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Baldur's Gate Baldur's Gate 3 RELEASE THREAD

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
29,648
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
We're smart as fck! BG3 chads stay winning!!!!

https://www.whichbingo.co.uk/news/which-gamers-are-the-smartest/

s4DRuXG.jpeg
Lmao this nigger gloating about being bested by a monkey at iq games.
You must be a fifa player.
Nope
BG3
 

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,800
Insert Title Here Pathfinder: Wrath
I can’t even find words to describe how shit this game is
The combat is by far the best thing that happened with this game.

Reactivity. I think most people don't praise this enough.

I have been frankly quite impressed time and time again, specially by act one reactivity and detail. Characters react even to being pickpocketed - consistently. This is just one detail off course, but quite illustrative.

There are videos for instance of unique dialogues and interaction for stealing Lump's war horn before talking to him, or for stealing Mattis' "magic ring" before he tries to scam you(he will praise you as a "master thief" lol).

That the devs spent the time going through every nook and cranny and implementing voiced interactions for random mischief 0,001% of the players will even see in a playthrough is pretty damn great.
Yep.

Trying to completionism this game fried my brain.

Barely made it into Act 2
 

ColonelMace

Educated
Joined
Aug 7, 2023
Messages
158
Location
Tsarfat
Played twice and never made it past act 1. Not particularly aiming at 100% in any capacity mind you.
I like the engine and combat mechanics, even the visual harmony (when it's harmonious, that is), but the writing and hyper linear progression (despite the branchings) just doesn't cut it for me.
The game is too linear for storyfaggotry, and too slow and narrativist for proper hackin n slashin.
I admit I have never completed the first act of any 2010s Larian game.
Maybe they get amazing past these, but the general consensus I take from reading these threads claims the opposite, so I don't feel like I missed much.
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,481
Pillars of Eternity 2: Deadfire
I would not call this game linear. Particularly in Act 1. I mean, you can skip an entire large subsection/subchaper, if you wish. Hell, the game even tries to direct you into "pick one of 2 possible paths" choice.
Not many games offer such freedom of exploration, I feel.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,800
Insert Title Here Pathfinder: Wrath
Played twice and never made it past act 1. Not particularly aiming at 100% in any capacity mind you.
I like the engine and combat mechanics, even the visual harmony (when it's harmonious, that is), but the writing and hyper linear progression (despite the branchings) just doesn't cut it for me.
The game is too linear for storyfaggotry, and too slow and narrativist for proper hackin n slashin.
I admit I have never completed the first act of any 2010s Larian game.
Maybe they get amazing past these, but the general consensus I take from reading these threads claims the opposite, so I don't feel like I missed much.
Larian games are notorious for stopping skill progression halfway through (like certain MMOs I won't name), which makes it hard to get motivated to keep playing. D:OS II devolved for me into a constant gear-upgrading exercise at about the same time so I quit, which is probably fine with Larian already having my money. Theoretically BG3 classes/build keep progressing past that point but I guess combat felt kind of solved? Idk I was kind of mad when I found out how much content in the city itself was cut so didn't have much motivation to continue.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,800
Insert Title Here Pathfinder: Wrath
I would not call this game linear. Particularly in Act 1. I mean, you can skip an entire large subsection/subchaper, if you wish. Hell, the game even tries to direct you into "pick one of 2 possible paths" choice.
Not many games offer such freedom of exploration, I feel.
Too obviously suboptimal tho. Playing Pillars rn and you *have* to choose one of the paths in Defiance Bay. Less freedom in the abstract, more replayability in the event.
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,481
Pillars of Eternity 2: Deadfire
Played twice and never made it past act 1. Not particularly aiming at 100% in any capacity mind you.
I like the engine and combat mechanics, even the visual harmony (when it's harmonious, that is), but the writing and hyper linear progression (despite the branchings) just doesn't cut it for me.
The game is too linear for storyfaggotry, and too slow and narrativist for proper hackin n slashin.
I admit I have never completed the first act of any 2010s Larian game.
Maybe they get amazing past these, but the general consensus I take from reading these threads claims the opposite, so I don't feel like I missed much.
Larian games are notorious for stopping skill progression halfway through (like certain MMOs I won't name), which makes it hard to get motivated to keep playing. D:OS II devolved for me into a constant gear-upgrading exercise at about the same time so I quit, which is probably fine with Larian already having my money. Theoretically BG3 classes/build keep progressing past that point but I guess combat felt kind of solved? Idk I was kind of mad when I found out how much content in the city itself was cut so didn't have much motivation to continue.
Multiclass builds tend to mature pretty late in the game (since for a martial build you need at least 5 levels in primary class for the all-important 2nd attack).
 

