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<blockquote data-quote="Var" data-source="post: 8014027" data-attributes="member: 7022819"><p>All good points.</p><p>Stretches of DOS2 were littered with pretty boring trash mob fights (the cave system in western Act2 comes to mind), wasn't the most enjoyable thing to slog through.</p><p>Verticality is going to be interesting with jumps being available per default, but far ranging reposition abilities like DOS' Teleport, Phoenix Dive etc being very limited, costly and unavailable till the mid game in the form of Dimension Door. Same for ranged opponents, they do exist and a lot of DnD creatures have the means to attack you at range, but it's a lot less than in DOS2. Kiting and control options are also less common, but do exist. Something like high ground or a simple Grease Spell will likely have relative high impact, with opponents being unable to focus a single target or reach the backline in numbers to threaten archers, wizards and other backliners.</p><p></p><p>Heavy Armor has a STR requirement and the oversized bow from Dragon Heist is one of the few other examples. I'm very happy with the 5E system tbh, everyone can put on Plate and pick up a Maul. But your're barely able to move in them without meeting the STR requirements and Proficiency and have trouble hitting/doing damage. There's a beauty in allowing the Sorcerer to clank around with an AC of 20 at snail speed unable to cast Spells, because he totally could. Most games have stat restrictions to limit balancing concerns with stat boni on gear, 5E Rules don't have that problem so I'm completely fine with letting the 8STR Bard carry a greatsword he is incapable of wielding competently, eating up a good chunk of his carrying capacity.</p><p>This being a game I don't think ladders and ropes will count as climbing. I'd guess Athletics comes up in the form of gaps simply too wide to jump across with a 10 STR Character or when Athletics Proficiency/Climbing Speed/Spiderclimb Spell being active is required to try and interact with some scenery. Jumping usually doesn't involve a roll, that also means you don't have to deal with designing something for a failure. When a check is required, i.e. for climbing a steep wall, how'd you handle the possibility of failure? Small HP damage and allow further attempts till success? Only one attempt and the foothold crumbles on a failure? Mix and match passive stat/proficiency checks and rolls? That's going to be interesting to see in action later this week.</p><p></p><p>Would be great If BG3 does away with the usual "you can loot anything!" RPG madness. I'm all for post battle loot screens and non interactive silver plates. Scrambling around for every last coin during a game's early game Kills immersion for me. Don't make me collect every scrap just because I can and it's better to do it. Just make the wealth available by immersive means rather than petty burglary.</p><p></p><p>Which brings me to pickpocketing. Totally fine with it any RPG, steal that key without anyone noticing - if you have a sneaky guy who can pull it off, neat. Rob every NPC of their purse and pants though? Players think they want to have that option because it's somehow standard now. Why would the 3rd Level Rogue still roam the streets to rob the townsfolk though. A heist sidequest? Great. Pickpocketing the arms merchant for gear? Oh gawd why is that a thing in RPGs, DOS2 is marvelous example on how to not do it. Gating ability progression behind Skillbooks isn't my personal favorite either.</p><p></p><p>Giving player's a way to mess with an RPGs economy by stealing stuff is fortunately tied to incremental gear progression and more granular stat systems. Here's hoping there won't be magic items to buy/steal at every corner in BG3.</p></blockquote><p></p>
[QUOTE="Var, post: 8014027, member: 7022819"] All good points. Stretches of DOS2 were littered with pretty boring trash mob fights (the cave system in western Act2 comes to mind), wasn't the most enjoyable thing to slog through. Verticality is going to be interesting with jumps being available per default, but far ranging reposition abilities like DOS' Teleport, Phoenix Dive etc being very limited, costly and unavailable till the mid game in the form of Dimension Door. Same for ranged opponents, they do exist and a lot of DnD creatures have the means to attack you at range, but it's a lot less than in DOS2. Kiting and control options are also less common, but do exist. Something like high ground or a simple Grease Spell will likely have relative high impact, with opponents being unable to focus a single target or reach the backline in numbers to threaten archers, wizards and other backliners. Heavy Armor has a STR requirement and the oversized bow from Dragon Heist is one of the few other examples. I'm very happy with the 5E system tbh, everyone can put on Plate and pick up a Maul. But your're barely able to move in them without meeting the STR requirements and Proficiency and have trouble hitting/doing damage. There's a beauty in allowing the Sorcerer to clank around with an AC of 20 at snail speed unable to cast Spells, because he totally could. Most games have stat restrictions to limit balancing concerns with stat boni on gear, 5E Rules don't have that problem so I'm completely fine with letting the 8STR Bard carry a greatsword he is incapable of wielding competently, eating up a good chunk of his carrying capacity. This being a game I don't think ladders and ropes will count as climbing. I'd guess Athletics comes up in the form of gaps simply too wide to jump across with a 10 STR Character or when Athletics Proficiency/Climbing Speed/Spiderclimb Spell being active is required to try and interact with some scenery. Jumping usually doesn't involve a roll, that also means you don't have to deal with designing something for a failure. When a check is required, i.e. for climbing a steep wall, how'd you handle the possibility of failure? Small HP damage and allow further attempts till success? Only one attempt and the foothold crumbles on a failure? Mix and match passive stat/proficiency checks and rolls? That's going to be interesting to see in action later this week. Would be great If BG3 does away with the usual "you can loot anything!" RPG madness. I'm all for post battle loot screens and non interactive silver plates. Scrambling around for every last coin during a game's early game Kills immersion for me. Don't make me collect every scrap just because I can and it's better to do it. Just make the wealth available by immersive means rather than petty burglary. Which brings me to pickpocketing. Totally fine with it any RPG, steal that key without anyone noticing - if you have a sneaky guy who can pull it off, neat. Rob every NPC of their purse and pants though? Players think they want to have that option because it's somehow standard now. Why would the 3rd Level Rogue still roam the streets to rob the townsfolk though. A heist sidequest? Great. Pickpocketing the arms merchant for gear? Oh gawd why is that a thing in RPGs, DOS2 is marvelous example on how to not do it. Gating ability progression behind Skillbooks isn't my personal favorite either. Giving player's a way to mess with an RPGs economy by stealing stuff is fortunately tied to incremental gear progression and more granular stat systems. Here's hoping there won't be magic items to buy/steal at every corner in BG3. [/QUOTE]
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