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Baldur's Gate Baldur's Gate 3 RELEASE THREAD

Late Bloomer

Scholar
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Apr 7, 2022
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fivjk3.png
 

cretin

Arcane
Douchebag!
Joined
Apr 20, 2019
Messages
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As if 2E was good.

My first edition was 3.5e. I played much less 2E and imo 2e is by far the best edition. Best kits, best settings, no number bloat...
Ive never played any TTRPG and dont really care for the elitism and slapfighting over editions, although I sometimes find it interesting to read about from a technical perspective.

Its particularly irrelevant in CRPG adaptions, to my mind. I appreciate BG3 a lot more than most dnd crpgs because for the first time in memory, you have a game where martials are actually FUN to play and strong instead of shit like BG2 where anything not an arcane or divine caster is either gimped or just not very interesting to use. Is this a result of 5e ruleset or is it a result of Larian caring to make the gameplay fun? I don't know and I don't think it matters much at the end of the day. I can scarcely imagine, for example, that BG3 would be a much better or much worse game if it were modded to use 2e or 3.5e or whatever else.
 

Litmanen

Educated
Joined
Feb 27, 2024
Messages
547
As if 2E was good.

My first edition was 3.5e. I played much less 2E and imo 2e is by far the best edition. Best kits, best settings, no number bloat...
Ive never played any TTRPG and dont really care for the elitism and slapfighting over editions, although I sometimes find it interesting to read about from a technical perspective.

Its particularly irrelevant in CRPG adaptions, to my mind. I appreciate BG3 a lot more than most dnd crpgs because for the first time in memory, you have a game where martials are actually FUN to play and strong instead of shit like BG2 where anything not an arcane or divine caster is either gimped or just not very interesting to use. Is this a result of 5e ruleset or is it a result of Larian caring to make the gameplay fun? I don't know and I don't think it matters much at the end of the day. I can scarcely imagine, for example, that BG3 would be a much better or much worse game if it were modded to use 2e or 3.5e or whatever else.
BG3 is fun but I disagree:

The fifth edition of DnD is made for players who want very strong characters right from the start and who can do two hundred things per turn, because with the previous editions they were getting bored of being 'normal' characters in the early levels, even risking, incredibly, to actually lose/die. I don't think it's a system that's much better than the previous ones. Certainly, a middle ground between 3.5 and 5 could be a wise solution.

But the fifth edition is really for kids who want an uber character.

Moreover, I played as a monk in the early Baldur's Gate games (I don't remember which of the two it was), and it was the character that stuck with me the most. In fact, I always try to recreate it in other games. In BG3, it does too many things and doesn't do any of them in a satisfying way. So, I disagree with the idea that it wasn't satisfying in the past.
 

ERYFKRAD

Barbarian
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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
The fifth edition of DnD is made for players who want very strong characters right from the start and who can do two hundred things per turn, because with the previous editions they were getting bored of being 'normal' characters in the early levels, even risking, incredibly, to actually lose/die. I don't think it's a system that's much better than the previous ones. Certainly, a middle ground between 3.5 and 5 could be a wise solution.
Gotta disagree bruv, it's lethal as earlier editions if your DM knows what he's doing.
 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
5,412
The fifth edition of DnD is made for players who want very strong characters right from the start and who can do two hundred things per turn, because with the previous editions they were getting bored of being 'normal' characters in the early levels, even risking, incredibly, to actually lose/die. I don't think it's a system that's much better than the previous ones. Certainly, a middle ground between 3.5 and 5 could be a wise solution.
Playing Icewind Dale 1 (2nd edition) is not that great early on, because you have very little you can do and it all comes down to getting a hit in. In Baldur's Gate 2 you start with a bunch of levels (on account of already being a seasoned adventurer) and you still have a lot of room still left for your characters to grow. So I do understand why 5th edition made the changes, even if they weren't perfect. Like you said; a middle ground between is the best option.
 

Cryomancer

Arcane
Glory to Ukraine
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because for the first time in memory, you have a game where martials are actually FUN to play and strong instead of shit like BG2 where anything not an arcane or divine caster is either gimped or just not very interesting to use

Yes, I agree that AD&D should have given martials mainly at mid and high level more love. But this doesn't means that AD&D is bad. In AD&D, your lv 1 charname is marginally better than a lv 0 commoner. Your lv 1 charname in 5e fells heroic. I honestly don't like it.

