly yelling "Feets don't fail me now!"
Posted By: Eribium Re: Reactions like Solasta! - 11/07/22 10:20 AM
Dear friends, a question for the connoisseurs of the 5th edition of DnD and Solasta. Solasta has a bonus feature that can be selected at level 4, Flawless Concentration (cancel the saving throw to maintain concentration when taking less than 10 damage). The question is how it is implemented in DnD 5 itself, and is there any chance to see something similar in bg 3. IMHO with this feature, playing as a druid becomes much less ass-burning.
Posted By: Saito Hikari Re: Reactions like Solasta! - 11/07/22 11:28 AM
Originally Posted by Eribium
Dear friends, a question for the connoisseurs of the 5th edition of DnD and Solasta. Solasta has a bonus feature that can be selected at level 4, Flawless Concentration (cancel the saving throw to maintain concentration when taking less than 10 damage). The question is how it is implemented in DnD 5 itself, and is there any chance to see something similar in bg 3. IMHO with this feature, playing as a druid becomes much less ass-burning.

It's actually a homebrew feat since Solasta can only use the SRD.

I think the closest thing to it in official DnD is the War Caster feat, which also has the same advantage on saving throws to maintain concentration that Flawless Concentration does. Except instead of canceling saving throws if you take 10 or less damage, you get the ability to cast spells as an opportunity attack reaction, and the ability to cast spells even with weapons and/or a shield taking up both hands (the latter of which I don't think BG3 will bother with, for good reason).
Posted By: RagnarokCzD Re: Reactions like Solasta! - 17/07/22 03:38 PM
I gues this is as good topic as any to mention this ...
I was just recently thinking about popular auto/ask/off suggestion ... and while i suported it in the past a lot ... i may have find a tiny detal that can potentialy make quite some mess. :-/

I mean, if it would be universal setting ... and all reactions would be either auto, or asking ... then there is no problem.

But once you set every reaction separately, there is no way to set some on auto, and some to ask ...
Since (and feel free to corect me if im wrong) it would quite suck if you would have Counterspell set on ask ... bcs you dont want to spend your spellslots willy-nilly ... but you cant cast it, when you wanted bcs some enemy allready triggered AOO on your caster, and therefore you have no reaction anymore. O_o

Thoughts?
Posted By: Niara Re: Reactions like Solasta! - 17/07/22 04:29 PM
My main thoughts are that I want full control over whether I ever use my reaction or not, in the moment, every time... And you're highlighting one of the reasons why even having a three-way toggle, as palatable a solution over the current system as it may be, is going to come up less than satisfactory at times. The only way it doesn't is if the toggle is universal, rather than individual, and then it can only be flexible enough if set to 'ask' - which puts us back at putting it in the player's hands every time.

To be clear, I'm still for options with a fully fledged reaction system, allowing players to automate it to various degrees if they want to; the three-way toggle is the best way to make everyone satisfied - as long as those options contain full player control, ask me every time, as well.
Posted By: mrfuji3 Re: Reactions like Solasta! - 17/07/22 04:34 PM
Originally Posted by RagnarokCzD
I gues this is as good topic as any to mention this ...
I was just recently thinking about popular auto/ask/off suggestion ... and while i suported it in the past a lot ... i may have find a tiny detal that can potentialy make quite some mess. :-/

I mean, if it would be universal setting ... and all reactions would be either auto, or asking ... then there is no problem.

But once you set every reaction separately, there is no way to set some on auto, and some to ask ...
Since (and feel free to corect me if im wrong) it would quite suck if you would have Counterspell set on ask ... bcs you dont want to spend your spellslots willy-nilly ... but you cant cast it, when you wanted bcs some enemy allready triggered AOO on your caster, and therefore you have no reaction anymore. O_o

Thoughts?
There's no problem here in my opinion. You decided to set AOO to "auto" or "ask" and said yes, using up your reaction for that turn. If you wanted to ensure that your wizard would have the opportunity to cast Counterspell, then you should have either set AOO to "ask" and said no, or set it to "off." (As a caster, you probably almost always want to have AOO set to "off.")
Posted By: RagnarokCzD Re: Reactions like Solasta! - 17/07/22 05:22 PM
I kinda agree mrfuji3 ...
I just thought it should be adressed (maybe with some warning sign, or at least by its own popup in Tutorial), so players are not surprised and frustrated if (gods forbids) Larian would decide to implement it this way. laugh
Posted By: mrfuji3 Re: Reactions like Solasta! - 17/07/22 05:27 PM
Originally Posted by RagnarokCzD
I kinda agree mrfuji3 ...
I just thought it should be adressed (maybe with some warning sign, or at least by its own popup in Tutorial), so players are not surprised and frustrated if (gods forbids) Larian would decide to implement it this way. laugh
+1
I'm always in favor of improving BG3's tutorial system for all its mechanics & UI.
Posted By: Maximuuus Re: Reactions like Solasta! - 17/07/22 05:38 PM
Originally Posted by RagnarokCzD
I gues this is as good topic as any to mention this ...
I was just recently thinking about popular auto/ask/off suggestion ... and while i suported it in the past a lot ... i may have find a tiny detal that can potentialy make quite some mess. :-/

TBH I feel the same but for different reasons.
I'd also like to have full control or at least a better control than the ON/OFF thing.

But playing bards highlight something else... I just dont want the game to "ask" me things so often.
With combat inspiration it could lead to :
- Attack roll : ask
- Damage roll : ask
- Ennemies turns : ask (ST, AC)

I love the system in solasta but lets be honnest, it annoyed me a lot sometimes (a reason why i never re-played a paladin) and it really break the flow of combats. I'm not sure I'll enjoy playing bards if it may mean 4+ more reaction popup in a round...

I guess universal toggles set on "ask" would become boring really fast due to the number of possibilities some class features may lead to (depending our subclasses and party composition).

And what about individual toggles ?
Does the combat inspiration gives 4 toggles to set up on/ask/off or a single one ?
Managing 4 toggles is already a pain. I cannot imagine what it would be if it was deeper than "on/off"...
But a single one doesnt give you any control if not set on "ask" and will ask you a lot of time if it is. So what ?
Posted By: RagnarokCzD Re: Reactions like Solasta! - 17/07/22 05:57 PM
Well, i gues you are right ...
Still think this matter should be adressed in tutorial so new players are informed well. smile

As for Paladin ... i can imagine it goes frustrating.
But i believe in this particular case (since feel free to corect me but i think Smite is not a reaction) it would cause not colision, if set on auto against stronger enemies so you dont have to re-confrim it for every single swing. laugh
Posted By: Maximuuus Re: Reactions like Solasta! - 17/07/22 07:22 PM
How do you say "auto against stronger ennemies" with a toggle ? Should they add multiple toggles for everything so we can enable/disanle things ?

You're right with divine smite but it can be used during an AoO.
So lets imagine we have set all reactions on "ask", the game is going to ask if we're doing the AoO and THEN if we use pur divine smite + which spellslot ?

On top of that, what when 5 ennemies are moving together with the new "swarm AI" ?

The more I think about it, the more I think we should be able to manually configure our reactions during our turns with specific options to have more control.

Like Hellish Rebuke.
The problem with Hellish rebuke, in my opinion is not that you have to cast it before. It's that I have zero control on the target.
The game could just ask me to target lets say up to 5 ennemies (or click the "all ennemies icon") before casting the spell.
Lets say I choose 5 targets, the first one in the initiative order among those that's attacking me I've selected burns.

If I can "recast it for free" at each turn, I have way more control on the triggers than currently for the price of an additional things during our turns on top of not adding flow breaking questions during rounds.
Posted By: mrfuji3 Re: Reactions like Solasta! - 17/07/22 07:32 PM
Originally Posted by Maximuuus
How do you say "auto against stronger ennemies" with a toggle ? Should they add multiple toggles for everything so we can enable/disanle things ?
DAO tactics system letsgooo

Originally Posted by Maximuuus
The more I think about it, the more I think we should be able to manually configure our reactions during our turns with specific options to have more control.
[...]
If I can "recast it for free" at each turn, I have way more control on the triggers and less flow breaking questions during rounds.
Eh. If we have to recast reaction abilities each turn, specifying the targets each time, then I feel that will end up with *more* clicking than pop-up prompts.
Posted By: Maximuuus Re: Reactions like Solasta! - 17/07/22 07:36 PM
Originally Posted by mrfuji3
Originally Posted by Maximuuus
How do you say "auto against stronger ennemies" with a toggle ? Should they add multiple toggles for everything so we can enable/disanle things ?
DAO tactics system letsgooo

Originally Posted by Maximuuus
The more I think about it, the more I think we should be able to manually configure our reactions during our turns with specific options to have more control.
[...]
If I can "recast it for free" at each turn, I have way more control on the triggers and less flow breaking questions during rounds.
Eh. If we have to recast reaction abilities each turn, specifying the targets each time, then I feel that will end up with *more* clicking than pop-up prompts.

You dont have to. You can if the reaction hasn't triggered yet.
I'm not sure but if I'm not wrong DAO has some kind of sheet to manage the AI of companions that could apply. Seriously I don't have a lot of fun managing things written in a virtual book. But it may be a mistake, or just an opinion.
Posted By: RagnarokCzD Re: Reactions like Solasta! - 17/07/22 07:41 PM
Originally Posted by Maximuuus
How do you say "auto against stronger ennemies" with a toggle?
I never said with a toggle. O_o
I just presumed there is still a player behind the desk. laugh

Originally Posted by Maximuuus
So lets imagine we have set all reactions on "ask", the game is going to ask if we're doing the AoO and THEN if we use pur divine smite + which spellslot ?
Honestly, i believe this all could be done in single question ...

> would you like to use your Reaction for AoO? Y/N
> would you like to add Smite? Y/N/Crit Only
> wich spellslot? 1/2/3/...

(Obviously it presumes that if you miss, it will not consume your spellslot, since that would be just nonsense.)

You set whatever combination suits you, and the game will do it.

I would not like to have "Ask" option to ask you every single step one-by-one that would be pretty anoying indeed ...
But i believe we can make few steppes at once in this.

Originally Posted by Maximuuus
On top of that, what when 5 ennemies are moving together with the new "swarm AI" ?
No idea, believe me or not i havent seen it yet. laugh
My game was extremely unstable until just recently. smile

Will tell you, after i get this new feature under my skin a little. wink

Originally Posted by Maximuuus
Like Hellish Rebuke.
The problem with Hellish rebuke, in my opinion is not that you have to cast it before. It's that I have zero control on the target.
The game could just ask me to target lets say up to 5 ennemies (or click the "all ennemies icon") before casting the spell.
Lets say I choose 5 targets, the first one in the initiative order among those that's attacking me I've selected burns.

If I can "recast it for free" at each turn, I have way more control on the triggers than currently for the price of an additional things during our turns on top of not adding flow breaking questions during rounds.
This sounds like good idea. :3
I like it!
Posted By: Maximuuus Re: Reactions like Solasta! - 17/07/22 07:53 PM
Originally Posted by RagnarokCzD
Originally Posted by Maximuuus
Like Hellish Rebuke.
The problem with Hellish rebuke, in my opinion is not that you have to cast it before. It's that I have zero control on the target.
The game could just ask me to target lets say up to 5 ennemies (or click the "all ennemies icon") before casting the spell.
Lets say I choose 5 targets, the first one in the initiative order among those that's attacking me I've selected burns.

If I can "recast it for free" at each turn, I have way more control on the triggers than currently for the price of an additional things during our turns on top of not adding flow breaking questions during rounds.
This sounds like good idea. :3
I like it!

I'm mostly sure there could have a good solution for all reactions in the game. In my opinion it could be a good compromise between combat flow and control.
Characters turns are a bit longer and the player has a bit more things to spend than speed + action + bonus action, which seems interresting to me.

Not something you have to do each turn but you can depending how things are going.

It could become a specific feature to use like spells and class features. You set up actively your reactions during your turns rather than writting conditions in a book or answering the constant questions of a popup.
Posted By: Maximuuus Re: Reactions like Solasta! - 17/07/22 11:20 PM
This is what I have in mind to interract with reactions.
Skills you can customized "and cast" during your turns to define which reactions will be available during the round for your characters.
It would also allow us to manually select our targets.



No, it's not how it works in DnD

But
You don't have a popup that break the flow of combats constantly.
You'll have a decent control over your reactions. The reactions trigger under YOUR target's conditions when you've enabled them.
Creating "customized skills" seems fun gameplay-wise. Toggles used to custom your variations.
Re-doing said customized "spells" because the situation has changed a few turns later seems appealing tacticaly too.
It doesn't prevent to keep the actual system (on/off toggle on characters hotbar) as a secondary tool for players that want to go a bit deeper into management when a reaction has been made available.
Default options could be defined on "Select all" and with all variations toggled ON (as it works now).


The biggest next question I now have in mind is : when should ressources (spellslots, bardic dices, superiority, remaining charges,...) be consummed ?

- If they're consumed right when you use the skill :
Everything become a Hellish Rebuke. It mean that you spend a ressource for something that may never happen. Even if you can recast it freely at each turn to re-configure it, you'll still don't have your spellslot left, maybe killing your chances to win because a Feather Fall would have finally been better.

- If they're consumed when the reaction trigger it means that you don't have any limitations to prepare your reactions :
You can cast as much things as you want at each turn until you don't have the minimum requirement left (after which the whole toggles would be removed on all characters and impossible to "create").
But what if you have 1 bardic dice left ? You can customize as much reactions as you want but it will be deleted after 1 on them trigger ?

It doesn't seem to be an issue to me because I usually know what kind of reactions I'd like to use, when and VS which target(s)... I won't have to spend "too much" time into this. You can go deeper. You can go shallower.
But we should absolutely have to be able to change our mind at least during our turns (remove the custom reaction, choose another variation or different targets,...).

In th end I'm absolutely not sure we'd have (a lot) more click to do with such a system than with the current one or the "ask me anything" one.

It would not give us a FULL control though.
Posted By: Saito Hikari Re: Reactions like Solasta! - 18/07/22 08:57 AM
I'm just now sitting here thinking, can you all imagine what it would be like if Solasta didn't exist? What would the feedback in BG3 EA even look like if there wasn't such a clear frame of reference for many of the systems?

Lately there's been an anti-reaction push on the subreddit and it's just baffling. That said, that one thread on the subreddit has a ton of people on both sides accusing each other of being a vocal minority, so I'm kind of interested in starting up a poll on there to really see how the community feels about this. Let's say that regardless of whatever plan Larian has in regards to reactions, what would people prefer more, the current reaction system or a complete Solasta-style reaction overhaul?

(Don't actually answer that question in this thread. Or answer, if you want. Can't stop you.)

I've been thinking about some sort of gambit system in regards to reactions. Solasta already has reactions not trigger if they wouldn't affect the end result regardless, but we could probably go a step further than that. Like we could have it so that we aren't prompted for 'defensive reactions' if the incoming enemy attack does less than X damage and/or could be potentially lethal if the attack lands (if the character's current HP is lower than whatever condition we set for the former setting). And we could have a setting where we aren't prompted for 'offensive reactions' such as Smite and Hellish Rebuke if the enemy is below X amount of HP and/or their current HP is low enough that they would be KO'd by the base weapon damage die alone, if applicable.

And then there could be a toggle that flips between 4 options: 'Use Normal Reaction Settings' (which involves the settings above), 'Ask for all Reactions', 'Never ask for Reactions - use automatically', and 'Never ask for Reactions - Do not use Reactions'. The latter three obviously acting as overrides to whatever settings you have.
Posted By: RagnarokCzD Re: Reactions like Solasta! - 18/07/22 09:27 AM
Originally Posted by Saito Hikari
What would the feedback in BG3 EA even look like if there wasn't such a clear frame of reference for many of the systems?
I want to naively believe that our feedback would be the same, just with less screenshots and videos of Solasta ... but more verbal description of exactly the same. laugh

Originally Posted by Saito Hikari
ton of people on both sides accusing each other of being a vocal minority
This is something you can observe in any discusion ...
Even here sometimes.

People tend to believe that their opinion is the right one, and often fail to see how can anyone want something different ... it sucks, but its completely natural. :-/

//Edit:
Originally Posted by Maximuuus
It would not give us a FULL control though.
Well ... i believe that to create full control with tons of pop-ups would be possible for some skilled moder ...
Your described method would be imho a little harder to implement ... so if Larian would go that way, i believe we all would eventualy get what we want. laugh
Posted By: Saito Hikari Re: Reactions like Solasta! - 18/07/22 09:30 AM
...Is it just me, or did Reddit actually disable the ability to create polls? I can't find anything explaining why the option to create one is greyed out. Wondering if they gated it behind some crappy paid membership system or something.

EDIT: No, it looks like the moderation staff for the BG3 subreddit for some reason specifically DISABLED it there. The hell? Digging deeper, it looks like this was done nearly a year ago, and after a large series of poorly thought out polls that were basically designed to fish for specific results and fights in the comments. Hm.
Posted By: Maximuuus Re: Reactions like Solasta! - 18/07/22 10:29 AM
Originally Posted by RagnarokCzD
Originally Posted by Maximuuus
It would not give us a FULL control though.
Your described method would be imho a little harder to implement ... so if Larian would go that way, i believe we all would eventualy get what we want. laugh

Im' not sure it would be hard. They already implemented Hellish Rebuke.
The only thing to add is "toggles" in the variation windows if it make sense and a mechanic to select our target (which is something they should add at least for bless/bane/sleep/...)

Of course it would require a bit of job on every reactions. But they'll have to create something anyway.
Posted By: RagnarokCzD Re: Reactions like Solasta! - 18/07/22 11:06 AM
No, not "hard" ...
"harder when compared to pop-up for every single potential reaction". wink
Posted By: Icelyn Re: Reactions like Solasta! - 18/07/22 11:42 AM
Originally Posted by Saito Hikari
I'm just now sitting here thinking, can you all imagine what it would be like if Solasta didn't exist? What would the feedback in BG3 EA even look like if there wasn't such a clear frame of reference for many of the systems?
No spamming of Solasta on the BG3 forum? I wish!!!
Posted By: Tuco Re: Reactions like Solasta! - 18/07/22 01:00 PM
Jesus Christ.
Posted By: Stabbey Re: Reactions like Solasta! - 18/07/22 06:03 PM
Originally Posted by Eribium
Dear friends, a question for the connoisseurs of the 5th edition of DnD and Solasta. Solasta has a bonus feature that can be selected at level 4, Flawless Concentration (cancel the saving throw to maintain concentration when taking less than 10 damage). The question is how it is implemented in DnD 5 itself, and is there any chance to see something similar in bg 3. IMHO with this feature, playing as a druid becomes much less ass-burning.

Solasta's implementation does have the caveat that any amount of damage of 10 or lower is an automatic concentration success. However for instances where one attack has two types of damage (like Piercing and poison), Solasta considers both of those to be separate attacks, which mean two concentration checks, and perhaps two death saves, from one single attack, which I don't like.


Originally Posted by RagnarokCzD
I gues this is as good topic as any to mention this ...
I was just recently thinking about popular auto/ask/off suggestion ... and while i suported it in the past a lot ... i may have find a tiny detal that can potentialy make quite some mess. :-/

I mean, if it would be universal setting ... and all reactions would be either auto, or asking ... then there is no problem.

But once you set every reaction separately, there is no way to set some on auto, and some to ask ...
Since (and feel free to corect me if im wrong) it would quite suck if you would have Counterspell set on ask ... bcs you dont want to spend your spellslots willy-nilly ... but you cant cast it, when you wanted bcs some enemy allready triggered AOO on your caster, and therefore you have no reaction anymore. O_o

Thoughts?

That is one reason why I would either set reactions to off or ask, never auto. But some people seem to want to select "auto" for certain things. "Auto" would be more useful for Fighters who want to either use AoO or Riposte. Auto would probably be less great in many other cases.
Posted By: Saito Hikari Re: Reactions like Solasta! - 18/07/22 07:13 PM
Spitballing stuff, don't mind me...

So I've spent the past few hours figuring out how we could go about having a far more fleshed out reaction system utilizing prompts, but also having additional settings to help automate the frequency of prompts based on player preferences, mitigating the potential issue of 'too many pop-ups'. I'm trying to go for a sort of gambit-style system in regards to reactions, and this is what it would probably look like.

Feel free to add to the list for situations I've overlooked.

---

Defensive Reaction settings:

* Never prompt for reaction if expected damage is below X amount (you can input a number in this option)
* Always prompt for reaction if incoming enemy attack or spell has a chance to KO a party member (a yes/no checkmark option which would override the first option)
* Always prompt for reaction if incoming enemy attack or spell would result in a party member being forced to make a concentration check or break concentration (a yes/no checkmark option which would override the first option)
* Always prompt for reaction (checking this option overrides/greys out the other options above)
* Always use reaction automatically (checking this option overrides/greys out the other options above)

Defensive reactions would include the following:

Shield, Protection fighting style, Bardic/Combat Inspiration: Saving Throws, Combat Inspiration: AC increase, Cutting Words, Evasion

The above is not meant to be a full list, but you all get the point.

---

Offensive Reaction settings:

* Never prompt if enemy HP is below X amount (you can input a number in this option)
* Never prompt for reaction if expected damage without added damage from reaction has a chance to KO the target. (This only really applies to Smite and Bardic Inspiration: Damage rolls. Let's say you're attacking a goblin that only has 5 HP, and your weapon damage alone already does anywhere from 6-11 damage. There'd be no reason for the game to ask you if you want to smite in that situation.)
* Always prompt for reaction (checking this option overrides/greys out the other two options above)
* Always use reaction automatically (checking this option overrides/greys out the other options above)

Offensive reactions would include the following:

Hellish Rebuke, Combat Inspiration: Damage Rolls, Smite

Again, not meant to be a full list, but you all get the point. I am certain there are more that would fit into this category, feel free to mention them so I can flesh this out a bit more.

The game would clarify that while Smite is not considered a reaction, the way it is used would utilize the same system for determining whether you want to use that feature or not. The game would also clarify that Bardic Inspiration: Attack Rolls is similar to Smite in that it is not a true reaction, but it will always prompt whenever its use could determine the difference between an attack landing or missing, unless the 'Always use reaction automatically' option is checked.

---

Utility Reaction settings: (Utility reactions are handled on a case-by-case basis, since they're potentially on a whole other tier of importance compared to the above two categories.)

Counterspell:

* Never prompt for reaction if the enemy spell being cast is below X spell level (you can input a number in this option)
* Always prompt for reaction if the enemy spell being cast is identified as a defensive spell (examples being healing spells, Shield, etc.)
* Always prompt for reaction if the enemy spell being cast is identified as a utility spell (examples being Darkness, Fog Cloud, enemy Counterspells, etc.)
* Always prompt for reaction if expected damage from the enemy spell has a chance to KO a party member or force a concentration check
* Always prompt for reaction if the enemy spell inflicts a status effect
* Always prompt for reaction if the enemy spell being cast is unknown. (This option assumes that Arcana skill checks to identify enemy spells before you attempt to counter them are in BG3.)
* Always prompt for reaction (checking this option overrides/greys out the other options above)
* Always use automatically (checking this option overrides/greys out the other options above)

Feather Fall:

* Never prompt for reaction if expected fall damage is below X amount (you can input a number in this option)
* Always prompt for reaction if expected damage can KO a party member or force a concentration check
* Always prompt for reaction (checking this option overrides/greys out the other options above)
* Always use automatically (checking this option overrides/greys out the other options above)

Hmm, are there other utility reactions besides these two that should be handled on a case by case basis?

---

Attack of Opportunity settings: (This would be a toggle option for each character that you can view during combat. It's split by character because a Wizard would probably never want to blow their reaction to AoO if they want to save their reaction to, say, counterspell. Martial characters like a Fighter that doesn't have much else for reactions probably would want to AoO at every opportunity.)

* Always use automatically whenever possible
* Never use this reaction
* Always prompt for reaction

---

Reaction Override toggle settings: (Basically a way to override custom settings quickly during combat, if let's say there's only a couple enemies left and you just want to get things over with without the game asking you for any prompts. Think of the practical use of this being like swapping from turn-based to RTwP in one of the Pathfinder cRPGs. This would also be grouped into defensive and offensive categories. Utility reactions and attacks of opportunity will retain their custom settings.)

* Use custom settings
* Always Prompt for Reactions
* Never Prompt for Reactions (do not use reactions automatically)
* Never Prompt for Reactions (always use reactions automatically)

On a side note, I do wonder how feasible it would be to use these settings in regards to multiplayer. Everyone having different settings might throw a wrench in this programming-wise. It could probably just be simplified so that only the host's settings will apply to everyone. It's their room, after all.

I know the chances of Larian doing something like this is unknown, considering we haven't heard anything in regards to the reaction system this past year. But maybe it could act as a frame of reference for some crazy mod programmer in the future if the game does release with reactions remaining as is. I also wonder what would happen if the Solasta devs were to implement the above. All the pop up complaints would probably vanish overnight. For all we know, they might already be doing something similar for their upcoming Bard/Monk/Warlock release...
Posted By: Saito Hikari Re: Reactions like Solasta! - 19/07/22 12:50 AM
So I tried describing something like the above over at Reddit.

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

The amount of downvotes this is getting along with no one even bothering to reply seems to tell me that people would rather argue about things instead of actually coming up with any solutions at all. It's the ultimate evidence that it's a shit platform for actual feedback and discussion, because whether your ideas are seen at all basically depends on what kinds of people happen to see them first and they effectively decide if it gets an audience at all. I hate that Reddit has effectively replaced proper forums for this reason.

The overall community has quickly spiraled into a lost cause in regards to actual gameplay discussion ever since the patch was released. Maybe we've reached the point where discussion of gameplay has circled down the drain so much that everyone's just tired of hearing about it. Probably one of the negatives of having such a long EA period.

Eh, I should probably just delete that thread and try it again on the weekend when more people are around. A quick glance at the current subreddit activity over the past hour tells me that there's a number of people online on that subreddit right now that seem to treat any suggestion that implies that there's anything inadequate in BG3 like a direct attack on Larian or something.
Posted By: lamaros Re: Reactions like Solasta! - 19/07/22 01:56 AM
Or maybe many people don't care about this as much as you do. Always good to reflect.

I certainly think the Solasta method is better, but in terms of stuff BG3 does wrong and should fix it's not top of the list.
Posted By: Saito Hikari Re: Reactions like Solasta! - 19/07/22 02:01 AM
Originally Posted by lamaros
Or maybe many people don't care about this as much as you do. Always good to reflect.

I certainly think the Solasta method is better, but in terms of stuff BG3 does wrong and should fix it's not top of the list.

Maybe, but there are other threads with people discussing this exact sort of thing that have gotten many upvotes not even a whole 24 hours ago. All I've done is put it into a fully fleshed out format for the sake of gathering feedback in case there were situations I've missed, and to act as a guideline for what Larian might be trying to implement if they happen to see it, or for future mod creators if the game's going to release with the reaction system remaining as is.

Plus whether people care about things is irrelevant anyway. We as mere onlookers are free to prioritize whatever the hell we want, but what we want to prioritize doesn't really matter, when the actual reality is that Larian as developers are fully capable of doing multiple things at once. If only because it's not like the writing staff works on the same things as the gameplay design staff.
Posted By: Niara Re: Reactions like Solasta! - 19/07/22 02:10 AM
I tried to go take a look, Saito, but it's already deleted <.< >.>

In general, I'd recommend, if you're going to brave the reddit mire, to at least give threads ~48 hours to percolate; it may look bad initially, but there are audiences that check at different times, and at least a portion of them check based on new posts, regardless of other people's ratings.
Posted By: Drath Malorn Re: Reactions like Solasta! - 19/07/22 02:41 AM
I don't know how much of an impact the time of the day has (it's got to be the middle of the night somewhere).

Also, I think your post was very long. What's more attractive, especially on Reddit, an image macro meme or a wall of text ?

Finally, and this is just my personal opinion,

Originally Posted by Saito Hikari
[...] actually coming up with any solutions at all

is not my job. It's the devs' job. I generally take very little part in "the community brainstorming and coming up with solutions".

As GMTK puts it, "focus on problems, not solutions" (section at 7:49 in this video). The advice is meant for the devs, but I feel it is valuable for players giving feedback as well.

That's why I always prefer to analyse what doesn't work, and why it doesn't work. And I prefer describing what the criticised feature cause in terms of player experience (impracticality, tediousness, frustration, feeling of unfairness, break of immersion, boredom, un-engaging gameplay, etc).

Yes, I occasionally make suggestions. Often they are requests (e.g. adding options for an equally deep experience as a non-musician Bard). Sometimes, when analysing an issue with a feature, the solutions are pretty clear, so I might suggest some. But that's overall rare.

On top of all that, Larian really does not engage with their community. And they certainly don't motivate their changes or non-changes (contrast with how the devs of Diablo 2 Resurrected commented on their patch notes). There is no way to know why Larian hasn't implemented satisfying Reactions. It is a lot harder to look for solutions when you don't know what the problem is. And it is harder to convince someone to do something when you don't know the reasons for their reluctance.


So, as far as I'm concerned, I upvoted your post (in the hope to increase visibility for the general issue of Reaction, not so much out of agreement for the detail of the proposed solution), and moved on.


——

Originally Posted by Niara
there are audiences that check at different times, and at least a portion of them check based on new posts, regardless of other people's ratings.

I always sort by "New" instead of "Hot". I hate the idea of seeing mostly/only what others have upvoted.
Posted By: Zarna Re: Reactions like Solasta! - 19/07/22 05:59 AM
Originally Posted by Maximuuus
The only thing to add is "toggles" in the variation windows if it make sense and a mechanic to select our target (which is something they should add at least for bless/bane/sleep/...)

Of course it would require a bit of job on every reactions. But they'll have to create something anyway.
Selecting our target should work with the current system since we can select to attack. When we cast Shield or Hellish Rebuke we should be able to select the enemy who we want it to trigger with. It would be better than having no control. I still think a toggle system would be best though. And bane, bless, and sleep should have definitely been fixed.

Originally Posted by Saito Hikari
Maybe, but there are other threads with people discussing this exact sort of thing that have gotten many upvotes not even a whole 24 hours ago. All I've done is put it into a fully fleshed out format for the sake of gathering feedback in case there were situations I've missed, and to act as a guideline for what Larian might be trying to implement if they happen to see it, or for future mod creators if the game's going to release with the reaction system remaining as is.
You probably made all the pixel sex fanatics' heads hurt so they downvoted you. Your idea looks complicated on the outside but it would offer the most flexibility.

Originally Posted by Drath Malorn
Originally Posted by Niara
there are audiences that check at different times, and at least a portion of them check based on new posts, regardless of other people's ratings.

I always sort by "New" instead of "Hot". I hate the idea of seeing mostly/only what others have upvoted.
Same here. I cannot stand popularity contests, especially somewhere like Reddit where stupid stuff gets the most upvotes and intelligent stuff gets nothing or downvoted.
Posted By: Alyssa_Fox Re: Reactions like Solasta! - 19/07/22 06:26 AM
Solasta reactions are horrible. Pop-ups are clunky and will become very tedious to deal with if you have a bard in a party. Just because DnD purists want a videogame simulator of the rules they obsess over doesn't mean that the majority of casual players will like it.
Posted By: Maximuuus Re: Reactions like Solasta! - 19/07/22 08:25 AM
Originally Posted by Zarna
Originally Posted by Maximuuus
The only thing to add is "toggles" in the variation windows if it make sense and a mechanic to select our target (which is something they should add at least for bless/bane/sleep/...)

Of course it would require a bit of job on every reactions. But they'll have to create something anyway.
Selecting our target should work with the current system since we can select to attack. When we cast Shield or Hellish Rebuke we should be able to select the enemy who we want it to trigger with. It would be better than having no control. I still think a toggle system would be best though. And bane, bless, and sleep should have definitely been fixed.

I think that we should be able, when we CAST the "reaction", to choose which toggle we want to be available on the target.

If I want a combat inspiration for damage roll on Lae'Zel...

Currently :
- cast combat inspiration
- click Lae'zel
- select Lae'zel (=> she has now 5 new toggles)
- toggles OFF 4 reactions

What I'd like :
- cast combat inspiration and select "damage roll" in the variation windows (or "toggle OFF" attack roll, ST, skill check, AC bonus)
- click Lae'zel (=> she has now a single "damage roll" toggle)

This would allow us to go deeper into reaction management on top of being a better gameplay imho.
We'd still don't have a perfect control but at least we could choose what we like during our turns rather than constantly having to toggle OFF options we're not interrested in.

TBH I could live with my Lae'Zel using his bonus to damage roll not to the best target I'd personnaly have chosen if it trigger during the ennemy's turn... But I have a hard time with the "now you have to manage Lae'zels toggles or her bonus is totally out of control".

Depending the reactions we could also be able to target specific ennemies.

In exemple cast "riposte"on my fighter the only variation is the target(s).
A ON/OFF toggle appear on my fighter's hotbar but the reaction will only trigger on the target(s) I've chosen.
If I want to change the target, I just have to "recast" riposte and select another one.
Posted By: RagnarokCzD Re: Reactions like Solasta! - 19/07/22 08:27 AM
I just can help the feeling that this is once again work for options. laugh
Create whatever half, or fully automatic stuff you want ... and just add option for people who are not bothered to confrim popup every few seconds ...

Everyone will be happy. laugh
Posted By: Alyssa_Fox Re: Reactions like Solasta! - 19/07/22 08:37 AM
Originally Posted by RagnarokCzD
I just can help the feeling that this is once again work for options. laugh
Create whatever half, or fully automatic stuff you want ... and just add option for people who are not bothered to confrim popup every few seconds ...

Everyone will be happy. laugh

And the game will be released in 2026. It was already delayed way too much and looks very outdated. At this point the focus should be on polishing and not on adding features that old Divinity code can't handle.
Posted By: Niara Re: Reactions like Solasta! - 19/07/22 08:41 AM
Originally Posted by Alyssa_Fox
Just because DnD purists want a videogame simulator of the rules they obsess over doesn't mean that the majority of casual players will like it.

Out of curiosity, where are you seeing these "DnD purists" who "want a videogame simulator of the rules" and who "obsess over" said rules. I'm interested to know where you're interacting with people like that, because there certainly aren't any of those kinds of folks around here... in which case, you should probably leave your denigrating language out of posts you make here, where such people aren't really present to defend themselves.
Posted By: RagnarokCzD Re: Reactions like Solasta! - 19/07/22 09:47 AM
Originally Posted by Alyssa_Fox
And the game will be released in 2026.
Im affraid your crystal ball is cracked. laugh
Or broken in some other way ... since it gives you inacurate prophecies. smile

Nah, jokes aside ...
Such piece of code would add most likely one week ... month, if everything would go extremely unwell. laugh
But certainly not 4 years. laugh

Originally Posted by Alyssa_Fox
It was already delayed way too much
Not at all is too much? O_o

I mean, i know start of Early Acess was "delayed" for ... how much it was 2 or 3 weeks if i remember corectly?
But if i recall Swen, it was bcs of some really bad bug, they had to fix ... bcs it caused really heavy instability ... so the game would be unplayable anyway.

But since no date was set so far for final release ... nor even met, obviously ... how exactly even could this game be delayed? O_o

//Edit:
Originally Posted by Niara
because there certainly aren't any of those kinds of folks around here...
Im affraid i must disagree with this sentence ...

While it may be difficiult to find even single person who wants everything exactly by the book and not even a slightest change ever ...
Comunity as a whole contains many fragments of such person ...

One person want spells to be more like DnD ...
One person want monsters to be more like DnD ...
One person want reactions to be more like DnD ...
One person want weapons to be more like DnD ...
One person want magical artefacts to be more like DnD ...
One person want resting systems to be more like DnD ...
Etc.

And if you merge them all together, you get exactly that ... DnD purist who basicaly wants game simulator of tabletop rules. laugh
So i wouldnt discart this desire ... since it IS there ... in some form. smile
Posted By: GM4Him Re: Reactions like Solasta! - 19/07/22 10:43 AM
Lol. It IS a D&D game. Right? D&D world? Why is it so bad that people want it to be more like D&D and less like DOS 2?

And more D&D doesn't mean pure D&D. Many of us "purists" have come up with many non-5e concepts to try to help make the game better.

For example, I don't mind shove going farther than 5 feet. I just don't like having duergar shove Lae'zel 60 feet off a ledge into lava. 10? Maybe 15 at most, I could see, but 60? I literally measured it with the movement tool. 60.
Posted By: Tuco Re: Reactions like Solasta! - 19/07/22 10:45 AM
Originally Posted by Alyssa_Fox
Solasta reactions are horrible.

I know you wish really, REALLY hard for people to agree with you on this, but for the vast majority of players who are actually familiar with both games that's absolutely not the case.

Time to accept it and move on, maybe.


Also, as we discussed a million times already, if the issue with controllable reactions is that "pop ups look clunky" maybe an area of improvement should be precisely to improve in how they are presented, rather than just automatize everything.
Posted By: GM4Him Re: Reactions like Solasta! - 19/07/22 10:52 AM
Originally Posted by Tuco
Originally Posted by Alyssa_Fox
Solasta reactions are horrible.

I know you wish really, REALLY hard for people to agree with you on this, but for the vast majority of players who are actually familiar with both games that's absolutely not the case.

Time to accept it and move on, maybe.


Also, as we discussed a million times already, if the issue with controllable reactions is that "pop ups look clunky" maybe an area of improvement should be precisely to improve in how they are presented, rather than just automatize everything.

For the most part, I agree, but my paladin was annoying in Solasta after awhile. Every time he hit, popup window. Smite 1, 2 or 3? Or cancel? Yeah. That got a bit annoying.

But MOST reactions and such in Solasta were quick windows. Click. Gone. Super easy. Hardly slowed down combat at all.
Posted By: Niara Re: Reactions like Solasta! - 19/07/22 10:53 AM
Originally Posted by RagnarokCzD
Im affraid i must disagree with this sentence ...

While it may be difficiult to find even single person who wants everything exactly by the book and not even a slightest change ever ...
Comunity as a whole contains many fragments of such person ...

One person want spells to be more like DnD ...
One person want monsters to be more like DnD ...
One person want reactions to be more like DnD ...
One person want weapons to be more like DnD ...
One person want magical artefacts to be more like DnD ...
One person want resting systems to be more like DnD ...
Etc.

And if you merge them all together [...]

Doesn't sound like you're disagreeing to me. Sounds like you're agreeing with me that such a person is not, in fact, here... since in order to achieve such an entity, as you say yourself, you'd have to merge many different people together... and even then, by your own reasoning, you'd just end up with someone who wanted more than is currently present, and more similar to the system it was advertised as... not someone who demands a pure and literal translation.

I do, indeed, want all of those things you mentioned, personally... and yet I am not a D&D purist, I am not obsessed with the rules, and I am not wanting nor expecting the game to be a strict 5e simulator - and again, no such person exists here, or ever has to my knowledge. Some people like to joust at windmills on distant hills, however, so they imagine that anyone asking for more D&D in this advertised-as D&D game must be a raving zealot... because that is the only way their derision seems at all rational, when in reality it isn't, even remotely.

I'd like this D&D game to more resemble the system it was advertised as being a game for; I'm wanting (but no longer expecting or even hoping for, let's be honest), a video game that is clearly based in 5e D&D and is a reasonable adaptation of the system to a video game format.
Posted By: Tuco Re: Reactions like Solasta! - 19/07/22 10:56 AM
Originally Posted by RagnarokCzD
One person want spells to be more like DnD ...
One person want monsters to be more like DnD ...
One person want reactions to be more like DnD ...
One person want weapons to be more like DnD ...
One person want magical artefacts to be more like DnD ...
One person want resting systems to be more like DnD ...
Etc.

And if you merge them all together, you get exactly that ... DnD purist who basicaly wants game simulator of tabletop rules. laugh
So i wouldnt discart this desire ... since it IS there ... in some form. smile
It's almost like it's supposed to be a game based on an OFFICIAL D&D license, rather than your average backyard table with a million of questionable homebrew rules thrown in for shit and giggles.

Then again, I'm never even been particularly invested in D&D itself, so it would be already something if they could at least come up with changes that feel like actual improvements, rather than "Amateur DM thinks he knows better and messes up everything he touches".
It's somewhat hilarious that all the greatest mechanical improvements we got in EA so far consisted pretty much in Larian reverting some of the most questionable changes they introduced to begin with.
Remember when doing a couple of steps around an opponent was enough to get ADVANTAGE, to name one?
Posted By: RagnarokCzD Re: Reactions like Solasta! - 19/07/22 12:32 PM
Originally Posted by Niara
Sounds like you're agreeing with me that such a person is not, in fact, here...
All i can agree on is that i didnt seen him, or her, or it, or w/e else people call themselves today. laugh

Just wanted to point out that your reaction seemed dismissive to me ... like "either show me the person, or stfu" ... not quite this way since i know(?) you are not so straight forward agresive, but simmilar.

That was where my disagreement was ...
Like i dunno ... i was trying to point you that maybe finding single person who wants everything is not so important as to realize that if (or when) you take under concideration wider amount of people, you get close to (even tho maybe not exactly the same) desire that imaginary person would have.
And that was the point ... the desire, not the person.

Originally Posted by Niara
I do, indeed, want all of those things you mentioned, personally... and yet I am not a D&D purist
I guess that depend on definition. wink

All we can say for sure it that you wouldnt concider yourself one. laugh


Originally Posted by Tuco
It's almost like it's supposed to be a game based on an OFFICIAL D&D license, rather than your average backyard table with a million of questionable homebrew rules thrown in for shit and giggles.
I have litteraly no idea what were you trying to say. O_o

Originally Posted by Tuco
It's somewhat hilarious that all the greatest mechanical improvements we got in EA so far consisted pretty much in Larian reverting some of the most questionable changes they introduced to begin with.
Well ... maybe ...
And maybe my standards were lowered by the time of EA ... but im glad that at least sometimes is our amateur DM willing and able to admit that not all his new ideas are pure gold, and reverts them back or at least closer to RAW. smile
Posted By: Zarna Re: Reactions like Solasta! - 19/07/22 12:53 PM
Cut for length
Originally Posted by Maximuuus
Originally Posted by Zarna
Originally Posted by Maximuuus
The only thing to add is "toggles" in the variation windows if it make sense and a mechanic to select our target (which is something they should add at least for bless/bane/sleep/...)

Of course it would require a bit of job on every reactions. But they'll have to create something anyway.
Selecting our target should work with the current system since we can select to attack. When we cast Shield or Hellish Rebuke we should be able to select the enemy who we want it to trigger with. It would be better than having no control. I still think a toggle system would be best though. And bane, bless, and sleep should have definitely been fixed.

I think that we should be able, when we CAST the "reaction", to choose which toggle we want to be available on the target.

If I want a combat inspiration for damage roll on Lae'Zel...

Currently :
- cast combat inspiration
- click Lae'zel
- select Lae'zel (=> she has now 5 new toggles)
- toggles OFF 4 reactions

What I'd like :
- cast combat inspiration and select "damage roll" in the variation windows (or "toggle OFF" attack roll, ST, skill check, AC bonus)
- click Lae'zel (=> she has now a single "damage roll" toggle)

This would allow us to go deeper into reaction management on top of being a better gameplay imho.
We'd still don't have a perfect control but at least we could choose what we like during our turns rather than constantly having to toggle OFF options we're not interrested in.

TBH I could live with my Lae'Zel using his bonus to damage roll not to the best target I'd personnaly have chosen if it trigger during the ennemy's turn... But I have a hard time with the "now you have to manage Lae'zels toggles or her bonus is totally out of control".

Depending the reactions we could also be able to target specific ennemies.

In exemple cast "riposte"on my fighter the only variation is the target(s).
A ON/OFF toggle appear on my fighter's hotbar but the reaction will only trigger on the target(s) I've chosen.
If I want to change the target, I just have to "recast" riposte and select another one.


I have never used combat inspiration so not sure if my idea is similar to yours. My idea is for something like Shield, we cast it then select an enemy, the next attack that enemy makes against us that hits would then trigger Shield. Not an ideal system but would at least allow us to control it a bit more, the enemy in our face with a flaming greataxe will probably do more damage than the one with a basic bow so we would select the one with the greataxe even if the one with the bow goes next. For something like Hellish Rebuke, we cast it then select the enemy we want it to affect. It would be less likely to be wasted on the enemy with one hit point this way. I would prefer full control over all reactions and when to use them, but this idea I think would be doable with how things are currently set up.

Originally Posted by Alyssa_Fox
Just because DnD purists want a videogame simulator of the rules they obsess over doesn't mean that the majority of casual players will like it.
The lovely thing about toggle options in the menu is that these "casual" players will not have to ever worry about not wasting reactions and deciding the best tactical uses of said reactions if they don't have the option to do so selected.
Posted By: JandK Re: Reactions like Solasta! - 19/07/22 12:54 PM
Originally Posted by Alyssa_Fox
Solasta reactions are horrible. Pop-ups are clunky and will become very tedious to deal with if you have a bard in a party. Just because DnD purists want a videogame simulator of the rules they obsess over doesn't mean that the majority of casual players will like it.

I agree, 100%. I have zero interest in popups throughout the game. I shudder even thinking about it.

As for DnD purists, of course they exist.
Posted By: Maximuuus Re: Reactions like Solasta! - 19/07/22 01:34 PM
Originally Posted by Zarna
Cut for length
Originally Posted by Maximuuus
Originally Posted by Zarna
Originally Posted by Maximuuus
The only thing to add is "toggles" in the variation windows if it make sense and a mechanic to select our target (which is something they should add at least for bless/bane/sleep/...)

Of course it would require a bit of job on every reactions. But they'll have to create something anyway.
Selecting our target should work with the current system since we can select to attack. When we cast Shield or Hellish Rebuke we should be able to select the enemy who we want it to trigger with. It would be better than having no control. I still think a toggle system would be best though. And bane, bless, and sleep should have definitely been fixed.

I think that we should be able, when we CAST the "reaction", to choose which toggle we want to be available on the target.

If I want a combat inspiration for damage roll on Lae'Zel...

Currently :
- cast combat inspiration
- click Lae'zel
- select Lae'zel (=> she has now 5 new toggles)
- toggles OFF 4 reactions

What I'd like :
- cast combat inspiration and select "damage roll" in the variation windows (or "toggle OFF" attack roll, ST, skill check, AC bonus)
- click Lae'zel (=> she has now a single "damage roll" toggle)

This would allow us to go deeper into reaction management on top of being a better gameplay imho.
We'd still don't have a perfect control but at least we could choose what we like during our turns rather than constantly having to toggle OFF options we're not interrested in.

TBH I could live with my Lae'Zel using his bonus to damage roll not to the best target I'd personnaly have chosen if it trigger during the ennemy's turn... But I have a hard time with the "now you have to manage Lae'zels toggles or her bonus is totally out of control".

Depending the reactions we could also be able to target specific ennemies.

