rusty_shackleford
Arcane
- Joined
- Jan 14, 2018
- Messages
- 50,754
the arbitrary inventory slot constraints that exist solely to make the game worse
You can read something here, but the best thing would be to commit an irreprehensible crime and download the Player's Handbook pdf.I found something that gives a very VERY basic rundown of the 5e archetypes. Kensei is a monk now? That was one of my favorite classes in BG2 but I have a feeling I wouldn't like the 5e version. Here's the list I'm looking at. It's kind of shit in that it doesn't really tell you anything about modifiers or abilities: https://www.tribality.com/2019/01/1...classes-ideal-to-show-to-your-players-part-2/
edit: Sun Soul sounds like the weeb dbz fan's ultimate class. That does sound kind of fun. Who doesn't like shooting kamehamehas?
edit2: No bow focused archetype for Rangers? Gay.
https://plato.stanford.edu/entries/liberty-positive-negative/This question is framed incorrectly. It should be:
What are the features with the addition of which a game cannot be a part of the "Baldur's Gate" line of games?
The answer is "aesthetics imported straight from an unrelated line of Divinity: Original Sin games".
Baldur's Gate III will in all likelihood be a very enjoyable game. It will in all likelihood feature numerous homages and references to the first two games. However, it will be regarded historically as the natural continuation of not Baldur's Gate, but the Divinity Original Sin series.
Sometimes, hidden among the jungle of shitpost, you can find truly amazing posts. These are some of the aspects and feelings of Baldur's Gate that I will cherish forever.For me it's more than D&D, isometric and RTwP. You are in a horrible dungeon where your enemy tortures his followers , the atmosphere is real, this is shit, but then Minsc starts talking about kicking evil in the butt and you feel happy. Finding a Lich in a tabern, a dragon that kills your party at the beginning of the game just because you decided to explore. The fucking music. The writing (which sometimes can be really silly, but not when it matters, for example the dreams). The quests ...gods! not knowing where will they take you. The party whining for your decisions, fighting each other, you don't brainwash them like Shepard in Mass effect, they won't agree to do things that are against their wishes, they leave you, and thus they feel real and you care about them.
A world that is there not for you, you are just in the world like everyone else. It's probable that you will miss tons of stuff and the game won't force you to find them. And that is what it makes it feel real. That excitement when you get your party and think "ok where do we go?" knowing that you are able to go wherever the hell you want.
Ah... bah, I could go on for ages, but yes, it's the sum of tiny infinite elements that end up builiding a compelling not forced "save the world" story with unforgettable characters and a world you WANT to explore.
It's like when I played PS:T and expected to see Minsc at any moment.Along with some of the suggestions already made, (2-D isometric, party based, adapted D&D ruleset etc.) another vote for aesthetic here.
When I look at BG3 I instantly assume I'm playing in Rivellon. They made Divinity TDKS look as such, DOS 1 look as such, DOS 2 look as such. Why the fuck would they now expect anyone who's not been locked up getting bummed in David Gaider's "fun closet" for 20 odd years to suddenly buy into the aesthetics for BG3 being set in BG's world?
I'm a big Dragon Age:Origins fan and see it as a spiritual successor to BG, but it set off on it's own path so I could buy into some of the more dramatic modernizations. Even if they were shit I wasn't trying to find the BG in there.
With BG3 however I'm drawn out the vibe nearly every other second, wondering who has what connection to stuff like the Dragon Knights etc exist.
It's bollocks.
It has something to do with what Sawyer explained about capturing AD&D art feeling - about mundane people put into fantasy and facing mythical challenges. BG1 captures that, both in looks and the fact that in the end you fight a powerful fighter, wizard, some dude who betrayed everyone, and ogre who killed the wife of one of your potential companions. The isometry actually works well for this because you can see how insignificant your party is compared to the world around them. I think BG1 did it better than BG2, even though BG2 is better in many ways. IWD1 also did this well.
"Classic western fantasy" more or less.When I hear 'Baldurs Gate' I think of isometric, brown, archetypal DnD party adventure.
See the post above yours.I don't see option for "Bioware circa 2000" on poll.
Series was finished with Throne of Baal and no amount of copying of features or giving "sequels" name of series or character cameos will change that.
That's actually what they seemed to be going for with DOS2 art style. When I saw chargen screen I immediately thought of this one DnD cover artist (I don't remember the name) that really liked his shiny cabochons.It has something to do with what Sawyer explained about capturing AD&D art feeling
I feel like I played different versions of BG1/BG2 than the rest of you guys.- the writing (mainly just put this here to point out that Larian's writing is terrible and doesn't fit BG)
I feel like I played different versions of BG1/BG2 than the rest of you guys.
For me it's more than D&D, isometric and RTwP. You are in a horrible dungeon where your enemy tortures his followers , the atmosphere is real, this is shit, but then Minsc starts talking about kicking evil in the butt and you feel happy. Finding a Lich in a tabern, a dragon that kills your party at the beginning of the game just because you decided to explore. The fucking music. The writing (which sometimes can be really silly, but not when it matters, for example the dreams). The quests ...gods! not knowing where will they take you. The party whining for your decisions, fighting each other, you don't brainwash them like Shepard in Mass effect, they won't agree to do things that are against their wishes, they leave you, and thus they feel real and you care about them.
A world that is there not for you, you are just in the world like everyone else. It's probable that you will miss tons of stuff and the game won't force you to find them. And that is what it makes it feel real. That excitement when you get your party and think "ok where do we go?" knowing that you are able to go wherever the hell you want.
Ah... bah, I could go on for ages, but yes, it's the sum of tiny infinite elements that end up builiding a compelling not forced "save the world" story with unforgettable characters and a world you WANT to explore.
You only played BG2?non-existent exploration
In fact I have only finished BG1, I abandoned BG2 after a couple of hours because it felt like the same old shit but more linear.You only played BG2?non-existent exploration
Minsc has funny catchphrases and he is a perfect example of a proper PnP character. I have been playing for 17 years now and 90% of the characters that I have seen were made for shits and giggles.I feel like I played different versions of BG1/BG2 than the rest of you guys.
I don't think anyone has ever claimed every aspect of the writing was top tier. Jan and Minsc are both horrible
I thought exploration was pretty interesting once you start going into directions and maps where no one asked you to go in the first place, and well, explore on your own.In fact I have only finished BG1, I abandoned BG2 after a couple of hours because it felt like the same old shit but more linear.You only played BG2?non-existent exploration
Dispelling fog of war from empty maps does not make compelling exploration to me.