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Baldur's Gate Baldur's Gate 3 Early Access Thread [GAME RELEASED, GO TO NEW THREAD]

NJClaw

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Pathfinder: Wrath I'm very into cock and ball torture
5e is not D&D.
On that I agree: the animation is dumb. But this doesn't change the fact that wanting it to be a fucking ball because that's your headcanon is just as dumb.
"LOL that guy totally made up past editions of D&D in his head, amirite guys?"
You guys are clinically insane AND dishonest. I specifically cited the 3.x version:

In 3.x you had to throw a tiny ball that then exploded, but previous editions had nothing like that.

Now let's have a look at the AD&D version:

A fireball is an explosive burst of flame, which detonates with a low roar [...] The magic-user points his or her finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body prior to attaining the prescribed range, flowers into the fireball
 

Non-Edgy Gamer

Grand Dragon
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Strap Yourselves In
https://store.steampowered.com/news/app/1086940/view/3103546793469782939

Hotfix #20 Now Live!
Version Number: 4.1.1.1473368

6ad6b3561238b36614397db5eb8add59dacefd9c.jpg


Hello everyone,

We’ve got a tasty hotfix for you today, fresh out of the development oven. Hotfix 20 brings Patch 7 to the Apple Mac users. Have fun breaking things as the Barbarian!

Have you ever been so excited to get somewhere that you accidentally injure yourself in the process? Like a toddler and a coffee table, your party members have been so excited to get to where they’re going, they’ve been forgetting about the little things - such as fall damage. We’ve given them a stern talking to, bandaged up their knees and sent them on their way - now, if there’s a safer way to descend, they will. Let’s all make better choices!

Our deepest gratitude goes out to everyone who took the time to report these issues to us via our support team, our social channels, and our forums. We love your feedback, and welcome it with open arms. Thank you for playing Baldur’s Gate 3!
CRASHES
  • Closing containers no longer crashes the game. They were simply too powerful.
  • Sorcerer's robe physics have been disabled in Character Creation and the game no longer crashes when you select the Sorcerer class on a low spec PC.
  • The game no longer crashes if you are navigating between the Character Features tab and the Inventory and Equipment tab.
  • The game no longer crashes when you click on the Weapon/Equipment Proficiency filter for Summons.
  • The game no longer crashes if Morgya is dead and the Examine window is left open.
  • NPCs will no longer weasel their way into your Party Panel, causing the game to crash.
  • Corpse looting no longer causes a random crash.


GAMEPLAY
  • As a Barbarian, using Frenzy or Animal Rage now drops your concentration.
  • Luring Song now affects characters within range.
  • Us is no longer able to carry items and use consumables.
  • You no longer jitter during the jump into the chasm to the Underdark.
  • You no longer get stuck in terrain at the crash site.
  • NPCs will now react appropriately if Minor Illusion is cast nearby.
  • Dead characters now remain highlighted if they have been selected.
  • The camera no longer gets stuck zoomed out when you finish combat in the Brain Drain lab room on the nautiloid.
  • Pathfinding has been fixed so that characters no longer jump off a high wall - they will use a ladder to get down instead. There's still so much to live for, Gale. Don’t do it.
  • Items no longer teleport into your hand if you try to throw an object before reaching it.
  • The Barbarian character's 'End Rage' SFX will no longer trigger twice.
  • Both Improvised and Thrown weapons now use the correct preview models.
  • In multiplayer, if one player is in dialogue, all players are now able to vote and exit dialogue as intended.
  • Clicking on the equipment slot no longer triggers the point-and-click reaction.


UI
  • You are now able to drag large amounts of gold between character inventories.
  • Character conditions are now consistently indicated with a purple dot on both the Party Line and the Combat Turn Order UI.
  • Tooltips can no longer be pinned on top of each other in the Character Creation and Level Up screens.
  • While in the Trading UI, hovering over +1 weapons will now display the correct amount of damage.
  • The UI element for Summons, Familiars, and Followers is no longer empty.
  • Fixed the selection hotkey in the Party Panel.
  • Selected characters are now highlighted with a more obvious border in the Party Panel view.
  • Class icons are no longer missing their frame designs in Character Creation.
  • Wild Magic Surge no longer has placeholder icons.
  • In the multiplayer lobby, all player slots are now open by default.
  • Clicking on the greyed out options in the Context Menu no longer does anything.
  • The mind flayer killed in the nautiloid helm cinematic no longer joins the Combat Turn Order UI.
  • The Dexterity ability tooltip now correctly displays the Saving Throw Bonus from the Shield Master feat.
  • The Downed state is now correctly shown by the Party Line outside of turn-based mode.
  • The Advantage tooltip is no longer blank and now shows the correct description.
  • Switching between the keyboard UI and the controller UI will no longer cause information to disappear from the Examine window on Stadia.
  • When using a controller, the text cursor now appears at the end of the string when you try to input text.
  • Pinning a spell in Character Creation or the Level Up screen will no longer cause the pinned tooltip to appear behind the spell selection panel.
  • The HDR Calibration window is no longer skipped if you are running the game on an HDR-capable device.
  • The Main Hand Attack and Ranged Attack buttons now trigger SFX when hovered over or interacted with.