In exemple cast "riposte"on my fighter the only variation is the target(s).
A ON/OFF toggle appear on my fighter's hotbar but the reaction will only trigger on the target(s) I've chosen.
If I want to change the target, I just have to "recast" riposte and select another one.


I have never used combat inspiration so not sure if my idea is similar to yours. My idea is for something like Shield, we cast it then select an enemy, the next attack that enemy makes against us that hits would then trigger Shield. Not an ideal system but would at least allow us to control it a bit more, the enemy in our face with a flaming greataxe will probably do more damage than the one with a basic bow so we would select the one with the greataxe even if the one with the bow goes next. For something like Hellish Rebuke, we cast it then select the enemy we want it to affect. It would be less likely to be wasted on the enemy with one hit point this way. I would prefer full control over all reactions and when to use them, but this idea I think would be doable with how things are currently set up.

Yes, this is exactly my idea.

But for some reactions I think it would be very hard to add.
Shield, Hellush Rebuke, Counterspell, Riposte and so on...for a lot of reactions the only thing to custom would be creatures that trigger the reaction.

=> "cast" + select target (ennemy) = done

But I guess it would be harder to implement more "complex" reactions. In exemple it's easy to allow us to cast bardic inspiration (with lets say the +2AC bonus on a character) on a ally.
But it would be harder to then say "the +2AC bonus only trigger if this ennemy attack". It would require 2 customizable layers rather than 1.

=> cast + select target (ally)
=> select ally + select target (ennemy)

I could live with some of such reactions triggering on the next target.
Posted By: GM4Him Re: Reactions like Solasta! - 19/07/22 02:44 PM
Originally Posted by JandK
Originally Posted by Alyssa_Fox
Solasta reactions are horrible. Pop-ups are clunky and will become very tedious to deal with if you have a bard in a party. Just because DnD purists want a videogame simulator of the rules they obsess over doesn't mean that the majority of casual players will like it.

I agree, 100%. I have zero interest in popups throughout the game. I shudder even thinking about it.

As for DnD purists, of course they exist.

The popups really aren't that bad in Solasta. Like I said, paladin smite popup is annoying because it's every time you hit, which is almost every attack, and when the paladin gets 2 attacks... Ugh.

But things like Counter spell work pretty well. Enemy is casting a Fireball. Popup. Do you want to use Counter spell? Click Yes. Shows you cast a spell to counter enemy spell. Doesn't happen that often and it's super quick. Same with Shield.

And some Reactions are simpler and could be handled via Scripted Reactions. What I mean is how Larian kinda has AOO enabled currently. If enabled, and an enemy meets trigger requirements, the Reaction triggers. This could easily be done with Shield. When you enable Shield spell as a Reaction, you get to pick "Any Attack" or "Magic Missile Only" or both. Now, no popup for that.

Smite, which isn't a reaction, could be handled mostly like how BG3 has implemented the Battlemaster combat maneuvers. The only time a pop-up would then appear is when the paladin does an AOO. Then it would ask if they want to use Smite when hitting as an AOO. Again, wouldn't be too often.
Posted By: Tuco Re: Reactions like Solasta! - 19/07/22 03:02 PM
Originally Posted by RagnarokCzD
I have litteraly no idea what were you trying to say. O_o
Well, I don't think it's a problem of how I said it.
Then again maybe my English is failing me.

Do you want the the alternate wording?
An officially licensed title is not (and should not be) the same as a gathering of four friends with a free pass to come up with whatever stupid homebrew rule then want.
It should stick to the source of the license as close as reasonably possible.


Quote
Originally Posted by Tuco
It's somewhat hilarious that all the greatest mechanical improvements we got in EA so far consisted pretty much in Larian reverting some of the most questionable changes they introduced to begin with.
Well ... maybe ...
And maybe my standards were lowered by the time of EA ... but im glad that at least sometimes is our amateur DM willing and able to admit that not all his new ideas are pure gold, and reverts them back or at least closer to RAW. smile
Well, I'm glad too, but that's not the point.
The point is that the very fact that any major improvement we got so far consisted fundamentally in Larian removing some of their "homebrew" proves that maybe disliking some of their past and current choices is not really about "being a D&D fanatic" and there was something wrong with their decisions.
Posted By: Tuco Re: Reactions like Solasta! - 19/07/22 03:04 PM
Originally Posted by JandK
I agree, 100%.
My god, NO!
YOU? OF ALL PEOPLE???

[Linked Image from c.tenor.com]
Posted By: RagnarokCzD Re: Reactions like Solasta! - 19/07/22 03:13 PM
Originally Posted by Tuco
Do you want the the alternate wording?
It helped, thanks.

But i still dont see relation to what you quoted from me. laugh

Originally Posted by Tuco
It should stick to the source of the license as close as reasonably possible.
This alone is kinda tricky sentence ...
Since "reasonably" is the part that will (obviously i would say) differ from person to person. smile

But that is the same "based on" topic we had several times ...

And i still believe that it doesnt really matter if Developer refuses to make some mechanic same as it is in tabletop rules, bcs they cant find a way to implement it from technical point of view ... or they can, but dont want to, since they find that way to be boring.
Both can be described as "dont translate well in videogame" ... and that is exactly what we get.

Originally Posted by Tuco
The point is that the very fact that any major improvement we got so far consisted fundamentally in Larian removing some of their "homebrew" proves that maybe disliking some of their past and current choices is not really about "being a D&D fanatic" and there was something wrong with their decisions.
Oh that ...
Yeah, i agree ... whatever is that worth. laugh
Posted By: mrfuji3 Re: Reactions like Solasta! - 19/07/22 03:29 PM
Originally Posted by GM4Him
The popups really aren't that bad in Solasta. Like I said, paladin smite popup is annoying because it's every time you hit, which is almost every attack, and when the paladin gets 2 attacks... Ugh.

But things like Counter spell work pretty well. Enemy is casting a Fireball. Popup. Do you want to use Counter spell? Click Yes. Shows you cast a spell to counter enemy spell. Doesn't happen that often and it's super quick. Same with Shield.

And some Reactions are simpler and could be handled via Scripted Reactions. What I mean is how Larian kinda has AOO enabled currently. If enabled, and an enemy meets trigger requirements, the Reaction triggers. This could easily be done with Shield. When you enable Shield spell as a Reaction, you get to pick "Any Attack" or "Magic Missile Only" or both. Now, no popup for that.

Smite, which isn't a reaction, could be handled mostly like how BG3 has implemented the Battlemaster combat maneuvers. The only time a pop-up would then appear is when the paladin does an AOO. Then it would ask if they want to use Smite when hitting as an AOO. Again, wouldn't be too often.
+1 Smite is, imo, the ability that least needs a pop-up and can best be translated into a toggle (perferably) or hotbar icon. With a toggle that refunds your slot on a missed attack, the only difference between it and RAW is that you can no longer crit-fish smites.

So if you have Paladin Smites is implemented as such, you'll have *many* less pop-ups. If you also you don't have a character with Protection Fighting Style or have it be a toggle/hotbar-activated stance, and (I'll even concede this) you leave AOOs as a toggle, then having ALL other reactions be pop-ups would be a miniscule percentage of your time spent playing. And well worth the flexibility, especially for powerful abilities like Counterspell that you really don't want to waste on an enemy cantrip.
Posted By: GM4Him Re: Reactions like Solasta! - 19/07/22 04:35 PM
I mean seriously. For my Sorcerer in Solasta with Counterspell and Shield, the number of times the popup occurs is minimal, and when it does, you WANT it to pop up.

Enemy mage is casting Lightning Bolt, about to fry your entire party because you mistakingly put them all in a line. Popup. Counterspell? YES!!!!! THANK GOD!!! Animation of my Sorcerer casting Counterspell. Lightning Bolt dispelled.

I will ABSOLUTELY be okay with the game pausing for a brief moment to give me a popup to let me counter that spell.

But, yeah... minor spells and abilities... no. Let's do some sort of Scripted Reactions or something to avoid popup windows for those.
Posted By: Maximuuus Re: Reactions like Solasta! - 19/07/22 04:52 PM
I dont remember that you know the spell casted before using your counterspell in Solasta... bad memory ?
Posted By: mrfuji3 Re: Reactions like Solasta! - 19/07/22 04:58 PM
Originally Posted by Maximuuus
I dont remember that you know the spell casted before using your counterspell in Solasta... bad memory ?
Characters with arcana (and/or spellcaster PCs? Or only characters that *can* cast counterspell?) automatically make an arcana check to identify any spell cast by enemies that they can see. This happens before the "Counterspell?" pop-up.
Posted By: Saito Hikari Re: Reactions like Solasta! - 19/07/22 05:01 PM
Originally Posted by Maximuuus
I dont remember that you know the spell casted before using your counterspell in Solasta... bad memory ?
Party members in range to see the enemy spellcasting automatically roll an Arcana check to identify an enemy spell. You do it with advantage if you already know how to cast the spell they're attempting to cast. You can still counterspell even if you fail the check, but the game will tell you that the enemy is attempting to cast an unknown spell instead.

I believe this is actually one of Solasta's homebrew rules done out of convenience, because I remember reading about how the normal rules for that mentioned something about how identifying an enemy spell counted as a reaction itself, or it was something that would prevent the person doing the identifying being unable to cast counterspell afterwards.
Posted By: GM4Him Re: Reactions like Solasta! - 19/07/22 05:02 PM
Counterspell:
https://images.app.goo.gl/ZJ6ATpqWAQrqApUd9

This is too much wording, though. A simple:

Counterspell Slow? Yes/No

That would suffice.

And this:

https://images.app.goo.gl/83XMiGAaB3DZMadP8

No. This I don't want. This every time the paladin hits? No thank you.

And I also don't want this:

https://images.app.goo.gl/j2g3fB9XqmyiPjs5A

I prefer Larian's approach for AOOs.
Posted By: Maximuuus Re: Reactions like Solasta! - 19/07/22 08:08 PM
I think I've always casted counterspell without the information. A waste of ressource, definitely. But not so much of an issue in the end.

This is what I have in mind to select multiple targets (30sec video - sorry but I don't know how to resize and I dont know why it doesnt always work here...)


It would obviously help with spells like spells like bless, bane, sleep,... Currently it's tedious to choose who we want to target.

But it could already give us a lot of control over many reactions Hellish Rebuke in the video, but also with AOO, Riposte, Shield, eventually ready, why not as a part of smite for AOO,...

Posted By: GM4Him Re: Reactions like Solasta! - 19/07/22 10:52 PM
Here's an idea for Smite coupled with Reactions:

Button like Passive mode enables Smite for Reactions. Enemy triggers AOO. If enemy has 1-15 HP, no Smite used on AOO. If 16-30, Smite level 1 is used automatically because button is enabled. If 31-45, Smite 2 auto used. 46-60 is Smite 3, and so on.

Now, no popups for Smite. Normal Smite attacks are like Battlemaster maneuvers, and Reaction Smites are like the above. Maybe they could even make it so players control the HP intervals. Instead of every 15 points, every 10, or something like that.
Posted By: RagnarokCzD Re: Reactions like Solasta! - 20/07/22 12:32 AM
Yey, even more automatic everything ... just click a button (preffered name: Play) and watch! Dont do anything ever again! laugh
Posted By: GM4Him Re: Reactions like Solasta! - 20/07/22 02:35 AM
Originally Posted by RagnarokCzD
Yey, even more automatic everything ... just click a button (preffered name: Play) and watch! Dont do anything ever again! laugh

Lol. Not exactly. More like set it up ahead of time as opposed to the game pausing, popping up a window and asking you.

But hey. That's more for the folks who hate popups. I, personally, don't mind the Solasta popups as much. Even the paladin Smite, though probably the most frequent, isn't that bad to me. I'd rather have it than no Reactions at all. The popups give full control, and I like that.

But I could live with the ability to preset my Reactions:

Smite Reaction on - Set spell level HP increments - default every 15 HP

Shield spell on - Set to Any Attack or Magic Missile Only

Featherfall on - No preset needed. If you fall, and it's on, it triggers

Gift of Gab - Dialogue reaction spell, so... No need to preset

Absorb Elements on - Set to Any Element or pick which elements you want to trigger the spell. You may already have resistance to fire, for example, so you don't want it to trigger if fire hits you

Hellish Rebuke on - Select specific target(s) using shift key and clicking on target avatar or picture. If you are hit by one of the selected targets, and it's on, it activates.

Silvery Barbs on - Select enemies that trigger it, and select ally to benefit from it. If attacked by one of those enemies, it triggers.

Counterspell - This is the only one that absolutely should have a pop-up. I'm sorry, but it's too varied. I don't even know how you'd properly preset this one. The last thing you want is to waste it on a baby spell on accident when you are saving it for the potential of something more powerful. Multiple mage's... One casts Slow, another Fireball. Ah... But what if the last one casts something like Dimension Door in order to escape and you really don't want that? Too bad, you auto-triggered with one of the other two spells.
Posted By: Niara Re: Reactions like Solasta! - 20/07/22 03:37 AM
Pre-sets bridge part of the distance, but only half-way - The problem with having pre-sets like that is that it only allows one form of flexibility for situations, when there are multiple scales at play. The keenest example is that you may have all of your varied pre-sets on, but you'll have to stop the game and change those settings regularly *anyway* as situations evolve - You only get one reaction per round, and that's a resource that needs to be book-kept as well as what resources you're spending when you use it.

You, as a caster, may often find yourself in situations where, yes, you 'generally' want to use featherfall if someone falls - and you'll generally want to shield magic missile if it's targeted at you, and you might have set to hellishly rebuke only the target with the highest max hp in any given encounter.... but now you're in an encounter with a powerful enemy caster, and what matters is that you *have* your reaction ready to counterspell them if they use one of their nasty spells - so you don't want to shield that magic missile from a minion, and you won't featherfall your ally falling 15 feet off the ledge to the lower level, because it's not as important as stopping that disintegrate if and when it comes out, and you don't want to be without your reaction if it does... but of course, you do want to do all of those other things if the enemy caster takes his turn and doesn't pull out a big spell this round, and his minions magic missile and shove allies after him... unless they have legendary actions, in which case you'll still want to hang onto it...

Even with a fairly flexible set of pre-set options to utilise, it's still going to end up being frustrating to the player who will find their reaction spent on things they don't want to spend it on in particular or important circumstances, or not being used when it's okay to use it in others.
Posted By: GM4Him Re: Reactions like Solasta! - 20/07/22 05:32 AM
That is so true. Plus, with presets, you have to, as you touched on, spend probably MORE time managing Reactions to make sure they're set right. And God forbid you forget to mess with them before ending your turn. "Oh crap! I forgot to turn off Shield Reaction. Now my Counterspell won't work!"

Fireball. Everyone's half dead. I could see myself doing that constantly, But at least you shielded that magic missile. Yay you!

Yeah. For the most part, popups. Like I said earlier, they really aren't that annoying in Solasta, and they really don't slow combat down that much. Very miniscule.
Posted By: Tuco Re: Reactions like Solasta! - 20/07/22 06:25 AM
Yeah, this is something I wrote about even when I made my thread about trying the Grymforge final boss for the first time in patch 7:

at some point you find yourself having to juggle between toggles for your reactions so frequently (which is STILL far from ideal control over them) that it makes the "annoyance" of dealing with Solasta pop-ups trivial and smooth to deal with, in comparison.

For how "crude" having a text pop-up may be in terms of presentation, it surely beats having to fight with the multiple tabs of your UI for multiple characters at once, going back and forth between switching things on and off.
Posted By: Niara Re: Reactions like Solasta! - 20/07/22 06:26 AM
I still think that Saito's videos from Solasta are an excellent case study in the fact that having the game check with you absolutely does not slow the gameplay down at all, and in facts speeds overall combat up and makes it feel snappier and more engaging as a whole. They're a direct, demonstrated and tangible disproof to the claim that being asked for each action would slow down the game... it doesn't, not any more than you, the player, want it to...
Posted By: Maximuuus Re: Reactions like Solasta! - 20/07/22 09:07 AM
Originally Posted by Niara
I still think that Saito's videos from Solasta are an excellent case study in the fact that having the game check with you absolutely does not slow the gameplay down at all, and in facts speeds overall combat up and makes it feel snappier and more engaging as a whole. They're a direct, demonstrated and tangible disproof to the claim that being asked for each action would slow down the game... it doesn't, not any more than you, the player, want it to...

I agree that it doesnt slow down combats. It has always been a non sense argument for those against a proper reaction system.
I.E being able to counter a fireball is less turn/ressources consuming than healing your entire party...

But it's also true that it break the flow of ennemies turns with pauses. I truly love Solasta but it is not known for his dynamic turn based combats. The animations trigger with a delay, the movements are very rigid... and then there are more or less popup depending your characters classes.


I could totally hear that Larian wants to create more dynamic combats. In my opinion it would be a good thing for the whole turn based genre if Larian succed at creating "dynamic" turn based combats. IMO they've already done a good job.


But on top of that, what would happen with popup with the new Swarm AI ? 5 popups at the same time for an AOO ? A huge popup with 5 targets ? Not the biggest issue I guess...

But what would happen in a game that is totally unable to manage a real pause ? (and that dont want at all to deal with pause for multiplayer purpose).

What in multiplayer when someone has to click yes/no ?
Will the second player see every ennemies moving in place until the first player click the popup ? (Like in solasta)
Will the second be able to "break" the game and engage the ennemies frozen by popup with a hidden character or an arrow ?

I may be wrong but the popup solution raise many questions that could not be (easily) solved with how the game currently works. At least some things could feel even wierder than now imho.
Posted By: RagnarokCzD Re: Reactions like Solasta! - 20/07/22 09:38 AM
Originally Posted by Niara
You, as a caster, may often find yourself in situations where, yes, you 'generally' want to use featherfall if someone falls - and you'll generally want to shield magic missile if it's targeted at you, and you might have set to hellishly rebuke only the target with the highest max hp in any given encounter.... but now you're in an encounter with a powerful enemy caster, and what matters is that you *have* your reaction ready to counterspell them if they use one of their nasty spells - so you don't want to shield that magic missile from a minion, and you won't featherfall your ally falling 15 feet off the ledge to the lower level, because it's not as important as stopping that disintegrate if and when it comes out, and you don't want to be without your reaction if it does...
Exactly the point i was trying to make with auto/ask/off and seting some reactions on auto. :-/

Sooner or later every player would get to the point where they would understand that everything ask is basicaly the only way. laugh

//Edit:
Originally Posted by Maximuuus
A huge popup with 5 targets ?
Souds good to me ...
I mean this was allways the idea in my mind ... after all, if you can make multiple reactions at the same time ... why separate them to multiple pop-ups? O_o

Originally Posted by Maximuuus
But what would happen in a game that is totally unable to manage a real pause ? (and that dont want at all to deal with pause for multiplayer purpose).
Puting aside fact that bug, where timed-spells expire prematurely if your turn took too long ...
The game actualy is in pause any and every time you are on your turn ... isnt it? O_o

Originally Posted by Maximuuus
What in multiplayer when someone has to click yes/no ?
What about it? O_o
Its the exactly same situation as when there is their turn.

Originally Posted by Maximuuus
Will the second player see every ennemies moving in place until the first player click the popup ? (Like in solasta)
That sounds like reasonable expectation.

Originally Posted by Maximuuus
Will the second be able to "break" the game and engage the ennemies frozen by popup with a hidden character or an arrow ?
Unless Larian implement area of combat ...
Most likely, but you dont need reactions for this exploit, so ... if that doesnt bother Larian in regular turns, why it should bother them in enemy turns?
Posted By: Maximuuus Re: Reactions like Solasta! - 20/07/22 09:54 AM
Originally Posted by RagnarokCzD
Originally Posted by Maximuuus
Will the second player see every ennemies moving in place until the first player click the popup ? (Like in solasta)
That sounds like reasonable expectation.

Originally Posted by Maximuuus
Will the second be able to "break" the game and engage the ennemies frozen by popup with a hidden character or an arrow ?
Unless Larian implement area of combat ...
Most likely, but you dont need reactions for this exploit, so ... if that doesnt bother Larian in regular turns, why it should bother them in enemy turns?
.
Wierder is exactly what I wrote.
Posted By: Maximuuus Re: Reactions like Solasta! - 20/07/22 07:46 PM
This is mostly what it would look like with popup until someone answer "Yes/No" in BG3.
(ok, the animation would probably be a bit slower and wouldnt look exactly the same, except eventually if someone is on a ladder)

https://www.reddit.com/r/BaldursGate3/comments/w3swki/wtf_is_he_doing_sorry_for_the_quality_i_just/
Posted By: sublimeclown Re: Reactions like Solasta! - 20/07/22 08:54 PM
I've been playing The Quarry on PS5 which is basically a game of quick time events and it got me thinking about reactions. I think others have suggested this before, but what if reactions played out more like a QTE? Zoom in on the character as the attack comes hurdling towards them in slow motion. Then all available reaction options show up on screen to choose from with a clock/timer winding down. It would make reactions a little flashier than a simple popup and maybe add a little gamification of trying to decide what to do before the timer runs out. I don't know if that would get annoying if it happened constantly but... just a thought.
Posted By: mrfuji3 Re: Reactions like Solasta! - 20/07/22 09:04 PM
Originally Posted by sublimeclown
I've been playing The Quarry on PS5 which is basically a game of quick time events and it got me thinking about reactions. I think others have suggested this before, but what if reactions played out more like a QTE? Zoom in on the character as the attack comes hurdling towards them in slow motion. Then all available reaction options show up on screen to choose from with a clock/timer winding down. It would make reactions a little flashier than a simple popup and maybe add a little gamification of trying to decide what to do before the timer runs out. I don't know if that would get annoying if it happened constantly but... just a thought.
I'd be fine with this, if there was a setting to make the timer last an infinite amount of time :P

In seriousness, I don't think there should be any (real) time-dependent things in a TB game. If I leave to go to the bathroom after my character's turn, when I return I should have missed no opportunities to take actions. Either all the enemies/other players should have gotten through their turns (with my character possibly taking automatic reactions), or I should have a prompt waiting for me.

If I had to choose between BG3's current reaction system and a QTE pop up system, I'd choose the current system (unless Larian also implemented a full-game pause).
Posted By: Saito Hikari Re: Reactions like Solasta! - 21/07/22 09:48 AM
Originally Posted by Maximuuus
This is mostly what it would look like with popup until someone answer "Yes/No" in BG3.
(ok, the animation would probably be a bit slower and wouldnt look exactly the same, except eventually if someone is on a ladder)

https://www.reddit.com/r/BaldursGate3/comments/w3swki/wtf_is_he_doing_sorry_for_the_quality_i_just/

IIRC this is what happens in Solasta in multiplayer. When another player is eligible to use a reaction, all the animations sort of lock in place and the message at the bottom of the screen changes from 'ENEMY TURN' to '[Player] IS CONSIDERING A REACTION' until the eligible player chooses what to do.

I did a full multiplayer playthrough of the Lost Valley campaign with my tabletop friends. It was loads of fun, even if the writing towards the end of the campaign kinda drove off a cliff, but I guess that's the trouble of designing a campaign with multiple possible endings.
Posted By: andreasrylander Re: Reactions like Solasta! - 22/07/22 01:38 AM
Originally Posted by sublimeclown
I've been playing The Quarry on PS5 which is basically a game of quick time events and it got me thinking about reactions. I think others have suggested this before, but what if reactions played out more like a QTE? Zoom in on the character as the attack comes hurdling towards them in slow motion. Then all available reaction options show up on screen to choose from with a clock/timer winding down. It would make reactions a little flashier than a simple popup and maybe add a little gamification of trying to decide what to do before the timer runs out. I don't know if that would get annoying if it happened constantly but... just a thought.


Sure... I mean almost anything is better than what they have now. But I have, for the longest time, proposed that they leave us with OPTIONS in the end. Either you can have it as it is now, or we can have something akin to what you mentioned, or we can have it like in Solasta.
Posted By: Niara Re: Reactions like Solasta! - 22/07/22 03:04 AM
Originally Posted by sublimeclown
I've been playing The Quarry on PS5 which is basically a game of quick time events and it got me thinking about reactions. I think others have suggested this before, but what if reactions played out more like a QTE? Zoom in on the character as the attack comes hurdling towards them in slow motion. Then all available reaction options show up on screen to choose from with a clock/timer winding down. It would make reactions a little flashier than a simple popup and maybe add a little gamification of trying to decide what to do before the timer runs out. I don't know if that would get annoying if it happened constantly but... just a thought.

This has been suggested as the aesthetic in a few other threads that talk about it - basically, to smooth the feeling of actions stopping and starting, the action slides into an exponential slow-down while the player chooses, slowing more, until it reaches a full stopping point if the player still hasn't chosen by then - but if they choose quickly, there's no stop at all, and just a brief deceleration of events - even active time combat video games do this within their combat engine, with tactical slowdowns for dodge frames and critical opportunities. In a game like BG3 this would be primarily an aesthetic smoothing quality of life detail, for a proper reaction system that does ask the player each time... again, with options for a time out pass-over if that's what the player wants (and which would probably be a necessity in multiplayer, I'll happily admit).
Posted By: Tuco Re: Reactions like Solasta! - 22/07/22 09:50 AM
I have proposed the “zoom in/slow down” option myself in the past, but as Niara is pointing that’s basically an aesthetic thing.

At its core the system would remain no different from the Solasta pop-up system if not in terms of presentation.

Which is EXACTLY the goal, by the way: getting full and granular control over reactions, but selling it to Larian in a way that wouldn’t compromise their “cinematic presentation”/triple A production value.

I’ll say this again about the current solution: any system where a REACTION needs to be planned in advance to work is intrinsically a failure.
Posted By: Maximuuus Re: Reactions like Solasta! - 22/07/22 12:12 PM
Overwatch in Xcom to name one is a great tactical option that is planned in advance. Such option(s) exist in many tactical turn based game and I disagree that it is a failure.

With all options available in DnD, it would add a lot of depth to combat on top of adding a fun gameplay.

In the end, not reacting a shove with feather fall because you may have to counterspell a fireball and then not using your reaction not to waste a spellslot to counter a firebolt is not a lot more than "planning".
Posted By: Tuco Re: Reactions like Solasta! - 22/07/22 12:15 PM
Overwatch is NOT a reaction in D&D terms. It would be the equivalent of a D&D ready action.
Posted By: Maximuuus Re: Reactions like Solasta! - 22/07/22 12:33 PM
Originally Posted by Tuco
Overwatch is NOT a reaction in D&D terms. It would be the equivalent of a D&D ready action.

Yeah, and what ?

Reactions just have other triggers + other effects.
The only significant difference is that you're planning their uses during the ennemies turn rather than during yours.

It could be boring but there would not have much differences if you were able to plan as much reactions as you wish (with the targets and triggers) during your turn.
You'd just eventually have to toggle your feather fall OFF depending the initiative order. Or you could only prepare a counterspell that trigger against lvl3+ spell if that's your priority...
Posted By: GM4Him Re: Reactions like Solasta! - 22/07/22 01:56 PM
OK. I think what we're saying here is that Reactions COULD be done as more of a Scripted/Preset Reactions. However, if you really want Reactions to be done so that players have full control over them, you need popups to occur when a reaction is possibly triggered. Otherwise, with any kind of Scripted/Preset Reactions there are absolutely going to be times when your characters react in ways you don't want them to.

Even now, with AOO being a Preset Reaction, there are times my characters use an AOO when I'd rather they didn't. Baby goblin comes running past Lae'zel with 2 HP left, and Lae'zel uses her Reaction to hack him to pieces. But, a moment later, the ogre I'd rather have her AOO on takes off running right up to my wizard and smashes him in the head. With the popups, I'd be able to reject baby goblin running past. Let him get to Gale. Who cares? He might do like 5 damage. Then I'd still have my Reaction to hit the ogre with 2d6+4 (and being the Blooded Greataxe it does more to wounded enemies) and possibly take down the already wounded ogre who has 15 HP (especially since Lae'zel has, at this point, Great Weapon Master). And, let's face it, if the AI determined that Lae'zel would get an AOO on the ogre, it might not try to run past her to get to Gale. Thus, by implementing the popup windows, it gives us, the player, more control and lets us make the call even on something as basic as AOO.

I'm just saying, they COULD do it with the whole Preset Reactions thing, but it won't be as good. There are going to absolutely be plenty of times when players get frustrated because their Reactions were wasted on stupid stuff. Yes. It'll slow down combat a smidge and make it flow less smoothly, but it will definitely give players more control.
Posted By: Maximuuus Re: Reactions like Solasta! - 22/07/22 02:19 PM
The issue in your exemple (it is an issue with the current system, definitely!) is probably one of the easiest to solve : Just "cast AOO" with the target "ogre" during Lae'zel's turn.
You know the initiative order. If the baby was playing after the ogre, you would probably have "casted AOO" on both. If the ogre doesn't move, Lae'zel is going to attack the baby if he's moving.

Plenty ? You would probably have a bit less control and a bit more things to do during your turns (check or plan your reactions, eventually).
But with a few more tools I'm not as sure as you are in the end, really.
Posted By: Tuco Re: Reactions like Solasta! - 22/07/22 02:36 PM
Originally Posted by Maximuuus
The issue in your exemple (it is an issue with the current system, definitely!) is probably one of the easiest to solve : Just "cast AOO" with the target "ogre" during Lae'zel's turn.
That absolutely SUCKS, by the way. Far more than being "slowed" by a pop-up.
Posted By: GM4Him Re: Reactions like Solasta! - 22/07/22 03:18 PM
Yeah. I gotta agree. Pre-planning all your reactions is going to be a lot more of a pain in the butt in the long run, and for what? Just so you don't get a popup when a reaction could potentially be triggered?

I'm thinking about Passive Mode and Dual Weapon Attack right now with the game as is. I don't like to kill Mari and Barton and all their mercenaries. They're just treasure hunters. Ya know? They're not necessarily bad people. So, I set it to Passive Mode. Suddenly, I'm killing skeletons and later goblins at the grove, and I'm wondering, "Why are there stars over their heads? Oh yeah! That's right! I forgot to turn off Passive Mode."

The same happens to me with Dual Weapon Attack Toggle. Every freaking time I play the game, I usually have someone with two shortswords or daggers or whatever. And every freaking time I forget to turn off that stupid Dual Weapon Toggle. And now, it's a tiny button that's even easier to forget, and the difference between Dual and Single is so miniscule, it drives me crazy. And every single time, I waste at least 1 or 2 Off-Handed attacks before I remember to turn the dumb thing off - especially because every time it happens, it immediately jumps to another person's turn. By the time I get back to the character, I forget again.

My point is, Reactions would turn into the same thing. For my bard, I'd have to remember to play around with my Preset Reactions. "AOO on this target. Oh, and maybe this one too. Oh, and maybe this one. Okay. 3 targets for AOO. Now. What about Feather Fall? She has that spell, and we're fighting on cliffs, so maybe I should set that one too. But, if they shove me this way, I'll just fall onto a ledge 5 feet down. That's no big deal. Oh! But what if I get shoved more than 30 feet and fall off that side of the cliff? Okay, so let's set Feather Fall to 30+ feet, so if the game determines I'll fall more than 30 feet, I'll cast the spell, if I have the Reaction available still."

And that's just one character with nothing more than Level 1 spells. Imagine juggling 4 characters with all their potential reactions that you have to preset. And don't forget that although you preset them for this round, you have to do it all over again next round to make sure they work right. Why? Because the 3 targets you chose for AOO during the first round might not be the same ones you want to have trigger it during round 2, 3, 4, 5, etc. So, each round you'll likely have to play with the AOO Presets to make sure they are targeting the right enemies. I mean, Feather Fall you could probably always leave preset, but AOO, Shield, Counter Spell, Hellish Rebuke, Smite Reactions for Paladins, and other similar spells would just be a mess.

Yeah. No thanks. I'd rather have me pick my moves for combat and if an enemy comes within range to trigger my AOO, a popup springs up and all it says is, "Sazza triggers Attack of Opportunity. Use your Reaction to Attack Yes/No?" You pick No and move on. Real quick. It hardly even pauses the turn. Then Grick, the goblin, triggers AOO. Same message and move on. Bork, the goblin, hits you. Popup. "Bork has injured you. Use your Reaction to cast Hellish Rebuke Yes/No?" You pick no and move on. Nere casts Lightning Bolt. Popup. "Nere is casting Lightning Bolt. Use Reaction to cast Counter Spell Yes/No?" Click Yes and done. No more popups.

And, like Solasta, the windows could contain information for more than one person. "Sazza has triggered an Attack of Opportunity. Use your Reaction to Attack Yes/No?" But it shows an option for my MC, Lae'zel and Astarion, who are all within melee range of Sazza, to use their AOOs. So, I click Yes on all three and all three use their Reactions to slash at her before she leaves melee range. This would work with Counter Spell as well. Nere casts Lightning Bolt. My MC and Gale both know Counter Spell. Window pops up asking if I want to use my Reaction for Counter Spell. I pick Yes for Gale which immediately makes MC a No. In multiplayer, the first person to respond would be the one to cast it.

I'm sorry, but the more I think about Preset Reactions, the more terrible I think the idea is. Juggling them all is so not worth a smooth combat experience without pauses. There is simply too much to manage up front and remember each turn. I'd rather have no reaction system then to have to do all that work to preset reactions each turn.
Posted By: Maximuuus Re: Reactions like Solasta! - 22/07/22 04:03 PM
Originally Posted by Tuco
Originally Posted by Maximuuus
The issue in your exemple (it is an issue with the current system, definitely!) is probably one of the easiest to solve : Just "cast AOO" with the target "ogre" during Lae'zel's turn.
That absolutely SUCKS, by the way. Far more than being "slowed" by a pop-up.

Just another POV : No, it doesn't.

Rather than just answering a popup (which totally suck gameplay-wise), you have to think about your reactions during your turns and "cast them".

You manage your action, your bonus action, and eventually depending the situation you also check/manage/re-"cast" your reactions.

It's way more entertaining to me than constant popup breaking the flow of combats and/or ridiclous animations that will break immersion even more.

@GM : no, you wouldn't have to remember everything.
That's what a UI is also usefull for.
Posted By: Tuco Re: Reactions like Solasta! - 22/07/22 04:07 PM
Originally Posted by Maximuuus
No, it doesn't.
Well, it does, for me.
You don't have to agree, as I don't agree with you, just to accept that this si my opinion on the matter.

I would HATE for my reactions to become something that I need to REMEMBER setting up before passing turn, every single time, when the chance to actually use them may not even present itself.

I'll take an "annoying interruption" over that cumbersome and convluted system every day, any day.
Posted By: Maximuuus Re: Reactions like Solasta! - 22/07/22 04:13 PM
You never forget your actions and bonus actions. Why would you "have to remember" about your reactions ?
Because you're used to Dnd ?

(Ofc, you should consider that reactions would not be hidden anymore... I totally forget them too currently but I dont necessarily need a popup to think about them)

I'm mostly sure most of us never experienced all the exemples attempting to prove that "popup is the only way" in solasta. (exemples I agreed with previously, but things have changed in patch8).

Originally Posted by GM4
There is simply too much to manage up front and remember each turn

Too much ? Can you please give me the worst exemple of a class that have "so much reactions to manage" ?

I can think of wizards of course that could have to deal with shield, counterspell, feather fall (depending the situation) and AOO (mostly useless) at the same time.

Ofc I dont know DnD very well. Is there a worst exemple ?
Posted By: mrfuji3 Re: Reactions like Solasta! - 22/07/22 05:18 PM
Originally Posted by Maximuuus
Rather than just answering a popup (which totally suck gameplay-wise), you have to think about your reactions during your turns and "cast them".

You manage your action, your bonus action, and eventually depending the situation you also check/manage/re-"cast" your reactions.
Another extremely relevant consideration is turn length. When people have more distinct actions during a turn, their turn length will increase exponentially as they consider all options simultaneously. Not only would players (in the case of pre-actions) have to take time choosing which preaction(s) to activate AND the target(s), they'd also need to consider how those decisions combine with the rest of their turns - action, movement, bonus action. While I don't agree that BG3's decisions should be made solely with multiplayer in mind, pre-actions would make multiplayer significantly more tedious while not really affecting singleplayer turn length (since you're playing all the characters, and thus are theoretically fine however long a character's turn takes). Negative in once case + neutral in the other = net negative.

Whereas pop-up reactions are immediate yes/no decisions, and since you'll likely only have 1-2 reaction opportunities each round (more if you're doing something basic Protection Fighting Style I suppose...), there's many less things to consider. It's basically a single question: "Do I see something that looks likely to happen and would be a significantly better use of my reaction, or should I take this guaranteed reaction right now?"
Posted By: Tuco Re: Reactions like Solasta! - 22/07/22 06:46 PM
Originally Posted by GM4Him
Yeah. I gotta agree. Pre-planning all your reactions is going to be a lot more of a pain in the butt in the long run, and for what? Just so you don't get a popup when a reaction could potentially be triggered?
Imagine the amount of minutes WASTED in total, over an entire playthrough, when at every turn you'll have to spend a certain amount of time pre-planning to react to things that may as well never happen. selecting specific target that may as well never do what you were expecting them to, only to spare yourself the "trouble" of doing something like "Left click to confirm, Right click to pass" when a reaction comes out.
Posted By: Maximuuus Re: Reactions like Solasta! - 22/07/22 06:49 PM
You're right, it's something they have to think about.

But I'm not sure what you consider negative would really be... or at least I really think many players could see it as positive.

Is it boring when someone can cast an action, a bonus actions AND cutting words ? Would it be more boring if he could eventually spend 6 more seconds to wisely choose more than only one targets (maybe talking about it with his friends to find the better solution according to all of them).

Sure, you dont choose your targets for hellish rebuke. Would it really be negative if someone would EVENTUALLY takes 3 more seconds to choose his targets ?

I really dont think so...

What about the wizard a the beginning of a combat next to a hole...
- Feather fall vs all allies
- Shield vs 3 ennemies
- Counterspell vs the ennemy caster but only vs spells lvl 3+

Next turn you may have to re-manage one of them.
One more the next turn, eventually.
And the combat is over.

You've probably spended 60 seconds of real gameplay with a class that have the biggest variety of reactions.
You could also only spend 5 more seconds if you just want to enjoy the cheap system we currently have.

Don't get me wrong, I'll be happy with popup. It's a great solution to have a good DnD experience.
But while I'd LOVE to see some kind of reactions in most upcoming TB games I'll play... popup is definitely not a mechanic that will create a lot of hype for such a system.

Originally Posted by Tuco
Originally Posted by GM4Him
Yeah. I gotta agree. Pre-planning all your reactions is going to be a lot more of a pain in the butt in the long run, and for what? Just so you don't get a popup when a reaction could potentially be triggered?
Imagine the amount of minutes WASTED in total, over an entire playthrough, when at every turn you'll have to spend a certain amount of time pre-planning to react to things that may as well never happen. selecting specific target that may as well never do what you were expecting them to, only to spare yourself the "trouble" of doing something like "Left click to confirm, Right click to pass" when a reaction comes out.

You would not have to spend time at every turn, thats just in your head.

On one hand "you"'re trying to say that there are SOOOO many reactions to manage and on the other one that popup doesnt appear SOOOO often and that its not so annoying...

There are not so many reactions to manage in DnD.
The 10 seconds wasted to click "no" 10 times is just wasted 2 times * 5 seconds to plan your reaction at the begining of a combat.
Posted By: Topgoon Re: Reactions like Solasta! - 22/07/22 06:57 PM
I don't think there's a perfect solution, but of the popular systems I've seen thrown around, I do think the customizable pop-up (i.e. off, auto, prompt me per reaction ability) is probably the best one. Anyone who really is bothered by it can just set it to "auto" or "off". Maybe if Larian is ambitious enough they can also give "auto" some logic/planning, but that's basically a dream right now.

There are some abilities that probably needs to be changed from 5E RAW to work with even the "customizable pop-up" system - i.e. the Diviner's Portent ability (which lets you affect ANY roll you can see, friends or foe) will trigger WAY too many pop-ups for even my taste.

The "QTE" system I've heard people talk about (i.e. interrupting things like in real Table Top) has potential, but in my experience I've never seen a happy marriage when bringing real time and turnbase mechanics together. However, I'd take it over only have the option to go automatic reactions.
Posted By: Tuco Re: Reactions like Solasta! - 22/07/22 07:14 PM
Originally Posted by Maximuuus
You would not have to spend time at every turn, thats just in your head.

On one hand "you"'re trying to say that there are SOOOO many reactions to manage and on the other one that popup doesnt appear SOOOO often and that its not so annoying...

There are not so many reactions to manage in DnD.
The 10 seconds wasted to click "no" 10 times is just wasted 2 times * 5 seconds to plan your reaction at the begining of a combat.
I mean, even choosing the target ahead is already something that involves spending time, regardless of the TYPES of reactions available.

What's worse is that the system is bound to be completely ineffective. What if the target I select for my AoO or shield or Counterspell never actually does anything that triggers the reaction I set, but another does and I will just waste my reaction doing mothing because I didn't see it coming?
Posted By: Tuco Re: Reactions like Solasta! - 22/07/22 07:16 PM
Originally Posted by Topgoon
The "QTE" system I've heard people talk about (i.e. interrupting things like in real Table Top) has potential, but in my experience I've never seen a happy marriage when bringing real time and turnbase mechanics together. However, I'd take it over only have the option to go automatic reactions.
Because "QTE" is a very unfortunate description to use, as it implies that the decisions should be made QUICKLY, when that's definitely not the case. So I'm not sure why some users insist on sticking with it and create an ongoing misunderstanding.

The action is supposed to go on reasonably smoothly if you are quick to click a confirm or pass, but times needs to factually stop entirely and let you the time to decide.
Posted By: Maximuuus Re: Reactions like Solasta! - 22/07/22 07:29 PM
Originally Posted by Tuco
Originally Posted by Maximuuus
You would not have to spend time at every turn, thats just in your head.

On one hand "you"'re trying to say that there are SOOOO many reactions to manage and on the other one that popup doesnt appear SOOOO often and that its not so annoying...

There are not so many reactions to manage in DnD.
The 10 seconds wasted to click "no" 10 times is just wasted 2 times * 5 seconds to plan your reaction at the begining of a combat.
I mean, even choosing the target ahead is already something that involves spending time, regardless of the TYPES of reactions available.

What's worse is that the system is bound to be completely ineffective. What if the target I select for my AoO or shield or Counterspell never actually does anything that triggers the reaction I set, but another does and I will just waste my reaction because I didn't see it coming?

And what if you click "no" for your AOO thinking that you'll have to use your shield or counterspell but no one attacks you and the wizard cast a cantrip that doesn't worth your spellslot ?
It's not an issue at all in both cases... You've made a mistake, you'll try to do better the next turn.

If things are pre-planned you just don't have to change anything. If not, you'll probably just click a few more pops-up.
In the end it's just a matter of a few seconds I'd personnaly rather spend to really play than to answer pops-up.
Posted By: Tuco Re: Reactions like Solasta! - 22/07/22 07:48 PM
Originally Posted by Maximuuus
And what if you click "no" for your AOO thinking that you'll have to use your shield or counterspell but no one attacks you and the wizard cast a cantrip that doesn't worth your spellslot ?
Because we are talking about different problems.
Aside for the fact that the basic AoE is arguably the least problematic type of of reaction to "waste", I'm not talking just about missing a chance to act, I'm talking about making a mental image of how the combat should go and then having an entirely different outcome.
Case in point: I set my counterspell on a caster, and then this caster decides to use a cantrip or do a staff melee attack, while the OTHER caster in the same fight goes for a fireball. How is that any better than the dumb toggle system we have currently, in the end?
Unless your idea of pre-planning would include a set of script conditions like a "IF THEN ELSE" (which incidentally would make it more effective at the price of being exponentially more cumbersome and slow).

If I had a "manual confirmation system" (or as you call it "a pop-up system) on the other hand I'd be able to REACT on a case-by-case basis.

Quote
In the end it's just a matter of a few seconds I'd personnaly rather spend to really play than to answer pops-up.
I got that you are really adamant in being against this stuff for some bizarre reason, and that's your prerogative, but I'm not sure how "answering a pop-up" (or whatever may replace it) should count any single bit as a less legitimate part of "playing the game".
Well, no need to answer as it's a rhetorical question: it's not.
Posted By: GM4Him Re: Reactions like Solasta! - 22/07/22 07:53 PM
While writing the BG3 fan fic, I took all the characters to level 6. So, let's just take 4 of them. Astarion, Wyll, Gale and Karlach (I made her a paladin). They're fighting against a Drow Wizard, a goblin captain and 3 other goblins.

Popup Window Version
Round 1

Astarion's turn. He takes his turn by running up and attacking the Goblin Captain. Goblin 1 charges at him, attacks him and hits dealing 8 damage. Popup. "You've taken 8 damage from Goblin 1. Use Uncanny Dodge Yes/No?" I choose No. Goblin finishes his attack, uses a Bonus to Disengage and rushes up to Gale. No 2nd popup because he used Disengage.

Drow Wizard's turn. He casts Fireball. Popup. "Gale/Wyll. Drow Wizard is casting Fireball. Use Reaction to cast Counterspell Yes/No?" I pick Yes for Wyll. Window closes. Wyll is seen casting his spell which undoes the wizard's spell. Wyll has used his reaction.

Wyll's turn. He attacks Goblin Captain with Eldritch Blast and has Repelling Blast, sending him away from Astarion. He's done.

Gale's turn. He casts Fireball. Drow Wizard uses Counterspell. Gale is done.

Goblin Captain gets up, runs up to Astarion and attacks him. He hits. Popup. "You've taken 15 damage from Goblin Captain. Use Uncanny Dodge Yes/No?" I pick Yes. Astarion has used his Reaction. Goblin Captain doesn't need to use his Bonus, now, to Disengage. So, he runs up to Karlach and uses his Bonus to make an attack with his off hand (he uses 2 weapons). He hits.

Karlach's turn. She attacks and hits Goblin Captain, using Divine Smite Level 2. She misses and gets Divine Smite 2 refunded as if she never used it because she missed.

Goblin 3 attacks Gale and shoves him off a cliff. Popup. "Goblin 3 has shoved you off a cliff. Fall is 60 feet. Use Reaction to cast Featherfall? Yes/No?" I pick Yes and Gale takes no damage. He lands safely at the bottom. Goblin 3 runs past Karlach to get behind Astarion. Karlach gets Attack of Opportunity. Popup. "Goblin 3 triggered an Attack of Opportunity. Use Reaction to Attack Yes/No?" Options appear below the question. Attack without Smite Yes/No? Attack with Smite Level 1 Yes? Attack with Smite Level 2 Yes? I pick Yes for Attack with Smite Level 1. Window closes, and the goblin is hit by Smite 1. Goblin dies.