Old Hans

Arcane
Joined
Oct 10, 2011
Messages
2,008
I can’t even find words to describe how shit this game is
The combat is by far the best thing that happened with this game.

Reactivity. I think most people don't praise this enough.

I have been frankly quite impressed time and time again, specially by act one reactivity and detail. Characters react even to being pickpocketed - consistently. This is just one detail off course, but quite illustrative.

There are videos for instance of unique dialogues and interaction for stealing Lump's war horn before talking to him, or for stealing Mattis' "magic ring" before he tries to scam you(he will praise you as a "master thief" lol).

That the devs spent the time going through every nook and cranny and implementing voiced interactions for random mischief 0,001% of the players will even see in a playthrough is pretty damn great.
act 1 is full of lots of interesting reactivity because it was in early access for years, which makes act 3 look like it was slapped together over a couple weekends
 

GloomFrost

Arcane
Joined
Dec 9, 2014
Messages
1,072
Location
Northern wastes
I can’t even find words to describe how shit this game is
The combat is by far the best thing that happened with this game.

Reactivity. I think most people don't praise this enough.

I have been frankly quite impressed time and time again, specially by act one reactivity and detail. Characters react even to being pickpocketed - consistently. This is just one detail off course, but quite illustrative.

There are videos for instance of unique dialogues and interaction for stealing Lump's war horn before talking to him, or for stealing Mattis' "magic ring" before he tries to scam you(he will praise you as a "master thief" lol).

That the devs spent the time going through every nook and cranny and implementing voiced interactions for random mischief 0,001% of the players will even see in a playthrough is pretty damn great.
act 1 is full of lots of interesting reactivity because it was in early access for years, which makes act 3 look like it was slapped together over a couple weekends
Also all the woke shit in Act 3 gets turned to 110%. Act 1 and 2 had some very cringe moments but for most part they were B-tier fantasy for horny teens. Act 3 on the other hand does not mess around. Again with good refuges and evil white people, even more purple hair on every female, tentacle porn, ugly drug queens etc etc etc you cant even sleep with female drow in the brothel. In the BROTHEL FFS!!!!! You can only talk to her. Honestly the only way to more or less enjoy BG3 is to mess around with builds, quest and reactivity in Act 1 and look around nicely designed Act 2.
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
16,607
Location
Frostfell
Anyone has a good step to step about how to write a mod for this game?

I want to make Shadow Mage from AD&D in this game, from Player's Option: Spells & Magic sourcebook, the Shadow mage does the following :
  • May memorize one additional spell of their specialty school per level. - Can be a additional spell slot
  • +15% bonus to learning checks for spells of their speciality school. - No risk of failing at learning spells in 5e, I would make so illusion, conjuration and necromancy spells learned from scrolls cost half of thecost
  • -15% penalty to learning checks for spells from any other school. - Same thing. increased learning cost
  • Gain an automatic spell of their speciality school whenever they gain a level. - Every mage gets spell on leveling up in 5e. No way to translate it from AD&D to 5e.
  • When inventing spells, if the spell belongs to their specialty school, it is treated as one level lower. - Spell research can't work in a CRPG.
  • Banned schools of Evocation and Abjuration wouldn't be easily implemented according to what I read.
What will be hard to adapt is that Shadow Mages enemies gain +2 in their saves for bright daylight or a continual light spell; no penalty for weak daylight, dusk or a light spell; -1 penalty for twilight, moonlight or lantern light; -2 weak moonlight or torchlight; -3 for candlelight or starlight; and finally a whopping -4 penalty for total darkness.

