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-   -   Baldur's Gate 3 - 15 Reasons why it could be big (https://www.rpgwatch.com/forums/showthread.php?t=46933)

HiddenX February 7th, 2021 13:12

Baldur's Gate 3 - 15 Reasons why it could be big
 
GamingBolt thinks Baldur's Gate 3 could be the biggest RPG of 2021:

Quote:

Baldur's Gate 3 - 15 Reasons Why It May Be One of the Biggest RPGs of 2021

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There's been a lot of talk about role-playing games as of late - which ones will be the biggest, most epic and feature-packed. With the launch of Baldur's Gate 3 into early access last year and its progress ever since, it's becoming more and more obvious that Larian Studios has something unique to offer. But how might it be one of the biggest RPGs of the year? Let's take a look at 15 main reasons.

More information.

Couchpotato February 7th, 2021 13:16

How can it be the biggest RPG of 2021 if it probably wont even release this year?:p

Gwendo February 7th, 2021 13:49

I've played a couple hours and never touched it again.

Somewhat disapointing. I think the D&D rules took out the fun from their Divinity battle engine. The toned down elemental fireworks are welcome, but that severe limitation on spells we can cast before resting, is really annoying. There a lot of spells that I won't simply use, because of that limitation. So combat will mostly be boring, with simple attacks whjile saving interesting spells for latter, just in case they're needed (something that usually happens in other games with potions, where I almost never consume any, just in case I need them later).

It's still EA, so I won't comment too much about the story, but so far, it's not engaging enough. I would like to explore combat a little more before giving it a final veredict, but there's very little opportunities for combat in the first hours of the game.

It's a disapointment for me, not because it's a bad game, but because it feels a clear step down from their previous work.
Let's just hope that BG fans will enjoy it (which I doubt, as they're used to real time combat with pause), so that the game won't be a failure and LS can go back to do what it does best, with another divinity game or at least any other RPG with turn based combat, free from D&D's schackles.

HiddenX February 7th, 2021 14:04

I think they should use the D&D rules - it is called Baldur's Gate 3, not Divinity: Original Sin 3.

Redglyph February 7th, 2021 14:59

Quote:

Originally Posted by Couchpotato (Post 1061631713)
How can it be the biggest RPG of 2021 if it probably wont even release this year?:p

They'll have to settle for Biggest RPG of All Time ;)

Quote:

Originally Posted by Gwendo (Post 1061631715)
Somewhat disapointing. I think the D&D rules took out the fun from their Divinity battle engine. The toned down elemental fireworks are welcome, but that severe limitation on spells we can cast before resting, is really annoying. There a lot of spells that I won't simply use, because of that limitation. So combat will mostly be boring, with simple attacks whjile saving interesting spells for latter, just in case they're needed (something that usually happens in other games with potions, where I almost never consume any, just in case I need them later).

D&D combat is much more strategic and rewarding, in comparison Larian had a more loose approach to give as much freedom as possible, but party members ending up overlapping one another. Still, they tweaked the D&D rules to simplify the combat a little bit. It may not be your preferred style, but it's in no way boring.

Quote:

Originally Posted by Gwendo (Post 1061631715)
It's still EA, so I won't comment too much about the story, but so far, it's not engaging enough. I would like to explore combat a little more before giving it a final veredict, but there's very little opportunities for combat in the first hours of the game.

What would make the story more engaging? When compared to D:OS2, for example, I found they took a very similar approach.

596 characters and 45980 lines of (very well voice-acted) lines of dialog, a simple yet motivating starting plot that quickly develops and branches out, multiple and significant choices & consequences, the whole being set into rich D&D lore… Maybe you just don't like the D&D part, which is of course perfectly fine - to each their own. But honestly, I can hardly see how they could do better. It's a magnitude order greater than their previous title.

As for combat, you have a few ones directly on the Nautiloid, then immediately after the crash, North near and in the crypt (where you meet Shadowheart), a little further NW to free Lae'zel, and W then N the druid grove. If you follow that path, you should get some good opportunities. It's actually hard to go very far without seeing some action, once you get there.

Quote:

Originally Posted by Gwendo (Post 1061631715)
It's a disapointment for me, not because it's a bad game, but because it feels a clear step down from their previous work.
Let's just hope that BG fans will enjoy it (which I doubt, as they're used to real time combat with pause), so that the game won't be a failure and LS can go back to do what it does best, with another divinity game or at least any other RPG with turn based combat, free from D&D's schackles.