Scripted/Preset Reactions Version
Prior to battle, I - the player - pull up my Reactions menu to set all my defaults for my characters. Astarion has Uncanny Dodge, and it allows me to set the trigger in increments of 5. I choose 10. Anything from 0-9 damage done to Astarion won't trigger the reaction. Any damage of 10 or higher will. I then set his Attack of Opportunity to default to "Trigger On Any Enemy". He's done.

Wyll. He has AOO, Counterspell and Hellish Rebuke. I set his AOO to the same as Astarion's by default. Then I set Counterspell to only trigger on level 3 or above spells. Hellish Rebuke I set to "Trigger On Enemy Leader(s) Only." That way he doesn't waste it on just any grunts. (The game would have to tag who is the leader of every enemy group for this to work with perhaps multiple leaders being tagged. In the scenario below, the Drow Wizard and Goblin Captain would be tagged as leaders.) He's done.

Gale. He has AOO, Absorb Elements, Feather Fall, Shield, Silvery Barbs and Counterspell. He disables AOO, because he sucks at melee anyway. He disables Absorb Elements because he doesn't want to trigger that unless he knows there's a particular element he might be up against. He sets Feather Fall to 30+ feet of falling distance, so that only if he falls 30+ feet will it trigger. He disables Shield because he doesn't want it being cast if some random, baby enemy attacks him. He also disables Silvery Barbs because he needs to know his enemies for that one. Finally, he sets Counterspell to only trigger on level 3 or above spells. Popup appears. Wyll also knows Counterspell. Set priority. I set Wyll as priority so that Gale doesn't waste his reaction if Wyll is going to cast the spell instead. Let the Warlock who doesn't have Fireball cast it first. He's done.

Karlach. She has AOO and Divine Smite Reaction to set. She sets AOO as the others do, and she sets Divine Smite based on increments of 10 HP. Any enemies who have 1-9 HP she won't cast Divine Smite. 10-19, she uses Smite Level 1. 20-29, she uses Smite 2. She's done.

Round 1. Astarion's turn. He takes his turn by running up and attacking the Goblin Captain. He goes to his Reaction section on the UI and disables his AOO. He doesn't want it to trigger because he wants to make sure his Uncanny Dodge will if he gets hit hard enough. Goblin 1 charges at him, attacks him and hits dealing 8 damage. Goblin finishes his attack, uses a Bonus to Disengage and rushes up to Gale.

Drow Wizard's turn. He casts Fireball. Wyll casts Counterspell.

Wy'lls turn. He attacks Goblin Captain with Eldritch Blast and has Repelling Blast, sending him away from Astarion. He goes into the Reaction section to turn off AOO and Hellish Rebuke. He wants to make sure that he reserves his last spell slot for another Counterspell in case the wizard casts another high powered spell. He's done.

Gale's turn. He casts Fireball. Drow Wizard uses Counterspell. Gale goes to his Reactions and turns on Absorb Elements, setting it to Fire as the trigger. Oh... well... maybe lightning too. This guy could cast Lightning Bolt. He also turns on Shield and sets it to Magic Missile only just in cast the wizard tries to do Magic Missiles before Gale's next turn. Gale is done.

Goblin Captain gets up, runs up to Astarion and attacks him. He hits. Astarion does Uncanny Dodge animation. Damage should have been 15, but it is only 7. Goblin Captain doesn't need to use his Bonus, now, to Disengage. So, he runs up to Karlach and uses his Bonus to make an attack with his off hand (he uses 2 weapons). He hits.

Karlach's turn. She attacks and hits Goblin Captain, using Divine Smite Level 2. She misses and gets Divine Smite 2 refunded as if she never used it because she missed.

Goblin 3 attacks Gale and shoves him off a cliff. He casts Feather Fall and takes no damage. He lands safely at the bottom. Goblin 3 runs past Karlach to get behind Astarion. Karlach uses Smite Level 1 because the goblin has 11 HP. Goblin dies.

As you can see, both can work. The only question is, which method do you prefer? Do you like setting up the Reactions beforehand, or do you want popups?

Keep in mind that this scenario worked out very well for the Scripted/Preset Reactions Version. It actually flowed very smoothly and worked well. Not all scenarios would work out so well, but this proves that it could. (I did actually play this out via Tabletop, so it isn't just made up in my head. I legit wanted to see how both would play out.)

The primary issue I have with this scenario is:
If the scenario played out where the Goblin Captain went first, he might attack Wyll and trigger Hellish Rebuke, thus robbing Wyll of his Reaction. This would change the entire battle. Gale would then have to use his Reaction to do Counterspell which would mean he wouldn't have Feather Fall to use. With the Popup Version, the player could still say, "No. I don't want Wyll to use Hellish Rebuke because the Drow Wizard hasn't gone yet. I'd prefer to save it just in case." Notice how with the Scripted Reactions version, the player has no ability to do that. Because he set the Hellish Rebuke default to Leaders Only, if the Goblin Captain, who has the leader tag, goes first, Wyll will automatically use Hellish Rebuke on him. The player would have no way to reset his/her Reaction defaults because Wyll hasn't taken his turn yet.

This could, however, be fixed by creating a Pre-Combat Phase. As soon as Combat is initiated, the game allows the player to tweak his/her reactions based on the combatants the player is facing. If they created this phase, the player could then set Wyll's Hellish Rebuke and AOO to off. This would dramatically help to ensure that the presets go more smoothly in the first round. After that, the Reaction Presets would need to be adjusted each and every time the player takes a turn for each character, as described in the scenario.

Another issue I foresee with the Preset Version is that it still requires the player to remember Reactions. This would, however, come with time. Players would get used to the idea after awhile that they need to tweak Reactions before ending a turn.

Another issue is that an enemy might just barely meet a Preset parameter and trigger a reaction, even though you might not necessarily want such a thing to happen. In other words, I set my Hellish Rebuke to Leaders Only, and I think nothing of it. The Goblin Captain triggers it, but I didn't realize he had a leader tag. Dang! Now Wyll has no ability to Counterspell the Drow Wizard. If I had a popup, I'd be sure to not Hellish Rebuke the captain, and I wouldn't have to research my enemies to ensure I was setting a preset up right.

Finally, one of the biggest issues with the Preset Version... What if I set my Reaction to AOO off (or Wyll's Hellish Rebuke to off, or whatever), but the last enemy in combat WOULD trigger AOO? No one else wound up triggering any of my Preset Reactions that round. Well. Too bad. I lose my Reaction. I could have AOO'd if I'd gotten a popup that asked me, but because I set AOO to off, and it's all based on Presets, I missed an opportunity to kill an enemy. Situations like this would be the biggest downside of the Scripted/Preset Version. You might miss out on even using Reactions or you might still trigger some Reactions that you didn't want triggered.

I must say, the Scripted/Preset Version did flow so much better. The Popup Version did have a LOT of stopping points. Even if they are quick, it really does make combat a jerking, choppy mess. Every few seconds, another popup occurs, making it a lot less fluid. Meanwhile, the Scripted/Preset Version did pretty much the same thing without any pauses or breaks in combat.

The real trick with the Scripted/Preset Version is that you really have to get used to paying attention to Reactions and managing them beforehand. You need to make sure that you're not forgetting them and that you're really thinking through them in advance. It's kind of like RtwP Scripts for your companions. You have to go through and take the time to really make sure they are doing what you want them to do. And, if they give you a Pre-Combat Phase to adjust all Reactions before the first round of combat, that would be REALLY helpful.

The true advantage of popups is that you can think Reactions through as combat is happening, so you, the player, are literally reacting to something happening. It may be choppy combat, but it's full control for the player, and it's more 1st-Time Player User Friendly. 1st-Time Players who don't know a thing about Reactions and such, can get a popup to help them think through it and walk through it. There's nothing to really help the 1st-Time Player figure out how to best set up their Presets for Reactions in the other version.

I don't know. I go back and forth, honestly. I think Ragnarok is right, when all's said and done. Let the player have a "Reaction Presets On" and "Ask" options, with the game set to Ask as default. That way, if the player is new to the game, the default setting is "Ask" which is the Popup Version. For more experienced users, the "Reaction Presets On" is the Scripted/Presets Version which allows the player to preset all their reactions and creates the Pre-Combat Phase so the player can preset their Reactions at the start of combat before the first character takes a turn.
Posted By: GM4Him Re: Reactions like Solasta! - 22/07/22 08:10 PM
Here's a separate idea:

What if they created a RtwP kind of button for the player to press? You are watching combat. You see an enemy casting a spell. You hit the "Reaction" button. Game pauses. Your UI comes to life, but only certain Reaction abilities are lit up, like Counterspell. You check the Combat Log. Enemy is casting Bane on Gale. Oh. No big deal. Let that one go. Hit the button again and let the combat resume.

Enemy comes up to attack Astarion. He looks like a baby goblin, so I don't worry about hitting the "Reaction" button to have him use Uncanny Dodge. However, the bugbear with the glowing poison mace comes running up to him. Before the bugbear even starts his swing, I hit the Reaction button to pause time. I quickly click on Astarion's Uncanny Dodge so that it's active in case the bugbear hits. Unpause. Bugbear misses and Uncanny Dodge is refunded to me. I have to remember to click it again if another enemy attacks him that I want to use it on.

Enemy shoves you. You see your character flying off the edge of a cliff. "Reaction" button. Your character is frozen in midair. Your UI is unlocked, and you see your reaction abilities pop up. Feather Fall is highlighted.

Then, on certain actions, like AOO, the game auto-pauses - because you wouldn't have time to respond if it didn't. The animation shows the enemy turn around and start to move away. Game pauses. Combat log pops open and there's a statement, "Enemy has triggered AOO." You see your attack buttons highlighted, including Paladin Divine Smite button. You attack, and it unpauses, showing your character swing at the enemy before they are able to run away.

For multiplayer, the "Reaction" button would only be able to be hit by the active player. So, if the enemy is charging at Player 1's character(s), Player 2 could not hit the "Reaction" button. However, if the enemy is casting an AoE spell, like Fireball, and targeting a location that would hit both Player 1 and Player 2, both players can hit the "Reaction" button and pause the game. Then they could discuss who is going to use their Reaction to stop the spell. To prevent one player from driving another player crazy by taking too long, maybe there could be a timer. Players only have 10, or 20, or whatever, seconds to decide what they are going to do in a multiplayer setting only. Single player wouldn't have a timer. Once the timer runs out, no Reaction occurs. The player took too long to decide.

This method would still be kinda choppy, but no popups. The game would pause only if you are fast enough to react, and only when YOU want it to. There would need to be a Reaction Window providing a set amount of time for a player to be able to react in. As long as they can hit the Reaction Button within that window, they can perform the Reaction. (So, kinda like those games where you have to hit X within a few seconds after it appears on your screen.)

This then forces players to pay closer attention to enemies when they're taking a turn so that you don't miss out on opportunities to React. Any messages that would need to be provided to the player could be done via the Combat Log - like with the AOO example I gave above. For the most party, when you hit the "Reaction" button, the Reactions you can use would simply be highlighted on your UI for you, and you can use them just like you would if it was your normal turn.

So, need to do an AOO? Only the Attack button would highlight indicating that you could click on the target and do an AOO. Once you get familiar with the system, you probably wouldn't even need the log to tell you it's for AOO. You'd see an enemy turn, the game would pause, the Melee Attack would highlight, you'd hover over the enemy and click on him/her, and the game would unpause. You'd watch your character swing at the escaping enemy.
Posted By: Tuco Re: Reactions like Solasta! - 22/07/22 08:20 PM
Originally Posted by GM4Him
I must say, the Scripted/Preset Version did flow so much better.
Does it?
Because it doesn't really read like it.
In fact it seems to make my case that it would be a tedious mess.

For a start, as I assumed in my previous reply, we are already moving away from a system where you set just the target and going into the territory of scripting "conditions".
Which takes a lot of time, tedious UI juggling and pre-planning.

That aside, it's also a narrative that is moving under the assumption that things will indeed go as the player planned. Which is NOT a given on multiple levels.
Posted By: Maximuuus Re: Reactions like Solasta! - 22/07/22 08:23 PM
Originally Posted by Tuco
Case in point: I set my counterspell on a caster, and then this caster decides to use a cantrip or do a staff melee attack, while the OTHER caster in the same fight goes for a fireball. How is that any better than the dumb toggle system we have currently, in the end?

First of all... Why the hell would you only plan counterspell VS a single caster if there are 2 of them ?
Maybe I could just target both of them and tell the game to trigger the reaction against lvl 3+ spells ?
(because for this specific spells its something we should be able to custom. At least we do it once in the variation window then the game keep our preferences in mind so I don't have anything to change but the targets during all my playthrough)

But maybe one of them is a boss ? If the boss is attacking first I'll target both. If not I think I'll only target the boss... Hard choice !
What would you do if the minion is casting a lightning arrows first ? yes ? no ? You should probably have clicked no because the boss is now casting a fireball... Hopefully I've only chosen to target the boss !

Giving specific exemples to make your point more valuable doesn't make sense.
We all know that pops up give you more control. But in the end I don't care of having FULL control because it doesn't mean that you are bound to make the best choices.

I just want to have fun with my class features/spells and I had more fun casting one more things during my turn in BG3 than I ever have when I clicked "yes" in Solasta.
Posted By: Tuco Re: Reactions like Solasta! - 22/07/22 08:28 PM
Originally Posted by Maximuuus
First of all... Why the hell would you only plan counterspell VS a single caster if there are 2 of them ?
Maybe I could just target both of them and tell the game to trigger the reaction against lvl 3+ spells ?

For the third time: THIS IS NOT JUST A TARGET SELECTION ANYMORE, this becomes a system of "conditional" scripting. Which (AS I ALREADY POINTED) is more effective* but also exponentially more slow and complex to set up.


*also, arguably STILL not as effective as having just direct control over every reaction in several scenarios.

Are you guys genuinely failing to notice that all these "solutions" are significantly worse than the "problem" they are trying to address?

Your "clever trick" to avoid clicking on two or three confirmations prompts in one turn basically involves taking minutes predicting and planning an entirely hypothetical scenario and then setting a script for it.
Sometime even setting MULTIPLE possible reactions per character.

And then crossing fingers because things could still turn out to be very different.
Posted By: GM4Him Re: Reactions like Solasta! - 22/07/22 08:34 PM
Originally Posted by Maximuuus
Originally Posted by Tuco
Case in point: I set my counterspell on a caster, and then this caster decides to use a cantrip or do a staff melee attack, while the OTHER caster in the same fight goes for a fireball. How is that any better than the dumb toggle system we have currently, in the end?

First of all... Why the hell would you only plan counterspell VS a single caster if there are 2 of them ?
Maybe I could just target both of them and tell the game to trigger the reaction against lvl 3+ spells ? (because for this specific spells its something we should be able to manage. At least we just manage the variation once and then we'll probably use the same during all our playtrough)

Maybe one of them is a boss ? If the boss is attacking first I'll target both. If not I think I'll still only target the boss...
What would you do if the minion is casting a lightning arrows first ? yes ? no ? You should probably have clicked no because the boss is now casting a fireball... Hopefully I've only chosen to target the boss !

Giving specific exemples to make your point more valuable doesn't make sense.
We all know that pops up give you more control. But in the end I don't care of having FULL control because it doesn't mean that you are bound to make the best choices.

I just want to have fun with my class features/spells and I had more fun casting one more things during my turn in BG3 than I ever have when I clicked "yes" in Solasta.

To Tuco's point, if you select both spellcasters, but one uses Magic Missile while the other uses Fireball, if you do presets, and the Magic Missile mage goes first, you waste Counterspell on Magic Missile. Then the Fireball mage sends his Fireball at you. You have to make sure that you set it not only to trigger on the Leader but also on certain spells. You have to have very specific presets.

Another example. You set your Counterspell to Level 3 or higher spells and you target 2 Mages and 1 Cleric. The cleric goes first and casts Beacon of Hope. You Counterspell it. Mage 2 goes and casts Fireball. Mage 3 goes and casts Fireball. You COULD have stopped at least 1 of the 2 Fireballs, but you actually stopped the Beacon of Hope spell because you chose Level 3 or higher spells, 2 Mages and 1 Cleric.

But, what if the Cleric actually cast a spell that you did want to block, like Mass Healing Word to heal up a bunch of his allies near him? Well, then you'd still want to make sure you had him included in your list of enemies. You wouldn't want to just have the mages. You'd want to stop that healing.

The point is, the presets might require too many nuances to make them effective. That's the flaw with the system. For Counterspell, you'd have to probably pick the select spells you'd want to actually counter. You wouldn't want to counter Beacon of Hope or Major Image, but you'd want to counter Melf's Minute Meteors, and Fireball, and Lightning Bolt, and maybe Pulse Wave, and... The list would just go on and on.
Posted By: GM4Him Re: Reactions like Solasta! - 22/07/22 08:38 PM
Originally Posted by Tuco
Originally Posted by Maximuuus
First of all... Why the hell would you only plan counterspell VS a single caster if there are 2 of them ?
Maybe I could just target both of them and tell the game to trigger the reaction against lvl 3+ spells ?

For the third time: THIS IS NOT JUST A TARGET SELECTION ANYMORE, this becomes a system of "conditional" scripting. Which (AS I ALREADY POINTED) is more effective* but also exponentially more slow and complex to set up.


*also, arguably STILL not as effective as having just direct control over every reaction in several scenarios.

Are you guys genuinely failing to notice that all these "solutions" are significantly worse than the "problem" they are trying to address?

Your "clever trick" to avoid clicking on two or three confirmations prompts in one turn basically involves taking minutes predicting and planning an entirely hypothetical scenario and then setting a script for it.
Sometime even setting MULTIPLE possible reactions per character.

And then crossing fingers because things could still turn out to be very different.

Yeah. I'm leaning towards the "Reactions" Button suggestion I made a few posts up. Like RtwP, which would make the RtwP folks happy, you'd treat Reactions like as if you are playing one of the older BG games. See a spellcaster casting a spell? Hit the "Reactions" Button and then select your Reaction. You control the pause.

Again, some would have to auto-pause, like AOO. I don't know how anyone could react fast enough to hit the "Reactions" button before an enemy fled from melee without Disengage. Either way, the "Reactions" Button would keep players on their toes, and it would leave it up to you to decide whether you want to stop the flow of combat to trigger a Reaction.
Posted By: Maximuuus Re: Reactions like Solasta! - 22/07/22 08:46 PM
Seriously don't make me laugh.... what is so complicated and takes so many time ?

Everything is toggled ON by default, you just have to remove level 1 and 2 spells (and 0, I forget them on the picture) ONCE then the game keeps your preferences in mind.
Next time you'll click on counterspell you'll just check and click "manual" target to select them.

I'd say it's more intuitive than complicated...

[Linked Image from zupimages.net]

Originally Posted by GM4Him

To Tuco's point, if you select both spellcasters, but one uses Magic Missile while the other uses Fireball, if you do presets, and the Magic Missile mage goes first, you waste Counterspell on Magic Missile. Then the Fireball mage sends his Fireball at you. You have to make sure that you set it not only to trigger on the Leader but also on certain spells. You have to have very specific presets.

Another example. You set your Counterspell to Level 3 or higher spells and you target 2 Mages and 1 Cleric. The cleric goes first and casts Beacon of Hope. You Counterspell it. Mage 2 goes and casts Fireball. Mage 3 goes and casts Fireball. You COULD have stopped at least 1 of the 2 Fireballs, but you actually stopped the Beacon of Hope spell because you chose Level 3 or higher spells, 2 Mages and 1 Cleric.

But, what if the Cleric actually cast a spell that you did want to block, like Mass Healing Word to heal up a bunch of his allies near him? Well, then you'd still want to make sure you had him included in your list of enemies. You wouldn't want to just have the mages. You'd want to stop that healing.

The point is, the presets might require too many nuances to make them effective. That's the flaw with the system. For Counterspell, you'd have to probably pick the select spells you'd want to actually counter. You wouldn't want to counter Beacon of Hope or Major Image, but you'd want to counter Melf's Minute Meteors, and Fireball, and Lightning Bolt, and maybe Pulse Wave, and... The list would just go on and on.

I agree GM.
IF the cleric doesn't do this.
IF the first mages does this.
IF the cleric is the first one in the initiative order.
IF the second mage is ...

You don't know what the next ennemy is going to do and what's gonna happen in a system or another...
Yes, you'll have more control over time with pops-up but it doesn't prevent you at all to make mistakes. It doesn't matter in the end. You don't HAVE to make THE BEST reactions choices to enjoy and to beat Solasta.
Posted By: mrfuji3 Re: Reactions like Solasta! - 22/07/22 08:55 PM
Originally Posted by Maximuuus
Seriously don't make me laugh.... what is so complicated and takes so many time ?

Everything is toggled ON by default, you just have to remove level 1 and 2 spells (and 0, I forget them on the picture) ONCE then the game keeps your preferences in mind.
Next time you'll click on counterspell you'll just check and click "manual" target to select them.

I'd say it's more intuitive than complicated...

[Linked Image from zupimages.net]
Except your implementation doesn't account for:
Originally Posted by GM4Him
Another example. You set your Counterspell to Level 3 or higher spells and you target 2 Mages and 1 Cleric. The cleric goes first and casts Beacon of Hope. You Counterspell it. Mage 2 goes and casts Fireball. Mage 3 goes and casts Fireball. You COULD have stopped at least 1 of the 2 Fireballs, but you actually stopped the Beacon of Hope spell because you chose Level 3 or higher spells, 2 Mages and 1 Cleric.

But, what if the Cleric actually cast a spell that you did want to block, like Mass Healing Word to heal up a bunch of his allies near him? Well, then you'd still want to make sure you had him included in your list of enemies. You wouldn't want to just have the mages. You'd want to stop that healing.
Also, you wouldn't want to have the same preferences every combat, let alone every turn. There might be only 1 enemy caster in which case you'd want to counterspell any spell above level 1. Or there might be multiple enemy casters, so you only want to counterspell spells of level 3+. Or there might be an ogre who would deal a lot of damage, so you'd want to save your reaction to Shield a hit coming your way, so maybe you'd turn off Counterspell. Even if the enemies don't change, the # of slots you have changes and thus so would your strategy. So even if the game saves your preferences, you'd still constantly be making changes.

Edit: It's not about making the "best" decisions. It's about having Full Control over your characters, also considering time required to give a certain level of control.
Posted By: Maximuuus Re: Reactions like Solasta! - 22/07/22 09:10 PM
Originally Posted by mrfuji3
Edit: It's not about making the "best" decisions. It's about having Full Control over your characters, also considering time required to give a certain level of control.

I guess it is because ALL your exemples (in which you always know what's coming next) attempt to prove that you could make a better choices with pos-up wink
You'd probably have to change a few things at every combats, obviously (mostly targets). But don't forget that most of the examples given in the previous pages are all about the wizards and eventually the sorcerer...
Posted By: Saito Hikari Re: Reactions like Solasta! - 22/07/22 09:17 PM
Stuff like this is why my suggestion a few pages back allows you to automate away prompts for situations in which you wouldn't want to use the reaction anyway, while still prompting you in more nuanced situations in which you would want to consider using the reaction. And it also allows for full automation for people who don't really want to put much thought into things, and the option to quickly switch into or remove full automation without having to mess with your custom settings every single time.

https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=821917#Post821917

It's literally just Solasta system, but customizable. The game would already have to check for conditions to trigger the reactions to begin with (and Solasta itself won't actually ask you for reactions in situations where said reaction won't make any difference at all, like how it won't prompt you for Shield if an enemy already rolled too low for an attack to hit to begin with, or if an enemy rolls too high for Shield to work - incidentally, even BG3 doesn't check for contextual conditions, already immediately blowing Bardic/Combat Inspiration die whether they would have mattered or not). All my suggestion would do is to give the option to let people disable prompts for specific conditions or automate everything if they wish.

The correct approach to reactions shouldn't be to automate the system as much as possible, it should focus on retaining strategic choice first and then automate away redundant situations afterwards.
Posted By: mrfuji3 Re: Reactions like Solasta! - 22/07/22 09:21 PM
Originally Posted by Maximuuus
Originally Posted by mrfuji3
Edit: It's not about making the "best" decisions. It's about having Full Control over your characters, also considering time required to give a certain level of control.

I guess it is because ALL your exemples (in which you always know what's coming next) attempt to prove that you could make a better choices with pos-up wink
You'd probably have to change a few things at every combats, obviously (mostly targets). But don't forget that most of the examples given in the previous pages are all about the wizards and eventually the sorcerer...
It's true that you don't *know* what's coming next, but you can certainly guess. And since you'll already have information about at least one enemy did (because they're currently prompting a reaction pop-up from you), you can make a more informed choice than you could on your turn. Obviously you can still make a mistake or fail a gamble; you could not use your reaction because you think the next enemy will cast fireball, but then they cast a cantrip. But this decision process is more on the player and less on the whims of Larian AI, again because you have more information at the time of decision.
Posted By: Saito Hikari Re: Reactions like Solasta! - 22/07/22 09:32 PM
Originally Posted by Maximuuus
I guess it is because ALL your exemples (in which you always know what's coming next) attempt to prove that you could make a better choices with pos-up wink
You'd probably have to change a few things at every combats, obviously (mostly targets). But don't forget that most of the examples given in the previous pages are all about the wizards and eventually the sorcerer...

Well, here's a different one for you.

Let's say you've given someone Combat Inspiration: AC increase. They're being threatened by a Minotaur who has a weapon that can potentially do 2d6 damage + 1d6 fire damage if the attack lands, and a goblin with a dagger that does a measly 1d4 damage. But the goblin goes first in initiative. A simple toggle system isn't feasibly going to differentiate between the two attacks. In order to automate this in a way that the Combat Inspiration die would be saved for the Minotaur's attack instead, you'd have to design a system that would differentiate between possible incoming damage, and set a condition to not automatically use the Combat Inspiration if an incoming attack will inflict less damage than whatever number you have set.

In any case, a simple pop up system is far easier to program if you want to retain precise player control over how the reaction is used, and something to automate said pop-up should come into existence afterwards.

But we cannot forget that the crux of the matter is that we're all trying to come up with solutions for a problem that is only subjective to begin with. And how much effort does a programmer really want to put into something like this? The Solasta devs evidently cared a lot to implement reactions correctly, but haven't figured out customizable conditional automation (as far as we're aware, I have enough trust in them to believe that they might be working on something like that after they release the remaining classes in a few months from now). But who even knows if it's even a priority or even possible in regards to BG3 at this point?
Posted By: Maximuuus Re: Reactions like Solasta! - 22/07/22 09:48 PM
Originally Posted by Saito Hikari
Originally Posted by Maximuuus
I guess it is because ALL your exemples (in which you always know what's coming next) attempt to prove that you could make a better choices with pos-up wink
You'd probably have to change a few things at every combats, obviously (mostly targets). But don't forget that most of the examples given in the previous pages are all about the wizards and eventually the sorcerer...

Well, here's a different one for you.

Let's say you've given someone Combat Inspiration: AC increase. They're being threatened by a Minotaur who has a weapon that can potentially do 2d6 damage + 1d6 fire damage if the attack lands, and a goblin with a dagger that does a measly 1d4 damage. But the goblin goes first in initiative. A simple toggle system isn't feasibly going to differentiate between the two attacks. In order to automate this in a way that the Combat Inspiration die would be saved for the Minotaur's attack instead, you'd have to design a system that would differentiate between possible incoming damage, and set a condition to not automatically use the Combat Inspiration if an incoming attack will inflict less damage than whatever number you have set.

In any case, a simple pop up system is far easier to program if you want to retain precise player control over how the reaction is used, and something to automate said pop-up should come into existence afterwards.

But we cannot forget that the crux of the matter is that we're all trying to come up with solutions for a problem that is only subjective to begin with. And how much effort does a programmer really want to put into something like this? The Solasta devs evidently cared a lot, but haven't figured out customizable conditional automation (as far as we're aware, I have enough trust in them to believe that they might be working on something like that after they release the remaining classes in a few months from now). But who even knows if it's even a priority or even possible in regards to BG3 at this point?

I had something else in mind that would better stick to what I'm thinking about for a few days : "to have more control over your reactions, you're able to select your targets".

Rather than "giving the character" a on/off toggle on your hotbar, it gives him an activable icon he can also toggle on/off (right click to toggle, left click to activate).
When he left click the new available reaction skills on his hotbar, it opens the variation window in which he can select "manual target" or "auto target".
=> You give your die just as now but rather than only being able to turn your toggles ON/OFF, you can manually select the targets that will trigger them.
Posted By: Saito Hikari Re: Reactions like Solasta! - 22/07/22 10:02 PM
Originally Posted by Maximuuus
I had something else in mind that would stick to the "you're able to select your targets to have more control over your reactions".

First one : when you give the die, you also choose against which target it will trigger. I guess it would be complicated, especially in multiplayer.
=> It would mean that the caster will have to "recast" each time the player with the die wants to change the target.

Second : Rather than "giving the character" on/off toggles, it gives him an activable icon he can also toggle on/off (right click to toggle, left click to activate). When he click the new skills on his hotbar, he can select "manual target" or "auto target".
=> So you give your die just as now but rather than only being able to turn your toggles ON/OFF, you can manually select the targets that will trigger them.

The one thing that bothers me slightly about your solution, even if it is somewhat elegant, is that the ability to set specific targets for activation basically pushes it into the realm of metagame knowledge. I mean, my proposed solution would kind of do that too, but there's a slight difference between generalized conditions that would trigger equally for any enemy able to meet said conditions, and outright targeted reactions.

But at the end of the day, it's only a minor complaint, so eh. Still better than whatever the hell we have right now.
Posted By: GM4Him Re: Reactions like Solasta! - 22/07/22 10:08 PM
So. No one likes my Reaction Button suggestion?

Hmm... Oh well.
Posted By: Tuco Re: Reactions like Solasta! - 22/07/22 10:30 PM
Originally Posted by GM4Him
So. No one likes my Reaction Button suggestion?

Hmm... Oh well.
I don't like particularly systems that require timing in a turn-based system, in general, but I could see something of that type work as an exception with SOME SPECIFIC skills, like Cutting words, which has the problem of being basically impossible to use with the ordinary pop-up system, since practically any action could trigger one.
Basically it's a different type of "reaction" that I would call an "interrupt", as it can be called practically at any time. Like an "instant" in Magic the Gathering.

I wouldn't want this system for AoO, Counterspell, Hellish Rebuke, and all the more common, more typical situational reactions.
Posted By: Maximuuus Re: Reactions like Solasta! - 23/07/22 09:59 AM
Question for DnD players : can you use combat maneuvers with your AOO when the PHB say "When you hit a creature with a weapon attack,...." ?
E.G I can AOO an ennemy, can I also spend a superiority die for it to become a "disarming attacks" ?
Posted By: RagnarokCzD Re: Reactions like Solasta! - 23/07/22 11:08 AM
According to this they can ...
(The idea with polearm seems especialy funny laugh )
Posted By: Drath Malorn Re: Reactions like Solasta! - 23/07/22 01:45 PM
Originally Posted by Maximuuus
Question for DnD players : can you use combat maneuvers with your AOO when the PHB say "When you hit a creature with a weapon attack,...." ?
E.G I can AOO an ennemy, can I also spend a superiority die for it to become a "disarming attacks" ?

Why could they not ? It says "When you hit a creature with a weapon attack", not "when you use the Attack action". So it does not have to be during your turn. It could apply to an Opportunity Attack.

In the same spirit, the Rogue's Sneak Attack say "once per turn", not "once during your turn". So it does not have to be during your turn. It could apply to an Opportunity Attack.

So, in link with the topic of the thread, if you hit an enemy with a Opportunity Attack, you would want the game to ask you "do you want to use a Maneuver/your Sneak Attack" ?
(Actually, in the case of Sneak Attack the answer would always be yes, since you can do only one Opportunity Attack per round and you get one Sneak Attack per turn, there is no point saving your Sneak Attack for the next Opportunity Attack).
Posted By: Maximuuus Re: Reactions like Solasta! - 23/07/22 01:55 PM
Originally Posted by Drath Malorn
So, in link with the topic of the thread, if you hit an enemy with a Opportunity Attack, you would want the game to ask you "do you want to use a Maneuver/your Sneak Attack" ?

I think it would be very cool to be able to choose some "variations" for our AOO depending our classes/subclasses (sneak attack, smite, maybe a maneuver or two...) but I wouldn't mind at all if everything written in the PHB is not a choice.
That said, I wouldn't go so far as to say that I would want the game to "ask me" anything. Still thinking about it wink

Thx for your answer, and thx @rag' !
Posted By: GM4Him Re: Reactions like Solasta! - 23/07/22 02:55 PM
The more I think about it, the more I think it should be NOT a pop-up but the game pausing and pulling up a UI panel with all your available Reactions only. So, if an enemy triggers AOO, the game pauses and the UI only shows Melee attack as an option of what you can do. If you're a rogue who hasn't used Sneak Attack, the Sneak Attack button appears as well, giving you the option to use it.

But maybe you wouldn't want to Sneak Attack because the enemy only has 5 HP. That's why it pops up as an option and it's not automatic.

It would work the same for Battlemaster. AOO triggers. Game pauses. Melee attack and all Battlemaster maneuvers pop up on the UI.

For paladin, same thing except Smite options.

So no message popups. Just game pauses and UI presents your options.
Posted By: The Composer Re: Reactions like Solasta! - 23/07/22 03:04 PM
Originally Posted by GM4Him
The more I think about it, the more I think it should be NOT a pop-up but the game pausing and pulling up a UI panel with all your available Reactions only. So, if an enemy triggers AOO, the game pauses and the UI only shows Melee attack as an option of what you can do. If you're a rogue who hasn't used Sneak Attack, the Sneak Attack button appears as well, giving you the option to use it.

But maybe you wouldn't want to Sneak Attack because the enemy only has 5 HP. That's why it pops up as an option and it's not automatic.

It would work the same for Battlemaster. AOO triggers. Game pauses. Melee attack and all Battlemaster maneuvers pop up on the UI.

For paladin, same thing except Smite options.

So no message popups. Just game pauses and UI presents your options.

I had a discussion on Discord recently, where we agreed that "Popup" is actually a bad term in this case as it's more a functional meaning than a literal one. Most people associate popups with something that gets in your way in the middle of the screen (think websites, recent GDPR annoyances is a good example) but rather a prompt. Something that becomes available and clearly communicated to the player.

I made a quick photoshop image for visual example of what we were talking about, that when a reaction opportunity occurs, player can immediately choose their reaction, or press spacebar to skip (to be consistent with spacebar skipping in dialogue, cinematics etc). Ideally available reactions would be immediately and dynamically represented in the react option with a much prettier UI design than I could ever do.

Screenshot from feedback doc if you'd like to expand on and comment for further iteration.

[Linked Image from i.imgur.com]
Posted By: Tuco Re: Reactions like Solasta! - 23/07/22 03:26 PM
Originally Posted by The Composer
I made a quick photoshop image for visual example of what we were talking about, that when a reaction opportunity occurs, player can immediately choose their reaction, or press spacebar to skip (to be consistent with spacebar skipping in dialogue, cinematics etc). Ideally available reactions would be immediately and dynamically represented in the react option with a much prettier UI design than I could ever do.

Screenshot from feedback doc if you'd like to expand on and comment for further iteration.

[Linked Image from i.imgur.com]
That's basically the same thing I suggested for a while (and other people with me, not pretending the exclusive there).
And I made the same argument about the reaction needing to be more a confirmation prompt rather than a crude pop-up a million times.

Personally I'd go for something even more immediate like "left click to confirm, right click to skip" (and of course, the possibility to bind both to two alternate keyboard presses just as a backup option, like Y/N or ENTER/SPACE).
And I'd be a bit more "flashy" with the presentation, in general. I.e. Camera quickly zooming in on the character at the center of the screen and slowing down the action to an alt waiting for confirmation.

But once again we are basically arguing flavor at this point, the core system remains fundamentally the same: asking each time a confirmation of the reaction.
THEN eventually giving to the people who hate to actually play games the option to skip and automatize the process, I guess.
Posted By: The Composer Re: Reactions like Solasta! - 23/07/22 03:28 PM
Pretty much. Pointing out ability to re-bind keybinds (while it should be obvious tbh) is a fair addition to feedback just to absolutely leave no room for missing the obvious.
Posted By: Zyllos Re: Reactions like Solasta! - 23/07/22 04:37 PM
The ONLY thing that I worry about prompt systems is chaining prompts (one prompt leads to a different prompt) and animations (having to prompt after the roll before making a decision).

Beyond that, if Larian went with prompts, resolving those issues, I would have no problems.
Posted By: mrfuji3 Re: Reactions like Solasta! - 23/07/22 05:45 PM
+1 to Composer's feedback screenshot. It basically exactly matches with my opinions on reactions:
- We should have the option for full flexibility of reactions, being given the choice to use them or not instead of them being used automatically or according to some preset script.
- It doesn't *need* to be a central pop-up window. That is just a stand-in term for being asked, but I can see how that term has certain implications and people wouldn't want a pop-up in their face. Having a mini-hotbar show up (one might say, pop up :P) below with available reactions, along with whatever slowing-down/cinematic effects are applied to combat, would be great (also credit @GM4Him).
- less clicks = better

In your examples, I might specify that "Wizards should have the ability to counter specific spells, rather than e.g., automatically counterspelling the first spell cast at them (possibly a cantrip)"
Posted By: Flooter Re: Reactions like Solasta! - 23/07/22 06:18 PM
+1 for prompts as depicted by The Composer.

I wonder how the Portent ability would work under that system.

Portent is an ability granted to 2nd level wizards in the divination school of magic. At the start of every day, they roll 2 d20s and record the results. They can then use those results on anyone they can see making an attack roll, saving throw or ability check. The target uses the recorded d20 roll instead of rolling themselves.
I’m all for maximum control over reactive abilities (though this one doesn’t technically use a reaction) but Portent would trigger a prompt any time anyone does anything. Is this ability in Solasta? How does it work there?
Posted By: GM4Him Re: Reactions like Solasta! - 23/07/22 06:33 PM
I love it. Case closed. Now let's tackle something harder, like Shove. 👹
Posted By: mrfuji3 Re: Reactions like Solasta! - 23/07/22 06:42 PM
Originally Posted by Flooter
+1 for prompts as depicted by The Composer.

I wonder how the Portent ability would work under that system.

Portent is an ability granted to 2nd level wizards in the divination school of magic. At the start of every day, they roll 2 d20s and record the results. They can then use those results on anyone they can see making an attack roll, saving throw or ability check. The target uses the recorded d20 roll instead of rolling themselves.
I’m all for maximum control over reactive abilities (though this one doesn’t technically use a reaction) but Portent would trigger a prompt any time anyone does anything. Is this ability in Solasta? How does it work there?
Similar is true for Bardic Inspiration, although to a lesser extent. Solasta doesn't have divination wizard (or equivalent, I think) as it's not in the 5e basic rules, but such an ability would probably be implemented to prompt for anything (like Paladin's Smite prompts on every attack). I agree this could get annoying.

Best solution is probably to rework this specific ability to make it a free action. Something like:
- If given to an ally: The next time this ally misses an attack or fails a ST/ability check, they instead succeed
- If given to an enemy: The next time this enemy hits an attack or succeeds on a ST/ability check, they instead fail
Posted By: Tuco Re: Reactions like Solasta! - 23/07/22 07:21 PM
Originally Posted by Flooter
+1 for prompts as depicted by The Composer.

I wonder how the Portent ability would work under that system.

Portent is an ability granted to 2nd level wizards in the divination school of magic. At the start of every day, they roll 2 d20s and record the results. They can then use those results on anyone they can see making an attack roll, saving throw or ability check. The target uses the recorded d20 roll instead of rolling themselves.
I’m all for maximum control over reactive abilities (though this one doesn’t technically use a reaction) but Portent would trigger a prompt any time anyone does anything. Is this ability in Solasta? How does it work there?
Originally Posted by mrfuji3
Originally Posted by Flooter
+1 for prompts as depicted by The Composer.

I wonder how the Portent ability would work under that system.

Portent is an ability granted to 2nd level wizards in the divination school of magic. At the start of every day, they roll 2 d20s and record the results. They can then use those results on anyone they can see making an attack roll, saving throw or ability check. The target uses the recorded d20 roll instead of rolling themselves.
I’m all for maximum control over reactive abilities (though this one doesn’t technically use a reaction) but Portent would trigger a prompt any time anyone does anything. Is this ability in Solasta? How does it work there?
Similar is true for Bardic Inspiration, although to a lesser extent. Solasta doesn't have divination wizard (or equivalent, I think) as it's not in the 5e basic rules, but such an ability would probably be implemented to prompt for anything (like Paladin's Smite prompts on every attack). I agree this could get annoying.

Best solution is probably to rework this specific ability to make it a free action. Something like:
- If given to an ally: The next time this ally misses an attack or fails a ST/ability check, they instead succeed
- If given to an enemy: The next time this enemy hits an attack or succeeds on a ST/ability check, they instead fail

That's literally the same case of the hypothetical "INTERRUPT" mechanic I was talking with GM4Him few posts above:
https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=822832#Post822832

I'm not sure how to feel about the mechanic, but it would be the ONLY way to be faithful to the tabletop without a confirmation prompt at literally every action taken.
Posted By: mrfuji3 Re: Reactions like Solasta! - 23/07/22 07:43 PM
Originally Posted by Tuco
Originally Posted by Flooter and mrfuji3
[discussing reactions that are applicable to every (or many) rolls, and thus it'd be terrible to ask the user for input on every roll]

That's literally the same case of the hypothetical "INTERRUPT" mechanic I was talking with GM4Him few posts above:
https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=822832#Post822832

I'm not sure how to feel about the mechanic, but it would be the ONLY way to be faithful to the tabletop without a confirmation prompt at literally every action taken.
As I posted in the other thread (I think. Honestly I've lost track at this point), I want zero time-dependent things in my TB mode. Especially since BG3 combat currently might be too fast to actually allow "Interrupt" actions, and I certainly don't want combat to be made slower. I'm willing to sacrifice some 5e faithfulness/balance for this. E.g., a single subclass-specific wizard ability like Portent

Originally Posted by Tuco
I don't like particularly systems that require timing in a turn-based system, in general, but I could see something of that type work as an exception with SOME SPECIFIC skills, like Cutting words, which has the problem of being basically impossible to use with the ordinary pop-up system, since practically any action could trigger one.
Basically it's a different type of "reaction" that I would call an "interrupt", as it can be called practically at any time. Like an "instant" in Magic the Gathering.

I wouldn't want this system for AoO, Counterspell, Hellish Rebuke, and all the more common, more typical situational reactions.
Cutting Words...is a bit more complicated. It could only prompt you if the roll would make a difference in whether the attack hits or not (Yes I know technically you're not supposed to know whether the roll succeeds or not, but in BG3 - and often in tabletop - you'll almost certainly know. You can inspect enemies after all.) which would reduce the number of prompts, but it'd still be a LOT.

I'm not sure how I'd implement Cutting Words, but I'd prefer a pre-action system (or almost anything) over a time-dependent Interrupt. Of course it could have 3 options: Interrupt / auto / off.
Posted By: Flooter Re: Reactions like Solasta! - 23/07/22 08:15 PM
Originally Posted by Tuco
I'm not sure how to feel about the mechanic, but it would be the ONLY way to be faithful to the tabletop without a confirmation prompt at literally every action taken.
Sorry about missing your post on the issue, following mega-threads isn’t easy.

I can see an alternative to a time-based system for Cutting Words that doesn’t prompt incessantly. If the prompt appears only when the d6 matters, there would be far fewer (if any) unnecessary interruptions.

The pop-up would only appear if the enemy’s d20 roll plus modifiers beat the target by 5 or less. If the roll either failed or succeeded by 6 or more, subtracting a d6 wouldn’t matter so no pop-up would even appear.

Since this is a buff to Cutting Words, I recommend not telling players what the actual roll is at this stage, just that CW could work. (The game already reveals all ACs and DCs anyway, so showing the roll the way 5e does it would let players calculate exact odds, which 5e doesn’t allow without some work.)

This has the added bonus of not requiring a special UI for Cutting Word’s prompt, since the prompt’s very appearance on screen would be all the information a player needs as to the enemy’s roll: it’s within CW range.

I hope a similar system gets implemented for Bardic Inspiration, though it wouldn’t work for Portent. But if I understand mrfuji correctly, Portent isn’t in the player’s handbook, which neatly solves any technical issue by not being implemented in the first place.
Posted By: Tuco Re: Reactions like Solasta! - 23/07/22 08:40 PM
Originally Posted by mrfuji3
As I posted in the other thread (I think. Honestly I've lost track at this point), I want zero time-dependent things in my TB mode.
Well, what you prefer is a bit beyond the point. There are no two ways around it: if you want an ability that can affect basically anything going on in the game you either need the option to "call a time out" and stop things on the fly OR you'll have to change how the ability works.

The other option would be asking for confirmation after every single other roll is made, but I don't I need to explain to you why that would be ridiculous.
Posted By: mrfuji3 Re: Reactions like Solasta! - 23/07/22 10:19 PM
Originally Posted by Tuco
Originally Posted by mrfuji3
As I posted in the other thread (I think. Honestly I've lost track at this point), I want zero time-dependent things in my TB mode.
Well, what you prefer is a bit beyond the point. There are no two ways around it: if you want an ability that can affect basically anything going on in the game you either need the option to "call a time out" and stop things on the fly OR you'll have to change how the ability works.

The other option would be asking for confirmation after every single other roll is made, but I don't I need to explain to you why that would be ridiculous.
No, it's exactly on-point. I am providing feedback about what I want along with (in my opinion) a reasonable explanation, just as you are. The game is TB -> there should be no time-dependent mechanics, at least not while in TB mode.

I agree that there's essentially only 3 ways of implementing such an ability, and I agree that asking for confirmation after every single roll is terrible. But between "call a time out" and "change how the ability works," my +1 is for the latter.

