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I also experienced the healing. That, I think, must be a glitch because that makes no sense.

But again, this proves what Im saying.

1. You shouldn't be able to just sit and snipe enemies endlessly. That is a broken mechanic.

2. They shouldn't heal to full unless you take a long or short rest.

3. Once you do anything that's lets them know you're there they should be hunting for you.

4. Something I implemented in TT should be used in Bg3 as it is a standard tactic of phase spiders. They hide in the Ethereal plain and then pounce on you suddenly. So as you will see when I posted my next example of the matriarch fight, there should be no ability to sneak up on the matriarch. Phase spiders sneak up on you.

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-- Between Battles --

After battling the 2 Phase Spiders and 2 Ettercaps, the heroes find a safe place in the lair to hide and do a Short Rest. The way Short Rest should work is each character now gets a set number of Hit Dice that they can use to recover lost HP. After the battle, Diadell had 9 HP, Lynari had 19, Drogyn had 32 and Vel was full health with 30 HP. Vel doesn't need to use any Hit Dice and he does not get Arcane Recovery as a Druid, so the Short rest does him no good.

Each character gets 5 Hit Dice at Level 5. Diadell gets d8, Lynari d6 and Drogyn d12. Lynari can also use Arcane Recovery.

Each person uses 1 Hit Die at a time. So Diadell rolls a 6, a 4, a 2, a 4 and a 5. She uses all her Hit Dice and recovers to full health in one Short Rest. Drogyn rolls a 6, a 9 and decides to use no more. He has a total of 47 out of 48 HP. Lynari rolls a 4 and is full health at 22 HP. Lynari also decides to use Arcane Recovery and once again has all her Spell Slots. Only Vel does not have all his spell slots because he used Moonbeam and Cure wounds and he can't recover these without a long rest. So he has 1 less Level 1 and 1 less Level 2 spell slot.

The party is not almost totally recovered using only 1 short rest. If they short rested again, Diadell would have no more Hit Dice to use, but the others could still benefit since they didn't use up all of their Hit Dice.

And so, they continue on their way through the cave systems. Finally, they come upon the spider's main lair. They are on one of the upper ridges overlooking the whole area. Below, they see the amethyst stone. There is no sign of any spiders. The web bridges are there, and they can just see the spider eggs all around. But again, there is no sign of any spiders.

Diadell: I don't like this. Doesn't look good.

Lynari: Agreed. It's a trap for sure. We read the journals in the other chamber about the apprentice, but we haven't found her yet. We need to be careful.

Drogyn: What should we do?

Diadell: I'm pretty stealthy. I'll go check it out and keep to the shadows.

Lynari: Take a invisibility potion. We'll cover you from here.

Diadell takes the invisibility potion, drinks it, and sneaks down to the lower level around towards the amethyst stone. The others watch from hiding on the ledge above. They are ready for anything...

Except that as Diadell snatches the stone and pockets it, the Spider Matriarch appears. Twice the size of the others, she suddenly uses Ethereal Jaunt to appear in the Material Plain right on top of Diadell as she lifts the stone and quickly pockets it. Too late, the Spider Matriarch gets a surprise round, and so do both of her mates. They suddenly appear right next to the rest of the party, flanking them.

-- The Battle Begins as the cutscene comes to an end --

Last edited by GM4Him; 02/05/21 09:39 PM.
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-- Surprise Round Begins --

Matriarch attacks Diadell twice using her Action. She already used a Bonus Action for the surprise round to phase in next to Diadell. She rolls a 14 and a 9. She gets a +6 for attack, more than her mates get. So a total of 20 and 15. Diadell has an AC of 16. So she hit once. She does 1d10+4 damage. She rolls a 9+4=13. Diadell makes her Constitution save throw by rolling a 19. She takes half damage for the poison. Spider Queen rolls 4d8 and gets a 12. That's 6 HP off for poison damage. So she loses 25 HP in one round. She has 2 HP left.

Phase Spider 1 attacks Lynari. It rolls a 7 to hit and only gets a +4. That's 11. Barely misses Lynari with her AC of 12. It also used its bonus action to phase next to them, so it is done for the round.

Phase Spider 2 attacks Vel. It rolls an 18+2=20. Vel's AC is 12. He is hit for 1d10+2 damage. It rolls a 4, so 6 damage. He rolls a 10 for his Constitution Save. He gets a +1, so he rolled a total of 11, and that's all he needed. He succeeds and takes half damage from the poison. The spider's poison is 4d8 and it rolls a 15. That's 21 HP off Vel in one round. He had 30 HP to begin with. He now only has 9 HP left.