This can be better translated into 5e by giving buffs and debuffs to the caster DC depending on the caster exposure to light, but ideally the target should matter, not the caster. Otherwise, is too easy to exploit. Just cast darkness.

Implementing shades, from iwd and a homebrew shadowbolt cantrip could make the class pretty cool.

Any good tutorial so I can study and see if I can learn how to mod?
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,481
Pillars of Eternity 2: Deadfire
the only way to more or less enjoy BG3 is to mess around with builds
If only. Experimenting with builds is pretty limited. Everything is too tailored and straightforward. That’s my main gripe with 5e.
Well, the multiclassing options are actually rather decent, if not on Pathfinder or Deadfire level.

Problem is that you typically need somewhere around level 8-11 for a multiclass build to mature. And the prospect of needing to reach the late Act 2 / Act 3 again in order to just play around with a new build is, well... ugh...
 

Asymptotics

Novice
Patron
Joined
Jun 8, 2021
Messages
30
Strap Yourselves In
the only way to more or less enjoy BG3 is to mess around with builds
If only. Experimenting with builds is pretty limited. Everything is too tailored and straightforward. That’s my main gripe with 5e.
Well, the multiclassing options are actually rather decent, if not on Pathfinder or Deadfire level.

Problem is that you typically need somewhere around level 8-11 for a multiclass build to mature. And the prospect of needing to reach the late Act 2 / Act 3 again in order to just play around with a new build is, well... ugh...
By the time you make any "interesting" build work, you got so many broken items that just going 10-12 levels into a single class will feel basically the same. At the end of the day, most of the builds will just use the same few gimmicks of either stacking too many damage riders or using one of the status effect mechanics, like radiant orbs, reverberation or the bullshit that is arcane acuity - making your class choices large inconsequential.

Also on the topic of reactivity - it's just an illusion. Any path that branches of eventually goes back to the same main road. And a lot of the choices are actually just: be good and get good loot or be bad and get a bad story with bad loot and eventually go to the same boss fight regardless of your choices. Want to spend the game resisting the "guardians" influence and never use a single parasite? Go ahead, you're still getting forced into the narrative that you used all of them and now are ready for the next step of the transformation. Tell the guardian to fuck off every 5 seconds, never trusting him etc. - well well well, what a perfect segue for a sex scene with a fucking octopus.

The game did a great job providing a decent low level DnD experience, having a very polished act 1, where the choices made kinda seem like the game is reactive while in the context of act 1. For the average gamer who preorders slop like Veilguard, the beginning of this game was enough to convince them that it was GOTY (and maybe it was, not like the market is full of any decent games anyway.) But for any gamer who has half a brain and has spent years playing RPG games, this game becomes a joke once you get more than 8 magic items by level 4, while the game never actually provides enough of a challenge to throw so much broken shit at the player.

Also the game has no fucking good voices for a dwarf - 0/10, would not recommend.
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,481
Pillars of Eternity 2: Deadfire
At the end of the day, most of the builds will just use the same few gimmicks of either stacking too many damage riders
This shit is disabled in Honor mode :nocountryforshitposters:

or using one of the status effect mechanics, like radiant orbs, reverberation or the bullshit that is arcane acuity - making your class choices large inconsequential.
Fair, I guess. Too much, too early.
 

Hydro

Educated
Joined
Mar 30, 2024
Messages
427
the only way to more or less enjoy BG3 is to mess around with builds
If only. Experimenting with builds is pretty limited. Everything is too tailored and straightforward. That’s my main gripe with 5e.
Well, the multiclassing options are actually rather decent, if not on Pathfinder or Deadfire level.