Originally Posted by Flooter
I hope a similar system gets implemented for Bardic Inspiration, though it wouldn’t work for Portent. But if I understand mrfuji correctly, Portent isn’t in the player’s handbook, which neatly solves any technical issue by not being implemented in the first place.
Not exactly. Portent IS in the PHB but it isn't in the basic rules, which is why *Solasta* cannot use it with their limited license. Larian, however, has the full D&D license for BG3 so they can and should implement some version of the Divination Wizard with Portent
Posted By: Tuco Re: Reactions like Solasta! - 23/07/22 11:02 PM
Originally Posted by mrfuji3
No, it's exactly on-point. I am providing feedback about what I want along with (in my opinion) a reasonable explanation, just as you are.
Yeah, but it's not a fight between me and you about what we like the most.
I'm telling you what the situation is: you either allow for an arbitrary interruption from the player or you give up on the mechanic entirely.
Posted By: mrfuji3 Re: Reactions like Solasta! - 23/07/22 11:28 PM
Originally Posted by Tuco
Originally Posted by mrfuji3
No, it's exactly on-point. I am providing feedback about what I want along with (in my opinion) a reasonable explanation, just as you are.
Yeah, but it's not a fight between me and you about what we like the most.
I'm telling you what the situation is: you either allow for an arbitrary interruption from the player or you give up on the mechanic entirely.
What happened to changing how the ability works? If that's what you mean by "give up on the mechanic entirely," then sure, that's better than having an ability with a mandatory real-time component in a TB game.
Posted By: Alexlotr Re: Reactions like Solasta! - 23/07/22 11:33 PM
Originally Posted by GM4Him
The more I think about it, the more I think it should be NOT a pop-up but the game pausing and pulling up a UI panel with all your available Reactions only
Those are literally the same thing. It's exactly how it works in Solasta and how everyone is calling it.
Posted By: GM4Him Re: Reactions like Solasta! - 24/07/22 12:22 AM
Originally Posted by Alexlotr
Originally Posted by GM4Him
The more I think about it, the more I think it should be NOT a pop-up but the game pausing and pulling up a UI panel with all your available Reactions only
Those are literally the same thing. It's exactly how it works in Solasta and how everyone is calling it.

No. It's not.

Solasta be like: Big window telling me "Enemy is going to run away from you and you can do an attack of opportunity. Would you like to do an attack of opportunity?"

Lots of words. Big window.

I was saying something more like as the enemy is trying to run away, the game pauses and the UI flashes, showing your melee button. This lets you know that you can attack as a reaction. No words except maybe in the combat log if you open it. Also, first time it happens, tooltips tell you it means you can do a reaction.

Similar mechanics. Different presentation.

I don't know. I'm still trying to figure out a more fast paced Reactions system with Scripted Reactions. Most of the reactions in 5e really could be managed fairly well with Scripted Reactions. This would minimize the number of Reactions that would actually cause the game to pause
Posted By: Alexlotr Re: Reactions like Solasta! - 24/07/22 01:13 AM
Originally Posted by GM4Him
Solasta be like: Big window telling me "Enemy is going to run away from you and you can do an attack of opportunity. Would you like to do an attack of opportunity?"

Lots of words. Big window.

I was saying something more like as the enemy is trying to run away, the game pauses and the UI flashes, showing your melee button.
I see. Well, it that case I think that the window is better because you can place all reactions there at the same time in case of several characters reacting. In the case of UI flashing, highlighting the melee button, you'd have to switch to other characters to see if they have AOO available and choose to use it or not if so. Imo Solasta system is functionally perfect and can be just visually imporved that's all.
Posted By: GM4Him Re: Reactions like Solasta! - 24/07/22 01:51 AM
Originally Posted by Alexlotr
Originally Posted by GM4Him
Solasta be like: Big window telling me "Enemy is going to run away from you and you can do an attack of opportunity. Would you like to do an attack of opportunity?"

Lots of words. Big window.

I was saying something more like as the enemy is trying to run away, the game pauses and the UI flashes, showing your melee button.
I see. Well, it that case I think that the window is better because you can place all reactions there at the same time in case of several characters reacting. In the case of UI flashing, highlighting the melee button, you'd have to switch to other characters to see if they have AOO available and choose to use it or not if so. Imo Solasta system is functionally perfect and can be just visually imporved that's all.

Don't get me wrong. I like Solasta. However, the paladin Smite popup is WAY too frequent. I put up with it, but it is a bit much.

I do very much enjoy the faster combat of BG3, but it really does make Reactions difficult to implement and still keep the fast pace. I mean, already we have people complaining about how slow combat is. Imagine if they implemented a choppy Reaction system that is pausing the game every few seconds because your Paladin could use AOO with Smite, Astarion can use Uncanny Dodge, Lae'zel can use Maneuvers for AOO, and Gale could use Counterspell, Shield, Featherfall or whatever. Astarion's Uncanny Dodge would be EVERY turn if someone hits him.

Oh man. Imagine Cutting Words popups. It'd be like every single time an enemy hits. That would be brutal.

I am now thinking that a blending of the two is probably what is best. Uncanny Dodge would use simple presets based on HP. You set the preset. If you take less damage, it doesn't trigger. If you take the damage you set or more, it triggers.

AOO could be preset pretty easily based on target selection during your turn or presets based on enemy current HP. Any enemy with 10 HP or more, something like that, would trigger AOO.

Shield could be done similarly with presets like Any Attack or Magic Missile. Smite Reaction could trigger based on HP presets.

Battlemaster maneuvers could be set easy enough. Activate it as a reaction on your turn. If someone triggers AOO, they also trigger the maneuver you selected.

But then spells like Counterspell should probably still pause game and ask. I just don't know how you'd preset that one well.

Cutting Words would need a more complex preset system. I'm not sure how that one would work, tbh. Maybe a Select Target(s) that would apply preset and if one of them hits, it simply triggers a "React" thing like Composer posted above

For most Reactions, though, I think presets could work well and really cut down on pauses.
Posted By: Maximuuus Re: Reactions like Solasta! - 24/07/22 02:54 AM
You can call it a "prompt" rather than popup if it pleases you all but the result is mostly the same.

We'll just have to manually react this prompt each time to pause the game and read "a popup" (called micro action bar in The Composer's feedback doc) just to understand what every prompt is about...

Then we'll also have to choose the target if there are multiple ones, switch to our companions tab, select the spell level,...
Posted By: GM4Him Re: Reactions like Solasta! - 24/07/22 03:50 AM
Originally Posted by Maximuuus
You can call it a "prompt" rather than popup if it pleases you all but the result is mostly the same.

We'll just have to manually react this prompt each time to pause the game and read "a popup" (called micro action bar in The Composer's feedback doc) just to understand what every prompt is about...

Yeah. That's why I think most Reactions could be handled via presets. I mean, would it hurt a player's gameplay strategy that much if they set Uncanny Dodge to something like "Only trigger if enemies deal 10 or more damage" as opposed to saying No on several prompts because enemies attacked and did only 1-9 damage and you are saving it for an enemy that might do 15?

And Shield. How often will you NOT cast it if an enemy comes up and attacks who can deal 10 or more damage, or if they are casting Magic Missile? And if there are situations where you wouldn't, why not turn it off during your turn or tweak the preset so that it triggers only on Magic Missile or whatever?

Either way, the point is that many of the reactions really could have some basic presets to at least cut down on a lot of the need for prompts. You could cut down the number of prompt needed reactions to a select few to keep combat flowing fairly smoothly.

And the more I think about it, the more I'm thinking it really wouldn't take that long to manage presets.

Astarion would maybe have AOO and then maybe Sneak Attack Reaction until level 6 when he'd gain Uncanny Dodge.

Lae'zel would have AOO until maybe maneuvers reactions. So maybe 2 you'd have to set for her?

Shadowheart would have AOO. That's pretty much it.

Wyll and Gale would maybe have more depending on spell picks, but how many reaction spells are you REALLY going to pick and prepare every long rest. And for them, you'd probably turn off AOO presets if you were going to have them focus on spell reactions anyway.

A paladin would have Smite reactions, but that could be preset easily.

A bard would be the potentially biggest and most difficult, but it still could be done with most bard reactions.

Anyway. I'd at least like to test it to see just how well it could be done. If Larian at least implemented a preset system and let us test it, just to see if it works, I'd be willing to try it
Posted By: GM4Him Re: Reactions like Solasta! - 24/07/22 06:15 AM
Ok. Let's take one reaction preset at a time. Attack of Opportunity is the primary reaction everyone has.

AOO presets - All Enemies (Default); Selected Target(s); Off

Basically, players will standardly want to have AOO trigger every time any enemy leaves melee without disengage. However, there may be times when they don't want to waste it on certain enemies. Example: Don't want it to trigger on goblin. Want to save it for the bugbear who might deal more damage to my mage if he gets past me. So, Selected Target(s) would allow the player to, during their turn, set AOO and then pick only those targets they want it to work on.

Keep in mind that most fights in BG3 have 4-6 enemies, so this really wouldn't take that much time even if you had to do it for 4 or even 6 party members. And again, how often would you really NOT accept an AOO against an enemy who triggers it?

Note: The game would need to also set priority on AOO, maybe based on initiative. If 2 or more PCs are capable of attacking a target with AOO, they should attack 1 at a time instead of having them potentially waste their Reaction. In other words, if PC 1 kills the target with their Reaction, PC 2 wouldn't waste theirs attempting to kill a target that is already dead.

But what if PC 1 has no other enemies near them, but PC 2 does? Priority would need to be set to PC 1 to use their Reaction leaving PC 2 able to still use theirs if another enemy attempts to run.

AOO can be combined with special abilities like Smite and Battlemaster maneuvers and Sneak Attack. So, I suggest - players who love Larian Chain System are gonna live this - the ability to chain Reactions to Abilities. Drag the ability button and chain it to AOO (or right click on AOO button and a list of chainable special abilities appears... Or something similar). So, do you want Smite to trigger with AOO? Drag it and drop it on the AOO Reaction button on the UI. Popup appears asking to set preset:

Chained Special Abilities Presets - All Enemies (Default); Enemies HP > X (you set the HP amount the enemy has that would trigger); Selected Target(s); Off

So, for Smite, I set the HP to 10. Only enemies with 11 or more Current HP would trigger the use of Smite. If an enemy only has 10 or less, my PC would do a regular attack with no Smite.

Rogue wants Sneak Attack to apply to AOO? Drags, drops Sneak Attack on AOO. Sets preset to 12. If enemy has 13 or more Current HP, Rogue would use Sneak Attack as a Reaction if he hit.

Battlemaster wants to use Trip as AOO. Drags and drops. Wants it to trigger on any enemy. Sets preset to 0. Now, enemy attempts to get past Battlemaster. She attacks automatically and uses trip, every time. Battlemaster has suddenly become an effective enemy stopper without the need to pause combat every time to ask if she wants to use Trip.

What about Smite Level 2 or Level 3 or higher? As PC gains higher levels in Smite, the preset allows them to set each Level's interval. Level 1 sets at, let's say 10. Player sets Level 2 at 20. Player later sets Level 3 at 30. Game then knows if 10 or less, no Smite. If 11 to 20, Smite 1. If 21 to 30, Smite 2, etc.

For those times when, again, you want to just select which enemies would trigger the special abilities reaction, this preset is once again available.

Did I miss anything for AOO? Would this pretty much cover it? I'm fairly certain this would do the same thing as the prompts for 90ish% of all AOO scenarios. Thus, if this worked, it would make it so combat could still run smoothly and still give players close to perfect control.
Posted By: Saito Hikari Re: Reactions like Solasta! - 24/07/22 07:07 AM
Eh, I don't think most people care too much about exactly how proper reactions are presented in the game, as long as the core ability to have full control over how you use them is in.
Posted By: Flooter Re: Reactions like Solasta! - 24/07/22 12:17 PM
Originally Posted by Maximuuus
You can call it a "prompt" rather than popup if it pleases you all but the result is mostly the same.

We'll just have to manually react this prompt each time to pause the game and read "a popup" (called micro action bar in The Composer's feedback doc) just to understand what every prompt is about...

Then we'll also have to choose the target if there are multiple ones, switch to our companions tab, select the spell level,...
When the prompt appears, the game already knows what the ability and the targets are. Because the prompt is contextual, I’d add an icon to The Composer’s suggestion indicating what contextual ability the game expects me to (left click) use or (right click) ignore.

I could be wrong, (edit: I am wrong*) but I don’t see any ability that requires anything but a yes/no decision based on context. However, if Larian implement the ability to use Sneak Attack or Manoeuvres with AoO, that would require a few extra icons to appear contextually.

*As you point out, Max, you might need to select a level for your spell. The current level icons work fine for me; I could see the prompt show the Counterspell icon on the top left corner, then three buttons: level 3, level 4, ignore. One click and you’re done.

By the way, it would be a good excuse to redesign the manoeuvre icons to make them instantly distinguishable, which would help the flow of using manoeuvres with AoO.
Posted By: GM4Him Re: Reactions like Solasta! - 24/07/22 12:56 PM
The buttons you can use could easily be in the UI as shown in the Composer's screenshots. In other words, you get the "React" or "Skip", and in the UI below only the Reactions you can use would appear with flashing buttons so you know they are available.

You use Sneak Attack during your turn. Enemy triggers AOO. Only Melee Attack appears on the UI hotbar. Sneak Attack does not.

Next round. You don't use Sneak Attack. Enemy triggers AOO. Sneak attack appears with Melee button for reaction.

Enemy triggers AOO for Battlemaster who didn't use Maneuvers during her turn. React? All maneuvers appear on the hotbar along with standard Melee attack button. No messages needed.

As for Counterspell, enemy mage casts Lightning Bolt. React? Only Counterspell appears on the UI hotbar. You don't need to designate what level spell. Lightning Bolt is a level 3 spell. If you hit Counterspell button, boom. You cast it and stop the lightning bolt.

It could be just that simple if they use the prompt method.
Posted By: Flooter Re: Reactions like Solasta! - 24/07/22 01:11 PM
Originally Posted by GM4Him
It could be just that simple if they use the prompt method.
I really hope something like this makes it into BG3.
Posted By: Alexlotr Re: Reactions like Solasta! - 24/07/22 01:53 PM
Originally Posted by GM4Him
Ok. Let's take one reaction preset at a time. Attack of Opportunity is the primary reaction everyone has.

AOO presets - All Enemies (Default); Selected Target(s); Off

Basically, players will standardly want to have AOO trigger every time any enemy leaves melee without disengage. However, there may be times when they don't want to waste it on certain enemies. Example: Don't want it to trigger on goblin. Want to save it for the bugbear who might deal more damage to my mage if he gets past me. So, Selected Target(s) would allow the player to, during their turn, set AOO and then pick only those targets they want it to work on.

1) To me it sounds horrible and tedious. What if I preset AOO to hit targets A and B, but then something happend during the combat (before my reaction) and now I wouldn't want to aoo target A, but instead would aoo target C if thet come out of my range. I PAUSE THE GAME AND CHANGE THE PRESETS. Which defeats the whole purpose of having pausless "flow". Then the situation develops and I do it again. For each character. For each possible reaction. For each remaining enemy. And if I don't do it, I feel like I don't utilize the full potential of the character. No, thanks. I'd rather react to situation each time.

2) If you can only change presets of a character during this character's turn, it defeats the whole purpose of reactions. Reactions to what enemy does before it's your turn again.
Posted By: Maximuuus Re: Reactions like Solasta! - 24/07/22 02:08 PM
Originally Posted by Flooter
Originally Posted by Maximuuus
You can call it a "prompt" rather than popup if it pleases you all but the result is mostly the same.

We'll just have to manually react this prompt each time to pause the game and read "a popup" (called micro action bar in The Composer's feedback doc) just to understand what every prompt is about...

Then we'll also have to choose the target if there are multiple ones, switch to our companions tab, select the spell level,...

*As you point out, Max, you might need to select a level for your spell. The current level icons work fine for me; I could see the prompt show the Counterspell icon on the top left corner, then three buttons: level 3, level 4, ignore. One click and you’re done.

Yeah then there's the multiple reactions during the same ennemys turn, E.G AOO from 2 characters.
Click yes/no for the first one. Click yes/no for the second + eventually enable his smite + choose the spellslot.

Always click "react" to understand what the prompt is about + having to manage a few things. It really looks like Solasta but with an additionnal real time element.

Originally Posted by Alexlotr
What if I preset AOO to hit targets A and B, but then something happend during the combat (before my reaction) and now I wouldn't want to aoo target A, but instead would aoo target C

How many times while playing have you think "oh damn, I'd really love to have full control because the situation changed so much now that this goblins has moved!" ?

We currently have 0 control and it doesnt have a huge impact on the outcome of combats. I'm all for a better control ofc but having the full DnD flexibility is only necessary to be faithfull to DnD.
Posted By: GM4Him Re: Reactions like Solasta! - 24/07/22 02:16 PM
Originally Posted by Flooter
Originally Posted by GM4Him
It could be just that simple if they use the prompt method.
I really hope something like this makes it into BG3.

I still think a blend of presets and the prompts is probably the way to go. Some Reactions really are quite basic and could easily be managed via presets as mentioned above with AOO. With just a few basic presets, the game could manage a number of your Reactions for you to cut down on the prompts so combat isn't so choppy.

Like Uncanny Dodge, which is my next preset to go over.

Uncanny Dodge presets - All Enemies (Default); Enemies Damage > X (you set the amount of damage the enemy deals to the rogue that would trigger); Selected Target(s); Off

Similar to Special Abilities, the default would be to cut damage in half for whoever hits the rogue first. I mean, if 4 enemies are fighting you, you are only likely to have 1 or 2 attack the rogue per turn. So why wouldn't you want it to trigger on any enemy?

Well, if you are in a larger fight with a boss and mini bosses, then maybe you want to not have it trigger on minions who only deal maybe 10 off at a time. You would likely want it to only trigger on the bigger enemies who could deal 20 or even 30 damage.

This is why the other presets are available. You don't want to halve an attack that only does 4 damage. You want to halve the attack that does 40 damage. So, you either specifically set your Uncanny Dodge targets who can trigger the Reaction or you set a specific damage amount.

I set the damage amount to 15. Phase Spider does 15 damage. It doesn't trigger and rogue takes full damage. Matriarch shows up and hits, dealing 36 damage in a single hit. Uncanny Dodge triggers, reducing it to 18. Rogue is still standing.

I would think that would cover most of the potential scenarios for when a player would actually want to use Uncanny Dodge. I mean, most players would actually base whether they use their Reaction for it on how much the enemy is taking off their rogue. Right?
Posted By: GM4Him Re: Reactions like Solasta! - 24/07/22 02:18 PM
Originally Posted by Alexlotr
Originally Posted by GM4Him
Ok. Let's take one reaction preset at a time. Attack of Opportunity is the primary reaction everyone has.

AOO presets - All Enemies (Default); Selected Target(s); Off

Basically, players will standardly want to have AOO trigger every time any enemy leaves melee without disengage. However, there may be times when they don't want to waste it on certain enemies. Example: Don't want it to trigger on goblin. Want to save it for the bugbear who might deal more damage to my mage if he gets past me. So, Selected Target(s) would allow the player to, during their turn, set AOO and then pick only those targets they want it to work on.

1) To me it sounds horrible and tedious. What if I preset AOO to hit targets A and B, but then something happend during the combat (before my reaction) and now I wouldn't want to aoo target A, but instead would aoo target C if thet come out of my range. I PAUSE THE GAME AND CHANGE THE PRESETS. Which defeats the whole purpose of having pausless "flow". Then the situation develops and I do it again. For each character. For each possible reaction. For each remaining enemy. And if I don't do it, I feel like I don't utilize the full potential of the character. No, thanks. I'd rather react to situation each time.

2) If you can only change presets of a character during this character's turn, it defeats the whole purpose of reactions. Reactions to what enemy does before it's your turn again.

No. You don't pause the game to change presets. You change them on your characters's turn. It's not flawless, but it would cut out the need for A LOT of pauses and prompts.
Posted By: Tuco Re: Reactions like Solasta! - 24/07/22 02:26 PM
Originally Posted by GM4Him
No. You don't pause the game to change presets. You change them on your characters's turn.

Honest question: what makes some of you think that just doing something "in your turn" should not count as a time sink?

As I already said previously, the idea of having to "script" a series of possible reactions every time I'm playing my turn when most of that work may even turn out to be completely useless to ME sounds way, WAY more boring and time consuming that just being stopped with a confirmation prompt at the right time WHEN needed.
Posted By: Maximuuus Re: Reactions like Solasta! - 24/07/22 02:43 PM
You wouldn't necessarily have to do things every round.... You would determine yourself the time that is worth it.

Doing things during your turn mean doing things you want to do.
Answering "no" (or toggle off) is taking time not to do somethings. It makes a huge difference to me.

As I already said, I had a lot of fun doing "more" things with my lore bard. I didnt with my valor bard (toggle off constantly). Saying yes/no is mostly the same as playing with toggles but in real time (which makes huge differences ofc. Pops-up rather than what we have now!!)
Posted By: Tuco Re: Reactions like Solasta! - 24/07/22 02:56 PM
I mean, I would GLADLY take a reaction every turn if the occasion presents itself, though.
What I don't want is planning ahead for the chance of a reaction that may or may not even happen.
Posted By: GM4Him Re: Reactions like Solasta! - 24/07/22 03:26 PM
Originally Posted by Tuco
I mean, I would GLADLY take a reaction every turn if the occasion presents itself, though.
What I don't want is planning ahead for the chance of a reaction that may or may not even present itself.

What we're suggesting is more like this:

AOO is set to All Enemies by default. Oh wait. I'm in a battle against Ragzlin and like a dozen cultists. On Lae'zel's turn, I switch AOO to only trigger on Ragzlin because he's the only person I want her to AOO against of every enemy near Lae'zel. From that moment on in that battle, Ragzlin is the only target she will AOO until I switch the preset again.

Later, he isn't even near her, so I switch it back to All Enemies so at least she uses it on someone. It's as simple as that.

And I'm still thinking that some reactions would still require a pause and choice, like Counterspell. I can't just set a preset on that based on level because then my mage might waste it on some baby spell like Bless at level 3 as opposed to Fireball.

I'm just saying that some Reactions could be presets and some more complicated could be prompts. This would drastically cut down on how many times the Combat is interrupted by prompts.
Posted By: Tuco Re: Reactions like Solasta! - 24/07/22 03:40 PM
Originally Posted by GM4Him
AOO is set to All Enemies by default. Oh wait. I'm in a battle against Ragzlin and like a dozen cultists. On Lae'zel's turn, I switch AOO to only trigger on Ragzlin because he's the only person I want her to AOO against of every enemy near Lae'zel. From that moment on in that battle, Ragzlin is the only target she will AOO until I switch the preset again.

Yeah, and my counter-example of why I wouldn't want that is this: I set my AoO to work only on Ragzlin because I consider him the priority target. During his turn Ragzilin does absolutely nothing to activate it, let's say he even moves first and just attacks on the spot. I'm left for the entirety of the remaining round wasting all my AoO opportunities while two other goblins could have triggered it.

So... I wasted more time that confirming a prompt, I had to make a decision upfront that involved switching toggles, selecting targets and what else; in the end it amounted to absolutely nothing.
Why should I be happy with this system, again?
Posted By: Alexlotr Re: Reactions like Solasta! - 24/07/22 04:12 PM
Originally Posted by Tuco
Originally Posted by GM4Him
AOO is set to All Enemies by default. Oh wait. I'm in a battle against Ragzlin and like a dozen cultists. On Lae'zel's turn, I switch AOO to only trigger on Ragzlin because he's the only person I want her to AOO against of every enemy near Lae'zel. From that moment on in that battle, Ragzlin is the only target she will AOO until I switch the preset again.

Yeah, and my counter-example of why I wouldn't want that is this: I set my AoO to work only on Ragzlin because I consider him the priority target. During his turn Ragzilin does absolutely nothing to activate it, let's say he even moves first and just attacks on the spot. I'm left for the entirety of the remaining round wasting all my AoO opportunities while two other goblins could have triggered it.

So... I wasted more time that confirming a prompt, I had to make a decision upfront that involved switching toggles, selecting targets and what else; in the end it amounted to absolutely nothing.
Why should I be happy with this system, again?
++ was about to say the same
Posted By: GM4Him Re: Reactions like Solasta! - 24/07/22 05:13 PM
Originally Posted by Tuco
Originally Posted by GM4Him
AOO is set to All Enemies by default. Oh wait. I'm in a battle against Ragzlin and like a dozen cultists. On Lae'zel's turn, I switch AOO to only trigger on Ragzlin because he's the only person I want her to AOO against of every enemy near Lae'zel. From that moment on in that battle, Ragzlin is the only target she will AOO until I switch the preset again.

Yeah, and my counter-example of why I wouldn't want that is this: I set my AoO to work only on Ragzlin because I consider him the priority target. During his turn Ragzilin does absolutely nothing to activate it, let's say he even moves first and just attacks on the spot. I'm left for the entirety of the remaining round wasting all my AoO opportunities while two other goblins could have triggered it.

So... I wasted more time that confirming a prompt, I had to make a decision upfront that involved switching toggles, selecting targets and what else; in the end it amounted to absolutely nothing.
Why should I be happy with this system, again?

It's more like this. Lae'zel goes. You set Ragzlin as target. 4 enemies go who don't trigger AOO because Ragzlin is target. With prompts, each 1 would trigger a pause prompt. But regardless, you'd skip these 4 anyway if you prompt controlled it because you are waiting for Ragzlin to go to see if you are going to get AOO on him.

Next round. Ragzlin turn. He doesn't trigger AOO. He just stands and fights. Several cultists go after. Then Lae. 1 moves that would trigger AOO, but you set Ragzlin as target. Oh well. You maybe missed 1 AOO opportunity before your next turn.

OR ... You know those several cultists come after Ragzlin in order. So, you set Ragzlin AND all those cultists as targets. Then, if Ragzlin doesn't trigger, you might have 1 of those several trigger it and not miss your AOO. Still same result but no pause prompt.
Posted By: Tuco Re: Reactions like Solasta! - 24/07/22 05:23 PM
I realize you just don't want to accept my word for it, but I have to insist:
I'd still prefer to be prompted on a case-by-case basis (and let's be real, it's not like you get FIVE chances at AoO in each turn to begin with) while reacting to things that actually happen rather then wasting more than 2 seconds setting up a "precog reaction" for something that in the end never happens.

And when I say "I prefer it" I don't mean "It's a tough choice but in the end I had to make a pick".
I mean by a wide margin. Not even close. A complete no contest.

Like, I'd ENJOY being prompted a reaction and getting a chance to make a decision on the spot, while conversely I'd rather keep the automated reactions we have now rather than having in place a system where I'm supposed to set up impromptu scripts predicting what's to come.

Seriously, at least as long as we are talking about something basic like AoO and not a counterspell, so with no waste of finite resources involved, I'll stick with "toggle for automation" over "preplanning".
Posted By: GM4Him Re: Reactions like Solasta! - 24/07/22 05:33 PM
Originally Posted by Tuco
I realize you just don't want to accept my word for it, but I have to insist:
I'd still prefer to be prompted on a case-by-case basis (and let's be real, it's not like you get FIVE chances at AoO in each turn to begin with) while reacting to things that actually happen rather then wasting more than 2 seconds setting up a "precog reaction" for something that in the end never happens.

And when I say "I prefer it" I don't mean "It's a tough choice but in the end I had to make a pick".
I mean by a wide margin. Not even close. A complete no contest.

Like, I'd ENJOY being prompted a reaction and getting a chance to make a decision on the spot, while conversely I'd rather keep the automated reactions we have now rather than having in place a system where I'm supposed to set up impromptu scripts predicting what's to come.

Seriously, at least as long as we are talking about something basic like AoO and not a counterspell, so with no waste of finite resources involved, I'll stick with "toggle for automation" over "preplanning".

No. I get it. I am just trying to think outside the prompt method. I'm trying to give the preset a chance.

I don't think Solasta's pop-up approach is bad at all except it's a bit annoying with my Paladin Smite. That's really the only one. Uncanny Dodge is also a smidge annoying because both of these happen more frequently. But dang would I put up with those 2 if a better solution cannot be found.

I'm just saying that the preset method, I think anyway, wouldn't be that much more difficult to do and it might still accomplish the same thing. We wouldn't really know until we tested it, and I'd be interested in testing it to see if it would work.

But heck yeah. If we tested it and found it took a lot to preset reactions, and it was simply too easy to forget, like Passive Mode, aid prefer the prompt method. I suspect that is probably the case, but I'd be willing to at least test the preset method.
Posted By: Gray Ghost Re: Reactions like Solasta! - 24/07/22 08:45 PM
Honestly, this preset method sounds like it would be a lot to juggle. Maybe actually doing it would be easier than reading it all laid out, but I'd be concerned that for new players, this all could be overly complicated. And I cannot see how it could be smoother and more intuitive than just the style of reactions Solasta has. Whatever flaws they might have, Solasta's reaction system is clear and easy to understand and use. Sometimes that has to take priority over a little bit of clunkiness. And I honestly don't think the clunkiness there is really that disruptive overall.
Posted By: GM4Him Re: Reactions like Solasta! - 24/07/22 09:20 PM
Originally Posted by Gray Ghost
Honestly, this preset method sounds like it would be a lot to juggle. Maybe actually doing it would be easier than reading it all laid out, but I'd be concerned that for new players, this all could be overly complicated. And I cannot see how it could be smoother and more intuitive than just the style of reactions Solasta has. Whatever flaws they might have, Solasta's reaction system is clear and easy to understand and use. Sometimes that has to take priority over a little bit of clunkiness. And I honestly don't think the clunkiness there is really that disruptive overall.

I mostly agree. Here's why I'm trying to make the presets work:

Solasta method: Paladin has Smite levels 1-4. Rogue with Uncanny Dodge. Mage has Counterspell. Druid has... well. Druid has AOO like everyone else. This is my current party in Solasta.

Combat begins. Skeleton runs up to Paladin and attacks. Skeleton 2 runs up to Rogue and attacks and hits. Pause/Popup. "Uncanny Dodge? Yes/No?" You hit No. Skeleton 3 runs up to Rogue and attacks and hits. Pause/Popup. "Uncanny Dodge? Yes/No?" You hit No. These skeletons are only doing like 8 damage or something on average. Why halve that when there's a Defiler in the room who can do a whole lot more? Skeleton 4 runs up to Rogue and attacks and hits. Pause/Popup. "Uncanny Dodge? Yes/No?" You hit No. Enemy Mage is casting Darkness. Pause/Popup. "Counterspell? Yes/No?" You hit Yes. Spell stopped. Skeleton 5 runs past Paladin to get at my mage. Pause/Popup. "Use AOO? Use Smite?" I pick Yes for AOO and pick level 1 smite. Skeleton dies. Defiler attacks Rogue and deals 25 damage. Pause/Popup. "Use Uncanny Dodge? Yes/No?" I pick yes. Rogue only takes 12 damage.

This is a very similar scenario to what I've had happen with my present party in Solasta. At first, I'm like, "Yeah. No big deal. However, after a bit, it turns into "Oh my gosh! This is really happening a lot."
Posted By: sublimeclown Re: Reactions like Solasta! - 24/07/22 09:48 PM
I think a compromise could work well. Separate AOO and reactions altogether so that you get one AOO and one reaction per round. AOO can continue working as it does (automatic when an enemy moves away from you without disengaging) and it wouldn’t use up your reaction, so no issue with it messing up your strategy. Then just have the reaction prompt for anything defensive like when a spell hits you and you want to use shield, counterspell, etc. and make offensive reactions like Smite a separate ability you can select on your turn - if it misses, it doesn’t use your spell slot. I know you wouldn’t be able to choose it after seeing the damage roll, but again, it’s a fair compromise that cuts down on the amount of prompting IMO.
Posted By: GM4Him Re: Reactions like Solasta! - 24/07/22 10:51 PM
Yeah, but Reactions like Uncanny Dodge would still be frequent prompts unless some form of preset was done.

Honestly, I don't think the presets would be as bad as people think. For the most part, you set your presets like once and never worry about them again.

Uncanny Dodge. Go to Reactions screen. Set it to only trigger if damage done to rogue is, let's say, more than 10. Done. Never mess with it again.

Smite. Set Smite Reaction preset intervals to every 10. Done. Never mess with it again.

I mean... Unless you want to tweak it a bit and do like every 12 for intervals, or something like that.

Most Reactions could be handled like this. I don't think it would be that much pre-work.
Posted By: ArcaneHobbit Re: Reactions like Solasta! - 24/07/22 11:50 PM
In my opinion, popups like in Solasta are easily the best way to handle reactions. While they can slow the game down, I think it's possible to limit this slowdown by speeding up the combat in other areas. For example, one of the suggestions I saw on Reddit was to have pop-ups only show up when they would be able to actually change the result or have an effect (the shield popup only shows up when it would block a hit, protection popup only shows up when it could potentially prevent an ally from being hit, etc.).

On-hit effects like smite would be pretty easy to handle and speed up with this pop-up system. Smite really only has two use-cases: you know you want to unload a smite into an enemy before you make the attack roll so you just wait to see if you hit before declaring a smite, or you're waiting to see if it's a critical hit. In the case of the former, they could just handle them like battlemaster maneuvers, whereas in the latter case they can just add an optional popup on critical hits to smite retroactively. This wouldn't really slow the game down much since you'd only get popups for critical hits (5% of attack rolls).

Another suggestion I saw was to add a QTE system for reactions. This would mean that players would need to "opt-in" to reactions they're interested in rather than having to "opt-out" of each possible reaction proc. This would speed up fights while still giving you full control over reactions. However, I don't really know how they'd time the QTEs so that players with worse physical dexterity and reaction times won't accidentally miss the window.
Posted By: Tuco Re: Reactions like Solasta! - 25/07/22 02:35 AM
Originally Posted by GM4Him
Yeah, but Reactions like Uncanny Dodge would still be frequent prompts unless some form of preset was done.

Well, not particularly? How many time do you expect your rogue to be targeted by an attack in one turn, exactly?
And once you take a reaction of any kind you defuse all the other possible prompts, anyway.
Posted By: gaymer Re: Reactions like Solasta! - 25/07/22 03:59 AM
Reactions likes Solasta is never going to happen. This is even more apparent with Swarm AI implementation that there isn't anything left to be discussed here.

Larian just disappointed a lot of people, but we already paid our $$$.
Posted By: Alyssa_Fox Re: Reactions like Solasta! - 25/07/22 06:05 AM
Originally Posted by Tuco
Originally Posted by Alyssa_Fox
Solasta reactions are horrible.

I know you wish really, REALLY hard for people to agree with you on this, but for the vast majority of players who are actually familiar with both games that's absolutely not the case.

You are mistaken. a vocal minority is not a vast majority. Solasta didn't even implement any reaction-heavy class, because it's reaction system is so bad having a bard will turn the combat into pop-up hell. People praising Solasta's reaction system are a very niche group of obsessed 5e rules fans who derive some perverted masochistic pleasure from enacting a clunky and unbalanced DnD 5e ruleset in a videogame. DnD works in a real-life table-top environment because it only serves as a foundation for DM's story-telling, not some Holy Scripture of Irrefutable Dogmas.
Posted By: Saito Hikari Re: Reactions like Solasta! - 25/07/22 06:29 AM
Originally Posted by Alyssa_Fox
You are mistaken. a vocal minority is not a vast majority. Solasta didn't even implement any reaction-heavy class, because it's reaction system is so bad having a bard will turn the combat into pop-up hell. People praising Solasta's reaction system are a very niche group of obsessed 5e rules fans who derive some perverted masochistic pleasure from enacting a clunky and unbalanced DnD 5e ruleset in a videogame. DnD works in a real-life table-top environment because it only serves as a foundation for DM's story-telling, not some Holy Scripture of Irrefutable Dogmas.
Oh, so we've rounded right back into purist strawmen. Neat.

...Do people not even know that Solasta is adding in all of the remaining classes soon? I wonder what the goalposts are going to get moved towards after that? There's something to be said that the vast majority of people who have actually played both games believe that BG3's handling of reactions is wildly insufficient as it currently is.
Posted By: Sozz Re: Reactions like Solasta! - 25/07/22 06:32 AM
As someone who thought playing a party of four paladins would be neat in Solasta, I can see both sides of the argument there.

Larian's chief concern here seems to be avoiding anything that breaks the flow of combat, in order to make it go as quick as possible, so any kind of pop-up system that would pause the game doesn't seem to be in the offing.

I'm sorry if this idea came up before, it's a little similar the QTE suggestion, but a compromise might be locking the camera to the opponent's turn and having a button appear above them, that if it, or the spacebar were held down would pause the game, and bring up a dropdown telling you what the action is, and who is in range with what reaction, most people following the combat will know what they're looking for, so it wouldn't disrupt combat unnecessarily.

There, we can put this to bed finally.

Larian will let us act during the enemy turn eventually, right?
Posted By: Saito Hikari Re: Reactions like Solasta! - 25/07/22 07:18 AM
Originally Posted by Sozz
Larian's chief concern here seems to be avoiding anything that breaks the flow of combat, in order to make it go as quick as possible, so any kind of pop-up system that would pause the game doesn't seem to be in the offing.

I understand if this is something Larian is concerned about, and I'm pretty much in the acceptance stage in regards to knowing that proper reactions aren't making it into this game. But I sincerely wish they would have actual consistency in applying that kind of philosophy to literally everything else in the game as well.

Why are there so many empty containers? Why does every single NPC need a special close-up cinematic even if they only have one sentence to say? Why is it even necessary to have so many random junk items like forks and plates that only sell for 1 gold each, and then not automatically mark them as junk items to be mass sold in bulk? How come when food items are sent to camp storage, we still need to fish them out of said storage to even use them to long rest? What the actual hell is the chain system even supposed to achieve compared to a simple click and drag thing that literally every other developer uses?

Isn't stuff like that even more disruptive to the overall pacing of the game than reactions theoretically are? It's just, stuff like this is something any other cRPG developer would get absolutely raked over the coals for, and yet it somehow feels like the BG3 community lives in a completely separate dimension from the rest of the cRPG enthusiast community in how much they are willing to tolerate or ignore.
Posted By: RagnarokCzD Re: Reactions like Solasta! - 25/07/22 08:07 AM
Originally Posted by GM4Him
Uncanny Dodge. Go to Reactions screen. Set it to only trigger if damage done to rogue is, let's say, more than 10. Done. Never mess with it again.
Feel free to corect me but arent reactions supposed to happen BEFORE strike even land? O_o
Posted By: Saito Hikari Re: Reactions like Solasta! - 25/07/22 08:15 AM
Originally Posted by RagnarokCzD
Feel free to corect me but arent reactions supposed to happen BEFORE strike even land? O_o
Some reactions are in response to something landing, and they reduce the amount of damage taken or retaliate with damage.

Uncanny Dodge is among them.
Posted By: Tuco Re: Reactions like Solasta! - 25/07/22 09:07 AM
Originally Posted by Alyssa_Fox
You are mistaken. a vocal minority is not a vast majority.
No, I'm not.
You have just to check any discussion pretty much anywhere, especially on places with explicit visible user rating like reddit, to see that every suggestion to imitate the Solasta reaction system is drowned in upvotes while the opposite happens to guys like you who love to complain about how "bad" Solasta is.
And that's true EVEN in a fanboy den like the BG3 subreddit, where opinions are OVERWHELMINGLY over-defensive in favor of Larian on average.

Last but not least, I'll stress that I chose my words very deliberately there: "the vast majority of players who are familiar with both". Meaning "players who actually had their chances to play both games for a meaningful amount of time".
It doesn't mean your random-ass clueless casual guy picked gods-know-where to give some impromptu feedback, maybe based on sensations and first impressions.

P.S. Any argument about the problems with the things that Solasta DID NOT adapt is intrinsically stupid to use against what they successfully implemented, by the way.
As I already pointed in the past, few specific abilities being an issue and requiring either a custom solution or a revamp does not work as a reason to ditch the entire reaction system, even if you seem to think otherwise.
Posted By: GM4Him Re: Reactions like Solasta! - 25/07/22 10:21 AM
Originally Posted by Saito Hikari
Originally Posted by RagnarokCzD
Feel free to corect me but arent reactions supposed to happen BEFORE strike even land? O_o
Some reactions are in response to something landing, and they reduce the amount of damage taken or retaliate with damage.

Uncanny Dodge is among them.

When an attacker hits you... It doesn't really specify whether before or after damage is rolled in the case of Uncanny Dodge.

Regardless, I'm trying to figure out a way to make presets work, so in this case I don't know how you'd set a preset for Uncanny Dodge that would satisfy a player other than to base the preset on damage dealt to the rogue.
Posted By: GM4Him Re: Reactions like Solasta! - 25/07/22 10:28 AM
Originally Posted by Alyssa_Fox
Originally Posted by Tuco
Originally Posted by Alyssa_Fox
Solasta reactions are horrible.

I know you wish really, REALLY hard for people to agree with you on this, but for the vast majority of players who are actually familiar with both games that's absolutely not the case.

You are mistaken. a vocal minority is not a vast majority. Solasta didn't even implement any reaction-heavy class, because it's reaction system is so bad having a bard will turn the combat into pop-up hell. People praising Solasta's reaction system are a very niche group of obsessed 5e rules fans who derive some perverted masochistic pleasure from enacting a clunky and unbalanced DnD 5e ruleset in a videogame. DnD works in a real-life table-top environment because it only serves as a foundation for DM's story-telling, not some Holy Scripture of Irrefutable Dogmas.

I do find it interesting that the vast majority of people who have played Solasta ARE the ones saying their Reaction system isn't really invasive to the flow of combat. There are a few reactions that are, but the vast majority of reactions in that game do not drive people crazy and make combat suck. In fact, one thing Solasta does better than BG3 IS combat. Frankly, Solasta blows BG3 combat out of the water. It's more strategic, balanced, easier to learn, actions are easier to find and understand...

BG3 is getting better, mind you, and I have high hopes for it. But it's not there yet. Reactions is a BIG part of that.

And yeah. Bard is coming to Solasta soon. I'm sure they're also trying to figure out how to not have a pop-up hell.
Posted By: gaymer Re: Reactions like Solasta! - 25/07/22 12:52 PM
Part of Solasta combat being better isn't just Reactions, but balance.

Anyway, the current system might be manageable if you could interact with your character when it isn't your turn. Like, you had your UI turned into only the available Reactions you had on your hotbar and could use one every round.

That's the most feasible and realistic of Larian's limitations.

Within the framework of the game, there would be no focus on shortening combat with Swarm AI and Swen saying they were averse to pop-ups, only to do the opposite.

Though I still maintain that part of that was an excuse to cover up the poor foresight of their engine and its constraints on a proper 5e system and not what we were delivered.

Regardless, they did not just include Swarm AI for its effects to be negated by everyone having to do pop-ups.
Posted By: Tuco Re: Reactions like Solasta! - 25/07/22 01:02 PM
Originally Posted by gaymer
Regardless, they did not just include Swarm AI for its effects to be negated by everyone having to do pop-ups.

- The yare not mutually exclusive ("Swarm AI" just moves unities in group and still does attacks individually).

- They don't need to be "pop-ups", there are smoother ways to do prompt confirmation, including ones that take virtually no interruption if the player is quick on the click.
Posted By: Maximuuus Re: Reactions like Solasta! - 25/07/22 01:22 PM
I'm not sure how it would look like if let's say 4 archers were attacking Gale at the ""same time"" (Swarm AI) when he could trigger Shield.
It would really disrupt the new system... or at least its purpose and its appeal.

No interruption is absolutely not possible imo with this new and very fast AI.
Posted By: GM4Him Re: Reactions like Solasta! - 25/07/22 01:51 PM
OK. Let's face it. Larian is looking to do something for reactions that won't create popups/prompts or whatever you want to call them. If they were just looking to go the Solasta route, they'd have implemented it a long time ago.

I mean, it's all my best guess and all, but I'm thinking that the reason we haven't gotten true reactions in BG3 is because they are attempting to come up with a preset-style solution so combat will be quick and crisp without interruption. That's part of why I'm even spending time trying to figure out how to make presets as simple as possible. I figure that Larian would probably rather avoid even including Reactions at all than to have it mess up the flow of the combat.

Still, I have to agree with Tuco. There really are ways to make the prompts quick, which Composer kinda showed us, and I think it was Tuco mentioned (left click to React and right click to skip; you wouldn't even need to click on an on screen button).

Seriously, a prompt doesn't occur THAT often in Solasta for most classes and their abilities. It's not like enemies are triggering AOO every round or triggering Counterspell every round. Like I said, Paladin Smite pops up a bit too much, and Uncanny Dodge almost once a round IF you get your rogue into close range or there are archers. But, again, like someone said, if you use Uncanny Dodge on the first enemy who attacks you, it doesn't pop up again. It's rather unusual, too, that you'd NOT use it on the first enemy. And, if you don't use it on the first enemy to attack you, why is that? It's because the game asked you, and YOU decided that you should hold off. If you don't get a prompt, YOU wouldn't decide such a thing at all. The game would.

Anyway, I'm still going to try to work on developing an idea for presets just because - well, I'm bored and I find it interesting - maybe Larian needs a bit of help in this regard. So, why not at least try?

Shoot. If we are able to come up with something that they develop and let us test it and find that it actually makes the game faster and more fun, why shouldn't we at least try something besides prompts? Now's the time for testing. If Larian were to put out a Preset Reactions system in Patch 9 for us to test for them, I'd be 100% for it. Let's give it a go - as long as they give us at least the prompt system should player feedback show them that we, the player base, do in fact hate the preset system.

Are you guys seriously not open to at least trying some sort of preset system?
Posted By: Tuco Re: Reactions like Solasta! - 25/07/22 02:08 PM
Incidentally, if you are willing to give up "crit fishing", Smite is exactly one of those abilities that would MOSTLY work just fine as a direct-use ability (like Battlemaster superiority dice maneuvers already do) except for when it's applied on top of a AoO as a reaction (THEN it would need a prompt).

And yes, GM4Him nailed what I meant with "virtually no interruptions". If you are paying attention to the action and expecting the reaction to come by, as soon as the "dramatic slow down" is even beginning you'd be quickly able to left click to confirm your reaction or right click to skip it.
Then the action would go by with hardly any actual pause. And even some eye candy on top, if you like that sort of thing.

If anything, a compromise I could see is that when a "spell slot use" is required (i.e. Smite), the game could set for a compromise (i.e. "Always use the lower -or higher- level spell slot available instead asking which).
Posted By: mrfuji3 Re: Reactions like Solasta! - 25/07/22 02:48 PM
Originally Posted by GM4Him
Anyway, I'm still going to try to work on developing an idea for presets just because - well, I'm bored and I find it interesting - maybe Larian needs a bit of help in this regard. So, why not at least try?
[...]
Are you guys seriously not open to at least trying some sort of preset system?
Presets could be better than the current system. The main offense of the current BG3 reaction system is that the game automatically uses the first applicable reaction but most reaction abilities aren't modified for this uncertainty. This unfortunately also holds true for some BG3 non-reaction abilities that, in 5e RAW, allow the player freedom on when to activate (e.g., Bardic Inspiration). This can be solved with prompts -- my preferred solution -- but also with a preset system with **appropriately modified abilities**.

Cutting Words is a good example of an ability modified for Larian's "first applicable use" system. Instead of lowering one roll of choice, instead it lowers all rolls for a round. We've traded the ability to specifically negate one single attack for the reduced chances to hit with possibly multiple attacks. It still uses your Reaction, but it does so on your terms.
Bardic Inspiration, however, is strictly nerfed compared to PnP. You don't have a choice when to use that d6, so it's very likely it will be used in a situation where 1d6 won't affect the roll.

