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Baldur's Gate Baldur's Gate 3 Pre-Release Thread [EARLY ACCESS RELEASED, GO TO NEW THREAD]

Kirkpatrick

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Why is that shitty reddit so popular? Forum experience is so much superior to it.

Is there a way to see only the questions that have been answered and the answers to those?
 

NJClaw

OoOoOoOoOoh
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Pathfinder: Wrath I'm very into cock and ball torture
They started answering questions now.
Here's a cool answer:

> Yes, we're doing Feats. But not immediately in Early Access though.

>Yes, all classes from 5e Player’s Handbook will be included at launch. In Early Access you’ll be able to play as a Cleric, Fighter, Ranger, Rogue, Warlock or Wizard.
Thank you Swen, very cool
 

Grotesque

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Divinity: Original Sin Divinity: Original Sin 2
will we be able to hear the spell words while casting spells in the game? (as in the old series)

level 2
Larian_David

Larian
24 points·8 minutes ago

Most likely cause we’ve been recording a lot of Latin lately :D ...but we weren't finished in time for the public presentation.
 

Elex

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About volo beard:
It froze off! Seriously though, his custom head wasn't quite ready for the presentation build, but don't worry. He WILL look like Volo!
 

Grotesque

±¼ ¯\_(ツ)_/¯
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Vatnik
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Divinity: Original Sin Divinity: Original Sin 2
Why is that shitty reddit so popular? Forum experience is so much superior to it.

Is there a way to see only the questions that have been answered and the answers to those?
click on dev names... the new tab that opens sorts their answers
 

J_C

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Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
will we be able to hear the spell words while casting spells in the game? (as in the old series)

Most likely cause we’ve been recording a lot of Latin lately :D ...but we weren't finished in time for the public presentation.
:yeah:
 

jackofshadows

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Will custom (non origin) characters have Voice Acting, or is it for for origin characters only?
Larian_Adam
Hello! Yes, custom characters will have voice acting - you’ll choose a voice as part of character creation.

Whew, this is clear as fuck now, so much relief. They're not even trying, apparently.

Edit: I take it back a little, this is aswer from "writing director" about alignment:
Hi!

The variety of alignments in Baldur's Gate I & II allowed for many interesting party compositions and conflicts (for example, Edwin becomes openly hostile towards some companions and will straight up start a physical fight with them or refuse to be in the same group as them due to his Lawful Evil alignment). It's been said there won't be an alignment system on Baldur's Gate 3 as it's no longer relevant to 5e, but will we still get to have openly evil/selfish party members that actively support "evil" actions and might leave the group if you play in a more heroic fashion, or will all party members have a more neutral/good behavior?
Larian_Jan
Alignment may carry less weight in 5th edition, but all companions definitely have their own moral compass. Some are fine with evil and underhanded deeds, others are not - and they’ll be vocal about their approval or opposition to the decisions that you make. It’s absolutely possible to take actions that cross the line for someone and he or she will leave the party, or even decide to attack you.

From a player perspective, there’s the freedom to play the game in any which way you want from an alignment perspective. In dialogs, there are plenty of choices to be made, from heroically good to patently evil and the different shades in between. Added to that, there are unique options to be had from a player race or class point of view that fit within the good/neutral/evil perspective. As you would expect, a drow will get different options compared to a Paladin of Tyr for instance. For sure, the world will react to your actions, and the choices you make, since these will in some way define you. For example, Astarion is a vampire spawn and when you play him, you can try and hide this from the party. But if they find out -because, well, you might try to bite them as they sleep- they will obviously be shocked and unless you manage to handle the situation with the necessary tact and diplomacy, you may just find you’re left behind companionless.


That's quite interesting, actually.
 