HOTBAR
  • If you have identical spells obtained from different sources, you can now drag both icons onto the Hotbar.
  • Fixed the Passives and Custom buttons in the Hotbar.
  • Switching from the controller UI to the keyboard UI during dialogue no longer brings up the overlapping Hotbar.
  • You can now swap icons across Hotbars.
  • Temporary slots are now removed from all Hotbar decks once they no longer exist.
  • Passives gained from Spells and Weapons are now added to the Passives deck as intended.
Wake me when we get to actually visit Baldur's Gate.
 

FriendlyMerchant

Guest
On that I agree: the animation is dumb. But this doesn't change the fact that wanting it to be a fucking ball because that's your headcanon is just as dumb.
"LOL that guy totally made up past editions of D&D in his head, amirite guys?"

"LOL BG3 is a prior edition D&D game, amirite guys?"

5e is not D&D.

Then why would you expect a fireball to behave like a D&D fireball? :retarded:
Why would I expect animation and effects to behave in the way the ability's name implies?
 

FriendlyMerchant

Guest
5e is not D&D.
On that I agree: the animation is dumb. But this doesn't change the fact that wanting it to be a fucking ball because that's your headcanon is just as dumb.
"LOL that guy totally made up past editions of D&D in his head, amirite guys?"
You guys are clinically insane AND dishonest. I specifically cited the 3.x version:

In 3.x you had to throw a tiny ball that then exploded, but previous editions had nothing like that.

Now let's have a look at the AD&D version:

A fireball is an explosive burst of flame, which detonates with a low roar [...] The magic-user points his or her finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body prior to attaining the prescribed range, flowers into the fireball
3.x isn't D&D either. But There has to be a clear and obvious ball involved otherwise, it's a misnomer. But this isn't a D&D game so things should behave as expected. I want my fire balls.
 

mediocrepoet

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Codex 2012 Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. MCA Project: Eternity Divinity: Original Sin 2
On that I agree: the animation is dumb. But this doesn't change the fact that wanting it to be a fucking ball because that's your headcanon is just as dumb.
"LOL that guy totally made up past editions of D&D in his head, amirite guys?"

"LOL BG3 is a prior edition D&D game, amirite guys?"

5e is not D&D.

Then why would you expect a fireball to behave like a D&D fireball? :retarded:
Why would I expect animation and effects to behave in the way the ability's name implies?

I don't know, why would you? Better start writing some strongly worded letters about this very important issue.
 

mediocrepoet

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Codex 2012 Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. MCA Project: Eternity Divinity: Original Sin 2
About fireball, only I believe that it is a overrated spell?
The fuck you talkin' 'bout?!? ROFL

Pass whatever you're smokin'. This shit is WILD!

Literally the reason to play Wizard is for that sweet moment when you can say to your party: "Daddy's gotta go to work!" *flexes fireball taking out the whole encounter*

I mean, 5E fireball sucks, but in earlier editions for sure.
 

Delterius

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Now let's have a look at the AD&D version:

A fireball is an explosive burst of flame, which detonates with a low roar [...] The magic-user points his or her finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body prior to attaining the prescribed range, flowers into the fireball
i'd like to thank sven for upholding AD&D against the apostates of the 3E cult
 

Non-Edgy Gamer

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Strap Yourselves In
3.x isn't D&D either. But There has to be a clear and obvious ball involved otherwise, it's a misnomer. But this isn't a D&D game so things should behave as expected. I want my fire balls.
The problem is realism.

You're dealing with-higher end graphics, not a 2D isometric abstraction anymore. You have to maintain a level of realism or risk an uncanny valley in your effects.

How do you show a fireball within a small radius realistically? I think that was their goal. And to make it look like a powerful explosion and not just a slightly bigger version of firebolt.

Still don't know how I feel about the effect, but the AD&D description has me more leaning toward it now.
 

FriendlyMerchant

Guest
Now let's have a look at the AD&D version:

A fireball is an explosive burst of flame, which detonates with a low roar [...] The magic-user points his or her finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body prior to attaining the prescribed range, flowers into the fireball
i'd like to thank sven for upholding AD&D against the apostates of the 3E cult
Except the last part requires a ball. I have yet to see an actual ball made out of fire.
 

Delterius

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Now let's have a look at the AD&D version:

A fireball is an explosive burst of flame, which detonates with a low roar [...] The magic-user points his or her finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body prior to attaining the prescribed range, flowers into the fireball
i'd like to thank sven for upholding AD&D against the apostates of the 3E cult
Except the last part requires a ball. I have yet to see an actual ball made out of fire.
i see no indication that you have not seen an actual ball made out of fire
 

FriendlyMerchant

Guest
Now let's have a look at the AD&D version:

A fireball is an explosive burst of flame, which detonates with a low roar [...] The magic-user points his or her finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body prior to attaining the prescribed range, flowers into the fireball
i'd like to thank sven for upholding AD&D against the apostates of the 3E cult
Except the last part requires a ball. I have yet to see an actual ball made out of fire.
i see no indication that you have not seen an actual ball made out of fire
I can mail one to you if you don't believe me.
 