IF Larian is going to continue with this "first applicable use" system for activating reactions & other abilities, then the best option imo is probably a preset system where these abilities are modified to be more powerful to compensate for the lack of precision when to use. E.g.,
- Make Bardic Inspiration apply to all rolls for the next round, or maybe to the next 3 rolls.
- Make Counterspell castable on your turn, using your reaction and the spellslot, and it works on the next single leveled spell or next 2 cantrips. Maybe it stays active for a 2nd turn if no spells (or a single cantrip) is cast during the first turn, but your reaction on the 2nd turn isn't used up.
Something like this.
Posted By: gaymer Re: Reactions like Solasta! - 25/07/22 03:52 PM
Originally Posted by Tuco
Originally Posted by gaymer
Regardless, they did not just include Swarm AI for its effects to be negated by everyone having to do pop-ups.

- The yare not mutually exclusive ("Swarm AI" just moves unities in group and still does attacks individually).

- They don't need to be "pop-ups", there are smoother ways to do prompt confirmation, including ones that take virtually no interruption if the player is quick on the click.

No, they aren't but common sense is a thing. If Swarm AI exists for multiple enemies to go at once, how can you have pop-ups that go out to a Bard for instance to react to 5 different enemies that are going in rapid succession.

What would the point of Swarm AI even be created for if the game is going to be eventually changed to pause after every attack for player input?

This is where reasoning comes into play. Larian has ZERO intention of delivering what people are asking for, and this is something I want as well.

However, we have to transition to a practical solution. And that is why I said we should just be able to have access to the characters when it isn't our turn and be able to only use the Reactions then.

The game is being shopped for playtesting for the full game and Swen said they are moving to polishing the game and working toward official release. What good does it do to still sit and theorycraft about Solasta Reactions when it's clear it's beyond Larian's capabilities with what they built.

What we have could be improved upon marginally if you could change Reactions and use them while you're waiting for others. This way, you could at least have LIMITED control over something like Hellish Rebuke, etc.
Posted By: Flooter Re: Reactions like Solasta! - 25/07/22 05:04 PM
Originally Posted by GM4Him
I mean, it's all my best guess and all, but I'm thinking that the reason we haven't gotten true reactions in BG3 is because they are attempting to come up with a preset-style solution so combat will be quick and crisp without interruption.
I have a hopeful alternative interpretation of events to offer. (Boy, have I ever been burned with optimistic predictions… but I refuse to learn!)

It could be that there’s a technical issue with true reactions which involves multiplayer. Maybe passing around priority chaotically to let players make decisions on the fly isn’t easy.

I’ve no idea what the specifics might be, but two things were mentioned during the last PfH. 1. A lot of work was being done under the hood for something involving multiplayer which wasn’t necessary in Larian’s previous games. 2. Some features are basically locked in but haven’t been released yet because developpers want to make a good first impression.

So it’s possible reactions aren’t in EA yet because they’re still cooking. As a side note, we can start to tell which features are settled because they’re the ones getting polish. Wizards’ spell-learning panel, tuned UI for rests… These are things that, sadly, will stop evolving mechanically.

But the combat log is still the same as it’s always been, jank and all. It’s a fair bet that combat itself hasn’t completely hardened into its final form, so polishing the log now would be a waste. Cutting words doesn’t even show up. Could this be a sign that CW isn’t meant to stay this way?
Posted By: Saito Hikari Re: Reactions like Solasta! - 25/07/22 06:21 PM
Originally Posted by Maximuuus
I'm not sure how it would look like if let's say 4 archers were attacking Gale at the ""same time"" (Swarm AI) when he could trigger Shield.
It would really disrupt the new system... or at least its purpose and its appeal.

No interruption is absolutely not possible imo with this new and very fast AI.
I'm just going to say this actually isn't going to be a problem in regards to Shield, because the AC increase that Shield grants persists until the start of your next turn. So if the swarm AI throws four arrows at Gale, he just needs to activate Shield at the very beginning and it will count against all four attacks.

More targeted defensive reactions like Protection fighting style and Hellish Rebuke could have issues, though.

Originally Posted by gaymer
No, they aren't but common sense is a thing. If Swarm AI exists for multiple enemies to go at once, how can you have pop-ups that go out to a Bard for instance to react to 5 different enemies that are going in rapid succession.

What would the point of Swarm AI even be created for if the game is going to be eventually changed to pause after every attack for player input?

This is where reasoning comes into play. Larian has ZERO intention of delivering what people are asking for, and this is something I want as well.

However, we have to transition to a practical solution. And that is why I said we should just be able to have access to the characters when it isn't our turn and be able to only use the Reactions then.

The game is being shopped for playtesting for the full game and Swen said they are moving to polishing the game and working toward official release. What good does it do to still sit and theorycraft about Solasta Reactions when it's clear it's beyond Larian's capabilities with what they built.

What we have could be improved upon marginally if you could change Reactions and use them while you're waiting for others. This way, you could at least have LIMITED control over something like Hellish Rebuke, etc.

I actually did make a thread looking for suggestions on how they could rework specific reactions to fit into the current framework that BG3 uses. It kind of just went towards everyone asking for proper reactions again instead.

https://forums.larian.com/ubbthreads.php?ubb=showflat&Main=100987&Number=818926#Post818926

The way Cutting Words works seems to be a big hint on how many of the remaining targeted defensive reactions might end up working as well. For example, I wouldn't be too surprised if Counterspell ends up being a pre-cast targeted silence/mute at the end of the day.
Posted By: sublimeclown Re: Reactions like Solasta! - 25/07/22 06:34 PM
Originally Posted by GM4Him
In fact, one thing Solasta does better than BG3 IS combat. Frankly, Solasta blows BG3 combat out of the water. It's more strategic, balanced, easier to learn, actions are easier to find and understand...

So funny, I really find the combat in Solasta to be a slog. I don't like the UI at all - I feel like I'm constantly looking through the menus trying to remember what is a spell, what is a bonus action, what is a "power." And I don't find the battles to be all that strategic. Say what you want about high ground bonus in BG3, it does add some interest/strategy with trying to best position characters. I also happen to like the environmental factors like exploding barrels and surfaces (when used sparingly) because they tend to throw in an unexpected element to the fight. Though my view of Solasta might be slightly skewed because it runs so poorly on Mac unless I turn the graphics down so low it looks like garbage.
Posted By: Tuco Re: Reactions like Solasta! - 25/07/22 06:40 PM
Originally Posted by sublimeclown
So funny, I really find the combat in Solasta to be a slog. I don't like the UI at all - I feel like I'm constantly looking through the menus trying to remember what is a spell, what is a bonus action, what is a "power." And I don't find the battles to be all that strategic. Say what you want about high ground bonus in BG3, it does add some interest/strategy with trying to best position characters. I also happen to like the environmental factors like exploding barrels and surfaces (when used sparingly) because they tend to throw in an unexpected element to the fight. Though my view of Solasta might be slightly skewed because it runs so poorly on Mac unless I turn the graphics down so low it looks like garbage.
Nah.
Posted By: GM4Him Re: Reactions like Solasta! - 25/07/22 10:22 PM
Ok. This preset thing could work. I worked on it quite a bit today and posted a link to it on my blog.

https://baldursgate3theafflicted.blogspot.com/2021/08/home.html?m=1

Keep in mind that Counterspell is probably the worst, and I'm still trying to think how to implement it without constant popups if players go up against multiple spellcasters later in the game.

For the rest of the classes I worked on, honestly, there wouldn't be that much Reaction Management involved. I made notes. See for yourself if you want.

Note: It's a Google Sheets doc, so it's not exactly pretty. I hope you will look at it and get the overall idea as opposed to getting hung up on how it looks.

Also, I'm open to suggestions on how to tweak presets, etc.
Posted By: Zyllos Re: Reactions like Solasta! - 27/07/22 01:52 AM
Originally Posted by GM4Him
Ok. This preset thing could work. I worked on it quite a bit today and posted a link to it on my blog.

https://baldursgate3theafflicted.blogspot.com/2021/08/home.html?m=1

Keep in mind that Counterspell is probably the worst, and I'm still trying to think how to implement it without constant popups if players go up against multiple spellcasters later in the game.

For the rest of the classes I worked on, honestly, there wouldn't be that much Reaction Management involved. I made notes. See for yourself if you want.

Note: It's a Google Sheets doc, so it's not exactly pretty. I hope you will look at it and get the overall idea as opposed to getting hung up on how it looks.

Also, I'm open to suggestions on how to tweak presets, etc.

I think having configurable presets would work extremely well, as long as the defined presets are well defined and correct for each spell/ability type. I see nothing wrong with this at all.

Keeps the combat and gameplay flowing while still giving players the ability to control their Reactions on their turn.
Posted By: GM4Him Re: Reactions like Solasta! - 27/07/22 02:29 AM
Originally Posted by Zyllos
Originally Posted by GM4Him
Ok. This preset thing could work. I worked on it quite a bit today and posted a link to it on my blog.

https://baldursgate3theafflicted.blogspot.com/2021/08/home.html?m=1

Keep in mind that Counterspell is probably the worst, and I'm still trying to think how to implement it without constant popups if players go up against multiple spellcasters later in the game.

For the rest of the classes I worked on, honestly, there wouldn't be that much Reaction Management involved. I made notes. See for yourself if you want.

Note: It's a Google Sheets doc, so it's not exactly pretty. I hope you will look at it and get the overall idea as opposed to getting hung up on how it looks.

Also, I'm open to suggestions on how to tweak presets, etc.

I think having configurable presets would work extremely well, as long as the defined presets are well defined and correct for each spell/ability type. I see nothing wrong with this at all.

Keeps the combat and gameplay flowing while still giving players the ability to control their Reactions on their turn.

The two I still am not totally happy with are Counterspell and Temporal Shunt. They are the hardest because of just how complicated they are. However, if you have these two, and you have prompts, that would be a nightmare if you go up against a room of spellcasters. Every few seconds, "Use Counterspell? Goblin Booyahg is casting Hex."

I am still pondering them, but a default spell list seems the best way to go. You decide what spells you want to trigger them.
Posted By: booboo Re: Reactions like Solasta! - 27/07/22 03:38 PM
And if you *don't* want presets? I'm happy for those who want to fiddle with/configure them, but personally I would prefer to have 100% control over all my reactions (as I do at a game table). So all the above is fine, as long as those who want the 'hassle' or managing reactions can still do so.
Posted By: GM4Him Re: Reactions like Solasta! - 27/07/22 05:06 PM
Originally Posted by booboo
And if you *don't* want presets? I'm happy for those who want to fiddle with/configure them, but personally I would prefer to have 100% control over all my reactions (as I do at a game table). So all the above is fine, as long as those who want the 'hassle' or managing reactions can still do so.

IF the presets can do the job for me satisfactorily, I'd personally like them. Faster combat and no popups or prompts.

Think about it. Let's say later in the game you face mage's - 4 of them, and you have Counterspell. Round 1. Mage 1 casts Darkness. Popup. Counterspell? No. Mage 2 casts Magic Missile. Counterspell? No. Mage 3 casts Barkskin. Counterspell? No. Mage 4 casts Fireball. Counterspell. Finally. Yes!

Or. Same scenario with presets. No popups and pauses. Gets to Mage 4s turn and my mage casts Counterspell based on presets I set. Same result. More fluid combat.

And if the presets are simple and easy to set up...
Posted By: Zyllos Re: Reactions like Solasta! - 27/07/22 05:28 PM
Originally Posted by GM4Him
Originally Posted by Zyllos
Originally Posted by GM4Him
Ok. This preset thing could work. I worked on it quite a bit today and posted a link to it on my blog.

https://baldursgate3theafflicted.blogspot.com/2021/08/home.html?m=1

Keep in mind that Counterspell is probably the worst, and I'm still trying to think how to implement it without constant popups if players go up against multiple spellcasters later in the game.

For the rest of the classes I worked on, honestly, there wouldn't be that much Reaction Management involved. I made notes. See for yourself if you want.

Note: It's a Google Sheets doc, so it's not exactly pretty. I hope you will look at it and get the overall idea as opposed to getting hung up on how it looks.

Also, I'm open to suggestions on how to tweak presets, etc.

I think having configurable presets would work extremely well, as long as the defined presets are well defined and correct for each spell/ability type. I see nothing wrong with this at all.

Keeps the combat and gameplay flowing while still giving players the ability to control their Reactions on their turn.

The two I still am not totally happy with are Counterspell and Temporal Shunt. They are the hardest because of just how complicated they are. However, if you have these two, and you have prompts, that would be a nightmare if you go up against a room of spellcasters. Every few seconds, "Use Counterspell? Goblin Booyahg is casting Hex."

I am still pondering them, but a default spell list seems the best way to go. You decide what spells you want to trigger them.

I guess I take a controversial stance on Reactions, in that the way WotC implemented 5th Ed could be slightly changed because it allows too much min/maxing of the type of action.

Instead, I like the idea how you force PCs to make their Reactions either react to things affecting themselves (focus on self), react to things on one specific NPC (focus on target), or react to one specific event (focus on one event).

Allowing Reactions to be omnipotent, the players get to see everything up front before making the reaction, making them feel too gamey. But, if your Reaction has to target one area, either a target NPC, or target event, or yourself, what you have done is made the Reactions seem more as a bonus action to be used to increase success of one's specified action, instead of something that is held onto forever until the perfect moment.

Counterspell is a good example of this as the player gets to see every spell and make a decision after each time. Instead, what your system proposes is the player instead chooses either the first time a specific spell is cast by any NPC or first time a specific NPC casts the spell, Counterspell is now regulated to be a reaction to a specific event instead of getting to see all events all the time then make the reaction.

Same for Temporal Shunt, instead of getting to see every action to make the reaction, you have to either set the first time this amount of damage could happen by any NPC (or first time any NPC uses a specific spell) or the first time a specific NPC could cause this much damage (or first time this specific NPC uses a specific spell).

Bardic Inspiration also gains a lot from this. Use Bardic Inspiration if any attack event could be succeeded by at least +X (since it adds d6 to the roll and lets say you just rolled something that you needed a 6 to succeed, you won't use it, instead you want to use it only if a 5 or 6 succeeds, or within +5 of the d20 roll). These events can then just be applied, just like above, to either the first event or a specific target NPC. Then, like how Larian has the setup, each Bardic Inspiration Reaction version (defensive, offensive, or ability roll) can be customized in the exact same way.
Posted By: mrfuji3 Re: Reactions like Solasta! - 27/07/22 05:54 PM
To summarize, it looks like there are a few distinct suggested implementations of reactions. Let me know if I missed any (significant) ones:

1.) Automatic Use of 1st Eligible Reaction - i.e., BG3's current implementation.
E.g., AoOs are a toggle, as are things like Riposte. Hellish rebuke has to be pre-cast on your turn, but isn't cast against a specific enemy target.

Pros: simple, quick
Cons: huge loss in control over your characters, potential waste of resources and/or suboptimal use of your reaction

2.) A Preaction system where you cast reactions on your turn, selecting eligible targets and conditions for activating.
E.g., Uncanny Dodge could be manually set to only activate if you take >10 damage. Shield, AoO, Counterspell would be cast only against certain enemies, and Counterspell could be set to only activate for level X+ spells

Pros: more, although still not perfect, control over your character
Cons: potentially unwieldy and tedious. The UI would have to be very good, and you'd still probably spend a lot of time fiddling with reaction triggers often.

3.) Prompt-me System, where the game slows and/or pauses when you have an available reaction(s). You then have the option of using an applicable reaction(s) or not.
This is the closest representation of PnP Reactions. See @The Composer's suggestions earlier ITT.

Pro: Full control over character
Con: The game would stop (or just slow down briefly) every time any character could take a reaction.

4.) QTE-like Reactions. You can pause the game at any point to activate a reaction in response to some incoming enemy action..
Pro: Full control over your characters

Cons: This seems difficult to implement and possibly frustrating to use. It is similar to a full-game pause which Larian seems reluctant to implement. Also, there'd have to be enough time to react to all circumstances, and to make that happen it seems to me that gameplay/animations/enemy actions would have to be slowed.
It adds a real-time element to a TB game.

5.) Reaction Overhaul such that all reactions are cast during your turn, and their effects are appropriately changed to reflect this.
E.g., BG3's implementation of Cutting Words was changed from being able to subtract a Bardic Inspiration die from a single enemy roll (that you already knew the result of!) into an ability that subtracts the BI die from ALL rolls an enemy makes in the next turn. It has lost the power of being able to negate one specific attack in exchange for the *chance* to affect multiple opponent rolls.

Pros: Everything is cast during character's turns, and abilities now have appropriate power levels for the risk of lost resources/wasted reaction. Effectively, this solution turns characters' reactions into something more similar to the Bonus Action, where BG3 characters will now take 3 actions every turn - Action, Bonus Action, (P)Reaction
Cons: Requires Larian to rework every ability that uses your reaction, and it's unclear how certain abilities like AoO and Counterspell can be appropriately reworked.
It also makes reactions less impactful, turning powerful "use at a critical moment to negate the enemy's action" abilities into more diffuse "apply a debuff to the enemy" type abilities.

Obviously, these solutions could be mixed or matched where appropriate. The 3-way "Prompt Me / Automatic Use / Off" system is a mix of #1 and #3. BG3's system is already a mix of #1 and #5, where they've only made modifications to *some* abilities like Cutting Words.
Posted By: Tuco Re: Reactions like Solasta! - 27/07/22 07:14 PM
Not to be too picky but I'd like to point that the spoiler tags make the post format harder to read rather than helping.

That aside, maybe I missed something but it seems to me that any "QTE" proposal we have read so far was meant as a cosmetic variation of 3 rather than an in-real time system. Most of them usually boil down to "make it look like a QTE, but pause the game without the time limits if someone doesn't react quickly".
Posted By: Alexlotr Re: Reactions like Solasta! - 27/07/22 07:40 PM
Originally Posted by GM4Him
Originally Posted by booboo
And if you *don't* want presets? I'm happy for those who want to fiddle with/configure them, but personally I would prefer to have 100% control over all my reactions (as I do at a game table). So all the above is fine, as long as those who want the 'hassle' or managing reactions can still do so.

IF the presets can do the job for me satisfactorily, I'd personally like them. Faster combat and no popups or prompts.

Think about it. Let's say later in the game you face mage's - 4 of them, and you have Counterspell. Round 1. Mage 1 casts Darkness. Popup. Counterspell? No. Mage 2 casts Magic Missile. Counterspell? No. Mage 3 casts Barkskin. Counterspell? No. Mage 4 casts Fireball. Counterspell. Finally. Yes!

Or. Same scenario with presets. No popups and pauses. Gets to Mage 4s turn and my mage casts Counterspell based on presets I set. Same result. More fluid combat.

And if the presets are simple and easy to set up...
And what if is some situations I'd rather counterspell Darkness? As in you know REACTIONS? What you're suggesting would basically work (and barelly) if I knew already what spells, enemies and enviroment I can expect in the combat ahead. Hard no. I'd prefer current non-system to presets. But the best system for me is actual reactions as Solasta does them.
Posted By: mrfuji3 Re: Reactions like Solasta! - 27/07/22 07:58 PM
Hmmm my spoiler tags were meant to contain only additional information, in case people wanted to see more about each. I intended for the non-spoilered descriptions to be fully descriptive. But I can see how it's not great formatting...
Here is the list in a different format, with color organizing instead of spoiler boxes
1.) Automatic Use of 1st Eligible Reaction - i.e., BG3's current implementation.
Most reactions are toggles (e.g., AoO, Riposte). Hellish rebuke has to be pre-cast on your turn, but isn't cast against a specific enemy target.
Pros: simple, quick
Cons: huge loss in control over your characters, potential waste of resources and/or suboptimal use of your reaction


2.) A Preaction system where you cast reactions on your turn, selecting eligible targets and conditions for activating.
E.g., Uncanny Dodge could be manually set to only activate if you take >10 damage. Shield, AoO, Counterspell could be cast only against certain enemies, and Counterspell could be set to only activate for level X+ spells
Pros: more, although still not perfect, control over your character
Cons: potentially unwieldy and tedious. The UI would have to be very good, and you'd still probably spend a lot of time fiddling with reaction triggers often. The game still uses reactions automatically.

2-alternate.) Preset DAO-like Tactics Reaction System, where you set up reaction conditions prior to combat, and they're automatically used if/when applicable.
During combat, you could still turn reactions are on vs off and make changes to the system, but the specific conditions are largely a set-and-forget. E.g., Counterspell is set to react to level X spells, possibly specific spells. AoO is set to go off only if enemy running away has <X AC; Uncanny Dodge only activates for >X damage. Importantly, all of these options come with defaults
Pros: more control over your characters
Cons: still not perfect control over your character. Potentially overwhelming to players, and its ease of use would strongly depend on the UI.


3.) Prompt-me System, where the game slows and/or pauses when you have an available reaction(s). (Possibly this was never actually suggested, and I misunderstood a version of #2 as this)
You then have the option of using an applicable reaction(s) or not. This is the closest representation of PnP Reactions. See @The Composer's suggestions earlier ITT.
Pros: Full control over character
Cons: The game would stop (or just slow down briefly) every time any character could take a reaction.


4.) "Pause To React" Reaction System. You can pause the game at any point to activate a reaction in response to some incoming enemy action.
Pros: Full control over your characters
Cons: This seems difficult to implement and possibly frustrating to use. It is similar to a full-game pause which Larian seems reluctant to implement. Also, there'd have to be enough time to react to all circumstances, and to make that happen it seems to me that gameplay/animations/enemy actions would have to be slowed.
- It adds a real-time element to a TB game.


5.) Reaction Overhaul such that all reactions are cast during your turn, and their effects are appropriately changed to reflect this.
E.g., BG3's implementation of Cutting Words was changed into an ability that subtracts the BI die from ALL rolls an enemy makes in the next turn, instead of from one specific roll of the player's choice. It has lost the power of being able to negate one specific attack in exchange for the *chance* to affect multiple opponent rolls.
Pros: Everything is cast during character's turns, and abilities now have appropriate power levels for the risk of lost resources/wasted reaction.
Cons: Requires Larian to rework every ability that uses your reaction, and it's unclear how certain abilities like AoO and Counterspell can be appropriately reworked.
- It also makes reactions less impactful, turning powerful "use at a critical moment to negate the enemy's action" abilities into more diffuse "apply a debuff to the enemy" type abilities.




Obviously, these solutions could be mixed or matched where appropriate. The 3-way "Prompt Me / Automatic Use / Off" system is a mix of #1 and #3. BG3's system is already a mix of #1 and #5, where they've only made modifications to *some* abilities like Cutting Words.

Originally Posted by Tuco
That aside, maybe I missed something but it seems to me that any "QTE" proposal we have read so far was meant as a cosmetic variation of 3 rather than an in-real time system. Most of them usually boil down to "make it look like a QTE, but pause the game without the time limits if someone doesn't react quickly".
That is not how I've understood the "pause to react" system (which might be a better name than "QTE"). I understood it as you *only* take reactions If and When you pause the game to activate one, in response to some incoming enemy action. If I've misunderstood, and what was actually being suggested was a slow-down leading into a full pause - I like that much more.
Posted By: sublimeclown Re: Reactions like Solasta! - 27/07/22 09:04 PM
Originally Posted by The Composer
[Linked Image from i.imgur.com]

I think I'm overall in favor of the UI option in the pic here. A small, non-intrusive prompt that can be easily skipped. For the most part, when you take damage, you're thinking "Oh shoot, what can I do now?" and so I don't think a minor break in the action would be that sluggish. And hitting spacebar isn't super time consuming. The Solasta pop-ups have a lot of info on them that take up the screen space and can be overwhelming to read if you aren't aware of your options.

In a way, it actually gives players more "turns" during the round. Take multiplayer for instance. Instead of having to wait for every other player and every enemy to take a turn, you get another moment to be part of the action (if you choose).
Posted By: Tuco Re: Reactions like Solasta! - 27/07/22 10:17 PM
Originally Posted by mrfuji3
That is not how I've understood the "pause to react" system (which might be a better name than "QTE"). I understood it as you *only* take reactions If and When you pause the game to activate one, in response to some incoming enemy action. If I've misunderstood, and what was actually being suggested was a slow-down leading into a full pause - I like that much more.
Nah, that was never suggested as a reaction system in general.
That was something that I (tentatively) suggested myself as a solution to use ONLY for a couple of specific skills that the player should allegedly be able to call at any given moment in the tabletop. What I was tentatively calling an INTERRUPT system.

Every person I've seen talking about "QTE reactions" was basically describing a variation of what Composer did with that picture: "confirmation prompt presented in a fancy way". Nothing more, nothing less.
Not dissimilar from when I suggested to take a page from XCOM 2 and its dramatic slowdowns/zoom ins... Except I never called it a "QTE system" myself, because it's a very unfortunate way to describe it, that evokes a very different idea (i.e. having a limited amount of time to react, etc).
Posted By: GM4Him Re: Reactions like Solasta! - 28/07/22 02:57 AM
I'm still struggling with this - presets vs. Composer's prompts.

Think about Counterspell and Temporal Shunt. Think about Silvery Barbs and Cutting Words.

Silvery Barbs. You wait until an enemy succeeds with their die roll. Then the player announces they are casting Silvery Barbs. It could be ANY d20 die roll. How would that translate to a prompt? Every time an enemy succeeds on a d20 roll the game will ask you if you want to use Silver Barbs to make them reroll and then apply advantage on an ally?

And Counterspell. Again. If you are in a battle with 3 or 4 mage's, you could be pausing combat for each and every mage asking if you want to cast Counterspell. And like the duergar Nere fight in Grymforge, they can cast Enlarge, they cast some cleric spells too, and even dominate spells. That would be a lot of prompts until you finally decide to accept 1 - IF you decide to waste a 3rd level spell slot on it.

Cutting Words is like Silvery Barbs. It can happen at any time. I don't know how you'd pull these off without some sort of preset triggers like Selected Roll Types, Selected Spells, Selected Targets, etc. Otherwise, the game would have to pause a lot to ask if you want to use the Reaction.
Posted By: mrfuji3 Re: Reactions like Solasta! - 28/07/22 03:34 AM
Originally Posted by GM4Him
I'm still struggling with this - presets vs. Composer's prompts.

Think about Counterspell and Temporal Shunt. Think about Silvery Barbs and Cutting Words.

Silvery Barbs. You wait until an enemy succeeds with their die roll. Then the player announces they are casting Silvery Barbs. It could be ANY d20 die roll. How would that translate to a prompt? Every time an enemy succeeds on a d20 roll the game will ask you if you want to use Silver Barbs to make them reroll and then apply advantage on an ally?

And Counterspell. Again. If you are in a battle with 3 or 4 mage's, you could be pausing combat for each and every mage asking if you want to cast Counterspell. And like the duergar Nere fight in Grymforge, they can cast Enlarge, they cast some cleric spells too, and even dominate spells. That would be a lot of prompts until you finally decide to accept 1 - IF you decide to waste a 3rd level spell slot on it.

Cutting Words is like Silvery Barbs. It can happen at any time. I don't know how you'd pull these off without some sort of preset triggers like Selected Roll Types, Selected Spells, Selected Targets, etc. Otherwise, the game would have to pause a lot to ask if you want to use the Reaction.
You're creating trouble that doesn't need to be there.
- Temporal Shunt and Silvery Barbs aren't PHB and thus almost certainly won't be in the game.
- Cutting Words is already in the game, implemented according to what I call method #5 - Reworked Reactions Effects.

So the only relevant ability in your list is Counterspell. In your example against 4 mages, it's very likely that one of the first 2 mages will cast a spell you want to counterspell, using up your reaction. So we've already halved (or more) the # of prompts per turn.

In your preset example, each turn my PC mage would still have to:
-pre-cast counterspell (1-3 clicks, depending on how easy it is to access counterspell on the hotbar)
-preselect 1-4 of the mages (1-4 clicks)
-double check that the conditions for counterspell are correct (i.e., what spell level to counter - unknowable # of clicks)
If my counting is correct, that's 2 clicks minimum using 2-3 different UI systems, every turn....How is this more efficient than the game pausing 1-2, maybe 3, times between turns with: "Click the counterspell icon to counterspell [enemy spell], or press space to do nothing"?
Posted By: The Composer Re: Reactions like Solasta! - 28/07/22 03:34 AM
Popup or prompt are functionally the same in my mind tbf 😋 I just think a lot of people have negative connotations associated with the word 'popup', if they're old enough to have been around in the 90s/00s online, or noticed the GDPR popups on websites in later years.

I think a good portion of people who argue against the idea of popups isn't necessarily because they disagree with its purpose, but its intrusiveness. Or perceived intrusiveness. So just the word immediately instills like an irrational "mental lock". But instead having a gameplay mechanic that prompts the player with stuff to do, sounds far more edible and evades that immediate impression of something being intrusive and disrupting their game.
Posted By: The Composer Re: Reactions like Solasta! - 28/07/22 03:34 AM
Same thing, different framing, basically.
Posted By: GM4Him Re: Reactions like Solasta! - 28/07/22 04:31 AM
So, I forget sometimes what spells are in PHB and which aren't. So, fine. Temporal Shunt and Silvery Barbs aren't in PHB and likely not in the game.

That's not the way the presets would work based on what I was suggesting with presets. Presets would be set up prior to combat. You'd access the Reactions screens and set up the conditions that would trigger the Reaction. You can tweak them during your character's turn, but for the most part they are set up by you NOT during combat. That's the whole point of presets.

So, for example, Uncanny Dodge would be activated outside of combat as a reaction you want your rogue to do. Let's say you want to set Uncanny Dodge to only trigger if an enemy does 15 damage to you. You set the value to 15. After all, why would you want to waste your reaction on an enemy who only does like 4 damage to you. You'd waste Uncanny Dodge by cutting 4 in half to 2.

For Counterspell, you set up the conditions outside of combat and activate it IF you want to use it in an upcoming battle. Or, like Passive Mode, you leave it active all the time because you always want to use it if you've prepared it. There would be a default list of spells that you would want to always counter that would trigger the reaction, and you could tweak the list to your specifications.

It would look something like this in the game:

Lae'zel, Astarion and Gale at Level 6 facing Nere and the duergar. Lots of potential spellcasters in the room. You had Counterspell activated on Gale because you like it. You also always have Astarion's Uncanny Dodge.

Round 1. Nere goes and casts Misty Step. He then casts Lightning Bolt. Counterspell automatically triggers - not on Misty Step because it's not on your preset Counterspell spell list - but on Lightning Bolt because it IS on the preset spell list. No prompts or nothing. The spell simply triggers and stops Nere from casting Lightning Bolt.

Nere was not expecting this and he tries to flee. He is in close range to Lae'zel, so he triggers AOO. No prompt. Lae'zel simply uses her Reaction to attack Nere. Why? Her preset for AOO is set to All Enemies, meaning any enemy who enters melee with her and tries to flee will trigger AOO.

But wait! You also set Lae'zel to use her Battlemaster Maneuver Menacing Attack coupled with her AOO. So, she not only hits Nere, she uses her Menacing Attack too.

Duergar's turn. She runs up to Astarion and hits him, dealing 14 damage. No Uncanny Dodge triggered. Thrinn goes next and runs up to Astarion, attacking him and dealing 25 damage. Uncanny Dodge is triggered because the preset was set to 15. So, Astarion automatically uses his Reaction and cuts the damage in half to 12.

And how long did it take me to set this up beforehand? I pulled up the Reaction screen for Astarion, activated Uncanny Dodge, set it to Damage > 15 and clicked Done. Then I went to Lae'zel. AOO is already set by default to All Enemies, so I just activated my Menacing Attack AOO and set it to Enemies with Current HP > 15 so that she'd only use it on enemies with more than 15 HP. Don't want to waste a Superiority Die on enemies with barely any HP.

Finally, Gale's Counterspell. Yeah, this would take a bit longer. I'd pull up his reactions and turn off AOO because I wouldn't want to waste his reaction on AOO. I then check the default list of spells for Counterspell and I uncheck those spells I don't want to trigger it, ensuring that only those spells I do want to trigger it are checked. Edit: keep in mind though that there is already a default list. You're just tweaking it. Maybe the list has Darkness on it and you think that would be a waste of a level 3 spell slot to counter it. You click and uncheck it. Done. It's only a little work if you don't like the default list.

So, it's a bit of work on Counterspell in advance, but it saves from stopping every time someone casts a spell.

Imagine if the above combat scenario happened where Nere wasn't first. It could very literally happen like this:

Duergar casts Shield of Faith. Prompt. Counterspell? You click No. Another duergar casts Enlarge. Prompt. Counterspell? No. A duergar hits Astarion and does 4 damage. Prompt. Uncanny Dodge? You click no. Thrinn hits Astarion. She does 25 damage. Prompt. Uncanny Dodge? Yes. Duergar casts Enlarge. Prompt. Counterspell? No. Mindmaster casts domination spell. Prompt.
Counterspell? Ponder a bit. Should you? It's a pretty serious spell.
You finally decide. You're saving it for Nere. No. Nere casts Misty Step. Prompt. Counterspell? No. Nere casts Lightning Bolt. Prompt. Counterspell? Yes. Nere triggers Lae'zel's AOO. Prompt. Use AOO with Maneuver? Pick Maneuver.

This is a very real potential. Is it not?
Posted By: GM4Him Re: Reactions like Solasta! - 28/07/22 04:46 AM
Just so everyone knows, I've played Solasta. I love it a lot. Not as much as BG3, but it's a great game. Typically, the popups aren't that bad. However, there are times it can get annoying, such as with Smite and Uncanny Dodge and Counterspell. Not super annoying, but annoying nonetheless.

But, for most other reactions, and such, it really isn't an issue. A prompt like Composer posted would be a HUGE improvement to the Solasta style reactions.
Posted By: mrfuji3 Re: Reactions like Solasta! - 28/07/22 05:27 AM
Originally Posted by GM4Him
That's not the way the presets would work based on what I was suggesting with presets. Presets would be set up prior to combat. You'd access the Reactions screens and set up the conditions that would trigger the Reaction. You can tweak them during your character's turn, but for the most part they are set up by you NOT during combat. That's the whole point of presets.

For Counterspell, you set up the conditions outside of combat and activate it IF you want to use it in an upcoming battle. Or, like Passive Mode, you leave it active all the time because you always want to use it if you've prepared it. There would be a default list of spells that you would want to always counter that would trigger the reaction, and you could tweak the list to your specifications.
Okay, that's better than the system I was considering "preset," and I suppose I should add that to my list of reaction systems. "Pre-combat DAO-like Reaction Tactics." However, this is still a lot of things to keep track of. I can very much see new players getting immediately overwhelmed when presented with so many options. Ironically, Counterspell is probably one of the easiest abilities to preset, because you'd almost always want to counterspell ANY enemy spell of level 3+, and do that over any other reaction.

I still don't particularly like the fact that you have to choose which reactions are "On" during your turn, but having criteria on them would mitigate that somewhat.

Originally Posted by GM4Him
Finally, Gale's Counterspell. Yeah, this would take a bit longer. I'd pull up his reactions and turn off AOO because I wouldn't want to waste his reaction on AOO. I then check the default list of spells for Counterspell and I uncheck those spells I don't want to trigger it, ensuring that only those spells I do want to trigger it are checked. Edit: keep in mind though that there is already a default list. You're just tweaking it. Maybe the list has Darkness on it and you think that would be a waste of a level 3 spell slot to counter it. You click and uncheck it. Done. It's only a little work if you don't like the default list.
Having a default list would certainly help. If implemented, you should be able to toggle individual spells AND toggle all spells of the same level.

Originally Posted by GM4Him
Imagine if the above combat scenario happened where Nere wasn't first. It could very literally happen like this:

Duergar casts Shield of Faith. Prompt. Counterspell? You click No. Another duergar casts Enlarge. Prompt. Counterspell? No. A duergar hits Astarion and does 4 damage. Prompt. Uncanny Dodge? You click no. Thrinn hits Astarion. She does 25 damage. Prompt. Uncanny Dodge? Yes. Duergar casts Enlarge. Prompt. Counterspell? No. Mindmaster casts domination spell. Prompt.
Counterspell? Ponder a bit. Should you? It's a pretty serious spell.
You finally decide. You're saving it for Nere. No. Nere casts Misty Step. Prompt. Counterspell? No. Nere casts Lightning Bolt. Prompt. Counterspell? Yes. Nere triggers Lae'zel's AOO. Prompt. Use AOO with Maneuver? Pick Maneuver.

This is a very real potential. Is it not?
It is a real potential, but the likelihood of a turn being that terrible is really small. Like, this is an exaggeratedly large amount of enemy spellcasters that go in the exact order and make the exact wrong spell decisions such that you wouldn't counterspell until the last enemy's turn. It's also ignoring other reactions, like if an enemy attacks your mage on the 1st or 2nd turn, you may cast shield which would use your reaction earlier.
Posted By: Gray Ghost Re: Reactions like Solasta! - 28/07/22 06:10 AM
I'm starting to think that there really isn't an elegant way to just rework reactions. All the alternatives I've seen seem to be just overcomplicated. The preset idea in particular feels like a lot to ask a new player to manage, and they would have to start managing it right from the begining and keep fiddling with it as they level up and gain more abilities. It's just frontloading a lot of stuff. I doubt I'd be able to adequately manage all of that honestly, and I have a lot of experience with crpgs. Someone new to the genre, or even someone who just has less experience could easily get overwhelmed. But maybe I'm not the best person to be commenting on this issue. I've never had a problem with Solasta reactions and I don't think they need to be changed at all, so all this stuff just feels more like reinventing the wheel, but with corners.
Posted By: GM4Him Re: Reactions like Solasta! - 28/07/22 10:51 AM
It SEEMS complicated, but I worked it out and it's not as bad as you think.

Clerics pretty much have 1 Reaction. AOO. Default is set to All Enemies, so unless you are an experienced player, you'll probably leave it as All Enemies. But the options I came up with are pretty simple and easy to manage even if you wanted to mess with them.

Druid is similar, but they might have Absorb Elements (Can't remember if that's in PHB or not. I don't have it in front of me.). That's also easy. Default is all element damage types. But you can easily go in and deactivate the types you don't want to trigger. Say you already have fire resistance. Deselect that from the trigger list.

Rogue. AOO. You don't get Uncanny Dodge until level 5, I believe, and even then. It's easy to manage. Default is All Enemies, but you can go in and set it to a specific damage amount.

These aren't hard or time consuming.
Posted By: Tuco Re: Reactions like Solasta! - 28/07/22 11:05 AM
I still think that the basic AoO is the least of the problems with reactions, by the way. They don't trigger that often to begin with and in most scenarios I'd be almost fine with what we have now...
At least until you pull a "Larian" a rub salt on the wound with a Grymforge golem boss that you have to kite in a specific directions and where a misplaced AoO becomes actively disruptive to the execution of your game plan.

Things that use resources (counterspell, shield, rebuke, etc) are a far bigger problem, because a waste/misuse in that case is far more annoying to the player.

Anyway, I get that you all want to feel useful and come up with your own (convoluted) design solution but I'm fairly adamant about it: anything else that getting an option to confirm/pass on a case-by-case basis will be a failure to me.

It seems to me that there's a disproportionate amount of effort going on to circumvent a problem that doesn't even exist.
It's like witnessing a bunch of people putting together a plan to dig a complex network of tunnels under the sewers so they can leave a building that had all the doors open the entire time.
Posted By: GM4Him Re: Reactions like Solasta! - 28/07/22 01:03 PM
Convoluted? lol. That's hilarious. How is this convoluted?:

Shadowheart. Only Reaction is AOO. Set by default to All Enemies. Will I ever change this? Probably not. I just leave it active all the time. IF I change it, it might be to select certain targets because I don't want it to target grunts when I'm fighting a boss... maybe.

Astarion. Only Reaction is AOO until he reaches level 5 and gets Uncanny Dodge. Then I might maybe go in to my Reactions and tweak Uncanny Dodge so it doesn't just trigger on any dumb enemy but maybe only triggers on someone's attack who deals 10ish damage or more. I open the Reactions screen. I click on a button to switch it to Damage > X, and I put in a number. Done. Now Uncanny Dodge will only trigger if an enemy does more than whatever I want it to.

Druid. Only Reaction is AOO unless I learn the Absorb Elements spell. The default for that spell is All Types, which are Acid, cold fire lightning and thunder. If I'm a tiefling and therefore fire resistant, I might click a button and switch it to Selected Types and deselect fire. Again, how is this convoluted?

Fighter. Only Reaction is AOO until they learn maneuvers or reaction spells. If maneuvers, they are, by default, not selected as Reactions. IF you want to couple one of your maneuvers to AOO, you can go into the Reaction screen, pick a maneuver and activate it as a Reaction, and now it'll trigger when your fighter AOOs unless you disable it - which you can do during combat even during your character's turn.

Paladin. Only Reaction is AOO. When you learn Smite, default is to not couple it with AOO. But, if you want it to be activated on AOO, go to the Reaction screen, activate it and select your preset option. All Enemies? Enemy Current HP > X? Whichever you like. IF you want to.

Wizard. Only Reaction is AOO until you learn a spell that is a reaction, like Shield. IF you learn the spell, the default is to activate Shield whenever an enemy hits you, but only IF the enemy will miss with the +5 AC bonus that Shield gives (and, of course, if Magic Missile targets you). This is by default, so the newby player doesn't have to do anything. But, if they DO want to do something, open the Reaction menu and switch the preset from All Enemies to Magic Missile Only OR a preset option where the user, again, can easily set a value to determine the trigger.

None of these is super complicated or convoluted. It's no harder than the original BG and IWD games where you set your character's basic combat script. If anything, it's WAY simpler and easier to understand.
Posted By: Tuco Re: Reactions like Solasta! - 28/07/22 01:11 PM
Because any system where you have to set up conditionals in a "IF THEN ELSE" manner is intrinsically convoluted.
Because you'll have to sit there predicting fringe cases, adapting the script to it, and then learn during the execution of all these other cases your script didn't properly cover.
Any adjustment on the fly will take time, and still none of them will offer you the full granularity of control offered by a properly REACTIVE system.

Don't take it so personally. I'm not saying that the system you put so much effort into is necessarily poor for what is attempting to do. I'm telling you that what it's attempting to do is NOT a desirable result for me.
You are offering me an alternative that in so many ways feel WAY worse than the problem it's supposed to address.

P.S.
Originally Posted by GM4Him
None of these is super complicated or convoluted. It's no harder than the original BG and IWD games where you set your character's basic combat script. If anything, it's WAY simpler and easier to understand.
Ha. Never. AI disabled and full manual control all the time was always the way to go.

I did it in Dragon's Age, tho, and holy shit if after a while didn't get boring when the party was basically playing by itself and the same strategy worked with pretty much anything.
Posted By: Alexlotr Re: Reactions like Solasta! - 28/07/22 02:32 PM
Originally Posted by GM4Him
Convoluted? lol. That's hilarious. How is this convoluted?:I
Bruh. How is it not convoluted? Enemy Current HP > X. First of all, it's not even clear if we'll have the enemy hp visible to us at all difficulty levels. Secondly, it depends on the enemy. If a dragon has 15 hp remaining, I'd spent my spell slot for Smite, if it's a goblin with those same 15 hp, I would not. It has to be a VERY complicated and convoluted if-else system to be at least somehow close to what actual reactions can provide. Or let's take Counterspell. You expect a new player (or any player for that matter) to go through 400+ spells to tune the reaction? And what if in some cases I would want to counter Shield and not in others? Reload the combat and tune the preaction beforehand? Nah.

Originally Posted by GM4Him
A prompt like Composer posted would be a HUGE improvement to the Solasta style reactions.
It can't be a huge improvement because they are functionally the same thing just with different graphical coating.

Originally Posted by Tuco
Don't take it so personally. I'm not saying that the system you put so much effort into is necessarily poor for what is attempting to do. I'm telling you that what it's attempting to do is NOT a desirable result for me.
You are offering me an alternative that in so many ways feel WAY worse than the problem it's supposed to address.
+
Posted By: mrfuji3 Re: Reactions like Solasta! - 28/07/22 02:55 PM
Originally Posted by Alexlotr
Originally Posted by GM4Him
Convoluted? lol. That's hilarious. How is this convoluted?:I
Bruh. How is it not convoluted? Enemy Current HP > X. First of all, it's not even clear if we'll have the enemy hp visible to us at all difficulty levels. Secondly, it depends on the enemy. If a dragon has 15 hp remaining, I'd spent my spell slot for Smite, if it's a goblin with those same 15 hp, I would not. It has to be a VERY complicated and convoluted if-else system to be at least somehow close to what actual reactions can provide. Or let's take Counterspell. You expect a new player (or any player for that matter) to go through 400+ spells to tune the reaction? And what if in some cases I would want to counter Shield and not in others? Reload the combat and tune the preaction beforehand? Nah.
To be fair, such an implementation wouldn't *have* to be that complicated. The criteria for Smite could solely be based on HP, and not care about enemy type or CR or anything else. There's some middle ground balance where the combination of "ease of use/simplicity" and "control over reactions" is highest.

For Counterspell, you don't get that until level 5 so a player will already be a bit familiar with the spells in game, and you also essentially will only have to care about levels 1-4 spells at that time, not ALL spells in the game. If the default Counterspell options activated on all level 2+ spells and no spells below level 2, then a person could go on a case by case basis throughout the game. "Oh, I counterspelled that? Hmmm that doesn't seem worth it; let me turn that 1 specific spell off." or "Oh, wow that's [Bless] a power 1st level spell; let me add that to my Counterspell list."

I still think it is too complicated for this type of game and doesn't provide enough control, but it doesn't need to be extreme "you can tune every possible condition you can think of" to be more functional than the current BG3 reaction system. (I prefer prompts > overhauled reactions appropriate for lack of prompts > preset reaction tactics).
Posted By: GM4Him Re: Reactions like Solasta! - 28/07/22 04:19 PM
Wow. I feel like I'm having to defend something that I'm just open to testing and trying if Larian wanted to do it. I'm saying it COULD be done and done fairly well, and it might even be the better option. Maybe.

I REALLY think you guys are thinking this is super complicated or that it wouldn't work to manage Reactions - without even being willing to try it or test it.

How is this hard or complicated or time consuming?

Reaction Screen
AOO Button. On/Off. If On, it means that whenever an enemy tries to leave melee without Disengage, any enemy at all, you do AOO automatically. As an alternative, there's a single option. Selected Target(s). This makes it so that IF, during combat, you want to only have AOO trigger against certain enemies, you can select them so that you don't waste your AOO on potentially unimportant enemies.

So, 3 options. On, Off and Selected Target(s). Not super complicated here. Not hard for new players to figure out. Wouldn't take much to manage even IF you wanted to only trigger AOO on like, let's say, the Matriarch instead of the Phase Spiders or the babies.

That right there handles MOST reactions for MOST classes. No popups/prompts needed, and the result is 99% the same every time. Why? Because AOO doesn't trigger that often, and when it does, you usually want it to be on the first enemy that actually triggers it. Right?