If you look retroclones, in Hyperborea, a single zombie can be a threat to a lv 1/2 character. I like it. I don't like when lv 1 nobodies can do heroic things.
 

BlackAdderBG

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Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Grab the Codex by the pussy Codex USB, 2014 Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
Fuck TT. New systems should had been developed for the cRPGs. Old D&D felt better to play as you focused mainly on spellcasters and had good mix of 2-3 characters in a party to be just frontliners and others to use crucial spells/abilities to support them.It made itemization better as the 'fighter" type had the more interesting choices when gearing. All the new systems that make every fucking character use 10 abilities every turn just for the sake of it is retarded. Playing Rogue Trader made me hate everybody that is promoting this "let the fighter be more engaging" crap. Old designers, intentionally or not, had it right- build you melee guy thru strong items and passives and your spell users thru casting and abilities.
 

Zed Duke of Banville

Dungeon Master
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"D&D 5th edition" attempts to compensate for the small number of party members by turning from heroic fantasy into the superhero genre, where all characters, regardless of class, quickly accrue various zany abilities, which however are arbitrarily limited to one use per battle, short rest, or long rest.

The single worst aspect is the limitation to 4 party members, given the inherent value to turn-based, tactical combat in having a larger number of characters for more class variety and tactical options.

There is the idiocy of the "short rest" mechanic, in which characters inexplicably recover half their hit points and certain abilities, by taking a quick break, which for some reason can only be performed twice in between a "long rest".

The concentration mechanic means that a large portion of spells (and non-spell abilities) are exclusive to each other, in that a caster can only have one spell/ability requiring concentration active at one time. This inevitably results in nearly all concentration spells/abilities being disregarded in favor of one or two that are most powerful for a given class and level.

Characters are nonsensically allowed to level up in any class, meaning a character can suddenly gain all sorts of abilities associated with another class by taking one level in it, which permits all sorts of overpowered, game-breaking combinations.

Baldur's Gate 3 and Solasta would both be much better games without suffering from the restrictions of "D&D 5th edition" --- especially Solasta, which did not actually have a license to use D&D but pointlessly imposed the rules on themselves anyway; they should simply have relied on a home-brewed combination of the six TSR editions of D&D/AD&D.
 

Cryomancer

Arcane
Glory to Ukraine
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Messages
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Frostfell
u focused mainly on spellcasters

The power of spellcasters in AD&D is very setting dependent.

A high level caster in Dark Sun AD&D :
  • Need to disguise his spells as psionics as casters are hated there, so no flashy spells like fireball
  • A single spell scroll is incredible rare and contrary to 3.5e, casters can't learn spells by leveling up, they need to find scrolls, a lv 13 preserver would be very lucky to have ONE tier 5/6 spell in his spellbook.
  • Reagents for spells also incredible rare
  • Preparing spells and gathering energy to prepare spells is not easy. Some classes like Shadow Wizards can die while preparing spells
  • d4 hit dice with a maximum of +2 con mod
  • (...)
Now, being a high level caster in Netheril? Cakewalk.
 

NaturallyCarnivorousSheep

Albanian Deliberator Kang
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Possibly Retarded
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Fuck TT. New systems should had been developed for the cRPGs. Old D&D felt better to play as you focused mainly on spellcasters and had good mix of 2-3 characters in a party to be just frontliners and others to use crucial spells/abilities to support them.It made itemization better as the 'fighter" type had the more interesting choices when gearing. All the new systems that make every fucking character use 10 abilities every turn just for the sake of it is retarded. Playing Rogue Trader made me hate everybody that is promoting this "let the fighter be more engaging" crap. Old designers, intentionally or not, had it right- build you melee guy thru strong items and passives and your spell users thru casting and abilities.