-- End of Surprise Round --

Already, 2 of the party are almost dead, and that is just the surprise round. Will they succeed?

Seems like a pretty tough boss fight already, and we've hardly even started.

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Yeah, that‚Äôs a slaughter ūüė¨


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This was to show hoe actual D&D mechanics done right could still be quite the challenging fight. I'll post the fight itself later when I have more time, but I wanted to show just how phase spiders are supposed to act. One of the most dangerous things about them is their ability to surprise attacker you.

So the player shouldn't be given the ability to sneak up and just pummel the queen or her minions from hiding without them attacking. No. If anything, they should noy even be seen until you get close enough. Then they pounce.

I planned on having them pounce on the players if they just tried to leave too. Instead of attacking when Diadell got to the gem, I was going to have them attack if the PCs said they wanted to just forget about it and abort. Basically, as soon as they started to make their way back to one of the exits, BAM!

This could easily be done in the video game too. This, if someone even tries to leave and long rest, they get attacked anyway. The only exception would be if they hadn't alerted the spider queen by looking at her stuff or disturbing her webs, etc. But since this party had, nope. Not leaving without any ambush. The only escape would be if they successfully fled.

But they didn't do any of that. Instead, Diadell tried to steal and they fell right into the traps.

Last edited by GM4Him; 02/05/21 11:21 PM.
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-- Battle Begins --

Surprise round is over. Initiative is rolled. Diadell rolls a 15+3=18. Drogyn rolls a 12+2=14. Lynari rolls a 16+4=20. Vel rolls a 9+1=10. Phase Spider Matriarch rolls 11+2=13. Phase Spider 1 rolls 19+2=21. Phase Spider 2 rolls 2+2=4. Initiative order = Phase Spider 1, Lynari, Diadell, Drogyn, Phase Spider Matriarch, Vel and then Phase Spider 2.

Phase Spider 1 turn. It attacks Lynari. It rolls a 15+4=19 to hit. That's a hit. 1d10+2 damage. It rolls a 1+2=3. Lynari rolls Constitution save against DC 11. She rolls a 7+1=8. Failure. Full 4d8 damage. Poison damage is 17. Lynari loses 20 HP. She has 2 HP remaining. The Phase Spider then uses Ethereal Jaunt and vanishes from the Material Plane.

Lynari's turn. She decides to hit the Matriarch with a Lightning Bolt. It can hit up to 100 feet away. It is a level 3 spell, so she'll be using one of her 2 level 3 spell slots. It's automatic, but the Matriarch can roll a Dexterity Savings Throw to take half damage against Lynari's Spell Save DC of 14. She rolls a 10+2-12. Failure. Full damage. Lynari rolls 8d6 damage for Lightning Bolt. She rolls a total of 28. Matriarch has 64 HP to start with, so now it is reduced to 36 HP.

Diadell's turn. She is hurting bad. She only has 2 HP left. Best solution is run. Disengage is an Action, not a Bonus. However, Diadell is an Arcane Trickster with Cunning Action. That is special for a Rogue so it allows the Rogue to use Disengage and Dash and Hide as Bonus Actions instead. So she can use her Bonus Action to Disengage and then user her Action to Dash. Disengage prevents the Matriarch from any Attack of Opportunity which would almost certainly finish her off. Diadell races across the lower level area 60 feet. This puts her far enough away from the Matriarch that she can't just chase her and attack her in the same round. It also puts her much closer to her friends, almost directly under them at this point.

Drogyn's turn. He wants to try to help kill Phase Spider 2 before it can try to do Ethereal Jaunt and/or kill Vel. He does both of his attacks against it. He rolls a 6 and a 15. With +8 to hit, he hits twice because the Phase Spider has 13 AC. He deals 2d6+5 damage each time. He rolls a 5 and a 9, so he does a total of 24 HP off the spider. It has 32 HP to begin with and now has only 8 HP.

The Matriarch goes. She's pissed. Time to summon some of her babies to help keep these heroes off of her. She doesn't Ethereal Jaunt up to one of her nests of eggs that is nearest to the heroes. Instead, she runs up and climbs the wall and is to her nest in no time. She then does her little roar summon ability just like in the video game. 6 baby Phase Spiders burst out of their eggs, ready for battle. She THEN Ethereal Jaunts as a Bonus Action, vanishing from the battlefield. This ends her turn, and the babies also do not get to go this turn, but they are added to initiative order.