And Uncanny Dodge. Again. Not complicated. Super easy. When you get it at level 5, it is set to All Enemies. So, the first enemy that attacks your Rogue would trigger it unless you say, "Hey. I don't want it to just trigger on the first enemy. I'd like it to be worth more than that. I'm only going to have it trigger if an enemy does more than X amount of damage. Again. How hard is it to switch it from All Enemies to Damage > X? And when would you want Uncanny Dodge to trigger other than one of these two? Maybe selected targets? Again... I was suggesting the option to even be able to do that. It's not like it'd take players whole minutes to set this. We're talking very easy, minor setups.

And Shield. When would you want Shield to be cast? If an enemy hits you with a weapon by 5 or less or they cast Magic Missile. Again, easily preset so you don't have to worry about prompts every time an enemy hits you or casts Magic Missile.
When would you cast Shield? Enemy 1 runs up and attacks you and hits by 4. Wouldn't you cast Shield to block it? Most likely. So why not automate it? Don't want Shield to be used as your Reaction? Click. Reactions pull up. Click. It's turned off. Want it to only cast on Magic Missile? Click. Reactions pull up. Click. Magic Missile Only preset. Want it to cast if the enemy's potential damage is more than 10? Click. Reactions pull up. Click. Max Damage Potential > X. Enter 10. Done.

But again, there are defaults that can be set so that new players don't necessarily need to know all the nuances of the preset system. Even a Counterspell spell list would handle most scenarios where players would want to cast a spell.

Note: I tried a blanket preset idea for Counterspell, but it doesn't work with blanket presets (such as spell level and above). You can't just set Counterspell to trigger against all 3rd level spells or higher because someone could cast something like Beacon of Hope, and it would trigger your Counterspell, knocking out your Reaction so you couldn't cast it against something like Fireball or Lightning Bolt. But, again, that's why the Default Spell List would exist. On the Spell List, there would be the most common spells that players would want to use Counterspell for. So, you'd have spells like Fireball and Lightning Bolt on the list, but you wouldn't have spells like Misty Step or Barkskin or Beacon of Hope or Healing Word checkmarked.

I was even thinking that a blending of the prompt and presets would be perhaps the best approach. You have presets that cut out a good portion of the prompts, but then if a preset is triggered, a prompt appears asking you to confirm. Example: Counterspell is set to trigger on Darkness, Fireball, Lightning Bolt, Dominate Person... Enemy casts Darkness. Prompt. Let's say you reject. Enemy 2 casts Barkskin. Doesn't trigger Counterspell Prompt because it's not on the list. Enemy 3 casts Misty Step. Doesn't trigger prompt because not on list. Enemy 4 casts Fireball. Prompt. You accept.

This would DRASTICALLY cut down on the number of times Counterspell would prompt you.

I'm just saying. It COULD work, and it COULD work fairly well for most Reaction - I would think, at least. I'd at least be willing to test it.
Posted By: Alexlotr Re: Reactions like Solasta! - 28/07/22 06:13 PM
Originally Posted by GM4Him
AOO Button. On/Off. If On, it means that whenever an enemy tries to leave melee without Disengage, any enemy at all, you do AOO automatically. As an alternative, there's a single option. Selected Target(s). This makes it so that IF, during combat, you want to only have AOO trigger against certain enemies, you can select them so that you don't waste your AOO on potentially unimportant enemies.

So, 3 options. On, Off and Selected Target(s). Not super complicated here. Not hard for new players to figure out. Wouldn't take much to manage even IF you wanted to only trigger AOO on like, let's say, the Matriarch instead of the Phase Spiders or the babies.
Since (as you proposed) you only can switch the selected targets during the character's turn, this system already does not provide the accuracy of proper reactions. Examples with combat situations were provided in this very thread. What's to test here? Yes, the game could compile and run with this system. Would it be good? Not for me. Do I have to try it to be sure? No, I don't.

>This would DRASTICALLY cut down on the number of times Counterspell would prompt you.
I like when counterspell prompts me. I like to think whether I should use it in this particular situation or save the spell slot. To feel the power to influence the combat.

Btw, taking it a bit further, why not make ACTIONS presetted? Fighter runs and attacks (preset for meelee/ranged/mages/boss enemies). Character uses thas potion when they're < 15 hp, that potion when they're < 30 hp. With right presets you don't even have to play the game!
Posted By: Tuco Re: Reactions like Solasta! - 28/07/22 06:23 PM
Originally Posted by Alexlotr
I like when counterspell prompts me. I like to think whether I should use it in this particular situation or save the spell slot. To feel the power to influence the combat.
Yep, this is pretty much what I mean when I talk about "trying to solve a problem that never existed".

You* are going out of your way to deprive me of something I like (REACTING to things that happen) by giving me as an alternative something that I would not enjoy doing (speculating ahead and setting up a script based on predictions).
Thanks, I guess..?


* NOTE: with "you" I mean whoever suggests an alternate system, not talking about anyone in particular.
Posted By: mrfuji3 Re: Reactions like Solasta! - 28/07/22 07:20 PM
Originally Posted by Tuco
You* are going out of your way to deprive me of something I like (REACTING to things that happen) by giving me as an alternative something that I would not enjoy doing (speculating ahead and setting up a script based on predictions).
Thanks, I guess..?

* NOTE: with "you" I mean whoever suggests an alternate system, not talking about anyone in particular.
I think a key point of alternate suggestions is that almost any reaction system is better than BG3's current implementation of reactions. So if Larian, for whatever reason, *won't* implement prompts for reactions, then they still need to do something to improve the system.

For the record, I consider prompts for most reactions (probably not for abilities that would activate too frequently. E.g., Smite and Cutting Words) to be the overwhelmingly superior option.

Counterspell, although it *could* trigger very frequently, is powerful enough that a prompt would be worth it imo. After all, it uses a 3rd level spell slot AND has the potential to negate a very-important enemy action; I definitely want full control over it's use.
Posted By: GM4Him Re: Reactions like Solasta! - 28/07/22 08:39 PM
I don't totally disagree. However, some scripting would be good.

Or are you all saying that every time an enemy mage casts Fire Bolt you want Counterspell to trigger a prompt? Or Burning Hands? Or Hex? Or Barkskin? Or Enlarge? Or Grease? Or Fog? Or Mage Armor?

I'm just saying, there are a TON of spells, and Counterspell doesn't just interrupt Arcane. It counters ALL spells.

I don't know. It just seems like SOME sort of automation could seriously cut down on combat interruptions.
Posted By: GM4Him Re: Reactions like Solasta! - 28/07/22 08:42 PM
Originally Posted by Alexlotr
Originally Posted by GM4Him
AOO Button. On/Off. If On, it means that whenever an enemy tries to leave melee without Disengage, any enemy at all, you do AOO automatically. As an alternative, there's a single option. Selected Target(s). This makes it so that IF, during combat, you want to only have AOO trigger against certain enemies, you can select them so that you don't waste your AOO on potentially unimportant enemies.

So, 3 options. On, Off and Selected Target(s). Not super complicated here. Not hard for new players to figure out. Wouldn't take much to manage even IF you wanted to only trigger AOO on like, let's say, the Matriarch instead of the Phase Spiders or the babies.
Since (as you proposed) you only can switch the selected targets during the character's turn, this system already does not provide the accuracy of proper reactions. Examples with combat situations were provided in this very thread. What's to test here? Yes, the game could compile and run with this system. Would it be good? Not for me. Do I have to try it to be sure? No, I don't.

>This would DRASTICALLY cut down on the number of times Counterspell would prompt you.
I like when counterspell prompts me. I like to think whether I should use it in this particular situation or save the spell slot. To feel the power to influence the combat.

Btw, taking it a bit further, why not make ACTIONS presetted? Fighter runs and attacks (preset for meelee/ranged/mages/boss enemies). Character uses thas potion when they're < 15 hp, that potion when they're < 30 hp. With right presets you don't even have to play the game!

A bit extreme. Presets for EVERYTHING is a HUGE leap from a few presets for a few reactions.

Rogue has 2 reactions. Cleric and druid have 1. Druid maybe 2 with Absorb Elements. Fighter maybe 2. Paladin maybe a few with Smite. Like 5 tops for ALL levels of Smite. Wizard maybe 3 with Shield and Counterspell. This is hardly anything.

Now let's play prompt frequency. Rogue gets attacked by 2 goblins and Ragzlin. Rogue is promoted 3 times because all 3 hit, but he saves it for Ragzlin. Could be easily done away with by a preset. Goblins do 10 max. Set preset to 11 or more damage from enemy triggers Uncanny Dodge.

Wizards cast petty low level spells you DON'T want to counter. There are 3 of them. 3 prompts that turn.

It's not extreme. It could easily happen in this game. Shoot. There are 4 spellcaster in the Dank Crypt. Do you think Larian isn't going to do something like that again?
Posted By: Alexlotr Re: Reactions like Solasta! - 28/07/22 11:20 PM
Originally Posted by GM4Him
Rogue gets attacked by 2 goblins and Ragzlin. Rogue is promoted 3 times because all 3 hit, but he saves it for Ragzlin. Could be easily done away with by a preset. Goblins do 10 max. Set preset to 11 or more damage from enemy triggers Uncanny Dodge.
How would I know that the upcoming battle includes weak enemies who would do exactly 10 damage to my rogue max as well as a stronger enemy? Also, what if the rogue has 6 hp left and a goblin strikes him? What if the boss of the group goes first, does nothing to my rogue, and then some weaker goblin deals damage - I'd like to be able to lower it as dnd5e reaction system allows.

Originally Posted by GM4Him
Wizards cast petty low level spells you DON'T want to counter. There are 3 of them. 3 prompts that turn.
1) Even low spells can be worth countering, depends on the situation. And as I don't know the situation ahead, I want to be able to REACT to it with my counterspell.
2) Good. I like prompts. I like having controll.
Posted By: GM4Him Re: Reactions like Solasta! - 29/07/22 05:44 AM
Originally Posted by Alexlotr
Originally Posted by GM4Him
Rogue gets attacked by 2 goblins and Ragzlin. Rogue is promoted 3 times because all 3 hit, but he saves it for Ragzlin. Could be easily done away with by a preset. Goblins do 10 max. Set preset to 11 or more damage from enemy triggers Uncanny Dodge.
How would I know that the upcoming battle includes weak enemies who would do exactly 10 damage to my rogue max as well as a stronger enemy? Also, what if the rogue has 6 hp left and a goblin strikes him? What if the boss of the group goes first, does nothing to my rogue, and then some weaker goblin deals damage - I'd like to be able to lower it as dnd5e reaction system allows.

Originally Posted by GM4Him
Wizards cast petty low level spells you DON'T want to counter. There are 3 of them. 3 prompts that turn.
1) Even low spells can be worth countering, depends on the situation. And as I don't know the situation ahead, I want to be able to REACT to it with my counterspell.
2) Good. I like prompts. I like having controll.

You set the preset to what you prefer. So, for Uncanny Dodge, you say to yourself before a battle starts, "When would I prefer my rogue to use Uncanny Dodge? Would I want him to waste his reaction on something like 5 damage to reduce it to 2? Or would I rather have him use his reaction for Uncanny Dodge only if the damage done to him is actually worth something?" So, what's worth it to you? That's the concept. You set it for something like 10 so that if an enemy does MORE than 10 - not EXACTLY 10 - it'll automatically trigger the reaction. 10 or less, why bother? Right? I mean, even 10 damage is only 5 if you use Uncanny Dodge. That's nothing compared to the 40 the Matriarch can take off. THAT'S who you want to save it for.

I look at the presets like someone animating a cartoon like they used to when cartoons first came out as opposed to animating them like they do with computers today. You can either take the long road to slowly draw each page one page at a time, or you can use a computer to speed up the process tremendously. You're still going to get roughly the same result. It's just one method is quicker. Sure, the old method produces some beautiful works of art, while the new method is a bit more cookie cutter. However, you still get roughly the same result MUCH faster.

Think of it like this. Phase spider attacks your rogue. He does 20 damage. Prompt appears. You click Yes. Why? Because he did significant damage and it's worth using his reaction. Same exact result as the preset except that the preset made it so I wouldn't have to pause combat for a few seconds and click Yes. I took a few seconds to set my preset when I first got Uncanny Dodge, and it just takes care of it for me. Any time any enemy does more than 10 damage, the reaction triggers. And that's how I'd probably do it anyway. I wouldn't want to waste his reaction on 10 damage or less. I'd probably want to save that for AOO. And there would be more than 1 preset so you can set it to your preference.

And again, I'm not even saying that it has to be ALL prompts or ALL presets. Maybe a blending of the two would be best. Some presets cut out some needless reaction prompts. AOO is the primary reaction, and it could easily be managed with presets. All Enemies, Selected Enemies, Enemies with Current HP > X... whatever. You don't need prompts for AOO. Most of the time you're going to want to take that swing at your enemy who is leaving melee without disengaging.

And again, Counterspell. By the Nine! I absolutely do not want them to implement that with a popup every time a spellcaster casts any kind of spell. Gods! Imagine the Grove Battle against the Shadow Druids. Kagha casts a spell. Counterspell? Olodan casts a spell. Counterspell? Shadow Druid 1 casts a spell. Counterspell? And most of them are things like Barkskin or whatever. I think you guys aren't thinking about how many actual spellcasters there are in BG3. There are a lot of them, and it's just EA. Counterspell, again, works on ALL spells including druids and clerics and bards and such and including scrolls. It'd be a lot more prompts than you think. At least have some presets to cut out spells that YOU, the player, would think aren't necessary to prompt - like Fire Bolt and Minor Illusion and Healing Word. Remember, YOU would decide the spell list. So, if you think Fire Bolt is something you'd actually want to count - maybe because there's a barrel of explosive powder in the room you're entering - then fine. Enable it so it prompts you. But don't make it so that every single spell including cantrips that is ever cast will prompt you in this game. That really is going to be bad.
Posted By: Niara Re: Reactions like Solasta! - 29/07/22 09:12 AM
I don't want you to feel like you have to defend something, GM, I really don't... I know you've put a lot of energy into trying to think of something that will bridge the gap between what Larian are providing at the moment, and what we should have, and I do appreciate the effort you're taking, truly I do... but you're indealising your scenarios and worst-casing others in order to make this idea seem more palatable than simply being asked when it's appropriate - and it simply isn't palatable, and, more importantly... It just won't ever be, for a large number of people, myself included.

Presets would need to be designed for every situation where a player might be asked if they want to do something. We're using a few examples right now, uncanny dodge, opportunity attacks and counterspell, for example... but in practice, you'd be requiring that they make and program this preset system individually for literally every reaction ability in the game system, because each one is different, and that's more than you may realise.

Even if we stick to just Uncanny Dodge, for conversation's sake.... You seem to presume that we know the damage we're going to take before deciding whether or not to us uncanny dodge with rogues: actually you *don't* know how much damage you're taking. You have to decide when you would be hit, before you know how hard. You don't know - you are guessing, and that's why it's a reaction and the player is asked; so they can make that decision; so the player can weight up how hard they think this target might hit, what their current hp is, whether they need that reaction for something else, whether that will happen before their next turn, and so on... all things, the value and threshold of which are fluid depending on the combat situation. the number of things that you automatically consider when deciding to make a reaction or not would all, individually, need to be controlled by their own preset variables, each of which the player would need to set... and then change, on the regular, for different situations and scenarios. It would be far more complex and far more work to do that acceptably than simply being prompted when appropriate.

That's *one* type of reaction. Just One. There are MANY. Do we set up and revise them *Every Battle* (because an overarching global rule is absolutely not going to be appropriate for every battle, and a conscientious player would still need to double check this)? No thank you. Do we have the ability to change what we set up in the middle of an encounter if situations change? If so then it'd be faster and smoother just to be prompted naturally the whole way through, rather than going through the full list of preset options and variables for every reaction type we have access to.

Don't get me wrong - I actually appreciate being able to set up complex AI behaviour in detail - I loved FFXII's gambit system, in fact, and spent a lot of time carefully crafting gambit sets for my party to run in the background and handle all the little things while I made the bigger and more important decisions. It was great. Reactions ARE the bigger, more important decisions, however, and the PLAYER needs to be able to make that choice in each and every unique situation.

All of your examples rely on the player choosing not to use their reaction at any point, in order to make them sound bad - because as soon as they use it, that's it for the round. Your examples also involved stacked houses of situations to create the maximum amount of prompting possible, which is exactly when you DO want to be able to choose tactically. I DO want to control exactly who I try to counterspell, or, if it permits me to know the spell, which spells. That won't always be the same, combat to combat. I won't know until the moment that it happens; that's when I NEED to make that choice. Nothing else will do, for me.

If you take "a few seconds" each time to decide whether you're using a reaction when presented or not, then it's a damn good thing it asked you, because clearly you had to think. If it's a simple question that you don't need to think about, then it will take you less than a quarter of a second to give your answer. Saito's videos demonstrate this wonderfully.

Quote
And again, Counterspell. By the Nine! I absolutely do not want them to implement that with a popup every time a spellcaster casts any kind of spell.

Correction: Every time that a spellcaster cast a spell,
- within range of you (easiest defence against coutnerspell - cast from further away)
- and is also in line of sight
- while you are controlling a spellcaster
- who is the type of spellcaster who has access to counterspell
- and has it prepared that day
- and who has third level spell slots available TO use counterspell
- AND has not used their reaction yet this turn for anything else.

Those are the conditions. AND THEN, for it to be a prompt that happens more than once, there need to be several casters in range of you at the same time, AND they all need to choose to cast spells on that SAME turn, AND all but the last one of them need to cast spells that you personally decide that you DON'T want to counterspell. If all of those conditions are met, then, and only then, do we end up at the perfect storm of being prompted for counterspell multiple times during a single round.... and in that situation, I absolutely do want it to ask me each time, so I can make the tactical decision that is best for the specific situation. I'm not underestimating how littered with spellcasters the early game is so far, and even so, I absolutely want the right to make each choice myself, as I should have. I'm not against there being options for automation for those who want them, and I never have been - but not to the detriment of players having the right to control their own characters and make the tactical decisions for them that they should be able and allowed to make. If your idea contains a setting that is simply "no automation; prompt me for every reaction" and includes as part of that all reaction abilities correctly implemented and working as intended in the game at the end of the day, and it never bothers me again once I've checked that option, then just ignore everything I've said, because I missed that, and that covers my desires perfectly.
Posted By: GM4Him Re: Reactions like Solasta! - 29/07/22 11:01 AM
Fine. You guys win. As I said originally. Solasta's popups really aren't that bad. I was merely entertaining the idea of presets because the more I looked into them, the better they sounded. I really think it'd be worth it to at least try it, but I seem to be alone in this, so... I'm done. I give up. They're going to do what they want anyway.
Posted By: Gray Ghost Re: Reactions like Solasta! - 30/07/22 06:46 AM
I'm sorry that we kinda ganged up on you towards the end there. It's not that your idea is bad at all, it's definitely got potential honestly and it does deserve to be experimented with and iterrated upon (even though I don't believe Larian has even laid eyes on the idea quite honestly) but for me personally, it's not a perfect system, nothing is. But the imperfections of Solasta style reactions suit me more than the imperfections of your preset style.
Posted By: gaymer Re: Reactions like Solasta! - 31/07/22 04:34 AM
GM you have done a lot of good for this community and contributed a lot. You should continue to do so if that's where your passion is.

For me, I lost interest in this particular topic after PFH Bard because it became clear nothing of the sort would ever happen. And it's massively disappointing how Reactions are done and how you can waste Bardic Inspiration because you have to use it before the roll.

Other abilities will also suffer, but I've accepted to move on. I enjoy reading others' ideas on the matter.
Posted By: Wormerine Re: Reactions like Solasta! - 01/08/22 07:48 PM
Something I really like about Solasta system, is how impactful it felt. You are about to be hit BAM, shield. You hit an enemy with pallading, BAM smite using 2nd level. I knew what I am using, why I am using, and what benefit and options I have when using it.

The main benefit of using turn based system, is that actions and their consequences can be highlighted in the way they can't be in a RTwP. I don't understand why Larian uses D&D, turn based combat, and then muddies up combat mechanics as much as they can. Weird percentage chance to hit translation, with vague plusses and minuses. Not showing what we rolled. Reactions are outomated, out of our control, and incredibly unclear.

How is it that same game embraces dice rolls and modifiers to a fault in skill checks and does 180 for combat. Is no one on the team in conversation with one another? Is so one overseeing the project as a whole?
Posted By: GM4Him Re: Reactions like Solasta! - 01/08/22 10:08 PM
Putting this here as well as it relates.

I agree that the best solution is most likely the Solasta/Composer one on this Megathread. It gives absolute full control to the player, and as Niara had pointed out, reactions only cause prompts when the right conditions are met. It isn't constant or even super frequent.

Also, Reactions done properly actually allow players to PLAY the game during enemy turns instead of always just watching the game play out. Although I still think presets could work, it is as a few said at one point. Presets mean you just watch the combat. Prompts mean you get to participate. So presets, imo, would be a secondary option if for some reason prompts that interrupt would be the primary solution.

Think about it. One of the purposes of Reactions is so that players aren't just sitting there the whole time watching the DM move and act for all his/her minions. Players can actually be more involved even when it's not their turn.

And new players NEED reaction prompts. Otherwise, they won't have a clue what their characters are doing and why. They can't properly strategize with reactions if they are clueless as to how they work. Prompts at least help them work through it.

Yeah, so many reasons for the prompt system.
Posted By: Madscientist Re: Reactions like Solasta! - 02/08/22 11:57 AM
Full agreement to Niaras last post.

The moment when you get many popups per round is exactly the moment when you want to chose what you do.
You only have one reaction per round and it should matter what you do with it.
It is impossible to create a set of automatic conditions that fit all possible events.
And a good setting for one fight may be bad for another fight.

I also agree with her opinion of the gambit system of FF12 (or DAO or PoE2)
Its good that your chars always do something useful in standart situations and you decide the importent choices yourself.
Posted By: Flooter Re: Reactions like Solasta! - 02/08/22 05:29 PM
Originally Posted by GM4Him
And new players NEED reaction prompts. Otherwise, they won't have a clue what their characters are doing and why. They can't properly strategize with reactions if they are clueless as to how they work. Prompts at least help them work through it.
That is an excellent point!
Posted By: mrfuji3 Re: Reactions like Solasta! - 07/08/22 02:29 AM
There's been posts about the relative popularity of BG3's reaction system vs prompts vs other. Searching the BG3 subreddit for "reactions" and selecting the top X threads sorting by Relevance:

Reactions that don't interrupt combat flow - Argues for a QTE-prompt system. Most of the top comments agree with the poster, or suggest permanent instead of QTE prompts. One particular 44-upvote comment says "What's wrong with Solasta popups?" and the top answer to that is "because Paladin Smite" which again, is not a reaction.

Reactions Still the Same - Against auto-reactions. Again, most comments (excluding Paladin's Smite) are in favor of prompts.

Reactions: Meaningful Choices Without Tediousness? - Argues for some type of rework to the reaction system. This one is generally more negative to prompts, with people suggesting other implementations (e.g., presets or "chime in" to tell the system when you want a reaction)

If Bard is playable reactions need to be fixed - Asks for a rework for Bardic reaction abilities if BG3's reaction system stays auto. Top comments agree and/or advocate for prompts, and subcomments advocating for prompts in general have more upvotes.

I was laughing making this but fixing reactions is serious - Consensus that something needs to be changed about the reaction system/ implementation of reactions.

Reaction system... - Advocates for a more Solasta-like reaction system. Top comments...advocate for a prompt/5e reaction system, but acknowledge some worries people might have.

How I would like to see reactions work - Advocates for a 3-way toggle system: prompt / auto / off. The Best Comment argues against a prompt system, but is also incorrect. You wouldn't have a prompt "every single enemy turn. Every spell cast, every move out of effective range, ..." because characters only get 1 reaction per turn, and many enemy actions wouldn't prompt a reaction. E.g., an enemy moves out of sight and shoves an ally to wake them up.

Am I the only one not too bothered about the reaction system - Post in favor of the auto reaction system. Best comment argues for prompts and the subcomment that argues against prompts gets -10 votes. 2nd Best comment argues for more control. 3rd best comment provides example of when the automatic system screwed them over.

Why is everyone angry about the reaction system? - Honestly this person just seems confused. The only reaction they know of is AoO. Comments are mixed because the OP is more asking a question, but people again want more control.

Alternative thoughts on the reaction system and the real system in need of improvement - The OP is against constant prompts and asks why people want the reaction system changed - to match 5e RAW or because it doesn't work in BG3? They don't want too complex of a reaction system. Top-level Comments want more control with counterspell, want more control, and generally are in favor of prompts. In a reply to a top-level comment, OP even concedes that certain things "like smite and counterspell" can agree with having more options.

So it seems like people on the BG3 subreddit are definitely in favor of a prompt reaction system. They are overwhelmingly in favor of some other reaction system than what is in BG3 now.
Posted By: JandK Re: Reactions like Solasta! - 07/08/22 03:49 AM
Originally Posted by mrfuji3
Am I the only one not too bothered about the reaction system - Post in favor of the auto reaction system. Best comment argues for prompts and the subcomment that argues against prompts gets -10 votes. 2nd Best comment argues for more control. 3rd best comment provides example of when the automatic system screwed them over.

Sigh.

Regarding your conclusion, take this one for instance. First, the upvotes for the comment itself are high. Second, the "top" comment specifically says it doesn't bother them, but they'd be okay with having smite and uncanny dodge. I hardly call that an endorsement.

And next: count the number of comments and votes. Now compare that to the number of people actually playing the game. The number of people who don't feel the need to complain about it. Likely because they're enjoying it just fine.
Posted By: mrfuji3 Re: Reactions like Solasta! - 07/08/22 04:00 AM
Originally Posted by JandK
Originally Posted by mrfuji3
Am I the only one not too bothered about the reaction system - Post in favor of the auto reaction system. Best comment argues for prompts and the subcomment that argues against prompts gets -10 votes. 2nd Best comment argues for more control. 3rd best comment provides example of when the automatic system screwed them over.

Sigh.

Regarding your conclusion, take this one for instance. First, the upvotes for the comment itself are high. Second, the "top" comment specifically says it doesn't bother them, but they'd be okay with having smite and uncanny dodge. I hardly call that an endorsement.

And next: count the number of comments and votes. Now compare that to the number of people actually playing the game. The number of people who don't feel the need to complain about it. Likely because they're enjoying it just fine.
C'mon, man. "Doesn't bother me" is not "I prefer," and that commenter specifically says they want a Solasta system for smite, uncanny dodge, etc and that such a system would make the game play more interesting.

Sure, that post has 171 upvotes. But the first post I link has 727, the second has 152, the third has 96, and all of those are against the current system.

And sure, the number of upvotes and number of comments doesn't equal the number of EA players. But the number of upvotes in these posts, even if we assume a large fraction of repeat posters, at least is a few hundred which is a perfectly fine sample size
Posted By: booboo Re: Reactions like Solasta! - 07/08/22 06:56 AM
Rections are a core part of 5E turn-based play. As implemented they are awfully shallow and remove a great deal of player agency. As suggsted by others - if people really don't want them, put in an auto-reaction option (with some toggles as they have now) and they can have their shallow implementation. I want actual 5E reactions ...in my 5E game. I just wish Larian would say something about how they plan to address this issue.
Posted By: Tuco Re: Reactions like Solasta! - 07/08/22 01:18 PM
Originally Posted by mrfuji3
C'mon, man. "Doesn't bother me" is not "I prefer,"
Yep.
You have just to read the thread to spot that even among the ones agreeing that "they aren't TOO bothered by it" the predominant sentiment remains "BUT I'd still prefer the current system to change".
Posted By: gaymer Re: Reactions like Solasta! - 07/08/22 01:57 PM
Larian's New community manager made a post on the forum saying they're still working on Reactions, but are keeping it silent for now.

This is similar to what Swen said over a year ago, but at least it's confirmation that they're trying to make their janky engine support 5e mechanics. It is worrying that over a year of working on this and they don't have something ready to present yet.

2y EA anniversary is October 6th, I think. We will see.

Honestly, if they need more time beyond 2023 to guarantee PROPER system, I'd be fine with that.
Posted By: 7d7 Re: Reactions like Solasta! - 07/08/22 02:38 PM
I read carefully this very long thread

I feel you need to consider the aim of the game is to port dnd to a video game format while making it accessible and flow well.

Solasta system with reaction is faithful to the rules but not accessible and poor in terms of flow (let's face it sometime I would even rather avoid an encounter becaus EOF the clunkiness). Also consider if MP would be twice as many pop up (prepare to refuse caster to your party).

Because DM are the reason why reactions work in dnd, the only practical solution imo are presetted readied action. I posted overwatch as a well known tactical RPG example but then it would always be an imperfect solution (e.g. shot the first enemy in my line of sight vs. shot that goblin with low hp if it enters my line of sight and ignore the others)

Considering Larian they would (and should) favour accessible contents to 100% implementation.
Posted By: Maximuuus Re: Reactions like Solasta! - 07/08/22 02:46 PM
Originally Posted by 7d7
I read carefully this very long thread

but then it would always be an imperfect solution (e.g. shot the first enemy in my line of sight vs. shot that goblin with low hp if it enters my line of sight and ignore the others

If you could target the goblins with slow HP when you use your overwatch (to use the same exemple) it would already be a way better solution.

I agree with you, presseted readied actions is the only practical solution. With the possibility to auto target all (ON), auto target none (OFF) and to manually target, it would be the best compromise.

As Varangian said in another thread they could also rework some spells to ease their use as reactions and couple this with an easy manual targetting system.

Exemple :
- Counterspell could just be "a permanent buff" on the caster that remains until it trigger. Trigger the first time an ennemy (you've eventually manually targeted) cast a level 3+

- Feather fall could also become "a permanent buff" on all allies after a character cast it which would be used once per characters when it suit the situation.
Posted By: GM4Him Re: Reactions like Solasta! - 07/08/22 04:00 PM
Originally Posted by Maximuuus
Originally Posted by 7d7
I read carefully this very long thread

but then it would always be an imperfect solution (e.g. shot the first enemy in my line of sight vs. shot that goblin with low hp if it enters my line of sight and ignore the others

If you could target the goblins with slow HP when you use your overwatch (to use the same exemple) it would already be a way better solution.

I agree with you, presseted readied actions is the only practical solution. With the possibility to auto target all (ON), auto target none (OFF) and to manually target, it would be the best compromise.

As Varangian said in another thread they could also rework some spells to ease their use as reactions and couple this with an easy manual targetting system.

Exemple :
- Counterspell could just be "a permanent buff" on the caster that remains until it trigger. Trigger the first time an ennemy (you've eventually manually targeted) cast a level 3+

- Feather fall could also be "a permanent buff" on all allies that is used once per characters when it suit the situation.

I disagree. Counterspell is much more complicated than that. There are MANY level 3+ spells that would completely waste Counterspell. The Presets would need to be more in depth or you could waste Counterspell on something like Beacon of Hope. Remember, it counters ANY spell, not just attack wizard spells like Fireball.
Posted By: Maximuuus Re: Reactions like Solasta! - 07/08/22 04:10 PM
Originally Posted by GM4Him
I disagree. Counterspell is much more complicated than that. There are MANY level 3+ spells that would completely waste Counterspell. The Presets would need to be more in depth or you could waste Counterspell on something like Beacon of Hope. Remember, it counters ANY spell, not just attack wizard spells like Fireball.

It is more complicated in DnD but it doesnt have to be in BG3.

This was just an exemple. It could only trigger against level 3+ offensive spells, or something else wink
Posted By: 7d7 Re: Reactions like Solasta! - 07/08/22 04:33 PM
Originally Posted by Maximuuus
Originally Posted by 7d7
I read carefully this very long thread

but then it would always be an imperfect solution (e.g. shot the first enemy in my line of sight vs. shot that goblin with low hp if it enters my line of sight and ignore the others

If you could target the goblins with slow HP when you use your overwatch (to use the same exemple) it would already be a way better solution.

I agree with you, presseted readied actions is the only practical solution. With the possibility to auto target all (ON), auto target none (OFF) and to manually target, it would be the best compromise.

As Varangian said in another thread they could also rework some spells to ease their use as reactions and couple this with an easy manual targetting system.

Exemple :
- Counterspell could just be "a permanent buff" on the caster that remains until it trigger. Trigger the first time an ennemy (you've eventually manually targeted) cast a level 3+

- Feather fall could also become "a permanent buff" on all allies after a character cast it which would be used once per characters when it suit the situation.

On / off / target why not ...
Posted By: Tuco Re: Reactions like Solasta! - 07/08/22 05:27 PM
Originally Posted by 7d7
I read carefully this very long thread

I feel you need to consider the aim of the game is to port dnd to a video game format while making it accessible and flow well.

Solasta system with reaction is faithful to the rules but not accessible and poor in terms of flow (let's face it sometime I would even rather avoid an encounter becaus EOF the clunkiness). Also consider if MP would be twice as many pop up (prepare to refuse caster to your party).

Because DM are the reason why reactions work in dnd, the only practical solution imo are presetted readied action. I posted overwatch as a well known tactical RPG example but then it would always be an imperfect solution (e.g. shot the first enemy in my line of sight vs. shot that goblin with low hp if it enters my line of sight and ignore the others)

Considering Larian they would (and should) favour accessible contents to 100% implementation.
Well, if you read the entire thread you probably know you aren't making exactly a new point.
I also happen to disagree with both your premise ("the game needs to be as accessible as possible") and the conclusion you draw from it ("so no reactions").

Not even just that, I happen to disagree with the implied claim in your premise that having a good reaction system would make the game less accessible.
Posted By: GM4Him Re: Reactions like Solasta! - 07/08/22 05:37 PM
Originally Posted by Maximuuus
Originally Posted by GM4Him
I disagree. Counterspell is much more complicated than that. There are MANY level 3+ spells that would completely waste Counterspell. The Presets would need to be more in depth or you could waste Counterspell on something like Beacon of Hope. Remember, it counters ANY spell, not just attack wizard spells like Fireball.

It is more complicated in DnD but it doesnt have to be in BG3.

This was just an exemple. It could only trigger against level 3+ offensive spells, or something else wink

Still not good enough. Haste is not an offensive spell, but I might want to counter it to stop an enemy from using it.
Posted By: Maximuuus Re: Reactions like Solasta! - 07/08/22 05:45 PM
All "I might want to" aren't achievable in video games...
Posted By: Gray Ghost Re: Reactions like Solasta! - 07/08/22 06:15 PM
I mean Solasta managed to do as far as reactions are concerned. If Larian CAN'T do it, but a studio with barely a fraction of Larian's budget did, that doesn't reflect well on them. I honestly don't think Larian wants to implement faithful reactions, but even if they did, I get the feeling that the engine they've chosen to use wouldn't work to implement it anyway, so they're stick where they stand, for the most part.
Posted By: Niara Re: Reactions like Solasta! - 07/08/22 06:33 PM
Except they are, Max, in that other game that has a functional reaction system, I think you know its name. It's *quite* achievable.


Originally Posted by 7d7
I read carefully this very long thread

I feel you need to consider the aim of the game is to port dnd to a video game format while making it accessible and flow well.

Solasta system with reaction is faithful to the rules but not accessible and poor in terms of flow (let's face it sometime I would even rather avoid an encounter becaus EOF the clunkiness). Also consider if MP would be twice as many pop up (prepare to refuse caster to your party).

Because DM are the reason why reactions work in dnd, the only practical solution imo are presetted readied action. I posted overwatch as a well known tactical RPG example but then it would always be an imperfect solution (e.g. shot the first enemy in my line of sight vs. shot that goblin with low hp if it enters my line of sight and ignore the others)

Considering Larian they would (and should) favour accessible contents to 100% implementation.


I had a bit of hard time understanding exactly what you were saying here, 7d7 - I'm assuming you''re using a machine translation? I apologise if I misunderstand anything, and I do not wish to offend, however...

- Solasta's rendition of the reaction system is Exceptionally accessible - It explains itself in clean, clear language, doesn't over-do that explanation, and makes the function very easy to understand even for someone who doesn't know the game system. Accessibility of its systems is one of the things they do very well there. BG3 on the other hand, is extremely Inaccessible, in the sense that it doesn't adequately explain its system, it doesn't have any documentation to read or access if you want to understand why something happened that you didn't understand, it uses inconsistent language all over the place, and it often fails to show the same level of information or detail consistently - if it ever shows it at all, which in many cases it simply does not. It fails to communicate when certain abilities don't work, but usually doesn't tell you why they didn't, and its interface gives often abjectly misleading or false information (see: targeting circles and character highlights for spells and abilities that then do not actually hit or target those characters - a day one (earlier - it was a problem in D:OS2 as well and was never fixed there) problem that still persists). The controls are temperamental, imprecise and don't allow players proper control of their characters, even for something as simple as movement or targeting. One of these games is very accessible, and one of these games is far, far less so. BG3 is not the winner here.

- The flow is fine, and the reaction system does not slow this down in any appreciable way. In fact it streamlines the combats more effectively in most cases. I've spent far longer messing around fighting BBG3's control UI trying to get my character to move where I want, or to cast the spell I want them to cast without moving somewhere I don't want them to, than I EVER have debating whether to take a reaction or not in Solasta. In BG3, I spend a good amount of time every combat battling against the game UI, and wasting time grappling with a clunky control system when I'd rather be playing the game. I never feel like I'm wasting my time ineffectively or like I'm not actively playing the game in Solasta - especially when I do have to think for an extra second or two about whether I want to burn a counterspell on something or not. In terms of game flow in combat, Solasta currently has BG3 beat hands down, no questions.

- DMs are not the reason reactions work in D&D... I'm not sure where you're going with this or what kind of a statement that is supposed to be, I'm sorry; could you perhaps explain what you're trying to say there a little more?

- As many people have explained in detail throughout this thread and others, no system of presets is EVER going to be satisfactory when weighed against an actually functional reaction system that gives the player control of their own abilities. A functional reaction system can include settings for automaton if players want it, and a functional reaction system is quite possible, and not, in fact, terribly difficult to do... I suppose, unless you're trying to hack-job it into a game engine that was originally designed for something else and is just being viciously cribbbed, stitched and cludged to manage a D&D system entirely unlike the purpose for which said game engine was originally written, rather than designing a new engine to-purpose and to suit the new big-budget project they were embarking on... But Larian is a professional company, so I'm sure they wouldn't do something as offensively trashy as that. Right?
Posted By: GM4Him Re: Reactions like Solasta! - 07/08/22 06:35 PM
Originally Posted by Maximuuus
All "I might want to" aren't achievable in video games...

I don't mean to frustrate you Max, but I have tried to create the blanket preset for counter spell myself. It has many issues.

Imagine you are fighting a powerful enemy and there is a cleric with revivify. You kill the enemy and the cleric casts revivify. You would probably want to counter that spell.

Imagine an enemy is casting conjure animal. That could literally turn the tide of battle if you are having to fight eight wolves. You might want to counter that spell.

An enemy casts Darkness. That's only level two. You're stuck in a chokehold and can't get out of that area. You might want to counter that spell because it can seriously hinder your entire party.

An enemy is casting silence. That's not an attack spell or a level 3 or higher spell. You might want to counter that or your wizard will suddenly be seriously hindered. Again if you can't get out of the silence radius you could be in serious trouble.

On the other hand, you might not want to waste your counter spell on something like barkskin or stone skin, but if an enemy has a high armor class already you may want to. There are just too many variables to account for.

And what if you don't want to waste your reaction at all on counter spell? If you are in a vertical area with lots of pitfalls, you may want to reserve your reaction for something more like featherfall. Again too many variables.

I'm not totally disagreeing with the preset concept, but I think it needs a bit more to it than simply blanket presets.
Posted By: Maximuuus Re: Reactions like Solasta! - 07/08/22 06:47 PM
Larian is working on a AAA turn based cRPG.
Solasta is basicaly a tabletop simulator.

It will not damage Larian's image at all if BG3 is not as faithfull to DnD as Solasta is... IF they succeed at creating a good
gameplay that improve the turn base genre with a new system inspired by DnD's reaction.

But IF reactions only remains ON/OFF toggle, they'll let BG3 with a sub-uninterresting system that neither improve the turn base experience as a whole nor does it take any advantage of the appeal of dnd's reaction system: allowing us to choose things to do during the enemy's turns.

That's the only thing they should keep in mind.

What you don't get in mind @GM is that I don't mind what "I might want to". A game is made of rules that tells you what you can do. As soon as the rules allow me a bit deeper choices than "ON/OFF" toggle, I'm fine if it doesn't allow me to "imagine" what I might want to do but tell me what I can do.

The game define the rules...
If it was written in DnD that "counterspell can counter any level 3+ offensive spells once / turn at the cost of a level 3 spellslot on 3 targets - you can select new targets at every round until a spell is countered", I'd be happy.
I'd be fine in my life if this was the rules of BG3, especially if it makes combats even more dynamic when I'm just watching the game playing itself.

Coupled with the new swarm AI combats could for the most part look absolutely "real time" while being turn based.
Posted By: gaymer Re: Reactions like Solasta! - 07/08/22 06:51 PM
FYI: everyone should read this post from Larian's new community manager a few days ago

https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=825365#Post825365

Quote
Hey everyone,

While we're actively working on Baldur's Gate 3, there's still more coming to Early Access, in no small part driven by community feedback such as this.

While in Early Access, design is in flux as we work to build & implement new systems & features.
How reactions are handled in the game is an example of a that is system currently being explored internally, but we're not yet ready to talk about it.
We've been eagerly reading your feedback and discussing it with the teams, but we prefer to show rather than tell.

Feel free to comment in the forums or on our social Media, to your heart's content!
We aim to interact with you as much as we possibly can.
So again: Thank you for being a part of our community!
Posted By: Tuco Re: Reactions like Solasta! - 07/08/22 07:44 PM
Originally Posted by gaymer
FYI: everyone should read this post from Larian's new community manager a few days ago

https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=825365#Post825365

Well, I did read it, and while I appreciate someone finally making a (vague) declaration of intents from the studio, just as a word of warning I'd advise people against starting doing celebratory laps around the arena until something actually comes out of this.
Posted By: gaymer Re: Reactions like Solasta! - 08/08/22 12:40 AM
Sadly, that's all we have. I do believe they are trying but it's not a sure thing they can overcome an engine that isn't designed for this at it's core.
Posted By: GM4Him Re: Reactions like Solasta! - 08/08/22 01:19 AM
Originally Posted by Maximuuus
What you don't get in mind @GM is that I don't mind what "I might want to". A game is made of rules that tells you what you can do. As soon as the rules allow me a bit deeper choices than "ON/OFF" toggle, I'm fine if it doesn't allow me to "imagine" what I might want to do but tell me what I can do.

The game define the rules...
If it was written in DnD that "counterspell can counter any level 3+ offensive spells once / turn at the cost of a level 3 spellslot on 3 targets - you can select new targets at every round until a spell is countered", I'd be happy.
I'd be fine in my life if this was the rules of BG3, especially if it makes combats even more dynamic when I'm just watching the game playing itself.

Coupled with the new swarm AI combats could for the most part look absolutely "real time" while being turn based.

I'm one of the people trying to get a compromise. I think a quasi-preset/prompt system would be far better than what we have and possibly better than just a flat Solasta-style prompt system. And I get what you're saying.

What I'm saying, though, is that there is a strong probability that players will get frustrated if the preset system isn't a bit more complicated than a blanket level 3+ offensive spell preset.

There are WAY too many variables, and that's my point. This is just 1 potential.

Enemy casts Vampiric Touch, a level 3 spell. You use your reaction to Counterspell because of your blanket preset. Enemy wizard then casts Fireball and devastates your party.

With a prompt system, you would have control to say, "No. I don't want to stop a stupid Vampiric Touch spell. There's a high level mage sitting there who hasn't taken a turn yet. I'll save Counterspell for him in case he does Fireball."

But, with a preset Spell List where you, the player decides which spells are on that list, YOU have control to say Vampiric Touch doesn't make the Counterspell cut. The presets need to be more specific so players don't get frustrated that they lose a level 3 spell slot for something they think isn't worth it. Either that or just do prompts because I personally would be super pissed if my party was wiped by a Fireball because my mage used Counterspell on a spell like Vampiric Touch.

Especially consider surfaces. Goblin throws grease bottle. Mage 1 casts Vampiric Touch and I waste Counterspell Reaction. Mage 2 does Fireball which does even more damage because of grease.

I don't mind tweaking spells and rules, but Counterspell saves lives IF used right. One wrong use of it though, especially if it is because I had no control of when I cast it, could be game over. If the computer is deciding that, and I have no control, I'm gonna be very unhappy with Larian's design.
Posted By: Niara Re: Reactions like Solasta! - 08/08/22 03:12 AM
Quote
We aim to interact with you as much as we possibly can.

Well, if that's what you've been aiming for, Larian, I most definitely don't want to be within ten miles of you when you're holding a firearm.
Posted By: Maximuuus Re: Reactions like Solasta! - 08/08/22 05:58 AM
Originally Posted by GM4Him
What I'm saying, though, is that there is a strong probability that players will get frustrated if the preset system isn't a bit more complicated than a blanket level 3+ offensive spell preset.

Are you frustrated when you play Xcom if your overwatch doesnt trigger on a specific ennemy ?

You aren't because that's the rule of the game.
Posted By: RagnarokCzD Re: Reactions like Solasta! - 08/08/22 06:00 AM
Originally Posted by Niara
Quote
We aim to interact with you as much as we possibly can.
Well, if that's what you've been aiming for, Larian, I most definitely don't want to be within ten miles of you when you're holding a firearm.
Savage ...
But true.
Posted By: Tuco Re: Reactions like Solasta! - 08/08/22 06:15 AM
Originally Posted by Maximuuus
Originally Posted by GM4Him
What I'm saying, though, is that there is a strong probability that players will get frustrated if the preset system isn't a bit more complicated than a blanket level 3+ offensive spell preset.

Are you frustrated when you play Xcom if your overwatch doesnt trigger on a specific ennemy ?

You aren't because that's the rule of the game.

Different games, different rules, different resources involved and situations at stake.

For one, XCOM is basically “alpha strike: the official game” where you are supposed to blast everything during your team’s turn and Overwatch is basically the throwaway option (that comes with the aim penalty too) when you don’t have anything better to do.
Posted By: Maximuuus Re: Reactions like Solasta! - 08/08/22 07:40 AM
The point Tuco is mostly that if a specific spell, class feature or any other reaction stuff was written differently in the PHB, most of you wouldn't care because it would just be the rules.
I guess most players but "some" DnD and eventually "Solasta" fans would be fine with not having a faithfull translation of the TT reaction system in BG3.

Especially if it makes combats more dynamic and ennemies turns more appealing to watch.
Posted By: Tuco Re: Reactions like Solasta! - 08/08/22 08:20 AM
Well, sure.
If Chess was Checkers we wouldn't complain about missing the horses and queen, either.

