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General Tabletop Discussion
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What innovative elements from Baldur's Gate 3 would you like to see implimented in 2024 D&D?
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<blockquote data-quote="TheSword" data-source="post: 9100639" data-attributes="member: 6879661"><p>The weapon powers as actions and bonus action are very good and could probably be ported across like for like.</p><p></p><p>I really like the way inspiration is handled based on background and being stackable. I would like to see that in the game.</p><p></p><p>The herbalism is interesting to me. Seemed like quite a simple crafting mechanic. Give characters with Survival or Nature a chance to find herbs as they are in wilderness settings.</p><p></p><p>I liked the way having guidance in the party was automated. I kinda don’t mind players being assumption on that as long as the PC is willing. Speeds things up.</p><p></p><p>I really liked the way locks and disarming packs worked. Being able to consume the pack on a re-try is quite elegant and I would happily see that ported across.</p><p></p><p>I was skeptical by the rest mechanics but I must admit the short rest twice between long rests is very convenient. Also like the idea of not being able to long rest in a dungeon. The camp was a little elaborate for my tastes though.</p><p></p><p>I’d stay away from the race rules. They felt distinctly mediocre, felt very watered down, and in many cases irrelevant... pike proficiency?!</p><p></p><p>I definitely wouldn’t bring across the gratuitous sex and nudity and purile sense of humour though. I’ve no desire to a DnD version of the smutty 1970’s soft porn comedies. No ‘Confessions of an Adventurer’ thankyou. But I guess each to their own. Someone clearly thought it was a good idea.</p></blockquote><p></p>
[QUOTE="TheSword, post: 9100639, member: 6879661"] The weapon powers as actions and bonus action are very good and could probably be ported across like for like. I really like the way inspiration is handled based on background and being stackable. I would like to see that in the game. The herbalism is interesting to me. Seemed like quite a simple crafting mechanic. Give characters with Survival or Nature a chance to find herbs as they are in wilderness settings. I liked the way having guidance in the party was automated. I kinda don’t mind players being assumption on that as long as the PC is willing. Speeds things up. I really liked the way locks and disarming packs worked. Being able to consume the pack on a re-try is quite elegant and I would happily see that ported across. I was skeptical by the rest mechanics but I must admit the short rest twice between long rests is very convenient. Also like the idea of not being able to long rest in a dungeon. The camp was a little elaborate for my tastes though. I’d stay away from the race rules. They felt distinctly mediocre, felt very watered down, and in many cases irrelevant... pike proficiency?! I definitely wouldn’t bring across the gratuitous sex and nudity and purile sense of humour though. I’ve no desire to a DnD version of the smutty 1970’s soft porn comedies. No ‘Confessions of an Adventurer’ thankyou. But I guess each to their own. Someone clearly thought it was a good idea. [/QUOTE]
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Community
General Tabletop Discussion
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What innovative elements from Baldur's Gate 3 would you like to see implimented in 2024 D&D?
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