After rolling, the new initiative order is: Phase 1, Phase Baby 3, Lynari, Diadell, Phase Baby 2, Drogyn, Phase Baby 6, Phase Baby 5, Phase Baby 1, Matriarch, Vel, Phase Baby 4 and Phase Spider 2.

Vel's turn. He wants to try to see if he can finish off Phase Spider 2. But first, he wants to use Healing Word as a Bonus Action. It provides 1d4+his spellcasting ability modifier of 5. He rolls a 3+5=8. He now has 18 HP. He then uses Moonbeam again, dropping it right on Phase Spider 2. Phase Spider 2 rolls 5+1=6 for Constitution save and fails. Vel does 2d10 damage and rolls a 12. Phase Spider 2 had only 8 HP left, so it is dead. One Spider down.

Next round. Phase Spider 1 appears again, using Ethereal Jaunt. It attacks Vel, recognizing that he is a healer. It rolls a 9+4=13, which is a hit. His AC is only 12. it deals 1d10+2 damage and rolls a 6+2=8. Vel rolls his Constitution save and gets a 10+1=11. Barely makes it. Half damage for the 4d8 poison. Poison is a total of 18, so Vel suffers 9 damage from it. That's a total of 17 HP off Vel. Vel had healed himself so he had 18 HP. He only has 1 HP left. Barely alive.

Phase Baby 3 is next. It simply Ethereal Jaunts and vanishes.

Lynari's turn. She's saving her biggest spells for the Matriarch. She decides she needs help get rid of the dang Phase Spider 1. It still has full health. She uses Thunderwave, which is a Level 1 spell. The spider rolls a Constitution savings throw. and gets a 12+1=13. It needed a 14. Lynari does 2d8 damage and pushes the spider 10 feet away, right off the cliff. It lands not far from Diadell. Lynari rolls a 9 for damage, reducing it to 21 HP, and the fall damage is 4d6 for dropping 40 feet to the ground. The damage is 13, so the Phase Spider now only has 8 HP. It is now also considered prone.

Diadell's turn. She sees that she can reach Phase Spider 1 right by her and that it will go next. She was going to use a potion, but she decides to take a risk. She turns and attacks the Phase Spider. She gets advantage because she is attacking a prone target with a melee weapon within 5 feet. She rolls a 2. That's a failure, but with advantage she gets to roll again and take the higher of the two rolls. She rolls another die and gets a 7. With her +6 to hit, she succeeds with a total of 13. Thank you advantage! She uses Sneak Attack to try to finish it off. So that's a total of 2d6+3 for her Frostbrand Shortsword and 3d6 for Sneak Attack. So 5d6+3. She rolls 21+3=24. Phase Spider 1 is dead. Now only the Matriarch and the babies to go.

Phase Baby 2 goes and Ethereal Jaunts, just like 3.

Drogyn's turn. He pulls out his heavy crossbow. He can easily hit one of the baby spiders with a range of 100/400 feet. He rolls a 9+5=14 and hits. It deals 1d10+2 damage. He rolls a 6+2=8. Dead. Phase Baby 6 was who he was targeting, so only 5 Phase Babies remain.

Phase Baby 5 and 1 both Ethereal Jaunt and vanish.

Matriarch's turn. She pops back into the Material Plane next to another group of eggs. She does her little cry again. 6 more Phase Babies hatch. Now there are 11 Phase Babies. Initiative for the babies is rolled.

After rolling, the new initiative order is: Phase Baby 3, Lynari, Diadell, Phase Baby 2, Phase Baby 7, Phase Baby 11, Drogyn, Phase Baby 9, Phase Baby 5, Phase Baby 1, Phase Baby 8, Matriarch, Phase Baby 12, Phase Baby 10, Vel, and Phase Baby 4.

Vel's turn. He runs to the edge of the ledge near Drogyn and moves Moonbeam 60 feet. Phase Baby 4 is within range 60 feet. It takes 2d10 damage. It succeeds in the Constitution Savings throw, but Vel rolls a 16 for amage. That means it takes 8 damage and dies. Phase Baby 4 is dead. 10 Phase Babies remain. Vel couldn't use a healing spell because if he did then he'd break concentration.