"More dynamic" sounds a fairly vague concept (I find more "dynamic" being able to influence the outcome than sit and watch, for a start) and "more appealing" sounds pretty damn subjective.
Few things appeal to me like getting the chance to use a Counterspell with great effect at the right moment, for instance.
Posted By: Maximuuus Re: Reactions like Solasta! - 08/08/22 08:55 AM
Originally Posted by Tuco
Well, sure.
If Chess was Checkers we wouldn't complain about missing the horses and queen, either.

You got it wink
Posted By: 7d7 Re: Reactions like Solasta! - 08/08/22 09:29 AM
Originally Posted by Niara
Except they are, Max, in that other game that has a functional reaction system, I think you know its name. It's *quite* achievable.



I had a bit of hard time understanding exactly what you were saying here, 7d7 - I'm assuming you''re using a machine translation? I apologise if I misunderstand anything, and I do not wish to offend, however...

- Solasta's rendition of the reaction system is Exceptionally accessible - It explains itself in clean, clear language, doesn't over-do that explanation, and makes the function very easy to understand even for someone who doesn't know the game system. Accessibility of its systems is one of the things they do very well there. BG3 on the other hand, is extremely Inaccessible, in the sense that it doesn't adequately explain its system, it doesn't have any documentation to read or access if you want to understand why something happened that you didn't understand, it uses inconsistent language all over the place, and it often fails to show the same level of information or detail consistently - if it ever shows it at all, which in many cases it simply does not. It fails to communicate when certain abilities don't work, but usually doesn't tell you why they didn't, and its interface gives often abjectly misleading or false information (see: targeting circles and character highlights for spells and abilities that then do not actually hit or target those characters - a day one (earlier - it was a problem in D:OS2 as well and was never fixed there) problem that still persists). The controls are temperamental, imprecise and don't allow players proper control of their characters, even for something as simple as movement or targeting. One of these games is very accessible, and one of these games is far, far less so. BG3 is not the winner here.

- The flow is fine, and the reaction system does not slow this down in any appreciable way. In fact it streamlines the combats more effectively in most cases. I've spent far longer messing around fighting BBG3's control UI trying to get my character to move where I want, or to cast the spell I want them to cast without moving somewhere I don't want them to, than I EVER have debating whether to take a reaction or not in Solasta. In BG3, I spend a good amount of time every combat battling against the game UI, and wasting time grappling with a clunky control system when I'd rather be playing the game. I never feel like I'm wasting my time ineffectively or like I'm not actively playing the game in Solasta - especially when I do have to think for an extra second or two about whether I want to burn a counterspell on something or not. In terms of game flow in combat, Solasta currently has BG3 beat hands down, no questions.

- DMs are not the reason reactions work in D&D... I'm not sure where you're going with this or what kind of a statement that is supposed to be, I'm sorry; could you perhaps explain what you're trying to say there a little more?

- As many people have explained in detail throughout this thread and others, no system of presets is EVER going to be satisfactory when weighed against an actually functional reaction system that gives the player control of their own abilities. A functional reaction system can include settings for automaton if players want it, and a functional reaction system is quite possible, and not, in fact, terribly difficult to do... I suppose, unless you're trying to hack-job it into a game engine that was originally designed for something else and is just being viciously cribbbed, stitched and cludged to manage a D&D system entirely unlike the purpose for which said game engine was originally written, rather than designing a new engine to-purpose and to suit the new big-budget project they were embarking on... But Larian is a professional company, so I'm sure they wouldn't do something as offensively trashy as that. Right?

A. I would disagree. I have nothing against solasta. I w ould expect players without pre-existing dnd experience to struggle. I feel solasta and BG3 have different targets in mind

B. I personally find the flow in solasta to be slow at point. Again it is situationnal depending on party composition etc.. and ultimately depending on personal opinion. I would agree to disagree on that one.

C. Let me rephrase. A game would have to consider every possible reaction and prompt you to act. With a DM you would simply interrupt him and start a discussion. A massive difference in my opinion.

D. I agree. Compromise would have to be made. I would rather have some presets than no reaction at all. Overwatch among other solutions of automated reaction would be a middle ground that would satisfy me. Given the absence of DM we are feeling the limitation of the video game environment here.
Posted By: Flooter Re: Reactions like Solasta! - 08/08/22 09:33 AM
Just sunk a couple of weekends into Solasta. Prompts are great imo, but Solasta's aren't perfect. Here are a few things BG3's prompts should avoid.

  • Too much text. It's fairly short for Shield ("Giant Spider is attacking Tav, you can cast the Shield spell to block the attack") but even that sentence could be edited down. I can't find the full text for the Counterspell prompt at the moment, but it's far longer and buries relevant information within repetitive phrases. This is all good for explaining what's going on the first time a prompt happens, but the way the information is presented could be cleaned up.
  • The camera can't move while the prompt window is active. (I think. It may be down to user error). Some reaction decisions require a measure of battlefield awareness; looking around helps with that.
  • Simultaneous reactions aren't intuitive (to me). Classic example: an enemy exits the zone of control exerted by two of my PCs at the same time. The prompt window shows both of my PCs able to make an Attack of Opportunity, but they can't both take a swing. When I pick a PC to react, the window closes and the other PC does nothing. Positive : grouping reactions in the same window; negative: having the grouped reaction window eat one of my PC's reaction.
  • The prompt will occasionally pop up even if you can't take the action. (Wizard casts Magic Missile on target who responds with Shield. Prompt comes up for Counterspell on Shield. I click 'Yes', but the Counterspell doesn't happen as Solasta won't let you cast two leveled spells a turn.) This is more bug territory than anything else, but any reaction system relies on a robust system of conditional checks. Make sure it works, please.


That last one may not be too helpful... It's hard to be in a helpful mood when Larian's first message (22 into months into EA) says “[they] aim to interact with [us] as much as [they] possibly can”. This statement may not technically be a lie, but no fact corroborates it.
Posted By: Niara Re: Reactions like Solasta! - 08/08/22 09:45 AM
Originally Posted by 7d7
C. Let me rephrase. A game would have to consider every possible reaction and prompt you to act. With a DM you would simply interrupt him and start a discussion. A massive difference in my opinion.

[...]

Given the absence of DM we are feeling the limitation of the video game environment here.

Except, as Already Established With Incontrovertible, Tangible Proof, it is indeed quite possible and very straight forward to put a reaction system in the game that works with all viable reactions as defined by the ruleset we're using. It's been done. It works. Reactions are specific things, with specific rules and specific triggers - they aren't fluffy 'hash it out with your dm' things - they're a literal, mechanically described part of the system. They only come up in specific situations, and only when their individual triggers are met. They can only happen once per round for each player. Watch any D&D stream you like - is the combat bogged down by a constant stream of player reactions? No, it's not... and it isn't in a video game format either, as others have posted very credible video proof of.

Having an opinion is fine, but when that opinion runs contra to established and demonstrated evidence, it is not an argument - it's just stubbornness.

Edit for the above post:

I don't recall to clearly about the text, but it never seemed like a lot to me, personally. I recall counterspell just being "Enemy Mage is casting a spell (Blight), would you like to cast Counterspell?" I may be mistaken though, my recollection isn't clear. Either way - yes, the text in the prompts should be short, to the point and clear, regardless of anything else.

I absolutely agree that you should be able to assess the battlefield before making your choice, including spinning the map about to see what else you might have to consider, yes. I've never had a problem with that in Solasta, because generally the map zoom and positioning is good enough to let me see everything I need to, but in the odd case it doesn't, that would be much desired. BG3 is terrible at letting you see what you need to in general, so it must let you move the view around while deciding.

I think the grouped reaction only giving you one, that you're experiencing, is a bug, or else you're misreading the screen. In Solasta, if an enemy leaves the controlled space of three of your party members, they can each react, and all three can choose to use their reactions, some of them can, or none of them can. You absolutely have control of who swings and who doesn't and you're not limited to picking just one.

Agreed on the last point -they've had a few other little bugs here and there to work out - in the early stages reactions refreshed at the top of the round, not by character turn, and that caused issues. They've since fixed that one though.
Posted By: GM4Him Re: Reactions like Solasta! - 08/08/22 10:55 AM
Originally Posted by Maximuuus
Originally Posted by GM4Him
What I'm saying, though, is that there is a strong probability that players will get frustrated if the preset system isn't a bit more complicated than a blanket level 3+ offensive spell preset.

Are you frustrated when you play Xcom if your overwatch doesnt trigger on a specific ennemy ?

You aren't because that's the rule of the game.

Yes. It can be frustrating when you expect to attack one enemy, but a different one triggers overwatch.

But that is also QUITE different from triggering on AOO and triggering on Counterspell. Apples and oranges, Max.

Using Xcom as an example, it would be the difference between using overwatch to fire at an enemy running past you versus stopping an enemy about to fire a missile at you.

Counterspell is an overwatch that allows you to stop powerful enemy attacks. If my character attacks a baby enemy as he is running past me instead of stopping an enemy from firing high powered missiles, I'm going to be upset.

Same is true if my character overwatches and stops an enemy from doing a low powered single target attack as opposed to a high powered area effect attack.
Posted By: Maximuuus Re: Reactions like Solasta! - 08/08/22 11:13 AM
You don't expect what you cannot choose to do... The only thing you can eventually do is looking at the initiative order and "try to imagine how things are going to go".
Overwatch doesn't allow me to target the ennemy that's about to fire a missile and it's perfectly fine.

Larian doesn't absolutely have to use every words of the PHB to implement reactions.
It could be different and still be valuable tactical option to use in BG3... just as overwatch is a valuable tactical option in Xcom even if the rules doesn't allow you a full control over "when and who".

I'm not comparing overwatch and counterspell at all, I'm just giving exemples.
Tactical turn based games doesn't absolutely need a faithfull DnD 5e reaction system to be fun and to allow our characters to react during the ennemies turns. Especially if it means "chopping up" the turn based combats even more.
Posted By: 7d7 Re: Reactions like Solasta! - 08/08/22 01:17 PM
Originally Posted by Maximuuus
You don't expect what you cannot choose to do... The only thing you can eventually do is looking at the initiative order and "try to imagine how things are going to go".
Overwatch doesn't allow me to target the ennemy that's about to fire a missile and it's perfectly fine.

Larian doesn't absolutely have to use every words of the PHB to implement reactions.
It could be different and still be valuable tactical option to use in BG3... just as overwatch is a valuable tactical option in Xcom even if the rules doesn't allow you a full control over "when and who".

I'm not comparing overwatch and counterspell at all, I'm just giving exemples.
Tactical turn based games doesn't absolutely need a faithfull DnD 5e reaction system to be fun and to allow our characters to react during the ennemies turns. Especially if it means "chopping up" the turn based combats even more.

I agree with you Maxximus. Overwatch is a must have preset reaction. But for counterspell (if that is implemented) they would probably have to implement it to trigger for every spell above level 5 or something. Unless someone got a solution less clunky than the solasta pop up system.

Still I d rather see them implement what they can first
Posted By: GM4Him Re: Reactions like Solasta! - 08/08/22 02:16 PM
Originally Posted by Maximuuus
You don't expect what you cannot choose to do... The only thing you can eventually do is looking at the initiative order and "try to imagine how things are going to go".
Overwatch doesn't allow me to target the ennemy that's about to fire a missile and it's perfectly fine.

Larian doesn't absolutely have to use every words of the PHB to implement reactions.
It could be different and still be valuable tactical option to use in BG3... just as overwatch is a valuable tactical option in Xcom even if the rules doesn't allow you a full control over "when and who".

I'm not comparing overwatch and counterspell at all, I'm just giving exemples.
Tactical turn based games doesn't absolutely need a faithfull DnD 5e reaction system to be fun and to allow our characters to react during the ennemies turns. Especially if it means "chopping up" the turn based combats even more.

I totally agree with you that BG3 doesn't need to be absolutely faithful to D&D 5e reaction system. If I felt that way, I wouldn't be considering presets at all. If you want a full and true absolute D&D 5e implementation of reactions, the prompt/popup system is the only way to go. It's the equivalent of a DM saying, "This goblin just ran past you. Do you want to do AOO?" to new players who have absolutely no idea that they should interrupt the DM and say, "Hey! That guy ran past me. I want to use my reaction to do AOO."

So, let me rephrase what I'm saying. I'm good with presets as long as presets are not as simple as "On/Off" or even just as simple as "Target These Specific Enemies." What I'm saying is, "If Larian is going to use presets for reactions for BG3, those presets need to be at least specific enough that players will not get pissed off because the automatic preset system screwed them over. AND... some reactions may still need a prompt to make that work, but the preset would help to cut down on the frequency of the prompts. This doesn't have to be an ALL PROMPTS or ALL PRESETS system. It could be a blend of both."

Let's use a different example since people seem to be hung up on me using Uncanny Dodge a lot or Counterspell. AOO. Simple presets would take care of most of them. Preset options are: All Enemies/ Selected Targets/ Off. For this one, you either have it trigger like Overwatch in Xcom where the first person to exit melee combat without using Disengage triggers your AOO or you have selected targets. This is similar to what you are basically saying. Yes? I'm good with this approach for AOO. Makes sense and it wouldn't even need prompts. You either set it for All Enemies and it works like Xcom Overwatch, or Selected Targets it works like Xcom Overwatch only for the targets you selected. Or you turn it off if you don't want it to trigger your reaction at all (like if you want to save reaction for a spell for your mage).

BUT... what about Absorb Elements. This exact same preset approach wouldn't work as well with this spell. Why? Because I may already be Fire Resistant (like if I'm a tiefling), so I may not want ALL elemental damage types to be triggered. If an enemy uses a fiery attack on me - let's say grease + fire arrow creates fiery explosion - my tiefling is already resistant. I wouldn't necessarily want to waste my spell slot on resisting fire damage.

Therefore, for Absorb Elements, the best preset solution would be something more like this: All Types/ Selected Damage Types/ Max Damage Potential > X (you set the value)/ Selected Damage Types AND Max Damage Potential > X (you set the value)/ Off. OR... at the very least, All Types/ Selected Damage Types/ Off.

In this way, with the fire resistant tiefling character, you could set your preset so that the reaction is only triggered on Acid, Cold, Lightning and Thunder (basically excluding fire). Or let's say you pick up a robe that protects you against cold. You could then set your preset to Acid, Lightning and Thunder (excluding fire and cold).

As for Max Damage Potential, the concept is that if I'm going to get hit by an ice attack that can do something like 12d10 damage, I might want to Absorb Elements, but if I'm hit by a 1d10 damage ice attack, I might not want to waste my spell slot. So, allow me to set a preset that says, "Ignore the baby Frostbite or Ray of Frost spells, but if I'm hit by Cone of Cold... YES PLEASE!!!"

And finally, what I'm saying is that for those people who want prompts all the time, allow the system to do that. Besides the presets mentioned above, add an option to turn on prompts. So, if they want to be prompted all the time, they can set all their presets to All Enemies and Prompt On. In that way, they can have combat interrupted every time any enemy triggers any of their potential reactions. But for those who want to rely on the presets alone, turn Prompt Off but set your presets to whatever you want. OR, for people like me, let me turn on something like "Selected Damage Types" AND "Prompt On" so that only if a selected damage type hits my mage will a prompt appear to ask me if I want to cast Absorb Elements. So, in my fire resistant tiefling example, if my tiefling was hit by a fire attack, no prompt. If hit by an ice attack, prompt appears and asks me if I want to use it.
Posted By: Topgoon Re: Reactions like Solasta! - 08/08/22 02:18 PM
Originally Posted by Flooter
The prompt will occasionally pop up even if you can't take the action. (Wizard casts Magic Missile on target who responds with Shield. Prompt comes up for Counterspell on Shield. I click 'Yes', but the Counterspell doesn't happen as Solasta won't let you cast two leveled spells a turn.) This is more bug territory than anything else, but any reaction system relies on a robust system of conditional checks. Make sure it works, please.

100% agree that the prompts should only trigger when a reaction is actually viable.

It looks like Solasta must have hardcoded not allowing 2x level spells per turn, which is actually an error in rules implementation as there's no rule against that.

In Tabletop you can cast 2x levelled spells per turn. The casting limitation rule applies when you've used a Bonus Action to cast - i.e. once you've bonus action casted a levelled spell, you can't cast anything BUT an action cantrip that turn. But if you have a legit way to cast 2 levelled spells - i.e. via reaction or action surge, you totally can do it.


I would say, I'd be 150% okay for Larian to adjust some reactions so they pop-up less. I.e. a Diviner's Portent per the rules would be insanely disruptive since it's applicable on every single roll, friend or foe.
Posted By: Tuco Re: Reactions like Solasta! - 08/08/22 02:19 PM
Originally Posted by Maximuuus
Originally Posted by Tuco
Well, sure.
If Chess was Checkers we wouldn't complain about missing the horses and queen, either.

You got it wink
Sure, but did you?
Because my point, in the end, was that Chess is NOT Checkers. Which is why expectations are different. As they should be.
Posted By: mrfuji3 Re: Reactions like Solasta! - 08/08/22 02:36 PM
Originally Posted by Tuco
Originally Posted by Maximuuus
Originally Posted by Tuco
Well, sure.
If Chess was Checkers we wouldn't complain about missing the horses and queen, either.

You got it wink
Sure, but did you?
Because my point, in the end, was that Chess is NOT Checkers. Which is why expectations are different. As they should be.
This heads into the territory of: "If Larian changed ALL the reaction abilities (including Smite, etc) to work differently - having different effects, duration, trigger, and/or resource cost - and these changed abilities were designed & balanced for whatever reaction system BG3 had, then things would be fine." Which, I mean, yeah practically by definition.

However, "if these changed abilities were designed & balanced for BG3's reaction framework" is a big IF. Given how many of Larian's initial designs decisions are just completely unbalanced/OP (Backstab & High Ground Advantage, Sneak exploitation, cantrip surfaces, throw/shove, etc) my hopes for robust, fun, & balanced new reactions designed for an automatic-use system is...not high. Though, BG3's implementation of Cutting Words is moving in the right direction imo, if Larian isn't going to implement prompts.

Also, yes in this case Larian would be changing something that is currently not broken. So if their modifications resulted in a worse experience, that'd be entirely on them.
Posted By: 7d7 Re: Reactions like Solasta! - 08/08/22 02:40 PM
Originally Posted by GM4Him
I totally agree with you that BG3 doesn't need to be absolutely faithful to D&D 5e reaction system. If I felt that way, I wouldn't be considering presets at all. If you want a full and true absolute D&D 5e implementation of reactions, the prompt/popup system is the only way to go. It's the equivalent of a DM saying, "This goblin just ran past you. Do you want to do AOO?" to new players who have absolutely no idea that they should interrupt the DM and say, "Hey! That guy ran past me. I want to use my reaction to do AOO."

So, let me rephrase what I'm saying. I'm good with presets as long as presets are not as simple as "On/Off" or even just as simple as "Target These Specific Enemies." What I'm saying is, "If Larian is going to use presets for reactions for BG3, those presets need to be at least specific enough that players will not get pissed off because the automatic preset system screwed them over. AND... some reactions may still need a prompt to make that work, but the preset would help to cut down on the frequency of the prompts. This doesn't have to be an ALL PROMPTS or ALL PRESETS system. It could be a blend of both."

Let's use a different example since people seem to be hung up on me using Uncanny Dodge a lot or Counterspell. AOO. Simple presets would take care of most of them. Preset options are: All Enemies/ Selected Targets/ Off. For this one, you either have it trigger like Overwatch in Xcom where the first person to exit melee combat without using Disengage triggers your AOO or you have selected targets. This is similar to what you are basically saying. Yes? I'm good with this approach for AOO. Makes sense and it wouldn't even need prompts. You either set it for All Enemies and it works like Xcom Overwatch, or Selected Targets it works like Xcom Overwatch only for the targets you selected. Or you turn it off if you don't want it to trigger your reaction at all (like if you want to save reaction for a spell for your mage).

BUT... what about Absorb Elements. This exact same preset approach wouldn't work as well with this spell. Why? Because I may already be Fire Resistant (like if I'm a tiefling), so I may not want ALL elemental damage types to be triggered. If an enemy uses a fiery attack on me - let's say grease + fire arrow creates fiery explosion - my tiefling is already resistant. I wouldn't necessarily want to waste my spell slot on resisting fire damage.

Therefore, for Absorb Elements, the best preset solution would be something more like this: All Types/ Selected Damage Types/ Max Damage Potential > X (you set the value)/ Selected Damage Types AND Max Damage Potential > X (you set the value)/ Off. OR... at the very least, All Types/ Selected Damage Types/ Off.

In this way, with the fire resistant tiefling character, you could set your preset so that the reaction is only triggered on Acid, Cold, Lightning and Thunder (basically excluding fire). Or let's say you pick up a robe that protects you against cold. You could then set your preset to Acid, Lightning and Thunder (excluding fire and cold).

As for Max Damage Potential, the concept is that if I'm going to get hit by an ice attack that can do something like 12d10 damage, I might want to Absorb Elements, but if I'm hit by a 1d10 damage ice attack, I might not want to waste my spell slot. So, allow me to set a preset that says, "Ignore the baby Frostbite or Ray of Frost spells, but if I'm hit by Cone of Cold... YES PLEASE!!!"

And finally, what I'm saying is that for those people who want prompts all the time, allow the system to do that. Besides the presets mentioned above, add an option to turn on prompts. So, if they want to be prompted all the time, they can set all their presets to All Enemies and Prompt On. In that way, they can have combat interrupted every time any enemy triggers any of their potential reactions. But for those who want to rely on the presets alone, turn Prompt Off but set your presets to whatever you want. OR, for people like me, let me turn on something like "Selected Damage Types" AND "Prompt On" so that only if a selected damage type hits my mage will a prompt appear to ask me if I want to cast Absorb Elements. So, in my fire resistant tiefling example, if my tiefling was hit by a fire attack, no prompt. If hit by an ice attack, prompt appears and asks me if I want to use it.

I also agree with that.

In the end it is mostly a matter of time (and head-aches) for Larian to develop this. Imo it would make sense for them to do it if it is usable for the wider audience. As such starting with an on / off overwatch concept to slowly implement an on/ off / targetted depending on the spell would be a big win for everyone.
Posted By: GM4Him Re: Reactions like Solasta! - 08/08/22 03:32 PM
Originally Posted by 7d7
I also agree with that.

In the end it is mostly a matter of time (and head-aches) for Larian to develop this. Imo it would make sense for them to do it if it is usable for the wider audience. As such starting with an on / off overwatch concept to slowly implement an on/ off / targetted depending on the spell would be a big win for everyone.

Yes, a matter of time (and headaches), but based on the overwhelming number of Reactions posts, it is VITAL to the overall game that they get this right. So yes, it's a headache, but if they screw this up, they will literally ruin the game for a lot of people.

Too many popups/prompts will drive people who hate them away from the game.

Too few popups/prompts will drive people who want them away from the game.

There must be balance between the two. It may be a headache to develop this, but it will be 100% worth it in the end. The more intelligent they make it, the better the end result will be. Slap a bandaid on it, and people are going to throw in the towel and blow fuses.

I'm telling you, if I don't have a decent working Counterspell in this game, the first time an enemy successfully blows up my party with a bottle of grease and a Fireball, I'm going to blow a fuse if it's because the game had me cast Counterspell on something stupid like Beacon of Hope OR I'm not able to cast Counterspell because my mage used Shield against an enemy who only deals 5 damage on average. I'd MUCH more prefer an absolute prompt system like Solasta than have any of those scenarios occur because of some poorly executed presets/automation.
Posted By: Maximuuus Re: Reactions like Solasta! - 08/08/22 06:39 PM
Originally Posted by GM4Him
Let's use a different example since people seem to be hung up on me using Uncanny Dodge a lot or Counterspell. AOO. Simple presets would take care of most of them. Preset options are: All Enemies/ Selected Targets/ Off. For this one, you either have it trigger like Overwatch in Xcom where the first person to exit melee combat without using Disengage triggers your AOO or you have selected targets. This is similar to what you are basically saying. Yes?

SNIP

BUT... what about Absorb Elements. This exact same preset approach wouldn't work as well with this spell. Why? Because I may already be Fire Resistant (like if I'm a tiefling), so I may not want ALL elemental damage types to be triggered. If an enemy uses a fiery attack on me - let's say grease + fire arrow creates fiery explosion - my tiefling is already resistant. I wouldn't necessarily want to waste my spell slot on resisting fire damage.

SNIP
Therefore, for Absorb Elements, the best preset solution would be something more like this: All Types/ Selected Damage Types/ Max Damage Potential > X (you set the value)/ Selected Damage Types AND Max Damage Potential > X (you set the value)/ Off. OR... at the very least, All Types/ Selected Damage Types/ Off.


That's exactly what I said.

=> I'm all for the "very least" => All types / selected damage types / Off.
It would only require to couple 2 systems : toggles and the variation UI element already used for spells like hex. You've seen an idea of what I'm thinking about in PM.

In my opinion the TT game is too complex to be faithfully translated into a video game.
There are too many rules, too many specific conditions, to many things to think about, to many things you "might want to do". In other words : too many possibilities and things to think about.
You cannot ask players to go into a deep management of various conditions.

In my opinion toggles + variation would be a good compromise.

Additionnal exemple for the AOO : I choose my target when I want to during my turn and I turn the sneak / smite attack toggle ON/OFF for my presetted AOO.
Absord element is not in the PHB, but it would work to toggle the different type of damage you want a resistance on.

Reactions that could not be handled very easily could become active skills.

=> A lot of things could also become something like Cutting Words => You cast during your turn but that is activated and that consume your reaction when the conditions have been triggered.
It's not a problem if the spells or class features are a bit improved or downgraded to compensate the lack of "total" control (and prompts). Just like Cutting Words.

Using an action or a bonus action is something everyone can do. Everyone would be able to use a ressource call "reaction" during its turn.
Use the very welcomed variation UI for spells like Hex and eventually use a few toggles is something that is already teached.

- it would make us use the UI in a way we already know.
- it would make Larian use mechanics that are already implemented in the game
- it would give us a decent level of control.
- it would give us additionnal active skills to use during our turns.
- it would make the ennemies turns look a lot more real time
(Most players in this thread have asked for different animations if an attack is dodged by dexterity or absorbed by armors/shield. I can believe that Tuco would not like to see our characters react live in real time during the ennemies turns but I guess it would be appealing to see for a lot of players).

That's the best solution in my opinion at this point.
You know how much love I have for Solasta but I have better expectations for BG3's combats flow.
Posted By: Wormerine Re: Reactions like Solasta! - 08/08/22 09:50 PM
Originally Posted by Maximuuus
The point Tuco is mostly that if a specific spell, class feature or any other reaction stuff was written differently in the PHB, most of you wouldn't care because it would just be the rules.
I can confidently disagree as reactions is something I criticised in my first BG3 feedback and it was before I played Solasta, or learned how reactions work in Table Top. Then I played Solasta and couldn’t understand why Larian wouldn’t do reactions that way - alongside concentration reactions seemed like most interesting changes in 5e.

Yes Solasta is clunky and doesn’t look AAA but that’s presentation problem, not system problem. Blizzard made fortune on a card game - it’s presentation that matters in a AAA game, not systems. I brought before XCOM: Chimera Squad’s breach mechanic - you can make anything look cool with enough budget, even a prompt asking if you want to smack someone over a head or not. It is not that different from how BG3 plays already anyway.

The idea that somehow giving player control over reactions moves the title into super niche and hardcore territory is ridiculous. So what that s is a mechanic that XCOM doesn’t have - surely that’s a selling point, not a downside.

Edit: I am not against all changes - I didn’t know how 5e bard works, as he is not in Solasta yet. In my current playthrough I didn’t mind Cutting Words at all (I hear it has been changed as well),it was satisfying to use, and I found it useful - Barding inspiration is awful though. it is just not fun to use - difficult to utilise and with poor feedback. Something needs to change, and am glad to hear that Larian is working on something, whatever it may be.
Posted By: mrfuji3 Re: Reactions like Solasta! - 08/08/22 10:33 PM
Originally Posted by Wormerine
Edit: I am not against all changes - I didn’t know how 5e bard works, as he is not in Solasta yet. In my current playthrough I didn’t mind Cutting Words at all (I hear it has been changed as well),it was satisfying to use, and I found it useful - Barding inspiration is awful though. it is just not fun to use - difficult to utilise and with poor feedback. Something needs to change, and am glad to hear that Larian is working on something, whatever it may be.
I wouldn't want Bardic Inspiration to be a prompt because it could activate multiple times per turn, and then even more times per round. Same reason I don't want Smite to be a prompt, basically.

Maybe Bardic Inspiration could be changed to work more like Cutting Words, granting a 1d6 bonus to *all* attack rolls, STs, and ability checks until the start of the bard's next turn, at least while in combat. Outside of combat, it'd be more acceptable to only apply to the next roll.

Alternatively, maybe BI could apply 1d6 to the next attack roll, ability check, or ST that would otherwise fail by 6 or less..? That way, it's only used on cases where it could actually change the outcome.
Posted By: GM4Him Re: Reactions like Solasta! - 09/08/22 02:23 AM
Originally Posted by Maximuuus
Originally Posted by GM4Him
Let's use a different example since people seem to be hung up on me using Uncanny Dodge a lot or Counterspell. AOO. Simple presets would take care of most of them. Preset options are: All Enemies/ Selected Targets/ Off. For this one, you either have it trigger like Overwatch in Xcom where the first person to exit melee combat without using Disengage triggers your AOO or you have selected targets. This is similar to what you are basically saying. Yes?

SNIP

BUT... what about Absorb Elements. This exact same preset approach wouldn't work as well with this spell. Why? Because I may already be Fire Resistant (like if I'm a tiefling), so I may not want ALL elemental damage types to be triggered. If an enemy uses a fiery attack on me - let's say grease + fire arrow creates fiery explosion - my tiefling is already resistant. I wouldn't necessarily want to waste my spell slot on resisting fire damage.

SNIP
Therefore, for Absorb Elements, the best preset solution would be something more like this: All Types/ Selected Damage Types/ Max Damage Potential > X (you set the value)/ Selected Damage Types AND Max Damage Potential > X (you set the value)/ Off. OR... at the very least, All Types/ Selected Damage Types/ Off.


That's exactly what I said.

=> I'm all for the "very least" => All types / selected damage types / Off.
It would only require to couple 2 systems : toggles and the variation UI element already used for spells like hex. You've seen an idea of what I'm thinking about in PM.

In my opinion the TT game is too complex to be faithfully translated into a video game.
There are too many rules, too many specific conditions, to many things to think about, to many things you "might want to do". In other words : too many possibilities and things to think about.
You cannot ask players to go into a deep management of various conditions.

In my opinion toggles + variation would be a good compromise.

Additionnal exemple for the AOO : I choose my target when I want to during my turn and I turn the sneak / smite attack toggle ON/OFF for my presetted AOO.
Absord element is not in the PHB, but it would work to toggle the different type of damage you want a resistance on.

Reactions that could not be handled very easily could become active skills.

=> A lot of things could also become something like Cutting Words => You cast during your turn but that is activated and that consume your reaction when the conditions have been triggered.
It's not a problem if the spells or class features are a bit improved or downgraded to compensate the lack of "total" control (and prompts). Just like Cutting Words.

Using an action or a bonus action is something everyone can do. Everyone would be able to use a ressource call "reaction" during its turn.
Use the very welcomed variation UI for spells like Hex and eventually use a few toggles is something that is already teached.

- it would make us use the UI in a way we already know.
- it would make Larian use mechanics that are already implemented in the game
- it would give us a decent level of control.
- it would give us additionnal active skills to use during our turns.
- it would make the ennemies turns look a lot more real time
(Most players in this thread have asked for different animations if an attack is dodged by dexterity or absorbed by armors/shield. I can believe that Tuco would not like to see our characters react live in real time during the ennemies turns but I guess it would be appealing to see for a lot of players).

That's the best solution in my opinion at this point.
You know how much love I have for Solasta but I have better expectations for BG3's combats flow.

Ok. Maybe I just read it wrong. Sounded to me like you wanted a too simple reaction preset approach. All good on this front. Id like to at least test it.
Posted By: Maximuuus Re: Reactions like Solasta! - 09/08/22 06:52 AM
Originally Posted by Wormerine
I brought before XCOM: Chimera Squad’s breach mechanic - you can make anything look cool with enough budget, even a prompt asking if you want to smack someone over a head or not. It is not that different from how BG3 plays already anyway.

The idea that somehow giving player control over reactions moves the title into super niche and hardcore territory is ridiculous. So what that s is a mechanic that XCOM doesn’t have - surely that’s a selling point, not a downside.

Edit: I am not against all changes - I didn’t know how 5e bard works, as he is not in Solasta yet. In my current playthrough I didn’t mind Cutting Words at all (I hear it has been changed as well),it was satisfying to use, and I found it useful - Barding inspiration is awful though. it is just not fun to use - difficult to utilise and with poor feedback. Something needs to change, and am glad to hear that Larian is working on something, whatever it may be.

I may be wrong because I haven't played Chimera Squad but from what I just watched I just don't get how you'd like this to be implemented...
Correct me if I'm wrong, but breach is a (unique?) specific phase that allows you to choose -after your characters have started to move for the first time- which ennemies you're gonna use your attack (or other skills I guess) on...
It happen once at the beginning of combats.

It definitely look awesome. I'll have to give it a try but we're not talking about a ressource you can only spend once / round among multiple possibilities depending various conditions and all ennemies actions/moves.
The answer is never "no"... It looks more like playing your actions "during your turn" than reacting to ennemies actions with spells and class features that may trigger under tons of conditions.

If I understand correctly I think it would be boring more than engaging. It would happen way too often and most important, it would even happen when players would like to say "no".
Like if this breach thing happen in Xcom, I have everyone's point of view, but then I just say "no, don't do anything"... It's just a waste of time.

Giving control over reactions isn't super niche. Showing pops-up (or "super beautifull viewpoint that puts you right in the middle of the action") that interrupt the ennemies turns constantly to only let the player answer "yes / no" again and again is according to me.

Agree for bardic inspiration. I guess it would be better as an active skills with variations than as an active skill that leads to toggle management on another character.
Posted By: ayush bund Re: Reactions like Solasta! - 10/08/22 08:48 AM
it would be actually really cool if the prompt was an animation in the crit camera like you said, and you can slowly raise your shield and block the spell or let the spell hit you. that doesnt sound possible lol but it would be sick.
Posted By: Tuco Re: Reactions like Solasta! - 10/08/22 09:09 AM
Speaking of minor compromises to decrease frequency of prompts, talking with a friend made me think that I probably wouldn't mind too much if some reactions were triggered only under the condition of their impact being meaningful.

Example: Shield. Instead of being prompted to use it as soon as targeted by an attack, being prompted only when that +5 to AC would save you from the attack roll that enemy just made.

Not a MASSIVE difference all things considered, but hey.
Posted By: GM4Him Re: Reactions like Solasta! - 10/08/22 02:20 PM
OK. Seriously. Just got done playing another Solasta fight - Level 10 characters: Paladin, Barbarian, Sorcerer and Druid. I also had Arwin Merton in the party (so basically like a Halsin kind of companion who is only temporarily in the party. He's a fighter with 2 weapon fighting). Tough battle against Soraks including a legendary one.

Number of rounds: 6

Number of reaction popups (excluding Paladin popups during the paladin's regular turn which Larian could manage those types of Smite attacks just like Battlemaster Maneuvers, so they don't count): 2 (both AOOs, and the Paladin's Smite was included in the same AOO popup, so it was 1 popup for both AOO and Smite for the Paladin)

There was also an enemy mage on the battlefield, but I killed him pretty quickly. If I hadn't, he might have triggered Counterspell reaction a few times... maybe...

Conclusion: Although popups COULD get a bit disruptive IF the circumstance line up just right, in Solasta they aren't very disruptive. 2 reaction popups in 6 rounds with a party of 5 (including Arwin) and roughly 10-12 enemies including 1 mage and 1 legendary is not bad at all.

I'm back to leaning towards Camp Prompts and less towards Camp Presets.
Posted By: Tuco Re: Reactions like Solasta! - 10/08/22 02:29 PM
I mean, I think it was Niara that already made the point few pages back, but just to reiterate:

Even assuming the worst case scenario, that particular circumstance when several prompts COULD happen in rapid succession is arguably also the one when I’d be the most willing to assume direct control of what’s going on rather than relying on automation.
Posted By: mrfuji3 Re: Reactions like Solasta! - 10/08/22 02:59 PM
Originally Posted by Tuco
Speaking of minor compromises to decrease frequency of prompts, talking with a friend made me think that I probably wouldn't mind too much if some reactions were triggered only under the condition of their impact being meaningful.

Example: Shield. Instead of being prompted to use it as soon as targeted by an attack, being prompted only when that +5 to AC would save you from the attack roll that enemy just made.

Not a MASSIVE difference all things considered, but hey.
That's how it works in Solasta and tabletop**, so hopefully that's how such a prompt would be implemented in BG3.

**Technically the trigger is "when you're hit by an attack," but most DMs in my experience call out the to-hit roll, e.g., asking "Does a 21 hit?", so the players always knows whether Shield would prevent said attack.
Posted By: GM4Him Re: Reactions like Solasta! - 10/08/22 06:39 PM
Originally Posted by Tuco
I mean, I think it was Niara that already made the point few pages back, but just to reiterate:

Even assuming the worst case scenario, that particular circumstance when several prompts COULD happen in rapid succession is arguably also the one when I’d be the most willing to assume direct control of what’s going on rather than relying on automation.

Here's another Solasta example (this time with Counterspell):

Round 1: Enemies swarm my druid. I send my paladin and barbarian to help her, and my sorcerer doesn't use spells but attacks with two magic daggers because these seem like baby bad guys. Suddenly, I discover there's a wizard amidst the enemies towards the back of the room when the wizard casts Shatter spell and hits not only his own guys but my druid, paladin and barbarian. Dang! He was beyond Counterspell range. No popups.

Rounds 2-3: I made sure to get my mage closer to the enemy mage and launched Fire Bolt at him to avoid using spells. The rest of my party continued to focus on the minions. Enemy mage cast spells but I failed the Arcana roll and didn't know what was being cast. 2 Reaction Popups, 1 each turn asking if I wanted to Counterspell the unknown spell. Heck yes! I'm a level 10 mage at this point, and I'm nearing the end of the game. I have enough spell slots. I can handle countering and this guy might be tough. Who know what else is coming after this fight? I can't let him weaken my team too much. So, two popups and two yeses. Again, Niara was correct. It was 1 popup per round, but I wanted it because I didn't know what the spell was that he was casting, and I wasn't sure at all if I wanted to counter it.

Round 4: I didn't counter the spell this time after taking out all the other enemies and my party was able to spread out a bit. He cast fly. So, a 3rd popup, I still failed Arcana and didn't know what he was casting (bad luck because she has good Arcana), and although he could have maybe fireballed me or something, I decided to risk it. I was glad I didn't counter it because it was just fly.

So, in the end, the prompts were not just a good thing. They were essential to how the combat turned out. BUT... I was thinking about presets for Counterspell. They could still work, but not if you implement the failed Arcana roll system. If you don't know the spell that is being cast, there is literally no way to preset Counterspell. They'd have to negate the roll altogether and allow your characters to simply know what the spell is that the enemy is casting. IMO, not a big deal. Then you'd have to make sure you have a set spell list that triggers Counterspell.

I am again on the fence and sliding back and forth between presets and prompts, and I still think a blending is going to be the best solution after the Counterspell fight. Larian LIKES magic and spellcasters. In Solasta, they don't typically have a bunch of spellcasters in a single fight - like maybe 1 per fight. But I'm thinking about the goblin camp fight with 30 goblins and the grove fight with 30 goblins and the duergar fight with over a dozen duergar. How many of them cast spells of some kind? It could get VERY prompt heavy. Even 1 mage and 1 cleric is likely 2 prompts per round just for Counterspell. Add Uncanny Dodge any time the rogue is hit and Shield (this happened with my paladin in a few fights - Shield reaction popups and I often said No because he's a tank already. Didn't want to waste a spell slot. So any time he was actually hit I got a prompt for Shield), and Bard reactions... yeah. It could get pretty bogged down depending on the party, the enemies you're fighting, and what reaction spells etc. that you've picked.

So, I'm back to the Blending of the Two solution.
Posted By: mrfuji3 Re: Reactions like Solasta! - 10/08/22 07:17 PM
Originally Posted by GM4Him
BUT... I was thinking about presets for Counterspell. They could still work, but not if you implement the failed Arcana roll system. If you don't know the spell that is being cast, there is literally no way to preset Counterspell. They'd have to negate the roll altogether and allow your characters to simply know what the spell is that the enemy is casting. IMO, not a big deal. Then you'd have to make sure you have a set spell list that triggers Counterspell.
To play Devil's Advocate (I don't want presets), they could definitely work equally well with the failed Arcana roll system. Just add a single preset:
"If you fail the arcana roll, use Counterspell: Yes/No?" Perhaps you could still use information about the spell's level even in a failure? Or you use the level/CR/HP of the enemy creature...

Originally Posted by GM4Him
I am again on the fence and sliding back and forth between presets and prompts, and I still think a blending is going to be the best solution after the Counterspell fight. Larian LIKES magic and spellcasters. In Solasta, they don't typically have a bunch of spellcasters in a single fight - like maybe 1 per fight. But I'm thinking about the goblin camp fight with 30 goblins and the grove fight with 30 goblins and the duergar fight with over a dozen duergar. How many of them cast spells of some kind? It could get VERY prompt heavy. Even 1 mage and 1 cleric is likely 2 prompts per round just for Counterspell. Add Uncanny Dodge any time the rogue is hit and Shield (this happened with my paladin in a few fights - Shield reaction popups and I often said No because he's a tank already. Didn't want to waste a spell slot. So any time he was actually hit I got a prompt for Shield), and Bard reactions... yeah. It could get pretty bogged down depending on the party, the enemies you're fighting, and what reaction spells etc. that you've picked.
a.) Why do you know the Shield spell on your Paladin if "he's not going to use it because he's a tank already"? At that point, you should forget the spell and replace it with something else or (in an ideal BG3 prompt system) generally toggle off Shield prompts.

b.) "Even 1 mage and 1 cleric is likely 2 prompts per round."
- It is only 2 prompts if you always respond "no" on the first prompt and you have enough spell slots left.
- Didn't you just write multiple paragraphs about how, in Solasta, being prompted 1-2 times per round was "essential" to the fight? The same would hold true here.

c.) 30 goblins or a dozen duergar with a large fraction of them knowing spells...would be "VERY prompt heavy."
- What are the chances we actually fight dozens of enemies at level 5+ when we have significant (>2) spell slots left for casting counterspell, AND many of the enemies cast spells, AND we'd be in a situation where we'd want to use Counterspell against one specific of those dozen+ enemies instead of the first or second, AND we don't use our reaction on some other ability? If any of those are not true, the amount of prompts drastically decrease.

The ability to turn off prompts for specific abilities seems essential for a BG3 prompt-based reaction system. You can then turn off prompts in encounters where you are fairly sure you won't need that reaction: e.g., Counterspell against dozens of cantrip-using enemies, etc. This fits perfectly into the 3-way: "Prompt me" / "Auto-use" / "Off" system that I'm in favor of.
Posted By: GM4Him Re: Reactions like Solasta! - 10/08/22 11:26 PM
Let me rephrase: IF the Arcana roll is used to determine if you know the spell or not, the prompt for Counterspell is essential to combat. If not, which I'm personally fine with if they don't do the Arcana check, it could work with presets.

But seriously, if I was Counterspelling against Fly the entire time, I'd actually have preferred a preset that would just auto say No. Even Shatter is kind of a waste of a 3rd level spell.

And it wasn't 1-2 times per round. It was 1-2 times per combat. The combat was 6 rounds and I was only prompted 2 times for reactions.

My fear is that prompts COULD get heavy depending on the party and enemies you are fighting. I don't need a Counterspell Reaction Prompt every time an enemy casts Ray of Frost or Fire Bolt or something low in level, and I don't want to Counterspell Fly.
Posted By: GM4Him Re: Reactions like Solasta! - 11/08/22 06:46 AM
OK. Yep. Here's another scenario, but this one is prompt heavy. Literally happened:

Level 10 party of 4 - Sorcerer, Paladin, Druid, Barbarian (same group). Also summoned bear companion.

In this encounter, there were 2 NPCs that were allies.

Round 1. Sorcerer fireballs enemies. Enemies run up to party and surround them. NPCs attack to help the party from a distance.

Round 2. Sorcerer uses invisibility to escape out of their midst. Enemies decide to leave combat without disengage. Prompt for Barbarian. Prompt for Paladin. Prompt for Bear. Prompt for Druid.

Round 3. Sorcerer moves to get into range of enemy flying mage. I have her fly so she turns visible. Enemy mage casts a spell. Prompt. Arcane succeeds. Scorching Rays. Not worth it. No. Enemy legendary leader repositions to attack my druid. Prompt for Barbarian. Prompt for Paladin. Enemy runs past bear to attack NPC. Prompt for bear.

Round 4. Sorcerer kills enemy mage with magic missile and hits others as well. NPC moves in to attack enemies and then withdraws. This draws one of the last two enemies my party is fighting towards the NPC, once again triggering AOO. Prompt for bear. Prompt for Druid. Prompt for Barbarian.

After that, the reactions started becoming less frequent, but for a bit, my goodness! It was happening a lot.

Now, imagine if I had presets for AOO and Counterspell. Enemies decide to leave combat without disengage. I have preset All Enemies for my Barbarian, Paladin, Bear and Druid. No prompts for Round 2. Same result because I clicked Yes each time anyway with the prompts. Why wouldn't I?

Round 3. Sorcerer doesn't have Scorching Rays as one of the trigger spells for Counterspell preset. No prompt when the enemy mage casts Scorching Rays. Again, no prompts for Barbarian, Paladin and Bear. All yeses again, so wouldn't affect combat.

Round 4. Same. No prompts because preset would handle all AOO just fine.

Prompt Only Method? - Number of Prompts = 11 in 4 rounds.

Preset Method? - Number of Prompts = 0 in 4 rounds.

Same results.

Yes. This was an unusual Solasta moment where, for some reason, the AI had both enemies and allies triggering AOO a lot (the NPCs triggered AOO a lot too), but regardless, it happened. Frankly, it was annoying, and it only happened for a few rounds.

Now, this is what I'm afraid of in BG3: imagine you have a Ranger with an animal companion, a druid with Conjure Animals 8 wolves, a Wizard with Counterspell, plus maybe Astarion with Uncanny Dodge. Imagine they are fighting against Nere and the duergar.