Zed Duke of Banville

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Original Dungeons & Dragons (1974):
Fire Ball: A missile which springs from the finger of the Magic-User. It explodes with a burst radius of 2" (slightly larger than specified in CHAINMAIL). In a confined space the Fire Ball will generally conform to the shape of the space (elongate or whatever). The damage caused by the missile will be in proportion to the level of its user. A 6th level Magic-User throws a 6-die missile, a 7th a 7-die missile, and so on. (Note that Fire Balls from Scrolls (see Volume II) and Wand are 6-die missiles and those from Staves are 8-die missiles. Duration: 1 turn. Range: 24"

Holmes D&D (1977):
Wand of Fire Balls — On activation, the wand produces a fire ball which will travel any distance, up to 240 feet, desired by the user and then explode with a burst radius of 20 feet, doing 6 dice of damage to anyone within range who fails their saving throw (half damage if saving throw is made). Fire ball blasts in confined spaces generally conform to the shape of the space (so watch out!).

Advanced Dungeons & Dragons (1978):
A fireball is an explosive burst of flame, which detonates with a low roar, and delivers damage proportionate to the level of the magic-user who cast it, i.e. 1 six-sided die (d6) for each level of experience of the spell caster. Exception: Magic fireball wands deliver 6 die fireballs (6d6), magic staves with this capability deliver 8 die fireballs, and scroll spells of this type deliver a fireball of from 5 to 10 dice (d6 + 4) of damage. The burst of the fireball does not expend a considerable amount of pressure, and the burst will generally conform to the shape of the area in which it occurs, thus covering an area equal to its normal spherical volume. [The area which is covered by the fireball is a total volume of roughly 33,000 cubic feet (or yards)]. Besides causing damage to creatures, the fireball ignites all combustible materials within its burst radius, and the heat of the fireball will melt soft metals such as gold, copper, silver, etc. Items exposed to the spell's effects must be rolled for to determine if they are affected. Items with a creature which makes its saving throw are considered as unaffected. The magic-user points his or her finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body prior to attaining the prescribed range, flowers into the fireball. If creatures fail their saving throws, they all take full hit point damage from the blast. Those who make saving throws manage to dodge, fall flat or roll aside, taking 1/2 the full hit point damage - each and every one within the blast area. The material component of this spell is a tiny ball composed of bat guano and sulphur.

B/X D&D (1981):
This spell creates a missile of fire that bursts into a ball of fire 40' across (20' radius) when it strikes a target. The fire ball will do 1-6 (1d6) points of fire damage per level of the caster to each creature within the sphere of fire. EXAMPLE: A fire ball cast by a 6th level magic-user will burst for 6-36 (6d6) points of damage. If the victim of the fire ball saves vs. Spells, the spell will only do half damage.

BECMI D&D (1983):
This spell creates a missile of fire which explodes into a ball of fire of 20' radius when it reaches the desired range or strikes a target. The Fire Ball inflicts 1-6 (1d6) points of fire damage for each level of the spell caster. Each victim within the area of effect takes full damage unless a Saving Throw vs. Spells is made. Even if the Saving Throw is successful, the victims take half the rolled damage. For example, a Fire Ball cast by a 6th level magic-user explodes for 6-36 (6d6) points of damage. If the total roll is 24, all within the area who make their Saving Throws take 12 points of fire damage.

AD&D 2nd edition (1989):
A fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it - ld6 points of damage for each level of experience of the spellcaster (up to a maximum of 0d6). The burst of the fireball creates little pressure and generally conforms to the shape of the area in which it occurs. The fireball fills an area equal to its normal spherical volume (roughly 33,000 cubic feet - thirty-three 10' x 10' x 10' cubes). Besides causing damage to creatures the fireball ignites all combustible materials within its burst radius, and the heat of the fireball melts soft metals such as gold, copper, silver, etc. Exposed items require saving throws vs. magical fire to determine if they are affected, but items in the possession of a creature that rolls a successful saving throw are unaffected by the fireball.
The wizard points his finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their saving throws each suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half damage (the DM rolls the damage and each affected creature suffers either full damage or half damage [round fractions down], depending on whether the creature saved or not).


Holmes basic D&D is the only version that specifies the initial missile departing from the spell-caster takes the form of a fire-ball itself, rather than a "missile" or "streak" that "explodes" or "flowers" or "bursts" or "blossoms" into a fireball when reaching its destination (or on impact). :M

1u6he4.jpg


Artist's depiction of a fireball before it strikes, from adventure module G3 Hall of the Fire Giant King, 1978
 

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