Top of the round. Phase Baby 3 Ethereal Jaunts and appears right next to Vel and attacks. It rolls a 15 and hits. It does considerably less than the bigger spiders. I am giving it only a 1d4+2 damage. Its poison would also be much less, so I'm saying 1d8. It rolls a 1+2=3. Vel only has 1 HP. He took a chance to kill a spider instead of healing, and now he's down. According to the poison stats, if HP are reduced to 0, the character is stable but poisoned for 1 hour. Even after regaining HP, he is paralyzed while poisoned in this way. Vel is pretty much out of combat for the rest of the fight. Bad move, Vel!

Lynari's turn. Mama Spider has appeared and although far away she is within the 150 feet range of Lynari's Level 3 Fireball spell. Fireball also targets a 20 foot radius, so every single one of the new 6 Phase Babies is in the radius. Lynari executes the spell and does 8d6 damage. Each of the spiders can roll a Dexterity Save for half damage against Lynari's 14 DC. Matriarch makes it. Three babies make it. Three do not. Lynari rolls a total of 28 for damage. Matriarch takes 14 as do 3 of the babies. The rest take a full 28. All the babies are flash fried by Lynari's fireball. The Matriarch is reduced from 36 to 22 HP.

Diadell's turn. She decides that the Matriarch is exposed for the moment. She, like Vel, decides to risk it. If she can hit hard enough with her Sneak Attack, she might just be able to kill her. She grabs out her bow and fires. She rolls a 6+6=12. Miss! The Matriarch has a DC of 16. Fearing retribution, Diadell uses her Cunning Action to use a Bonus Action to Hide. She then moves away from where she was, hoping that she won't be found by any of the spiders, and hoping to get closer to her friends. She rolls a Stealth roll against the Spiders' Wisdom. Diadell gets a +6 for Stealth and rolls a 14+6=20. The Spiders all fail to see her because they get 0 for their bonus because their Wisdom has no bonus modifiers. She is hiding from them all.

Phase Baby 2 Ethereal Jaunts next to Lynari, ticked that she hurt her mama. She attacks and rolls a 9. Miss. Drogyn gets to go. He pulls out his Greatsword again and attacks Phase Baby 2. He rolls a 16 and hits. He does 2d6+5 and does a total of 11. Phase Baby 2 is dead. He gets one more attack and moves to Phase Baby 3. He rolls a 9+8=17 and hits. He rolls 3+5=8 damage and kills it. Now only Phase Baby 5 and Phase Baby 1 are still alive with the Matriarch.

Phase Baby 5 appears next to Lynari using Ethereal Jaunt. It attacks her and rolls a Natural 20. It does 1d4+2 damage. Ah heck. Lynari only had 2 HP left. Do I really need to even roll for this? She's down, just like Vel. She's out permanently from the battle. Only Diadell and Drogyn remain.

Phase Baby 1 pops up and attacks Drogyn. It attacks and rolls a 2. Miss.

Martriarch's turn. She's really mad now. She Ethereal Jaunts and vanishes and that's it.

Now all that remains in Initiative order is: Diadell, Drogyn, Phase Baby 5, Phase Baby 1 and the Matriarch.

Diadell gets to go. She drinks a potion and remains in hiding. She moves again to get closer to Drogyn and the others. She regains 4d4+4 HP and rolls 11+4=15. She now has 17 HP.

Drogyn's turn. He attacks Phase Baby 1. He hits with a 16. He does 2d6+5 damage and rolls a 3+5=8. Dead. He runs up to Phase Baby 5. He rolls a 5+8=13. Hits. He deals a total of 17 damage by rolling a 12. Dead. Only the Matriarch remains.

Matriarch's turn. She pops up next to her last batch of babies. Phase Babies 13-18 pop out of eggs.

Initiative order now is Diadell, Phase baby 13, Drogyn, Phase Baby 16, Phase Baby 17, Phase Baby 15, Matriarch, Phase Baby 14, Phase Baby 18.

Next round. Diadell's turn. Being in hiding, she now gets advantage against the Matriarch and can use her Sneak Attack. She rolls a 2 and a 10+6=16 and hits. Thanks Advantage once again! She gets 1d6+3 for her bow plus her 3d6 Sneak Attack. So she rolls a 4d6+3 and gets a 10+3=13 total. Matriarch had 22 HP remaining, so she is now reduced to 9 HP. Diadell goes back into hiding by rolling a Stealth total of 21. She gets to the spot where she can climb back up to where Drogyn is, but it will still take her some time especially since she's stealthing it.

