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So companions are practically extensions of your main guy. (in the screenshot Swen is choosing what she is about to say)
Larian is really good at encounter design but really bad at making you give a damn about anything else because of the weak writing, this wouldnt be a problem if they didnt waste so much time with the weak writing, the interesting combat/inanity ratio just got lower and lower and both games lost steam half way through.The big difference here is that for many, Larian's games aren't bad games, at all.
As for the game itself, all I see is D:OS3 which isn't even a bad thing, just not what I expected at all.
Yeah, but can they make an end/lategame dungeon that isn't just copy-pasted wild hunt fights?And Owlcat can make turn based + RTwP toggle for their game with a smaller team.
Fucking hell. Another Larian turn-based garbage. Man i despise their design.
Funny because you seem to be a retard incapable of distinguishing 1 from 2.Fucking hell. Another Larian turn-based garbage. Man i despise their design.
Funny because they helped to design the game of which you have an avatar of. (Disco Elysium)
I definitely agree. Not implementing separate initiatives for every character seems pretty lazy.Let me nitpick this for a bit, because much more than I worry about this not being worthy of the Baldur's Gate title (I don't really much care, honestly), I'm concerned about how much this will eschew 5e rules:
- Initiative is party wide, which invalidates some feats, the dexterity stat and class features (here's looking at you rogues);
There's something odd going on with the actions for sure. Throw appears to be an action separate to your single standard action, along with push and jump. So you could jump up a ledge, push someone off it, throw something on him and then shoot him all in a single turn. I'm not sure how I feel about that.- Action economy seems borked, something the comtemporary ruleset tried hard to balance (not entirely successfully, mind). But Swen throws a dagger in the same round he shoots his bow, with a bonus action, I think;
- I can be wrong here, because even blocking in Larian's games is flashy and looks like magic, but it seemed to me that Shadowheart casted two spells in one round, something verboten in 5e;
He said it's due to the tadpole. I can accept it as a minor superpower.- Jumping breaking engagement? Also, how many hexes did jumping from a standing position covered? Too much I say;
I can accept it as a shorthand for "I light my arrows on fire". I'm not a big enough graphics whore to demand a separate animation for that.- Finally, the whole I dip my bow in this torch and it's now a fire bow, I don't think I need to say more.
It's certainly not a 100% faithful adaptation of 5th edition DnD. But then again, BG wasn't 100% faithful to 2e either. I am willing to overlook it if the game is actually good, but I admit I'm not very hopeful that it'll actually be good.That's what I've noticed from a glance, I'm sure there's more. This is all fixable before release, sure, but I'm not very optimistic. Do any of you D&D scholars of the codex have insight on this? deuxhero?
We discover we have only a few days to get rid of the parasite inside
To be fair, I would be alot more interested into a Icewind Dale 3 with 5e rules from Larian than a Baldurs Gate 3
I don't think they did it that way because they were lazy. They decided to go with both teams acting together (WEGO), because they wanted to set up combo opportunities. Not having separate initatives within a team seems to play even further into that mindset: you don't have to worry about "who is going to act first", because you will simply select who you need to act first.I definitely agree. Not implementing separate initiatives for every character seems pretty lazy.
As far as this goes, there is the 1% fabulously optimistic option that you simply don't find a cure, and you transform into an Illithid.Ah, another RPG plot where time is of the essence but there will be no time limit.
Frankly, curses seem like an overused plot hook in fantasy RPGs. :\
Well, people hated the timers in PF:KM. Including here in the prestigious Codex. Larian's simply giving the audience what they want.We discover we have only a few days to get rid of the parasite inside
Ah, another RPG plot where time is of the essence but there will be no time limit.
Frankly, curses seem like an overused plot hook in fantasy RPGs. :\
You could move your characters turn further down in combat in ToEE if you wanted to have your entire party have their turns without interruption. I hope they ditch the party initiative.I don't think they did it that way because they were lazy. They decided to go with both teams acting together (WEGO), because they wanted to set up combo opportunities. Not having separate initatives within a team seems to play even further into that mindset: you don't have to worry about "who is going to act first", because you will simply select who you need to act first.I definitely agree. Not implementing separate initiatives for every character seems pretty lazy.
Personally I didn't see anything truly shocking so far. If anything, it seems to be fairly standard. With the amount of secrecy I expected a revolution of some kind (other than "BG3 goes turn-based" since I did expect that, considering DOS1 and DOS2).