Last edited:

Neerasrc

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I asked my question, the answer came.
_____________________________
will we be able to hear the spell words while casting spells in the game? (as in the old series)

Larian_David

Most likely cause we’ve been recording a lot of Latin lately :D ...but we weren't finished in time for the public presentation.
_____________________________
That's good news.
 

jackofshadows

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Will custom (non origin) characters have Voice Acting, or is it for for origin characters only?
Larian_Adam
Hello! Yes, custom characters will have voice acting - you’ll choose a voice as part of character creation.

Whew, this is clear as fuck now, so much relief. They're not even trying, apparently.
What?
Considering presented dialogue system and nature of origin characters it's unclear for me yet where exactly lies the difference. Will there be a bizarre monologues in case of custom characters? Will they be mostly silent as well (probably)? What about interactions between actual origin characters and the custom ones, what are the plot applies (probably minor due to companions mortality) etc.
 

conan_edw

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Grab the Codex by the pussy Pathfinder: Wrath
Will custom (non origin) characters have Voice Acting, or is it for for origin characters only?
Larian_Adam
Hello! Yes, custom characters will have voice acting - you’ll choose a voice as part of character creation.

Whew, this is clear as fuck now, so much relief. They're not even trying, apparently.


I think it's probably the usual few reaction voice lines that you hear in party-based rpgs but they wouldn't have any kind of dialogue.
 

BarbequeMasta

Learned
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Mar 6, 2020
Messages
511
Being penalised for creating your own character in a freaking RPG is one of DOS2 biggest flaws.
If they really wanted to do an Origin system, they should have just copied DAO approach with those.
 

Sharpedge

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Sep 14, 2018
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Larian_NickPLarian 3 points 6 minutes ago
  • We’re planning to cover levels 1 through 10 in full release.
  • The features and mechanics that allow a character to perform an action as a reaction will trigger automatically. The players will be able to control which reactions they want to enable in anticipation of enemy actions. E.g. a wizard would disable their Attack of Opportunity but enable their Shield spell, which will be cast automatically whenever the wizard is targeted by an attack or Magic Missile spell.
  • In BG3 we’re going with the same action economy that 5e uses: a character generally can take one Action like attacking an enemy or casting a spell during their turn and move up to their Movement Speed for free. Additionally if they have a Bonus Action, they can do that too. Some classes get access to free additional attacks per turn.
  • Not like in Original Sin. BG is a different type of game when it comes to loot and item fever. We still want to make treasure exciting, though, and that means a lot of manual work.Treasure has to make sense in the context, and that means hand-placing and hand-creating it. There will be equipment with magical bonuses, but not many - they’ll feel special, and they'll be tailor made.
  • Verticality and larger scale of combat arenas help us make sure that covering the entire enemy team with AoE is extremely rare. Rushing into the fray is a risky play because if your plan doesn’t work out, you’ll be exposed to enemy retaliation. Additionally we are still experimenting with tweaks to the initiative system. BG3 combat is much higher stakes than in DOS2.

Seems like a low level campaign is what they plan.
 

Elex

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Larian_NickPLarian 3 points 6 minutes ago
  • We’re planning to cover levels 1 through 10 in full release.
  • The features and mechanics that allow a character to perform an action as a reaction will trigger automatically. The players will be able to control which reactions they want to enable in anticipation of enemy actions. E.g. a wizard would disable their Attack of Opportunity but enable their Shield spell, which will be cast automatically whenever the wizard is targeted by an attack or Magic Missile spell.
  • In BG3 we’re going with the same action economy that 5e uses: a character generally can take one Action like attacking an enemy or casting a spell during their turn and move up to their Movement Speed for free. Additionally if they have a Bonus Action, they can do that too. Some classes get access to free additional attacks per turn.
  • Not like in Original Sin. BG is a different type of game when it comes to loot and item fever. We still want to make treasure exciting, though, and that means a lot of manual work.Treasure has to make sense in the context, and that means hand-placing and hand-creating it. There will be equipment with magical bonuses, but not many - they’ll feel special, and they'll be tailor made.
  • Verticality and larger scale of combat arenas help us make sure that covering the entire enemy team with AoE is extremely rare. Rushing into the fray is a risky play because if your plan doesn’t work out, you’ll be exposed to enemy retaliation. Additionally we are still experimenting with tweaks to the initiative system. BG3 combat is much higher stakes than in DOS2.