Phase Baby 13 goes and Ethereal Jaunts. Drogyn's turn. He pulls his crossbow back out and fires at the Matriarch. He rolls a Natural 1. Critical miss. Crossbows require reloading. Therefore, you can only fire it once per round no matter how many attacks you can usually take per round.

Phase Babies all Ethereal Jaunt, as does the Matriarch.

Next round. Diadell's turn. She remains in hiding. Climbs up to Drogyn's level. End of her turn.

Phase Baby 13 appears. Attacks Drogyn and misses. Drogyn attacks with his Greatsword and kills it. He readies his second attack. Phase Baby 16 appears and Drogyn kills it first. Phase Baby 17 and 15 appear and attack but miss.

Matriarch appears next to Drogyn and attacks. She gets her two attacks and rolls a 15 and an 18. She hits twice. She does 1d10+4 damage. She rolls a 4+4=8. Drogyn fails his Constitution save throw by rolling a 2. He takes full damage for the poison. Spider Queen rolls 4d8 and gets a 20. He had 47 HP, so now he's reduced to 19. The second damage roll Matriarch gets a 5+4=9. Drogyn succeeds and receives only half damage. Spider Queen rolls 4d8 and gets a 13. Drogyn loses 15 HP. Drogyn only has 4 HP left.

Phase Baby 14 and 18 appear and attack. Phase Baby 14 misses, but 18 hits. It deals enough damage to take Drogyn out. Only Diadell remains.

Next Round. Initiative order is Diadell, Phase Baby 17, Phase Baby 15, Matriarch, Phase Baby 14 and Phase Baby 18.

Diadell's turn. She moves into position and fires at the Matriarch from hiding getting advantage and Sneak Attack. She rolls a 14+6=20 and a 9+6=15. She hits because she takes the best roll because of advantage. She now does her 4d6+3 damage. She does 12+3=15 damage. Matriarch had 9. Matriarch is dead! Now, only Phase Baby 17, 15, 14 and 18 remain. Diadell ducks back into hiding and rolls a 12 for Stealth +6 = 18. None of the Phase Babies see her. They hover over their fallen mama, not sure what to do or who their enemy is.

Next round. Diadell shoots Phase Baby 17. Dead. She darts back into hiding. Phase Babies are scared and use Ethereal Jaunt to escape. Only Phase Baby 15, 14 and 18 remain.

Diadell drinks another potion to get to full health of 27 HP and decides she has no choice. Next round, she comes out of hiding and rushes to her friends' sides. The Phase Babies pounce and attack, but she took out her short swords and readied an action. She attacks with both short swords, using her Sneak Attack for her second attack, her off hand. She kills Phase Baby 15 and 14. Only 18 remains and attacks. It hits and deals 6 damage. She has 21 HP left. She resist the poison but it still hurts her for an additional 4 HP. She has 17 HP left. Next turn, she kills the last Phase Baby.

Now, she takes Potions of Greater Healing from her companions and uses them to heal them because you can use a potion on another character. You don't always have to use a potion just on the character who has it. So Diadell heals all three of them, using 3 lesser potions just to bring them back to consciousness. Then she Short Rests so they can use their Hit Dice to Heal up, and since an hour goes by at least with a Short Rest, they are no longer paralyzed.

-- Battle Ends --

They won. They barely beat the Matriarch and her young and mates, but they won without cheeses and in a way that could be incorporated into a video game. All the characters used their skills and abilities effectively, for the most part, and the battle was challenging and the heroes still could have utterly failed. Nothing in this battle is beyond Larian's ability to put into the video game for BG3. Everything is possible to incorporate into it. Everything from potions to spells to Special Abilities like Cunning Action have purpose and meaning. Short Rests have meaning. The battle was exciting and the heroes even almost lost. A few bad dice rolls and it would have been all over for all of them.

And they were Level 5! So you can't tell me that this battle is not challenging and hard. It is a VERY hard fight for even Level 5 characters. Yes, the players could have used their abilities even better. Also, with better equipment, they might have done better. But that's not the point. The point is that it can be done, and it can still be exciting and challenging and hard and fun. It doesn't require Larian to make it so that the Spider Queen teleports onto webs so you can shoot her down or that you can use backstab or height advantage. It doesn't require you to use surfaces or anything like that. They didn't even have to long rest beforehand because they could use their Hit Dice, a mechanic that should be in the game because it is very important for the strategy of the game, to recover HP and spell slots.