When he made it happen you denounced him
:whatisfun:
 

BlackAdderBG

Arcane
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Messages
3,237
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Little Vienna
Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Grab the Codex by the pussy Codex USB, 2014 Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
Fuck TT. New systems should had been developed for the cRPGs. Old D&D felt better to play as you focused mainly on spellcasters and had good mix of 2-3 characters in a party to be just frontliners and others to use crucial spells/abilities to support them.It made itemization better as the 'fighter" type had the more interesting choices when gearing. All the new systems that make every fucking character use 10 abilities every turn just for the sake of it is retarded. Playing Rogue Trader made me hate everybody that is promoting this "let the fighter be more engaging" crap. Old designers, intentionally or not, had it right- build you melee guy thru strong items and passives and your spell users thru casting and abilities.

When he made it happen you denounced him
:whatisfun:
Fake news, I liked the systems in first Pillars, unfortunately it was designed with rtwp in mind and that showed in the second Pillars when they tried turn based. That shit needed a lot more balancing and design work, but people cried (deservedly so ) about the balancing of the first game so much that he was scared to do it again and the sequel needed it way more.
 

goregasm

Scholar
Joined
Aug 19, 2016
Messages
200
"D&D 5th edition" attempts to compensate for the small number of party members by turning from heroic fantasy into the superhero genre, where all characters, regardless of class, quickly accrue various zany abilities, which however are arbitrarily limited to one use per battle, short rest, or long rest.

The single worst aspect is the limitation to 4 party members, given the inherent value to turn-based, tactical combat in having a larger number of characters for more class variety and tactical options.

There is the idiocy of the "short rest" mechanic, in which characters inexplicably recover half their hit points and certain abilities, by taking a quick break, which for some reason can only be performed twice in between a "long rest".

The concentration mechanic means that a large portion of spells (and non-spell abilities) are exclusive to each other, in that a caster can only have one spell/ability requiring concentration active at one time. This inevitably results in nearly all concentration spells/abilities being disregarded in favor of one or two that are most powerful for a given class and level.

Characters are nonsensically allowed to level up in any class, meaning a character can suddenly gain all sorts of abilities associated with another class by taking one level in it, which permits all sorts of overpowered, game-breaking combinations.

Baldur's Gate 3 and Solasta would both be much better games without suffering from the restrictions of "D&D 5th edition" --- especially Solasta, which did not actually have a license to use D&D but pointlessly imposed the rules on themselves anyway; they should simply have relied on a home-brewed combination of the six TSR editions of D&D/AD&D.
Full disclosure. I never played table top except for 1 time right after 5th edition came out at a local shop. Played 5th edition as a dwarf druid. Sat next to a full grown adult male in sweatpants who smelled like stale piss. (True story)

Anyway. I played almsot all of the classic crpgs, and some of the newer ones (not BG3)

Much prefer the one's based on stuff that is not 5th edition, be it BG 1-2, Dark Sun, Pillars, Pathfinder, StS, etc.

It just translates better imo and there is a certain difficulty in them that I appreciate personally.
 

scytheavatar

Scholar
Joined
Sep 22, 2016
Messages
682
The single worst aspect is the limitation to 4 party members, given the inherent value to turn-based, tactical combat in having a larger number of characters for more class variety and tactical options.

There is nothing stopping you from playing a 5/6 members party in 5E. The issue with having more than 4 members is that the power gain isn't just 25% with 1 more member, it's exponential cause like you said it gives more class variety and tactical options. Which means you will have much harder time challenging 5/6 member parties and devs can only respond by jacking up the power and quantity level of the enemies exponentially too. And you end up with situations like in the Owlcat Pathfinder games where combat is a drag and can take forever to finish. Smaller party size allows for more engaging gameplay cause not only it allows for less enemies, it also makes the issue of party composition a harder problem to solve. Which also encourages replayability and trying the game again with new composition.
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
58,269
I thought 2E was simple because it was still designed for tabletop, not vydia, and i always imagined having to roll the dice fifty thousand times in a single play session was likely kinda of boring.
 

MerchantKing

Learned
Joined
Jun 5, 2023
Messages
1,626
Looks like bear sex is the future

There have always been narrow hybridization zones between "subspecies" of animals and certain "species" (the terms are both arbitrary to a degree). The video's title is just hype and the speculation is retarded. The Brown Bear and Polar Bear happen to have adjacent and at times overlapping ranges and therefore there would naturally be a hybridization zone such as what can happen between certain species of monkeys or wolves and coyotes. However, the vast majority of members of such species or subspecies do not interact.
 

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