Nere casts Misty Step. Prompt. Counterspell? No. He ports down by Astarion and hits him with his rapier. Prompt. Uncanny Dodge?
Yes. Duergar casts Enlarge. Prompt. Counterspell? No. Duergar casts Enlarge. Prompt. Counterspell? No. I'm not going to waste a level 3 spell on Enlarge or Misty Step. Those are lame. Duergar Mind Master casts Dominate spell. Prompt. Counterspell? Yes!! Duergar runs past Ranger companion to get to my Wizard. Prompt. AOO? Yes. Druid casts Conjure Animals. 8 wolves appear. Position wolves around duergar. Duergar Swarm AI moves. Several duergar are trying to get at my party and either leave melee range with wolves or run past them. Prompt. AOO for wolf? Yes. Another duergar moves. Prompt. AOO for different wolf? Yes. Another duergar moves. Prompt. AOO for different wolf? Yes. And so on. All because the duergar don't care about the wolves and are trying to get to my party.

Do you see how quickly this could get REAL prompt heavy? The above scenario is head canon, but it is based on how the AI had Nere and the duergar act during several legit playthroughs. The only head canon aspect is me adding level 6 spells and abilities to it. It's what I'm afraid of if we simply go with the Solasta prompt route without some form of presets.

And every single one of those prompts could be eliminated by a few simple default presets providing the same exact results without combat being interrupted even once.
Posted By: lilaque Re: Reactions like Solasta! - 11/08/22 10:58 AM
Idk if anyone else has said something like this but honestly the best way to do it imo is keep the layout as it is and tweak like this:

Reaction toggled on = automatic yes no matter what.
Toggled off = ask the player whenever the opportunity rises to use it - left click for yes right click for no.
Removed from hotbar (or a third toggle maybe, with a red X across the icon) = automatic no, no matter what.

I don't want to be bombarded with yes/no's every turn for reactions I barely use. Being able to fully customise the rate of automatic uses (and not-uses) per reaction would be way more streamlined, and then you can have the yes/no for the most situational of them all.
Posted By: GM4Him Re: Reactions like Solasta! - 11/08/22 12:13 PM
Originally Posted by lilaque
Idk if anyone else has said something like this but honestly the best way to do it imo is keep the layout as it is and tweak like this:

Reaction toggled on = automatic yes no matter what.
Toggled off = ask the player whenever the opportunity rises to use it - left click for yes right click for no.
Removed from hotbar (or a third toggle maybe, with a red X across the icon) = automatic no, no matter what.

I don't want to be bombarded with yes/no's every turn for reactions I barely use. Being able to fully customise the rate of automatic uses (and not-uses) per reaction would be way more streamlined, and then you can have the yes/no for the most situational of them all.

The present preset suggestion is something more like this:

Toggle Reactions Prompts - On/ Off

Attack of Opportunity - All Enemies/ Selected Enemies/ Off

Shield Spell - All Hits/ Magic Missile Only/ Other Only (And it only triggers if the attacker hits by AC +5 or less so that you only use Shield if it will make the enemy miss.}/ Off

Counterspell - All Spells/ Default Spell List Only/ Selected Spell List Only/ Selected Enemies/ Off
Posted By: Tuco Re: Reactions like Solasta! - 11/08/22 12:28 PM
Originally Posted by lilaque
Idk if anyone else has said something like this but honestly the best way to do it imo is keep the layout as it is and tweak like this:

Reaction toggled on = automatic yes no matter what.
Toggled off = ask the player whenever the opportunity rises to use it - left click for yes right click for no.
Removed from hotbar (or a third toggle maybe, with a red X across the icon) = automatic no, no matter what.

I don't want to be bombarded with yes/no's every turn for reactions I barely use. Being able to fully customise the rate of automatic uses (and not-uses) per reaction would be way more streamlined, and then you can have the yes/no for the most situational of them all.
Yeah. That’s basically the dominant suggestion: have a PROPER reaction system in place and then leave freedom to automatize it for people who don’t like tactical gameplay.
Posted By: mrfuji3 Re: Reactions like Solasta! - 11/08/22 03:04 PM
Originally Posted by GM4Him
The present preset suggestion is something more like this:

Toggle Reactions Prompts - On/ Off

Attack of Opportunity - All Enemies/ Selected Enemies/ Off

Shield Spell - All Hits/ Magic Missile Only/ Other Only (And it only triggers if the attacker hits by AC +5 or less so that you only use Shield if it will make the enemy miss.}/ Off

Counterspell - All Spells/ Default Spell List Only/ Selected Spell List Only/ Selected Enemies/ Off
Correction. YOUR preset suggestion is like that. I don't oppose your preset suggestion as one of possible options, as long as a more-basic "prompt me" is another option. And honestly I'd prefer entirely reworked reactions (e.g., Cutting Words) over having such detailed presets.

Others' suggestions are closer to exactly what @lilaque said. Every reaction has 3 simple settings: prompt for use / automatic use / never use.
I would suggest a 3-toggle state instead of having to remove the icon from the hotbar. Solidly colored = automatic; blinking or circularly-moving-light = prompt; dim = off.
Posted By: lilaque Re: Reactions like Solasta! - 11/08/22 08:35 PM
yeah, me personally I would much prefer to specify automation with the option to have prompts for specific reactions, rather than hyper-organising (which I would find overwhelming and even less streamlined than how it is now), but I would be happy if they added hyper-organisation as long as auto/prompt/ignore was an option too

if the hyper-organisation was the only option it would probably ruin the game for me ngl.. I adore tactical gameplay but sitting and going through a checklist for every single situational use for every single possible reaction that each member of my party could perform would be a ridiculous amount of tedium.

I hope if they're watching this thread they take the whole picture into account.
Posted By: GM4Him Re: Reactions like Solasta! - 12/08/22 04:29 AM
Originally Posted by lilaque
yeah, me personally I would much prefer to specify automation with the option to have prompts for specific reactions, rather than hyper-organising (which I would find overwhelming and even less streamlined than how it is now), but I would be happy if they added hyper-organisation as long as auto/prompt/ignore was an option too

if the hyper-organisation was the only option it would probably ruin the game for me ngl.. I adore tactical gameplay but sitting and going through a checklist for every single situational use for every single possible reaction that each member of my party could perform would be a ridiculous amount of tedium.

I hope if they're watching this thread they take the whole picture into account.

This is a common misconception, though, about the preset suggestion for Reactions. For 99% of all Reactions, it is NOT hyper-organizing.

Reactions (Default preset is the first option listed)

Shadowheart Reactions
Attack of Opportunity - All Enemies / Selected Enemies / Off

Lae'zel Reactions
Attack of Opportunity - All Enemies / Selected Enemies / Off

Astarion Reactions
Attack of Opportunity - All Enemies / Selected Enemies / Off
Uncanny Dodge - All Enemies / Damage > 10 / Off

Wyll Reactions
Attack of Opportunity - All Enemies / Selected Enemies / Off
Hellish Rebuke - Off / All Enemies / Selected Enemies

Gale Reactions
Attack of Opportunity - All Enemies / Selected Enemies / Off

Spellcasters including Gale, Arcane Tricksters, Eldritch Knights, etc. could then have the following reactions as well IF they choose them and IF they prepare them:

Shield - All Enemies / Magic Missile Only / Melee/Ranged Only / Off

Absorb Elements - All Elemental Types / Selected Elemental Types (Acid, Cold, Fire, Lightning, Thunder) / Off

Counterspell - Default Spell List / Custom Spell List / Selected Enemies / Off

Of all of these Counterspell still remains as the ONLY one that could get intense. I admit, Counterspell is still a potential Prompt Always reaction. I am still unhappy with it in terms of presets. There are just too many potential issues with a preset.

Take Philomeen
and the Runepowder scenario in Grymforge. You tick her off and she blows your entire party to kingdom come with something like Produce Flame or Fire Bolt. THAT would be a perfect example of how you would definitely want the game to prompt you to Counterspell even a lowly Cantrip. If you rely entirely on presets, the game would almost certainly not trigger Counterspell because most people wouldn't set any Cantrips on the list that triggers the reaction.

All the others, though, can be NOT prompts, and they'd work just fine...

...IN THEORY. Again, I'm not saying that I think this idea is the absolute best solution for reactions. I'm just saying I'd be willing to test it. We wouldn't really know if it'd work unless we tested it. Who knows? We could test it and it could drive people absolutely crazy with reactions being triggered at times when players don't want them to and not triggering when players want them to trigger. OR, we could test it and find that it works beautifully and keeps combat flowing smoothly without tons of prompts and interruptions.

Note: I also intentionally left out the Bard reactions because I haven't played enough of Patch 8 to know how Larian has implemented Bard reactions/spells. So, I can't speak to Bard reactions yet.
Posted By: mrfuji3 Re: Reactions like Solasta! - 12/08/22 02:26 PM
Originally Posted by GM4Him
This is a common misconception, though, about the preset suggestion for Reactions. For 99% of all Reactions, it is NOT hyper-organizing.

Reactions (Default preset is the first option listed)

Shadowheart Reactions
Attack of Opportunity - All Enemies / Selected Enemies / Off

Lae'zel Reactions
Attack of Opportunity - All Enemies / Selected Enemies / Off

Astarion Reactions
Attack of Opportunity - All Enemies / Selected Enemies / Off
Uncanny Dodge - All Enemies / Damage > 10 / Off

Wyll Reactions
Attack of Opportunity - All Enemies / Selected Enemies / Off
Hellish Rebuke - Off / All Enemies / Selected Enemies

Gale Reactions
Attack of Opportunity - All Enemies / Selected Enemies / Off

Spellcasters including Gale, Arcane Tricksters, Eldritch Knights, etc. could then have the following reactions as well IF they choose them and IF they prepare them:

Shield - All Enemies / Magic Missile Only / Melee/Ranged Only / Off

Absorb Elements - All Elemental Types / Selected Elemental Types (Acid, Cold, Fire, Lightning, Thunder) / Off

Counterspell - Default Spell List / Custom Spell List / Selected Enemies / Off
To be clear, would these reactions would happen automatically in your suggested system, on the first valid enemy (either of "All Enemies" or enemies that you "Select" Each(?) Turn) that triggers it?

Or does the game show y/n prompts, but only activates for your chosen presets?
Posted By: Nitrean Re: Reactions like Solasta! - 12/08/22 11:31 PM
Being able to select which creatures can proc your reaction when you select it on your turn. This to me seems a much simpler and less overwhelming solution than having a pop-up for every option. You do give up some level of precision but have a lot more control than the way it is now. Presetting your reaction might be the best option for most people as it doesn't slow down combat that much and is easy to understand without the pop-ups.
Posted By: Tuco Re: Reactions like Solasta! - 13/08/22 12:14 AM
Originally Posted by Nitrean
Being able to select which creatures can proc your reaction when you select it on your turn. This to me seems a much simpler and less overwhelming solution than having a pop-up for every option.
Until you'll actually try to use it for few hours.
Posted By: GM4Him Re: Reactions like Solasta! - 13/08/22 01:51 AM
Originally Posted by mrfuji3
Originally Posted by GM4Him
This is a common misconception, though, about the preset suggestion for Reactions. For 99% of all Reactions, it is NOT hyper-organizing.

Reactions (Default preset is the first option listed)

Shadowheart Reactions
Attack of Opportunity - All Enemies / Selected Enemies / Off

Lae'zel Reactions
Attack of Opportunity - All Enemies / Selected Enemies / Off

Astarion Reactions
Attack of Opportunity - All Enemies / Selected Enemies / Off
Uncanny Dodge - All Enemies / Damage > 10 / Off

Wyll Reactions
Attack of Opportunity - All Enemies / Selected Enemies / Off
Hellish Rebuke - Off / All Enemies / Selected Enemies

Gale Reactions
Attack of Opportunity - All Enemies / Selected Enemies / Off

Spellcasters including Gale, Arcane Tricksters, Eldritch Knights, etc. could then have the following reactions as well IF they choose them and IF they prepare them:

Shield - All Enemies / Magic Missile Only / Melee/Ranged Only / Off

Absorb Elements - All Elemental Types / Selected Elemental Types (Acid, Cold, Fire, Lightning, Thunder) / Off

Counterspell - Default Spell List / Custom Spell List / Selected Enemies / Off
To be clear, would these reactions would happen automatically in your suggested system, on the first valid enemy (either of "All Enemies" or enemies that you "Select" Each(?) Turn) that triggers it?

Or does the game show y/n prompts, but only activates for your chosen presets?

At first, it was just auto, but I thought a separate toggle could control prompts if people like prompts. Those who like prompts toggle them on.

So both.
Posted By: 7d7 Re: Reactions like Solasta! - 13/08/22 06:09 AM
Now consider a party of 2 clerics and 2 wizards in MP facing a larger group including 3 spell casters. This is where is gets clunky. SP 1 wizard vs 1 another caster isn't the issue
Posted By: Tuco Re: Reactions like Solasta! - 13/08/22 08:24 AM
Ok, we have considered and we still want it. Now what?
Posted By: booboo Re: Reactions like Solasta! - 13/08/22 10:59 AM
It's a turn-based game, I am quite prepared to spend the time necessary to fully manage my reactions, thank you very much. Yes, a slightly more elegant system for implementing full control would be nice, but anything that removes my agency or limits my reaction choices, compared to being prompted, is a no no.
Posted By: GM4Him Re: Reactions like Solasta! - 13/08/22 11:24 AM
Originally Posted by 7d7
Now consider a party of 2 clerics and 2 wizards in MP facing a larger group including 3 spell casters. This is where is gets clunky. SP 1 wizard vs 1 another caster isn't the issue

Sorry. I'm on their side with this one.

Party of 2 clerics = 2 reactions maximum during each round, and that's only IF enemies trigger AOO. Not very disruptive.

Party of 2 mage's = maybe Counterspell Reaction or Shield or Absorb Elements replacing AOO as their reaction each round because why would you AOO with a mage if you have those spells.

It's really not much different from a party of rogues or fighters. You'd have relatively the same reaction counts.
Posted By: 7d7 Re: Reactions like Solasta! - 13/08/22 11:24 AM
Originally Posted by Tuco
Ok, we have considered and we still want it. Now what?
We <> all players

I don't mind both but would prefer a default preset settings to allow proper flow especially in MP
Posted By: GM4Him Re: Reactions like Solasta! - 13/08/22 03:30 PM
I can totally understand the prompt only argument. It IS a turn-based game. By having prompts, you actually get to DO something during enemy turns. The preset auto reactions system means you just watch.

Part of the point of the reaction system to begin with IS that you get to do something during enemy turns. You aren't just helpless as you watch them.

I have done several Solasta battles again since discussing this - characters at level 10. It's really not annoying or bad. The number of prompts is usually quite minimal when based on reactions only.

So, even if they did no presets, I'd be happy with the Solasta reactions approach. It really isn't any different from a true Tabletop experience where the DM says, "Hey John. Goblin 4 is casting Fireball. John! Stop watching TV for a sec. Goblin 4 is casting Fireball. Wanna Counterspell?"
Posted By: mrfuji3 Re: Reactions like Solasta! - 13/08/22 03:57 PM
Originally Posted by GM4Him
So, even if they did no presets, I'd be happy with the Solasta reactions approach. It really isn't any different from a true Tabletop experience where the DM says, "Hey John. Goblin 4 is casting Fireball. John! Stop watching TV for a sec. Goblin 4 is casting Fireball. Wanna Counterspell?"
That's an...interesting "true Tabletop experience" you have there. xD

As a DM, I'm certainly not going to prompt a distracted player to take an optional action outside of their turn. If they stepped away for a minute to go to the bathroom or get a snack, sure I'll wait for them if I know they could respond to an enemy action. But watching TV?!?! Nah; you're getting your ass fireballed.

Originally Posted by 7d7
Originally Posted by Tuco
Ok, we have considered and we still want it. Now what?
We <> all players

I don't mind both but would prefer a default preset settings to allow proper flow especially in MP
Include me (and likely a sizable chunk of the 80+% of people who prefer prompts over auto-reactions) in that "we."
Posted By: GM4Him Re: Reactions like Solasta! - 13/08/22 05:34 PM
Originally Posted by mrfuji3
Originally Posted by GM4Him
So, even if they did no presets, I'd be happy with the Solasta reactions approach. It really isn't any different from a true Tabletop experience where the DM says, "Hey John. Goblin 4 is casting Fireball. John! Stop watching TV for a sec. Goblin 4 is casting Fireball. Wanna Counterspell?"
That's an...interesting "true Tabletop experience" you have there. xD

As a DM, I'm certainly not going to prompt a distracted player to take an optional action outside of their turn. If they stepped away for a minute to go to the bathroom or get a snack, sure I'll wait for them if I know they could respond to an enemy action. But watching TV?!?! Nah; you're getting your ass fireballed.

Originally Posted by 7d7
Originally Posted by Tuco
Ok, we have considered and we still want it. Now what?
We <> all players

I don't mind both but would prefer a default preset settings to allow proper flow especially in MP
Include me (and likely a sizable chunk of the 80+% of people who prefer prompts over auto-reactions) in that "we."

lol.

Actually, that experience is more related to other RPGs: Star Wars, Lord of the Rings, etc. where turns take forever, so if I'm controlling like a dozen Stormtroopers or something plus any NPCs in the group, enemy turns can take awhile.

But that's my point about D&D 5e Reaction system. Part of the purpose of it is that players SHOULD pay more attention to combat so THEY interrupt and say, "Wait! That Goblin is casting what now? Counterspell!"

But, in the same respect, as a DM, I'm also pretty lenient about such things. Most of the time, when it's not a certain player's turn, they are goofing off with other players who aren't taking their turn. They're not always paying full attention to what the enemies are doing unless I bring it to their attention.

Some might say, "But this isn't Tabletop. It's a video game. People will be paying more attention." Not true necessarily. I've gotten up and left my PC for a few minutes after taking my turn knowing full well that when it's my turn again the game will pause combat. I don't always watch constantly what the enemies are doing. Yeah sure. That makes it sometimes harder to see what the enemies did, but that's partially what the battle log is for and such. I'm just saying, the prompts idea allows players the freedom to not be shackled to their PC during enemy turns. Someone enters the room and interrupts you, "Take out the trash!" or "Hey, when are you doing some laundry?" you don't miss some Quick Time Event Reaction thing when you have prompts.
Posted By: Tuco Re: Reactions like Solasta! - 13/08/22 09:55 PM
Originally Posted by 7d7
Originally Posted by Tuco
Ok, we have considered and we still want it. Now what?
We <> all players
It was pluralis maiestatis, plebeian.
Posted By: 7d7 Re: Reactions like Solasta! - 14/08/22 05:50 AM
It is "pluralis majestatis"... (Also nowadays you might consider carefully selecting your pronouns as they might inadvertently imply more than they used to ;-))

Still your opinion. The arguments "my opinion > your opinion" are going nowhere.
Posted By: Tuco Re: Reactions like Solasta! - 14/08/22 06:42 AM
Originally Posted by 7d7
It is "pluralis majestatis"...
Nope.
Posted By: GM4Him Re: Reactions like Solasta! - 14/08/22 12:45 PM
I know you are, but what am I?

What was the topic again? Oh yeah. Reactions like Solasta.

I must say that the argument that this is a turn based game has some strong merit. This is NOT an action hack/slash game nor RtwP. Thus, you are not meant to have super fast combat. Turn based is supposed to be strategic, like Chess. Sure. We all want faster combat so that it's not boring watching tons of enemies slowly taking turns. However, that should not be at the expense of strategy.

Reactions provide a strategic advantage during enemy turns. They are meant for a player to have things they can actually do during an enemy turn. Take away player control of Reactions means players once again have nothing to do during enemy turns, thus defeating a primary purpose for Reactions.
Posted By: snowram Re: Reactions like Solasta! - 14/08/22 01:14 PM
Originally Posted by GM4Him
I know you are, but what am I?

What was the topic again? Oh yeah. Reactions like Solasta.

I must say that the argument that this is a turn based game has some strong merit. This is NOT an action hack/slash game nor RtwP. Thus, you are not meant to have super fast combat. Turn based is supposed to be strategic, like Chess. Sure. We all want faster combat so that it's not boring watching tons of enemies slowly taking turns. However, that should not be at the expense of strategy.

Reactions provide a strategic advantage during enemy turns. They are meant for a player to have things they can actually do during an enemy turn. Take away player control of Reactions means players once again have nothing to do during enemy turns, thus defeating a primary purpose for Reactions.

I can understand why Larian wouldn't do reactions faithfully. Simplifying niche game genres to eliminate what makes them irritating for your everyday players is what made Blizzard extremely successful back then. I don't think their main target is CRPG purists, it is video game players as a whole therefore "super fast combat" is privileged to "strategic, like Chess".
Posted By: GM4Him Re: Reactions like Solasta! - 14/08/22 01:33 PM
Originally Posted by snowram
Originally Posted by GM4Him
I know you are, but what am I?

What was the topic again? Oh yeah. Reactions like Solasta.

I must say that the argument that this is a turn based game has some strong merit. This is NOT an action hack/slash game nor RtwP. Thus, you are not meant to have super fast combat. Turn based is supposed to be strategic, like Chess. Sure. We all want faster combat so that it's not boring watching tons of enemies slowly taking turns. However, that should not be at the expense of strategy.

Reactions provide a strategic advantage during enemy turns. They are meant for a player to have things they can actually do during an enemy turn. Take away player control of Reactions means players once again have nothing to do during enemy turns, thus defeating a primary purpose for Reactions.

I can understand why Larian wouldn't do reactions faithfully. Simplifying niche game genres to eliminate what makes them irritating for your everyday players is what made Blizzard extremely successful back then. I don't think their main target is CRPG purists, it is video game players as a whole therefore "super fast combat" is privileged to "strategic, like Chess".

Maybe so. I'm just saying that I can see their point. It's like taking turn based away from Chess and telling players to lock in their moves prior to either player moving. Then when the referee says Go, both players reveal at the same time where they are moving their pieces. You can't be as strategic, but each turn is faster.
Posted By: 7d7 Re: Reactions like Solasta! - 14/08/22 01:42 PM
Gm4him, I hear your argument and I think it is perfectly valid for SP. The issue is MP. Arguably MP would most likely be with players already knowing each others. And therefore be tolerant and patient. However, I cannot emphasize how great it is that larian is trying to improve the flow to allow a faster resolution of encounters. Swarm AI is a great start.

I hope they would find something for reaction. And I really like the auto/targetted solution. If then can give a full control option for the popup lovers even better.

To me a nightmare scenario would be playing with someone halting on every possible steps and reactions (if you played magic the gathering you know what I mean) so I really hope they would have something that flow well. I see the fact they acknowledge the problem a big win already.
Posted By: GM4Him Re: Reactions like Solasta! - 14/08/22 02:24 PM
Originally Posted by 7d7
Gm4him, I hear your argument and I think it is perfectly valid for SP. The issue is MP. Arguably MP would most likely be with players already knowing each others. And therefore be tolerant and patient. However, I cannot emphasize how great it is that larian is trying to improve the flow to allow a faster resolution of encounters. Swarm AI is a great start.

I hope they would find something for reaction. And I really like the auto/targetted solution. If then can give a full control option for the popup lovers even better.

To me a nightmare scenario would be playing with someone halting on every possible steps and reactions (if you played magic the gathering you know what I mean) so I really hope they would have something that flow well. I see the fact they acknowledge the problem a big win already.

I hear ya. That's why I've been trying to help develop a preset system.

Larian loves spellcasters way more than Tactical Adventures. I imagine end game mind flayers. 4 mind flayer spellcasters. You have Gale and Wyll, both with Counterspell. All 4 mind flayers casting spells. First casts something stupid like Levitate. Popup for both Wyll and Gale. Counterspell? No. No. Second does the same. No. No. 3rd casts Blur. No. No. 4th casts Lightning Bolt. Ah. Finally. Yes for Gale. He has more spell slots. No for Wyll.

That would kinda be annoying, to be sure. Still... It literally could make or break the encounter if you didn't have that kind of control. When fighting mind flayers, EVERY decision matters. If you have a preset that caused you to counter Blur and you didn't want it to, spell slot that you might need later is lost. Could be the difference between success and failure.
Posted By: Gray Ghost Re: Reactions like Solasta! - 14/08/22 06:17 PM
Originally Posted by 7d7
Gm4him, I hear your argument and I think it is perfectly valid for SP. The issue is MP. Arguably MP would most likely be with players already knowing each others. And therefore be tolerant and patient. However, I cannot emphasize how great it is that larian is trying to improve the flow to allow a faster resolution of encounters. Swarm AI is a great start.

I hope they would find something for reaction. And I really like the auto/targetted solution. If then can give a full control option for the popup lovers even better.

To me a nightmare scenario would be playing with someone halting on every possible steps and reactions (if you played magic the gathering you know what I mean) so I really hope they would have something that flow well. I see the fact they acknowledge the problem a big win already.

Personally I feel as though the bigger problem in that scenario is the player. Even if they had no reactions to deal with, they'd still be stopping at every turn, it would still ultimately be tedious. Sure it would be LESS tedious, but would the value gain really outweigh the value lost?
Posted By: GM4Him Re: Reactions like Solasta! - 15/08/22 02:33 AM
Originally Posted by Gray Ghost
Originally Posted by 7d7
Gm4him, I hear your argument and I think it is perfectly valid for SP. The issue is MP. Arguably MP would most likely be with players already knowing each others. And therefore be tolerant and patient. However, I cannot emphasize how great it is that larian is trying to improve the flow to allow a faster resolution of encounters. Swarm AI is a great start.

I hope they would find something for reaction. And I really like the auto/targetted solution. If then can give a full control option for the popup lovers even better.

To me a nightmare scenario would be playing with someone halting on every possible steps and reactions (if you played magic the gathering you know what I mean) so I really hope they would have something that flow well. I see the fact they acknowledge the problem a big win already.

Personally I feel as though the bigger problem in that scenario is the player. Even if they had no reactions to deal with, they'd still be stopping at every turn, it would still ultimately be tedious. Sure it would be LESS tedious, but would the value gain really outweigh the value lost?

I admit. It's really not that much of an argument for presets. Still, a slow player makes a system MUCH more painful if there are more opportunities for them to be slow. That's my point.
Posted By: Wormerine Re: Reactions like Solasta! - 26/08/22 10:44 AM
Originally Posted by mrfuji3
I wouldn't want Bardic Inspiration to be a prompt because it could activate multiple times per turn, and then even more times per round. Same reason I don't want Smite to be a prompt, basically.
Would it, though? From what I am reading Bard has to choose his target, the same way as it is already in EA. So really, prompts will only pop up if said character is being attacked - I don't think that would be excessive outside occasional fringe situatations. On top of that, Inspirations are limited resource, so I imagine vast majority if players will cast the Inspiration (instead of, for example, pushing someone to death) if there is particular enemy they are worried about.

Solasta should be adding Bard through a DLC sometime in the future, so I am curious to how it will play there.



Originally Posted by Maximuuus
I may be wrong because I haven't played Chimera Squad but from what I just watched I just don't get how you'd like this to be implemented...
frown I never said I want this implemented - just tried to make a point that being enjoyable to interact with has everything to do with implementation and production value, not actual mechanics. That is just an extreme example of it. The only point I am trying to make is:

"Reaction popup don't have to look like Windows 95 popup.They can be snappy, evocative and fun to interact with"
Posted By: mrfuji3 Re: Reactions like Solasta! - 26/08/22 02:46 PM
Originally Posted by Wormerine
Originally Posted by mrfuji3
I wouldn't want Bardic Inspiration to be a prompt because it could activate multiple times per turn, and then even more times per round. Same reason I don't want Smite to be a prompt, basically.
Would it, though? From what I am reading Bard has to choose his target, the same way as it is already in EA. So really, prompts will only pop up if said character is being attacked - I don't think that would be excessive outside occasional fringe situatations. On top of that, Inspirations are limited resource, so I imagine vast majority if players will cast the Inspiration (instead of, for example, pushing someone to death) if there is particular enemy they are worried about.

Solasta should be adding Bard through a DLC sometime in the future, so I am curious to how it will play there.
It sounds like you're confusing Bardic Inspiration ("players will cast the Inspiration") and Cutting Words (you refer to "if said character is being attacked"). With Cutting Words, the bard can subtract a Inspiration die from any incoming attack or damage roll. So yes, with a Prompt implementation a Bard would be prompted every single time an enemy attacks an ally, twice--once for the attack and once for damage--until they run out of Inspiration. I agree with Larian's choice to make Cutting Words in BG3 an activated ability that subtracts the BI die from all enemy rolls for a turn.

For Bardic Inspiration, the bard casts it on an ally with a bonus action. Then, RAW, that ally can choose to use that die anytime in the next 10 minutes, and apply it to any one ability check, attack roll, or saving throw. In BG3, "10 minutes duration" would likely change to "until next rest," and at level 5 Bardic Inspiration recharges on a short rest, so I'd expect ~all players to have Bardic Inspiration at all times since the Bard would cast it out of combat. Thus, almost every time a player makes a roll they'd be prompted to use the inspiration, until they use it up.

Similar to Cutting Words, I'd suggest that Bardic Inspiration buffs ALL of an ally's rolls for 1 round. Both implementations trade the power of saving the inspiration for an important roll in exchange for being slightly more powerful in *all* rolls for 1 turn. Alternatively, Bardic Inspiration could last forever but be used automatically on the next Attack roll/Saving throw where using it could change the outcome.

I am also curious about how Solasta will implement the Bard.
Posted By: Wormerine Re: Reactions like Solasta! - 30/08/22 06:02 PM
Thanks @mrfugi3. Definitely agree regarding cutting words - personally I have no issue with how it works in the game. I still think inspiration would work well with pop ups. I just feel that if someone cast inspiration, they have in mind a use for it rather then just keep it for foreseeable future.
Posted By: mrfuji3 Re: Reactions like Solasta! - 30/08/22 08:10 PM
Originally Posted by Wormerine
I still think inspiration would work well with pop ups. I just feel that if someone cast inspiration, they have in mind a use for it rather then just keep it for foreseeable future.
While I disagree with this reasoning (in my tabletop experience, bards don't usually give out inspiration for a specific reason in combat. This will only be more true in BG3 with the ease of long resting = replenishing of resources), I actually am coming around to BI being an okay prompt.

In my tabletop experience, players usually just use the BI die on the first applicable roll, when using it could turn a miss/fail into a hit/success. Maaaybe the 2nd applicable roll if the first use is incredibly weak: e.g., a ST against a cantrip. That'd only be 1 or 2 pop-ups in BG3, which isn't bad at all.
Posted By: Saito Hikari Re: Reactions like Solasta! - 01/09/22 06:36 PM
Probably worth noting and relevant to everyone's interests here, the Solasta devs had a stream yesterday talking about the subclass contest design winners for Bard, Monk, and Warlock. Among other things, they confirmed that College of Lore is making it in, but with one major change that I think has been on everyone's mind for a while: How will they implement Cutting Words?

Interestingly enough, they decided to take a page from BG3 and change Cutting Words to work on all of a single enemy's rolls for that turn. Though this isn't quite as major as it sounds - most enemies only make a single roll relevant to Cutting Words per turn to begin with, and it's likely this is due to programming limitations more than anything else. (Having the game differentiate between different kinds of enemy rolls probably wasn't worth the coding effort from a practical standpoint - remember that this means it would only affect attack rolls, then the damage roll if the attack still lands, and I think ability checks aren't relevant in Solasta combat. Note that saving throws are not the same as ability checks.)

The important part is that it is still triggered as a reaction, so the potential for multiple prompts per turn is still there. As a reaction though, this means that when you do use Cutting Words, it is for a relevant enemy roll, while the BG3 pre-cast version runs the risk of an enemy just not doing anything that Cutting Words affects.
Posted By: mrfuji3 Re: Reactions like Solasta! - 01/09/22 08:25 PM
Wait, so it's both?
Originally Posted by Saito Hikari
Interestingly enough, they decided to take a page from BG3 and change Cutting Words to work on all of a single enemy's rolls for that turn. [...]

The important part is that it is still triggered as a reaction, so the potential for multiple prompts per turn is still there. As a reaction though, this means that when you do use Cutting Words, it is for a relevant enemy roll, while the BG3 pre-cast version runs the risk of an enemy just not doing anything that Cutting Words affects.
So it's triggered as a reaction: anytime an enemy you can see within 60 feet makes a successful attack (that Cutting Words could prevent?) or a damage roll, you get a prompt to use Cutting Words? And then that enemy subtracts 1d6 from said attack & damage roll, and any other attack and damage rolls during that same turn?
Posted By: Saito Hikari Re: Reactions like Solasta! - 01/09/22 08:55 PM
Originally Posted by mrfuji3
Wait, so it's both?

So it's triggered as a reaction: anytime an enemy you can see within 60 feet makes a successful attack (that Cutting Words could prevent?) or a damage roll, you get a prompt to use Cutting Words? And then that enemy subtracts 1d6 from said attack & damage roll, and any other attack and damage rolls during that same turn?

I think that's the assumption from how they explained it, yeah.

I now realize that the new Cutting Words in both BG3 and Solasta would be incredibly powerful against enemies capable of making multiple attacks in a single turn.
Posted By: Madscientist Re: Reactions like Solasta! - 02/09/22 06:59 AM
Just to be sure:
The change is that it lasts for a full turn instead of a single roll.
You will get promts in every round until the bard uses his reaction in this round.
So with a bard in your party you will see popups every round, in the worst case as many prompts as there are enemies just for this ability.
I guess most players will save their uses for a boss or at least a stronger enemy, not on the first goblin they see.

I prefer Solosta style combat over BG3.
I want to have full control over my characters and you can decide over 90% of the prompts in a split second.
But I can understand when players who hate popups don´t want a bard in their party.
Posted By: Saito Hikari Re: Reactions like Solasta! - 02/09/22 08:36 AM
That's what it sounds like, though it's worth noting that with the way Solasta usually implements reactions, you aren't prompted to use a reaction unless the reaction could actually change the outcome of whatever's happening. That actually cuts down on the amount of potential prompts by quite a lot.

(IIRC the Shield spell under normal rules can be triggered by any attack that hits you, and it can still fail to block that attack because it turns out the enemy roll was too high or it was a critical hit - though you will still retain protection for other attacks in that same turn. In Solasta's implementation, if the enemy roll was too high or it was a critical hit, you aren't prompted for the Shield spell at all. Could be a mix of intentional adjustment and programming limitations, as Solasta doesn't hide rolls from you. It's assumed that the Bardic Inspiration-related features will work the same way.)
Posted By: JackTheReaper Re: Reactions like Solasta! - 24/10/22 02:37 PM
Originally Posted by andreasrylander
Would love for the reaction system to be similar to Solasta.... along with just about everything else they did regarding rule implementations and such. <3

EDIT:
Here is the thing about a prompter asking if you want to take a reaction, and if so; what that reaction will be:
It *WONT* make things feel "slow" or stop the pace of the battle. Why not? Because it's on an enemy turn. It will just feel great because even though the enemy is doing things on their turn, suddenly stuff pauses and YOU get a say in the development of the enemy actions! It gives the player agency and control, and that wont feel like "the battle is slowing down" or anything like that, cause these things happen outside your turn.

I *TRULY* wish they implement something like that.
+1000
Posted By: mbpopolano24 Re: Reactions like Solasta! - 23/11/22 06:24 PM
Absolutely not a good idea. The way reactions are implemented in Solasta is quite bad, a very cumbersome and low effort translation of what a reaction is meant to be. I could not play the Paladin or Monk because I got so annoyed to be interrupted every single time. I still enjoyed that game but it is not a good example of an effective use of reactions in a video game.
Posted By: RagnarokCzD Re: Reactions like Solasta! - 23/11/22 07:38 PM
@mbpopolano24

I dont really blame you for not reading all 33 pages of this. laugh
But as far as i know (and feel free to corect me, if im wrong) people most often demand "optional" reactions like Solasta ... meaning if you want it automatic, its your choice. wink
Posted By: Niara Re: Reactions like Solasta! - 24/11/22 02:10 AM
I'm also amused by the fact that they object... and then cite specifically two things which are *Not* reactions as their reasoning...
Posted By: Mat22 Re: Reactions like Solasta! - 24/11/22 06:40 AM
Just my 5 cents... I played Solasta a lot recently with a team of reaction-reliant classes (Paladin, Monk, Bard and a Wizard) just to see how i feel about their implementation of reactions and pop-ups.

I have to say i did not feel that the pop-ups are slowing down the game at all (I did feel the animations are really slow though compared to BG3 and that is massively slowing down combat for me), however they added a lot of tactical thinking to my playthrough which felt really good. I really liked their implementation overall, as others said it was also nice to be able to do things on the enemy's turn (it spiced up the generic my turn, their turn gameplay loop) - so im looking forward how BG3 will try to top or match this level.
Posted By: booboo Re: Reactions like Solasta! - 26/11/22 07:27 AM
Agreed Mat22 - just replayed Valley DLC with monk, and have played all the classes you noted (barring Bard). Popups are not elegant, but they give me the precise control and reactivity I need and that is important for my tactical enjoyment. That said, I do understand that some people simply don't like them and don't want to have to make these decisions with any regularity. I really think (as has been suggsted many times) the simplest approach would be to keep the system they have for those who don't mind, and to introduce popups option for those who do, perhaps with some additional configurability. From an implementation stand point, popups appear uncomplicated. But everything depends on the backend and how they have implemented when events fire - but the fact that they can support events out of turn order already in their existing reactions scheme means that it must be there? Things like smite are different, not being reactions, but for bog standard reactions, I don't quite see why it is problematic to expose more nuanced control. We'll have to see what they have done though - they are working on some alternative. [I have forgotten or not read all the pages of this thread, so maybe their is some technological limitation people have mentioned that means popups can't be implemented - dislike is not a technological limitation ;-) ]
Posted By: Qoray Re: Reactions like Solasta! - 26/11/22 05:58 PM
For the reaction system, it seems to me, that

1) Having a passive reaction system like we have now is unpopular, because it is too inflexible. IE you can not choose to only block attacks with the shield spell from strong enemies. The goblin attacks you, you cast shield, your reaction is gone, and the Minotaur attacks. This can be solved with some homebrew (like cutting word now) but that creates its own problems

2) Having an active reaction system like Solasta will slow down the game quite a lot. After EVERY attack of a Paladin, the game will ask you if you want to smite, bards have reaction for attack rolls, saving throws, skill checks, basically after EVERY dice roll in the game if you play with a bard, you will have to click away a pop up menu. This allows a high degree of flexibility, but slows down combat and is annoying

My solution:
Bring back slight real time with pause elements (might even make some BG1/2 purists happy). One key (lets say the space bar) is assigned as the "reaction" key.
During any animation, if you click the button, the game stops and a pop up menu with all possible reactions comes up. That means you will not have to select no for smites after every attack, but can choose yourself when you want it, without loosing flexibility as described in 1)

You could then also assign automatic reactions as they are now, with a toggle, if you want to. So if shield is toggled on, every time my wizard is hit, they cast the shield spell.
If shield is not toggled on, if I am attacked, nothing happens, unless I press space during the animation, and then select the shield spell as my reaction (if more than one reactions are available, for example a bards cutting word etc)

This keeps the advantages of both systems, and allows for flexible reactions without homebrew, as they are in the PHB, without making this a pure tactic simulator with hour long combats thanks to pop up menus every three seconds.

Tl;dr:
- introduce a reaction key
- individual reactions can be toggled on, if shield is toggled on, every time my wizard is attacked, they cast shield
- individual reactions can be toggled of, then, only if I press the reaction key during the appropriate animation a pop up menu appears and I can select what I want to do
- keeps the flexibility of the Solasta system without sacrificing the simplicity of the current BG3 reaction system
Posted By: Niara Re: Reactions like Solasta! - 27/11/22 12:44 AM
We've been over this often...

This:
Originally Posted by Qoray
Having an active reaction system like Solasta will slow down the game quite a lot.

Is demonstrably false, and has been demonstrated and shown to be so multiple times. This is a fiction. It's not true or accurate.

This:
Quote
without making this a pure tactic simulator with hour long combats thanks to pop up menus every three seconds.

Is ridiculous hyperbole that only serves to make your other comments look dishonest and disingenuous.

=

Everything else has already been suggested and chewed over in the course of this thread, multiple times.

A system that can be set up in your options to prompt the player when reactions are available, and can be set to always take certain ones, or to never take other ones, or to remain as hands-off as it is now if that's what is wanted, seems to be generally agreed to be the best way to satisfy everyone's wants and needs, which is what we should be aiming to do.
Posted By: mrfuji3 Re: Reactions like Solasta! - 27/11/22 04:09 AM
No real time elements in the turn-based section of a turn-based game, thanks.
Posted By: GM4Him Re: Reactions like Solasta! - 27/11/22 04:43 AM
Originally Posted by mrfuji3
No real time elements in the turn-based section of a turn-based game, thanks.

+1

After much discussion on this thread about RT elements, it just wouldn't work, imo. The camera is in no way equipped to handle that, AND it would make laggy computers super hard to manage reactions.

Imagine it. Enemy mage casts Fireball. Lag. Camera is still on the other side of the battlefield. Wait. He's what? Tries to hit RT Reaction button. Too late. By the time you even discovered he was casting Fireball, it was too late for you to use Counterspell. Now, half your party's dead.

Yeah. No thanks. I'll take Solasta popups any day over that. They really aren't that bad, and if Larian improved the Solasta concept, popups could be VERY smooth and unobtrusive.
Posted By: snowram Re: Reactions like Solasta! - 27/11/22 08:53 AM
Originally Posted by GM4Him
Originally Posted by mrfuji3
No real time elements in the turn-based section of a turn-based game, thanks.

+1

After much discussion on this thread about RT elements, it just wouldn't work, imo. The camera is in no way equipped to handle that, AND it would make laggy computers super hard to manage reactions.

Imagine it. Enemy mage casts Fireball. Lag. Camera is still on the other side of the battlefield. Wait. He's what? Tries to hit RT Reaction button. Too late. By the time you even discovered he was casting Fireball, it was too late for you to use Counterspell. Now, half your party's dead.

Yeah. No thanks. I'll take Solasta popups any day over that. They really aren't that bad, and if Larian improved the Solasta concept, popups could be VERY smooth and unobtrusive.
I mean, we got past dial up era. I can play complex FPS with 128 players with not a hint of lag so I don't buy this argument for a game as slow as BG3.
Posted By: Niara Re: Reactions like Solasta! - 27/11/22 11:38 AM
Funnily enough, it's Larian's camera AI and game engine itself that causes the problem that GM4Him mentions, rather than actual game lag... When a new turn starts, the camera is Often slow to respond, and the creature it is switching to is often already moving, acting or otherwise taking their turn well before the camera has even focused on them - this is especially true of archers and other ranged-focused creatures. I cannot count the number of times I've ended my turn, only to have the camera essentially freak out as it tries to zip over to a goblin, who has already fired an arrow while the camera is in transit, and it barely or cannot even reach them before it's attempting to yank away in a different direction to show what they hit, but doesn't get there either because it's yanking back to where they are now shoving something else - and the camera doesn't even manage to steady its focus at all until the goblin is more or less finished with their turn. This happens on the regular, and is something they've struggled to address through several attempts to improve their camera control.
Posted By: gaymer Re: Reactions like Solasta! - 28/11/22 06:27 PM
I wonder if Larian will even formally address Reactions on PFH for Patch 9, as they have on these forums. I have 0 expectations that they could produce some testing game footage of proposed changes even after over 2y of EA.
Posted By: MarcAbaddon Re: Reactions like Solasta! - 05/12/22 08:58 AM
Agreed, the camera argument is weird. Larian just needs to fix it. If the camera is not pointing to the spot where things are currently happening this is a fault in itself.

I think this is one of the few cases where it is really justified to build in two options. Have a system where you need to press a key (with generous time) for those who want to avoid popups completely and still retain control plus a popup based system where you can fine tune in what situations you get the popup. Let players decide between the two.

The most important thing for me here is that we really get decent reactions. The entire system is built around 1 action / 1 reaction, and Larian is already not honoring the 1 action part sufficiently, with allowing Sorcerers to cast two (non-cantrip) spells in one round or by having haste give another action. In combination with the lack of good reactions this will make the turn based alpha strike issue worse than it is P&P.
Posted By: fallenj Re: Reactions like Solasta! - 27/02/23 12:50 PM
Originally Posted by Niara
We've been over this often...

This:
Originally Posted by Qoray
Having an active reaction system like Solasta will slow down the game quite a lot.

Is demonstrably false, and has been demonstrated and shown to be so multiple times. This is a fiction. It's not true or accurate.

Not fiction, its fact, you put a pop up in a multiplayer match and multiple people have to react to those pop ups it adds time. Those seconds add up if its continues to happen and makes player turns longer.

Hello Niara
Posted By: The Red Queen Re: Reactions like Solasta! - 27/02/23 01:04 PM
Fortunately the point is now moot when it comes to BG3, as for each reaction we now have the option either to have the game prompt us, have it fire automatically, or turn it off, so individual gamers can just pick whatever they prefer. Well, at least for a number reactions and reaction-like actions, and fingers crossed this will be rolled out more consistently now that it seems the patch 9 proof of concept has been successful.

There’s just been some new post patch 9 discussion of reactions, in fact, see https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=845584.
Posted By: fallenj Re: Reactions like Solasta! - 28/02/23 09:53 PM
Originally Posted by The Red Queen
Fortunately the point is now moot when it comes to BG3, as for each reaction we now have the option either to have the game prompt us, have it fire automatically, or turn it off, so individual gamers can just pick whatever they prefer. Well, at least for a number reactions and reaction-like actions, and fingers crossed this will be rolled out more consistently now that it seems the patch 9 proof of concept has been successful.

There’s just been some new post patch 9 discussion of reactions, in fact, see https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=845584.

Ya, I skimmed that thread and was directed here, didn't notice last post was dec 5th, oh well.
Posted By: andreasrylander Re: Reactions like Solasta! - 22/03/23 08:45 AM
Successful... yes! Reactions are in! BUT: not on everything. Some things like attacks of opportunity and shield master reactions and such are oddly enough not a part of the reaction system. I am hoping it will all be implemented in the end though. Would be weird and inconsequential if it wasn't.
Posted By: FreeTheSlaves Re: Reactions like Solasta! - 22/03/23 04:07 PM
I prefer Larian's reaction system, it's best of both worlds. You can micromanage if you want, like in Solasta; or I can set a good-enough default and just let it play out pretty much as is.

I would like OA to have an extra toggle to ask if I want to smite or sneak attack (if able), but that's not a deal-breaker.

Reactions become more and more prevalent as levels, spells, magic items and powers accrue. Might as well have all the toggles.
Posted By: Gray Ghost Re: Reactions like Solasta! - 22/03/23 04:21 PM
My guess is that they're gonna go back and alter the reaction stuff they already made, and that it's going to be more complicated than making stuff for reactions from the ground up, like the things introduced in patch 9.
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