That's probably the only and main issue. I wouldn't say a step down since all the features have been improved, but they made an in-between choice that may potentially not satisfy D:OS fans, nor D&D fans.

As I use to say, try to forget about D:OS and see the game for what it is, with a fresh look and an open mind. Combat is more restrictive but that makes for more demanding strategy, and more diversified characters. There's still a lot of fun to it.

Couchpotato February 7th, 2021 15:24

Quote:

Originally Posted by Redglyph (Post 1061631719)
They'll have to settle for Biggest RPG of All Time ;)

Well…You know it will be mentioned on top lists for the next 20-30 years at least. I whole heartily look forward to the debates how it's better then most modern RPGs as well.:p

korynael February 7th, 2021 16:59

I'm not in the Early Access, so maybe this gripe about the game has since been corrected, but when I looked into the game, they weren't even really using the correct combat system for D&D… It looked more like an ACTION POINT hybrid from their DOS games, and that is NOT what I want, nor is that what is being pitched… I actually want a D&D game, a successor (if you will) to something like the TEMPLE OF ELEMENTAL EVIL computer game, that truly used the D&D combat system CORRECTLY… Now given this gripe, I will look into it again, but if I see ACTION POINTS, I will immediately dismiss this game… There is a MOVE and an ACTION (and bonus actions). There is no ACTION POINT pool in D&D… Make a D&D game, as promised, or STOP trying to lure us in expecting a D&D game, and have your game ending up being DOS 3…

wolfgrimdark February 7th, 2021 18:00

I have a 100 hours into EA and have played through the content 3 times. One of the best, most engaging, and fun games I have played in a long time and to really drive home how good this game is - I say that when this is a turn based game and I tend to loath turn based combat. But the game is so good it overcomes my dislike of TB combat.

Fantastic companions, tons of hidden content, many layers to dialogue and quest options, really fun and engaging combat even if turn based, wonderful visuals and graphics.

My only gripe is complaints from users about followers need to be more friendly and should worship the almighty player character … that they will change it too much. Or change other aspects to appease the masses.

Pladio February 7th, 2021 18:03

Quote:

Originally Posted by korynael (Post 1061631725)
I'm not in the Early Access, so maybe this gripe about the game has since been corrected, but when I looked into the game, they weren't even really using the correct combat system for D&D… It looked more like an ACTION POINT hybrid from their DOS games, and that is NOT what I want, nor is that what is being pitched… I actually want a D&D game, a successor (if you will) to something like the TEMPLE OF ELEMENTAL EVIL computer game, that truly used the D&D combat system CORRECTLY… Now given this gripe, I will look into it again, but if I see ACTION POINTS, I will immediately dismiss this game… There is a MOVE and an ACTION (and bonus actions). There is no ACTION POINT pool in D&D… Make a D&D game, as promised, or STOP trying to lure us in expecting a D&D game, and have your game ending up being DOS 3…

I think you've not looked at the game correctly.
It doesn't have action points.

Sent from my SM-G975F using Tapatalk

Couchpotato February 7th, 2021 18:06

Personally I stopped caring about things I don't like about the game. As I have a handy little thing called a cheat trainer that allows me to edit and cheat to my hearts content.

Carnifex February 7th, 2021 18:26

It simply must use the AD&D rule set, imo. After how disappointing the second Original Sin was, I'm hoping for something completely unlike that, and far more like the original Baldur's Gate. This time I'm going to be more certain before I simply plop monies down in advance, lesson learned!

TheSHEEEP February 7th, 2021 18:46

Quote:

Originally Posted by Gwendo (Post 1061631715)
Somewhat disapointing. I think the D&D rules took out the fun from their Divinity battle engine. The toned down elemental fireworks are welcome, but that severe limitation on spells we can cast before resting, is really annoying. There a lot of spells that I won't simply use, because of that limitation. So combat will mostly be boring, with simple attacks whjile saving interesting spells for latter, just in case they're needed (something that usually happens in other games with potions, where I almost never consume any, just in case I need them later).

That phenomenon is only a problem in games that are too easy.
If you can't win without using at least some of your limited resources, you have to use them. Simple as that.

I don't like the Vancian magic system, either. It is stupid and its internal "logic" falls flat on its face if you so much as think about it.
But it is absolutely possible to make a challenging game with the D&D ruleset that actually requires you to use the tools you have available.