Anyway, this is all to show that it CAN be done. I understand fully that many will still say that they don't like it and think it shouldn't be done. Whatever. That's not the point. The point is that it CAN be done. It can work in the game completely. There is no rule or mechanic in the combat I just detailed out that cannot be put into the game. Even the ready action can be done, and I know it can because Solasta has done it. Yeah, I know. People are tired about hearing about Solasta. Well, the point of bringing it up is that it isn't impossible, and that's one of the biggest arguments about putting it in the game. It CAN be done. Would it make the game more fun? In my opinion ABSOLUTELY. Then I can play a D&D 5e game smartly and tactically and not have to try to save scum a thousand times trying to figure out what Larian cheese method might help me actually defeat a boss monster with way too many HP and way too powerful of attacks.

And I'm not even saying that they need to remove the whole Spider Queen on the web falling and taking damage bit. They can keep that in there. The more ways to help beat her, the better. I like variety. I really do. I love having a bunch of tactical possibilities to defeat an enemy. I just don't want one method to overpower the whole battle. Like, "Well, she jumped onto the web again. I can reduce her HP by yet another 40 by hurling fire at the web or hacking it with a sword and dropping her to the ground. Dumb spider queen. She fell for the same trick multiple times." If I have to do that, or use backstab to get advantage every time I attack or height advantage or shove or whatever to kill them all, that's completely taking away from the true D&D 5e experience, and it makes the game no fun.

I honestly got so frustrated the first time I played BG3 fighting the Spider Queen and the Hag fight that I almost quit the game right then and there. I save-scummed the crap out of both and got so frustrated because I knew nothing of their cheeses and their homebrews. I was just trying to play the game by the rules, and the enemies were just too dang hard. I truly fear that First Time players who do not love this game like we do will try getting through these parts and get totally frustrated and quit and call BG3 the worst game ever and give it bad reviews and so forth all because of all that I just said.

Anyway. Enough said. If this doesn't convince people, I don't know what will. I just hope Larian will at least take all this to heart and read the true TT playthrough and see that it could work in the actual video game.

Last edited by GM4Him; 03/05/21 06:00 AM.
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Originally Posted by GM4Him
They won.

Thanks for this, was a pleasure to read. For levels 4 this fight would have been much harder.

Did you increase an ACs for monsters according to PHB?


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Nah. Didn't increase per PHB. Phase Spiders and Ettercaps were standard stats. No mods. Matriarch and babies I just winged it.

For more proof that D&D 5e could work and makes the game more challenging and fun, see my thread in the General Posts for BG3 as Tabletop. In that thread, I show what the true stats for Imps are and just how challenging the fight against them should be.

Again, the game session played out in a more streamlined way, enemies were tough but not too tough, and the true rule system worked well. If Larian wanted a battle that was less difficult because they felt it might be too tough for starter players, then remove one of the 3 imps in the first battle. Make it only 2 imps.

But honestly, 3 imps works well, and if they just implemented a simple Difficulty system they could make it so that it fits lots of players' styles. I liked how some individuals out here posted the difficulty settings. Beginner level difficulty could reduce AC for enemies by 2 and any required Savings Throws by 2. So, Phase Spiders would be easier to hit with only a 11 AC. Matriarch would only have 14. Savings throws against poison would be 9 or higher. So it would be much easier for a new player who doesn't know D&D to beat them because they have lower AC and Savings Throw difficulties. Then, for those players who really want a challenge, add 2 to AC and to the resist poison difficulty. Boom. Simple solution which still keeps with the balanced rules and provides purpose and meaning to all the classes and their special abilities. Then those who want to get through certain fights easier and feel more like gods at level 3 or 4 can do so on Beginner level while those who want to feel like they need a truly near-death experience can play it on Challenging.

Anyway, I hope these true D&D 5e game sessions being posted reach Larian and they consider them seriously. I really want to see this game turn out to be VERY successful and awesome.

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Originally Posted by GM4Him
-- Battle Begins --
Thank you for these. I look at your examples of how these fights would play out using PnP 5e D&D, or Solasta, or a more faithful BG3, and make comparisons with my experiences with these encounters in BG3 as it is now. It's a tragedy how D&D combat plays out in BG3 by comparison.

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