Problem is that you typically need somewhere around level 8-11 for a multiclass build to mature. And the prospect of needing to reach the late Act 2 / Act 3 again in order to just play around with a new build is, well... ugh...
By the time you make any "interesting" build work, you got so many broken items that just going 10-12 levels into a single class will feel basically the same. At the end of the day, most of the builds will just use the same few gimmicks of either stacking too many damage riders or using one of the status effect mechanics, like radiant orbs, reverberation or the bullshit that is arcane acuity - making your class choices large inconsequential.

Also on the topic of reactivity - it's just an illusion. Any path that branches of eventually goes back to the same main road. And a lot of the choices are actually just: be good and get good loot or be bad and get a bad story with bad loot and eventually go to the same boss fight regardless of your choices. Want to spend the game resisting the "guardians" influence and never use a single parasite? Go ahead, you're still getting forced into the narrative that you used all of them and now are ready for the next step of the transformation. Tell the guardian to fuck off every 5 seconds, never trusting him etc. - well well well, what a perfect segue for a sex scene with a fucking octopus.

The game did a great job providing a decent low level DnD experience, having a very polished act 1, where the choices made kinda seem like the game is reactive while in the context of act 1. For the average gamer who preorders slop like Veilguard, the beginning of this game was enough to convince them that it was GOTY (and maybe it was, not like the market is full of any decent games anyway.) But for any gamer who has half a brain and has spent years playing RPG games, this game becomes a joke once you get more than 8 magic items by level 4, while the game never actually provides enough of a challenge to throw so much broken shit at the player.
Very true.

Also the game has no fucking good voices for a dwarf - 0/10, would not recommend.
Not only dwarves, most of the appearances choices available sound and look Critical Role — hip modern Californian garbage.
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
16,607
Location
Frostfell
you typically need somewhere around level 8-11 for a multiclass build to mature. And the prospect of needing to reach the late Act 2 / Act 3 again in order to just play around with a new build is, well... ugh...

I have a save at end of chapter 1 at lv 7 with about 40% of the XP bar. Can send via message if you want. But here is a guide on how to get lv 8 in act 1. So you can make a save and use it to replay multiclasses in act 2/3.

 

Asymptotics

Novice
Patron
Joined
Jun 8, 2021
Messages
30
Strap Yourselves In
This shit is disabled in Honor mode :nocountryforshitposters:
I just meant that stacking multiple sources of damage riders will be a build archetype by end game. Honor mode just removes the "feature" that made some damage riders act like new damage sources. But now that I think of it, maybe this is not that build defining on honor mode.
 

Barbarian

Arcane
Joined
Jun 7, 2015
Messages
8,035
the only way to more or less enjoy BG3 is to mess around with builds
If only. Experimenting with builds is pretty limited. Everything is too tailored and straightforward. That’s my main gripe with 5e.

I have actually grown to like 5e for it. 3.5 had such bloat with endless list of feats and class features at high levels. 5e with its concise class features and feats(or asi) every 4 levels provides objectivity.

I remember for instance sheets from famous characters in past editions. Drizzt had levels in ranger, barbarian, cleric, fighter and rogue. I mean wtf?

Archetypes in roleplaying exist for a reason and you should embrace one, specially one with flaws and weaknesses. Not a super-duper awsum mega-chump with levels in 6 classes and 30 feats to his name.
 

Cael

Arcane
Possibly Retarded
Joined
Nov 1, 2017
Messages
21,788
the only way to more or less enjoy BG3 is to mess around with builds
If only. Experimenting with builds is pretty limited. Everything is too tailored and straightforward. That’s my main gripe with 5e.

I have actually grown to like 5e for it. 3.5 had such bloat with endless list of feats and class features at high levels. 5e with its concise class features and feats(or asi) every 4 levels provides objectivity.

I remember for instance sheets from famous characters in past editions. Drizzt had levels in ranger, barbarian, cleric, fighter and rogue. I mean wtf?