Redglyph February 7th, 2021 19:37

Quote:

Originally Posted by korynael (Post 1061631725)
I'm not in the Early Access, so maybe this gripe about the game has since been corrected, but when I looked into the game, they weren't even really using the correct combat system for D&D… It looked more like an ACTION POINT hybrid from their DOS games, and that is NOT what I want, nor is that what is being pitched… I actually want a D&D game, a successor (if you will) to something like the TEMPLE OF ELEMENTAL EVIL computer game, that truly used the D&D combat system CORRECTLY… Now given this gripe, I will look into it again, but if I see ACTION POINTS, I will immediately dismiss this game… There is a MOVE and an ACTION (and bonus actions). There is no ACTION POINT pool in D&D… Make a D&D game, as promised, or STOP trying to lure us in expecting a D&D game, and have your game ending up being DOS 3…

No, as @Pladio said, thankfully it's not their action point system. But they mixed up the actions, bonus actions and interactions. The UI presentation of those categories is most confusing, too, but since it has already changed a little bit in the last updates, there's still hope they fix the UI and, more importantly, those categories of action.

Reactions were also in a curious state, it looks as if it's WIP though.

Sneak attacks, rogue progression and the interpretation of cunning action were erroneous, but those have been fixed (I think - I stopped testing and reporting problems since there was no feedback on anything).

I don't believe we'll get a 100% D&D ruleset, but the differences aren't that annoying. Except for purists, especially if they add the Dungeon Master mode to hold virtual tabletop games as they did in D:OS2.

TheMadGamer February 7th, 2021 20:35

… but will the inventory be a huge messy affair of hoarding and disorganization? I don't think I have it in me to deal with another round of D:OS inventory clutter…

vanedor February 7th, 2021 21:31

Quote:

Originally Posted by Gwendo (Post 1061631715)
Somewhat disapointing. I think the D&D rules took out the fun from their Divinity battle engine. The toned down elemental fireworks are welcome, but that severe limitation on spells we can cast before resting, is really annoying. There a lot of spells that I won't simply use, because of that limitation. So combat will mostly be boring, with simple attacks whjile saving interesting spells for latter, just in case they're needed (something that usually happens in other games with potions, where I almost never consume any, just in case I need them later).

That's exactly what is fun about DnD games. You won't play (basically) every battle the same way because you have limited resources (spells, potions) to work with. This is something I found lacking in Pillars of Eternity 2 I played recently. I could spam my most powerful spells every battle. That is, until I would level up (which happened too often), then I would get some new most powerful spells. Yay!

In a DnD system, when you do use that level 8 or 9 spells, you know you are going to have some very serious effects. And even your mid level lightning bolt / fire balls, you have to give some thoughts before using them.

ikbenrichard February 7th, 2021 21:59

looks a pitch for cryptos, and therefore the same applies for the 15 reasons that it could fail :biggrin:

that said, i really looking forward to the BG vibe!

JDR13 February 7th, 2021 22:23

I can't imagaine how anyone could think it's a step down from their previous games, but to each his own.

JFarrell71 February 7th, 2021 23:43

I can't see these "it's not like X or Y game system so it sucks" arguments as any kind of real criticism. You can see just from scrolling through these comments how futile that is, given that there are at least three different, discrete opinions being voiced about what system it just has to use. Engage with the game on its own merits and you may find that you enjoy it. Or if you don't, it will at least be for a concrete reason.

Silver February 8th, 2021 00:19

As far as inventory goes I would like to see all items automatically pooled together by type.

ie.
Gems automatically go into a gem bag
Scrolls going into a scroll box
Potions go into Potions bag
Keys get added to a key ring etc

For the action bar just drop the key ring into it and when you use it, it will automatically use the right one. For scroll box it will expand and show scrolls when you click on it so you can make a selection. This would be far more useful to me then clicking on sorting categories in the inventory as the reality is I want to use a scroll or a potion and then I won't have to go searching for it. I just want to go as far as the action bar fullstop.

Also I think characters should have these scroll boxes, potion bags automatically and be present from the start in the action bar.

JFarrell71 February 8th, 2021 00:54

@Silver I definitely like those ideas

Pappy February 8th, 2021 03:26

Honestly, some people might want a vast array of choices but I prefer a tighter tactical experience. I'm not trying to always have water and then a spell using electricity. Or ignite the oil with my fire spell. It becomes too much rinse and repeat. Knowing when to cast fireball and when you need to try to save your spells is half the fun.

