FranticDistortion
Learned
- Joined
- Feb 8, 2020
- Messages
- 387
Probably summons and quest NPCs.What constitutes a follower? Maybe we can have permanent followers.
Probably summons and quest NPCs.What constitutes a follower? Maybe we can have permanent followers.
I remember Swen saying in the demo that when your camp will expand you will have your followers there also. So that might mean that followers are "not-so-detailed" party members. Aka you won't get to level them up and stuff. Who knowsWhat constitutes a follower? Maybe we can have permanent followers.
Go back and play trails of sky on easy for the story and world building and keep your degeneracy away from traditional PC gaming.PC Gamer are officially RtwPfags: https://www.pcgamer.com/it-sucks-that-baldurs-gate-3-is-turn-based/
Complete with "turn-based is slow and boring" and "grinds RPGs to a halt". And, cherry on top "lulz taking turns in combat is silly".
P.S. if someone here decides to defend this drivel, the thread should just be burned with fire, maybe the entire Codex, in fact.
I want to believe they are just like Pillars henchmen or Kingmaker mercenaries.I remember Swen saying in the demo that when your camp will expand you will have your followers there also. So that might mean that followers are "not-so-detailed" party members. Aka you won't get to level them up and stuff. Who knowsWhat constitutes a follower? Maybe we can have permanent followers.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
b but jrpgs are anime degeneracy. even though unlike western games they have been continuing traditions of tb combat, tb tactics, and even blobbers (!), they're bad and there's nothing one could learn from them. r right? (holds his cinematic dialogue waifu)for the love of god just add a skip animations toggle to the turn based game
both jrpgs and blobbers have been doing it for ten thousand years
Nope, camp followers are a separate thing.I remember Swen saying in the demo that when your camp will expand you will have your followers there also. So that might mean that followers are "not-so-detailed" party members. Aka you won't get to level them up and stuff. Who knowsWhat constitutes a follower? Maybe we can have permanent followers.
You'll also be able to recruit "camp followers," who give you benefits at your nightly campsite, but don't participate in combat. D&D aficionados will be pleased to know that one potential camp follower is Volo: the gregarious adventurer who chronicles all notable goings-on in the Forgotten Realms.
well not all animu shit is same shit. like shrine of orm that is still slowly made by that 1 dude who likes old style fantasy anime I think many would tolerate https://twitter.com/shrineoform?lang=enb but jrpgs are anime degeneracy. even though unlike western games they have been continuing traditions of tb combat, tb tactics, and even blobbers (!), they're bad and there's nothing one could learn from them. r right? (holds his cinematic dialogue waifu)for the love of god just add a skip animations toggle to the turn based game
both jrpgs and blobbers have been doing it for ten thousand years
Those games could be masterpieces but the animu shit IS a deal breaker. There's SOOOO much fucking shit they could cull from their history and THAT's what they decide to give us?
Pretty easy: Just have it be mandatory and automatic.I'm curious how Larian plans to implement 5E at-will reactions in a turn-based system. It works in PnP because a player can just interject in the middle of an enemy turn and the DM can take it from there. Take for example the Protection fighting style that Fighters and Paladins can take:
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
The only way I can see of implementing this in a computer game would be pausing in the middle of the enemy turn when a possible reaction is available to the player. So the system would have to be effectively turn-based with pause (TBwP).
This is what they are going for in Solasta (10:17):I'm curious how Larian plans to implement 5E at-will reactions in a turn-based system. It works in PnP because a player can just interject in the middle of an enemy turn and the DM can take it from there. Take for example the Protection fighting style that Fighters and Paladins can take:
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
The only way I can see of implementing this in a computer game would be pausing in the middle of the enemy turn when a possible reaction is available to the player. So the system would have to be effectively turn-based with pause (TBwP).
Well, there you have it. Different people want a different style campaign, including at different times.Just remove Paladin. I need no Lawful Stupid religious zealot in my party. Shoo.
Fuck you moderntard with your "grey" moral relativism shit gib me muh Paladin so i can go bring a can of Deus Vult on the filthy heretics.
They can easily implement this by modifying their existing attack on opportunity.I'm curious how Larian plans to implement 5E at-will reactions in a turn-based system. It works in PnP because a player can just interject in the middle of an enemy turn and the DM can take it from there. Take for example the Protection fighting style that Fighters and Paladins can take:
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
The only way I can see of implementing this in a computer game would be pausing in the middle of the enemy turn when a possible reaction is available to the player. So the system would have to be effectively turn-based with pause (TBwP).
4th edition didn't mention him at all, so they just had him conveniently be Imprisoned by the eponymous spell for a century.How is Volo not dead yet. Ugh, Solasta's UI is cancer.
Is there any practical advantage of having maximum of 6 party members over 4 though (assuming the encounters are designed with the maximum possible party size in mind)?- just like bg our game is about your party
- but you have 2 less party members
2 extra companions to interact with and have interact with the world?Is there any practical advantage of having maximum of 6 party members over 4 though (assuming the encounters are designed with the maximum possible party size)?- just like bg our game is about your party
- but you have 2 less party members
4 members more or less fall into categories of fighta roguey cleric mage.Is there any practical advantage of having maximum of 6 party members over 4 though (assuming the encounters are designed with the maximum possible party size)?- just like bg our game is about your party
- but you have 2 less party members
Amount of possible team compositions increases dramatically. But I don't mind it being designed around 4, battles would be too long with more.Is there any practical advantage of having maximum of 6 party members over 4 though (assuming the encounters are designed with the maximum possible party size)?- just like bg our game is about your party
- but you have 2 less party members
Is there any practical advantage of having maximum of 6 party members over 4 though (assuming the encounters are designed with the maximum possible party size)?- just like bg our game is about your party
- but you have 2 less party members
You can experiment with more classes combinations. It's the same practical advantage of having a maximum of 4 party members over a single main character with no companions: you can have more fun controlling more characters with various classes.Is there any practical advantage of having maximum of 6 party members over 4 though (assuming the encounters are designed with the maximum possible party size)?- just like bg our game is about your party
- but you have 2 less party members
Instead of casting, moving, attacking, fucking jumping around animations and so on, things are moved around like set pieces. Every turn based games has to do a toggle.How do you mean skip animations ?
battles would be too long
Is there any practical advantage of having maximum of 6 party members over 4 though (assuming the encounters are designed with the maximum possible party size)?- just like bg our game is about your party
- but you have 2 less party members