Seems like a low level campaign is what they plan.
1-10
They answered
 

Elex

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unknown.png
 

conan_edw

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Grab the Codex by the pussy Pathfinder: Wrath
On behalf of r/baldursgate and many longtime fans of the Baldur's Gate series, I have collected some of the most popular and frequently asked questions from the community (especially to support those unable to ask their questions in person). Hopefully this is not too overwhelming, but we greatly appreciate this opportunity to sate our curiosity and look forward to being involved with the development of the game through community feedback.





1. Reactions are a really important part of D&D 5e. A lot of classes have features that revolve around them, there are a ton of really important spells that are reactions (shield, counterspell, absorb elements, etc.). Are you making changes to the 5e reaction rules, and if so, how are you implementing these crucial features/spells?


While it’s not going to be in EA immediately, the features and mechanics that allow a character to perform an action as a reaction will trigger automatically. The players will be able to control which reactions they want to enable in anticipation of enemy actions. E.g. a wizard would disable their Attack of Opportunity but enable their Shield spell, which will be cast automatically whenever the wizard is targeted by an attack or Magic Missile spell.


2. Along those same lines, you have touted emulating the degree of player freedom offered in table top D&D, but there are a few core battle mechanics that have not been shown off. Will grappling be a battle mechanic? Can you ready an action such as an attack or spell? Will Extra Attack work the same way it does in 5e? Can you set spells (especially cantrips) to auto-cast every turn? Will ammunition and spell component mechanics be present?


We don’t have grappling, but we have shoving. Extra attack will work like in 5e (though a bit less limiting). You currently can’t actively ready an action, but you can select which one of your reactions can trigger during the enemy turn. We’re not doing auto-casting. Ammunition is there for things that are special ammo. Spell components are only present on spells that require expensive materials as a balancing tool.


3. In the demonstrated gameplay, many non-magical skills (dash, jump, etc.) had flashy visual effects attached to their use. Has there been consideration given to making mundane skills appear mundane and reserving fancier effects for spells and truly magical/supernatural abilities?


Yes – we actually started with a more mundane version that but it didn’t work that well and made it harder to read which is why to give it some extra flash.


4. There have been hints of other 5e sources being implemented into the game. Are you going to include material from Mordenkainen's Tome of Foes, Xanathar's Guide to Everything, and/or other player materials outside of the core material of the 5e Player's Handbook? Additionally, at full release, will all content of the PHB be represented (notably, (sub)classes and (sub)races)?


HB/MM/DMG are the base we are starting from but we are taking material from other books too.


5. What is your plan for magic items? Are you using the classic magic items from existing D&D source material and/or creating your own? Will we be able to design/craft our own magic items in-game?


We’re planning a mixture of magic items from published DnD materials and some homebrew items of similar complexity and power level.


6. You have mentioned that the scope of Baldur's Gate 3 is huge, but we do not have much to go off of. How many places will we be able to visit and explore? Will it only be a small part of the Sword Coast or can/could we venture off to places like Neverwinter or to the South to see Amn? Is it closer to an open world or will it be closer to D:OS 1/2 in that it is a large map that is sectioned into smaller areas?


The small portion of the adventure we’ve shown takes place many miles East of Baldur’s Gate, and the initial journey will take players along the banks of the river Chionthar, and surrounding wilderness and settlements, toward BG and the coast. You won’t be walking the whole way to BG in real-time, so there will be several large, open regions. Later, you’ll visit the city of Baldur’s Gate itself, of course. Other places I’m not going to spoil for you because discovery and exploration are part of the joy.


