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Joined: Oct 2020
stranger
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stranger
Joined: Oct 2020
I think that Larian needs it implement better party EXP gains for using their skills, especially when used in dialogues to find non-combat solutions to situations. For example when you encounter the Gimblebock at the ruins. Go straight up murder hobo and you'll get 70 exp for killing the NPCs. However if you use your skills AND pass your skill checks during the dialogue, you can resolve the situation without combat, but the party only receives 10 exp. In an actual D&D game a DM should be awarding balanced experience for both combat and non-combat solutions.

The game feels very lopsided when the players are seemingly only rewarded for being violent, and given breadcrumbs for being resourceful.

Joined: Oct 2020
stranger
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stranger
Joined: Oct 2020
Totally agree, make your way out of something without combat should award at least the same XP than combat.

In DOS2 this is a very important flaw of the game, if you talk your way out of all the situations you can , you end being underleveled. Hope Larian dont make the same mistake again.

As a side note, when i'm DM of any game i always reward more XP for solve things peacifully either by rolls or by good interpretation. And as far as i know many people do just that. So i call it a very common mechanic or unwritten rule of a RPG

Joined: Oct 2020
apprentice
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+1

Joined: Oct 2020
journeyman
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journeyman
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Agreed, I made a post on this and it REALLY needs to be emphisied.

Joined: Oct 2020
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Absolutely agree, otherwise it disincentives non-combat solutions.

Joined: Oct 2020
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stranger
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Completely agree. Offering more XP for the violent solutions de-incentivizes players to roleplay and pick the method their party would use and instead go the meta-violent route as to stay leveled.

Joined: Sep 2017
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stranger
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I completely agree, the game shouldn't only reward killing everyone. As it stands, players that choose non-violent solutions to encounter are penalized by missing out on XP they need.

Joined: Oct 2020
stranger
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Originally Posted by Olack
I completely agree, the game shouldn't only reward killing everyone. As it stands, players that choose non-violent solutions to encounter are penalized by missing out on XP they need.



agree x1000

Joined: Oct 2020
journeyman
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journeyman
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How about Xp for solving an encounter.

It's like the milestone method, but in a small scale so you can progress less or more depending if you get to certain encounters or not.

That way wether you kill everything in an encounter or lie your way through you get the same amount.

No xp for killing if the encounter was solved in another way.

Last edited by malks; 09/10/20 11:30 AM.
Joined: Oct 2020
addict
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I'm very surprised it's not in the game already, with all the focus on creative problem solving, multitude of viable approaches both systemic and scripted, the "n+1" problem resolution philosophy... It just discourages the player from any kind of creative/clever/skill-based solutions and pushes them towards murderhoboing. Now, I don't think murderhoboing should be actively punished, but it shouldn't be "meta"/an obviously superior solution to every encounter. BG1/2 weren't perfect in this regard, but they generally did a good job of rewarding various playstyles.


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