Shit, I despised that game so much that I cant remember anything.D:OS1 is per-unit, not team-based. It still has the same issue because you could stack it to effectively go first every fight.
But if that's the case, why would they go for a "party initiative" in BG3?
(I mean we've already had a real fallout successor in UnderRail from what I've seen of it)
Heh, they got plenty of feedback on how DOS 2 imitative and armor systems were.
Heh, they got plenty of feedback on how DOS 2 imitative and armor systems were.
Even worse. It's D:OS.Is it shit?
That's a relief.No, it's D&D's miss 3 times in a row due to bad rolls and embrace inevitable death.
It's gonna run on 5e? Pretty interesting. 5e doesn't have much of a loot treadmill going on, since AC is kept pretty conservative (heavily armoured lvl 1 character can easily have an AC of 18, while, say, Tarrasque, one of the most powerful monsters, has an AC of 25. That means shit like sword +1 to hit is actually a really powerful, high-level item, meaning you can't give such shit out like candy).We don't know how faithful to D&D 5 the game will be
That's a relief.No, it's D&D's miss 3 times in a row due to bad rolls and embrace inevitable death.
It's gonna run on 5e? Pretty interesting. 5e doesn't have much of a loot treadmill going on, since AC is kept pretty conservative (heavily armoured lvl 1 character can easily have an AC of 18, while, say, Tarrasque, one of the most powerful monsters, has an AC of 25. That means shit like sword +1 to hit is actually a really powerful, high-level item, meaning you can't give such shit out like candy).We don't know how faithful to D&D 5 the game will be
No, it means you HAVE to give out +1 swords because otherwise a mid level character is barely more competent than a starting one and the only difference for non-casters is more HP and some class features that don't swing combat too heavily. If you want proof, look at the official modules. They all, consistently, give magic items at the same pace. WBL isn't gone, it's just never mentioned to the GM.
Saga Edition was perfectly capable of axing the effect of money on ground fights almost entirely. More wealth just gave you more gadgets, the ability to take heavy weapons and options to upgrade starships, but there's few characters who can't do just fine with their only gear being stuff looted from an ordinary Stormtrooper. Why 5E couldn't, I have no idea.
Even non-casters get plenty of skills each level that can and do swing the combat quite heavily. If you start giving out +1 swords, your party will get overpowered very quick, since, as I said, the toughest monsters have an AC of around 25. Sure, casters are still more powerful (like always), but even the other classes definitely have enough of a punch to starkly differentiate them from starting characters.No, it means you HAVE to give out +1 swords because otherwise a mid level character is barely more competent than a starting one and the only difference for non-casters is more HP and some class features that don't swing combat too heavily.
Now why would I play that garbage?If you want proof, look at the official modules
Side initiative has several issues:But if that's the case, why would they go for a "party initiative" in BG3?
So why did Larian go with side initiative? In addition to being slightly faster, my guess would be:
- Player party becomes more powerful, which seems to be a pattern across the changes they've made to the ruleset.
- It makes the Larian gimmicks with environmental effects and other abilities much more reliable to pull off. With standard initiative, such plans could be interrupted or ruined by enemy turns.
- Having all enemies act together while having to wait to react can make the encounter feel more dangerous, even though the system is better for the PCs. The psychological effect should be stronger on casual players, who are much more easily annoyed by things like missing or getting hit several times in a row.
- Players don't have to wait as long to see how their decisions play out, so they'll have to spend less time before deciding to reload.
nope.That's a relief.No, it's D&D's miss 3 times in a row due to bad rolls and embrace inevitable death.
It's gonna run on 5e? Pretty interesting. 5e doesn't have much of a loot treadmill going on, since AC is kept pretty conservative (heavily armoured lvl 1 character can easily have an AC of 18, while, say, Tarrasque, one of the most powerful monsters, has an AC of 25. That means shit like sword +1 to hit is actually a really powerful, high-level item, meaning you can't give such shit out like candy).We don't know how faithful to D&D 5 the game will be
No, it means you HAVE to give out +1 swords because otherwise a mid level character is barely more competent than a starting one and the only difference for non-casters is more HP and some class features that don't swing combat too heavily. If you want proof, look at the official modules. They all, consistently, give magic items at the same pace. WBL isn't gone, it's just never mentioned to the GM.
Saga Edition was perfectly capable of axing the effect of money on ground fights almost entirely. More wealth just gave you more gadgets, the ability to take heavy weapons and options to upgrade starships, but there's few characters who can't do just fine with their only gear being stuff looted from an ordinary Stormtrooper. Why 5E couldn't, I have no idea.
Interview with Adam Smith, senior writer and former RPS guy. Larian's love for Disco Elysium:
Am I wrong or do people think that the shitty dialogue and those two utterly brain-dead party members are liable to change? Because I highly doubt it.
Mage dude (Gale) seemed fine, but I am slaughtering the vampire filth at the first opportunity.Am I wrong or do people think that the shitty dialogue and those two utterly brain-dead party members are liable to change? Because I highly doubt it.
Your Camp will develop as the game advances, and you will see this visually as well as in things like Vendors, etc. You can even hire Camp NPCs to work for you here, to further enhance it.
Baldur’s Gate III currently features 8 of the 12 Classes available in Dungeons & Dragons 5th Edition, and these are: Fighter, Rogue, Cleric, Warlock, Wizard, and a few others. The other 4 are slated to be added as the game develops, and you will get to choose from these during Character Creation.
This is bad, solasta managed to do it.Each character will have 1 Action Point to take an Action, 1 Bonus Action point to take a Bonus Action and one Reaction Point, which can be used for an attack of opportunity.
Lastly, there are a couple things that differ from 5th Edition and that is that some creatures will have or not have some spells they normally possess for balancing purposes, and normally your Reaction Point can be used for things other than Attacks of Opportunity. But in BG3, in order to prevent the player from having to click off a box to react every time an enemy takes a turn, this has been simplified into only an Attack of Opportunity.
so i guess that the demo was bugged with that 38 initiative.When combat begins the team that goes first is the team that wins the Initiative roll. This is accomplished by each character rolling a D20 and then adding any Initiative modifiers to that roll, which is usually Dexterity and then taking the highest value from that team and comparing it to the highest value from the other team. Whichever is higher determines which team goes first.
This mean that they cannot take any actions but make 1 Saving Throw each round, and if they succeed 3 Saving Throws before they lose 3 they will revive with 1 HP. But if they fail 3 before succeeding 3 then they will die. Other characters can help the character up using a Bonus Action if they are nearby, at which point they will revive with 1 HP. Additionally, enemies will continue to attack downed characters, which makes them instantly fail a Saving Throw, and speeds up the process of them dying. It does sound like there will be Resurrection Scrolls in the game to revive dead characters, but they will be extremely rare if there are, and won’t be something you’ll have access to often.
Pretty much identical to the rules.Stealth is handled by how obscure the player is, and positioning and daylight play a large roll in this. For instance, characters in tall grass or bushes are harder to see, and are even harder to see at night. This means players will need to use their environments, and chose wisely about when to use Stealth in order to have the most success possible, as well as decide when to activate the Turn-Based feature.
The Loot of BG 3 will be much more static than DOS II, and players can expect the vast majority to be in the same place every game. There are small exceptions, but if you know where some great Unique Bow is that you want from an earlier play through, you can head there and get it ASAP. This is good news, and should help a lot of players plan where they want to go, and what decisions to make, especially once we get that information on the Wiki.