7. There has been a back and forth over the inclusion of Origin characters in Baldur's Gate 3. Namely how origin characters had much more interesting story/plot beats than player-made characters in Divinity: Original Sin 2. Do you have any plans in place to combat this and give player made characters more agency/story beats in Baldur's Gate 3?


This is our campaign, but it's absolutely your adventure. The small amount of gameplay we've shown so far, focused on one of our origin characters, but whether you roll a custom or origin character, the choices you make and the actions you take carry the same weight. In Baldur’s Gate 3, ‘origin characters’ are basically fully-fledged companions, that you can optionally play. BG 1 & 2 had companions with intricate, unique backstories and quests, and our origin system allows us to give you the choice of getting even closer to those stories by roleplaying as characters that also act as companions. Even if you’re not playing as an origin, you can explore their backstories and personal quests by having them in your party. Just as with a custom character, you’re still deciding how those characters behave, how their story unfolds, and how they interact with the world and the party.

Custom characters will see the world react to them based on their chosen race, class and background..Creating a character gives a sense of who you are, but the heart of the game’s reactivity is based on what you do after character creation.

A very practical example of how custom characters are tied to the story is the fact that the game identifies and recognises them as Baldurians. Given the importance of the city in the game (in its own way BG is very much one of the game’s protagonists -or antagonists depending on your perspective and how events unfold), making it the players’ home makes the place and the stakes you’re fighting for feel very personal. (It should be noted though that player characters from the Underdark or other places - githyanki and drow for example - have their own unique experiences and backstory in the world, as you’d expect).


8. Will all possible companions be available as Origin character options or will there be companions available only as NPCs?


We are trying to make all characters with backstory available as origin characters. Other than that, you will be able to recruit generic mercenaries and customize these. We’re also planning to allow you to build a custom party from the character creation screen though that most likely won’t be present in early access from the get go.


9. There have been concerns that some aspects of the game, from what has been seen, feel too clean and or feels too much like D:OS 1/2 (i.e. characters not having a certain air of grit or grime about them despite the circumstances) and does not fit the darker themes that have been a part of the Baldur's Gate series. Do you plan on addressing this as you continue to work the overall aesthetics throughout early access and into release?



Yes. We actually have an entire system in development for grit and grime that adapts to circumstance. But it’s not ready yet. When it comes to world and story we aim for a broad spectrum. It can get very very dark but there are also moments of brightness.



10. Writing and storytelling is a major point of contention in discussions surrounding Baldur's Gate 3. While there has been speculation about the plot, the player responses when interacting with other NPCs have been specifically noticed. Many agree that the first person, past tense style of the writing is jarring and breaks immersion. Is this the style you wish to continue forward with or is this still being worked on?


There’s several reasons we’re doing it this way. Of course there are story reasons but it also allows you to get closer to your character; their thoughts, their feelings and moments of introspection allowing you to truly understand their motivations. We’ve experimented with several styles when starting development but this was the one that at the end of the day stood out and we’re actually quite excited by what we can do with it. It turned out to be an excellent way of allowing players to tell their own story and role-play their character on a deeper level. I think it’s a wonderful tool for role-playing and story telling and when you’re playing it’s like you’re narrating your own adventure.


11. The demo gameplay demonstrated a very strong buff to bonus actions compared to the 5e rules. This seems to break or make other aspects of the game less desirable, especially when concerning the balance of classes. The Cunning Action from the Rogue class becomes largely invalidated when all classes can dash, disengage, or hide with a bonus actions. Is this an issue you are aware of or has there been something lost in translation and this is not an issue?


We’d like to allow the players to combo small common-sense bonus actions with full actions. From the mentioned Dash and Hide still require a full action while Disengage is merged with Jump as a bonus action. We are aware of the effect this has on Rogues and are looking into ways of keeping them appealing and viable.


12. When you mentioned that loot will be static, is that only for magical items or is that for all items? Following this, will all magical items be know upon finding them or will a player have to use the Identify spell or something similar to discover the magical qualities an item holds?