Archetypes in roleplaying exist for a reason and you should embrace one, specially one with flaws and weaknesses. Not a super-duper awsum mega-chump with levels in 6 classes and 30 feats to his name.
Driz'zt was Barb 1/Rogue 1/ Fighter 10/Ranger 6. It matched his story in the Dark Elf Trilogy.

3.5 is the only system that allowed you to play as Wolverine, Captain America, Thor or any character you want if you know the system well enough. It rewarded knowledge and research. 4e and 5e is for MMO noobs.
 

Barbarian

Arcane
Joined
Jun 7, 2015
Messages
8,035
Honour mode still has lots of cheese available, but if you restrict your builds a bit and use mods, there's potential

Yes, you kind of need to restrict yourself. Specially in regards to Larian trademark cheese(e.g: barrelmancy).

There is just something very sad about having your character carrying 10 barrels of smokepowder, placing them around a non-hostile character(with no reaction from said character) and just blowing him up. Or just using metagaming knowledge to rig up entire areas of the game before fights.

I was guilty of that in the Raphael fight btw, not in my next playthrough.

the only way to more or less enjoy BG3 is to mess around with builds
If only. Experimenting with builds is pretty limited. Everything is too tailored and straightforward. That’s my main gripe with 5e.

I have actually grown to like 5e for it. 3.5 had such bloat with endless list of feats and class features at high levels. 5e with its concise class features and feats(or asi) every 4 levels provides objectivity.

I remember for instance sheets from famous characters in past editions. Drizzt had levels in ranger, barbarian, cleric, fighter and rogue. I mean wtf?

Archetypes in roleplaying exist for a reason and you should embrace one, specially one with flaws and weaknesses. Not a super-duper awsum mega-chump with levels in 6 classes and 30 feats to his name.
Driz'zt was Barb 1/Rogue 1/ Fighter 10/Ranger 6. It matched his story in the Dark Elf Trilogy.

In 5e he would have a more sensible build, perhaps as a fighter who switched over to ranger levels and took tailored feats to represent the particulars of surviving in the underdark. Or perhaps just a pure class ranger period.

I don't think multiclassing more than 2 classes should even be allowed. I think the restrictions in early editions(regarding multiclassing and dual classing) made absolute sense.
 

Cael

Arcane
Possibly Retarded
Joined
Nov 1, 2017
Messages
21,788
Honour mode still has lots of cheese available, but if you restrict your builds a bit and use mods, there's potential

Yes, you kind of need to restrict yourself. Specially in regards to Larian trademark cheese(e.g: barrelmancy).

There is just something very sad about having your character carrying 10 barrels of smokepowder, placing them around a non-hostile character(with no reaction from said character) and just blowing him up. Or just using metagaming knowledge to rig up entire areas of the game before fights.

the only way to more or less enjoy BG3 is to mess around with builds
If only. Experimenting with builds is pretty limited. Everything is too tailored and straightforward. That’s my main gripe with 5e.

I have actually grown to like 5e for it. 3.5 had such bloat with endless list of feats and class features at high levels. 5e with its concise class features and feats(or asi) every 4 levels provides objectivity.

I remember for instance sheets from famous characters in past editions. Drizzt had levels in ranger, barbarian, cleric, fighter and rogue. I mean wtf?

Archetypes in roleplaying exist for a reason and you should embrace one, specially one with flaws and weaknesses. Not a super-duper awsum mega-chump with levels in 6 classes and 30 feats to his name.
Driz'zt was Barb 1/Rogue 1/ Fighter 10/Ranger 6. It matched his story in the Dark Elf Trilogy.

In 5e he would have a more sensible build, perhaps as a fighter who switched over to ranger levels and took tailored feats to represent the particulars of surviving in the underdark.

I don't think multiclassing more than 2 classes should even be allowed. I think the restrictions in early editions(regarding multiclassing and dual classing) made absolute sense.
His base was 10 levels of Fighter. He developed an alter ego that goes berserk (Barb 1) and he was very good at striking from stealth (Rogue 1; Sneak Attack). Then, he met Montolio and the rest is history.
 

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