Identify is going to be in. And I did indeed mean magical items.


13. There has been concern about the team initiative showcased in the demo. Specifically with how this greatly favors whoever goes first and is able to Alpha Strike their enemy, which worries people that this will cause combat to be too one-sided. Is the plan to continue with Group initiative alone or do you plan on adding individual initiative as an option, at least for single player?


One of the big themes of BG3 is the focus on party over individuals. As we were trying to encourage more cooperation between party members in combat, we had the idea to let them share their turn for total tactical coherence. Additionally, it provides a more comfortable co-op experience.

The introduction of the common party turns naturally leads to the changes for the initiative system - we need to compare the initiative of groups of characters instead of individuals. We have considered several ways to do that, some more complex than others, and for EA we’re going with taking the highest initiative roll outcome in the party or NPC group.

We chose this way because we want to explore the mechanical subtheme of allowing the entire party to benefit from each member’s personal excellence in some area. The same way an eloquent Bard can lead their entire party through a tough dialogue check, a swift Rogue should be able to give their party the best shot at going first in combat. On top of that, this way of resolving team initiative opens the way for the player to scout out the enemy with the top initiative and neutralize them before entering the combat

However, all of that said, it is something we are still working on and experimenting with. If we find it doesn’t work as well as we hope, we’ll tinker with it. It’s one of the things we’ll figure out during Early Access.


14. How will Camp work in Multiplayer? Will we still be able to interact with each other?


We’ll demo multiplayer at a later stage, but the camp is certainly an important part of BG3.


15. The original Baldur's Gate games were somewhat of a departure from classic D&D in that they focused on a specific protagonist, while party members were more or less just tagging along. Will the story of Baldur's Gate 3 eventually grant special significance to the player character or is it purely a tale of a gang of adventurers who have been uniquely effected by the Illithid "tadpoles"?


Each avatar will be granted special significance and that significance will be based on player agency. There are many possible fates waiting for you.


16. It has been previously stated that Larian has been working with Wizards of the Coast to make Baldur's Gate 3 a close approximation of 5e. Will any of the new material created by Larian eventually he adopted by Wizards of the Coast in future source books (e.g races that are playable in Baldur's Gate 3 but are not official in 5e)? Did Wizards of the Coast encourage Larian to use materials not yet available to the public?


That’s really a question for WOTC.


17. And finally, less specifically about what has been seen so far: What makes Baldur's Gate for you, personally? What are its qualities that resonate with you?


I replayed BG1 & 2 when we started on this and the same things that stood out back then still stand out today: The sense of being on an epic quest with a party of interesting companions which I need to keep happy, the promise that there’s something to be discovered everywhere I go, the sense that I’m someone special in this world and make a difference and a lot of “oh that’s cool”. I think I appreciated it even more now than I did back in the days.
 

Xzar

Augur
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Mar 31, 2011
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Ukraine
So far so good in terms of direction. Modest de-dosification is happening at the moment. The need to work on tone is acknowledged.
 

Elex

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Oct 17, 2017
Messages
2,043
How will the short rest-long rest systems work in the game for hit dice, spell slots, items enchantments, and the like? Or will there be a different system in place for it?
To take a long rest the whole party needs to go to the camp and spend the night there. This will restore and reset any features normally tied to a long rest in 5e and also give the party a moment to reflect on recent events. A lot happens at the camp, more on that later!

For the short rest, we consider the peace time between combat encounters as taking a short rest.

so warlock and fighter will be pretty strong.
Will there be any connection between the story of Baldurs gate 1/2/tob and Baldurs gate 3?
We really don’t want to spoil anything but we wouldn’t call it Baldur’s Gate 3 if there wouldn’t be a link. Let me just say that we touch upon the story of BG 1 & 2 in meaningful ways, there are returning characters and what happened in BG 1/2/tob leads to what happens into BG3. You won’t necessarily see that at the start of the adventure but you will quickly understand once you get further into the game.
 

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