Stahl33 February 8th, 2021 05:16

I am weighing in, but I haven't played it, just watched a lot (will buy it when I am bored or on the first day of full release)

D&D spell mechanics in a computer game are tricky! Why be a low level mage, when you could potentially read a scroll, or take a potion… I think that is restricted in this game though, so that is good!

But in computer games, the action and fighting is more regular and frequent than in tablet top, and a mage who can only cast one or 2 spells is soon surpassed by the physical damage dealers. And it is boring!! Not to mention I do think the mechanics or memory wiping etc a little funny in the D&D universe….

A simple answer would be to alter the spell tables to give more uses of spells… Still limited for resource management, but as others said, I would just hold off using spells, and wouldn't use them!! Or use a variation on a cooldown mechanic or mana and skills.

I am more a fan of RTwP, but if you are going to do TB, doing they way they do with initiative order is the way to go…

I was playing wasteland 3 recently, and when the your group or their group gets to go first, it is so unrealistic in the outcomes! It should be based upon individual turns, as this game rightly does (if it has to be TB instead of RTwP lol).

TheRealFluent February 8th, 2021 07:55

Vancian casting is my favorite. If the encounters are properly weighed, that is, if there aren't too many of them before you can rest, you can easily manage your spells. If you're in a place where resting is limited, you have to be more strategic about them. There's no problem inherently with Vancian casting, i.e. D&D's system for magic, it's how the game itself and the encounters are balanced.

Couchpotato February 8th, 2021 08:03

Bah I hate the new Vancian casting rules in the 5th ED AD&D rule set. They made a bunch of good changes for the Wizard class but nerfed the sorcerer class to much.
Quote:

Although even fans of the 5e style will admit that it has made the sorcerer into a poor man's wizard due to bad design choices - namely, the fact that the sorcerer, previously designed as the "flexible arcanist", has no game mechanics to allow for quick and easy spell-slot recovery. Oh, it can "convert" spell points into spell-slots, but in comparison, the wizard can use Arcane Recovery once a day to recover an almost equal number of spell slots anyway. Did I mention that four level's worth of the Sorcerer's class features use that same meagre pool of spell points, bleeding the entire class completely dry of its unique resource?

TheSHEEEP February 8th, 2021 13:41

Quote:

Originally Posted by TheRealFluent (Post 1061631771)
There's no problem inherently with Vancian casting, i.e. D&D's system for magic,

There is a big problem: It makes no sense.
I cast fireball!
I cast fireball!
I cast fireb- wait, I can't because, uh, my… book is empty? Or I suddenly forgot how to do it? What. Or I am drained magically - okay, but then why can I still cast other spells, potentially including much stronger ones?

It tries to argue that spellcasting is actually ritualistic and you have to prepare spells. Fair enough, but then why can't I just prepare MORE spells. Rest for a freaking week and have all the spells I need.
Don't sleep for one night and have twice the spells at the cost of some stats, maybe.
Convert spells at higher levels to multiple spells of lower levels to make it more like a "mana bar".
It's just so inflexible and any logical inspection makes the system fall apart at the seams - yes, it is "magic" but that doesn't mean anything goes. It still has to be internally coherent, and it isn't. It never has been.

Other systems are vastly superior in how they implement magic. The best is IMO Shadowrun. You can attempt to cast any spell you know at any strength as often as you want to - but it comes at a price to your health. Spellcasting "hurts" you in a way, because it is mentally draining - the stronger the spell, the more it drains you, including the possibility of death.
There is even the concept of kamikaze mages that train to cast one spell extremely well, so that their spell check succeeds. But they cast it at such a high level that they cannot possibly survive the backlash. It's the mage equivalent of smuggling a nuke in.
More common is of course to cast spells at a level that is manageable for the mage, so they might only take very little damage or none at all.

All that said, 5E is actually the best in this regard, as it has much more at-will or per-encounter spells which scale with your level and that don't force you to rest all the time or become a useless character. Only the stronger stuff is still locked behind those Vancian shenanigans.<
So I'm not actually that worried about magic in this game despite it being D&D.

Redglyph February 8th, 2021 14:49

This is RPG, it's a tactical model and not a realistic one - in any case, I never saw anybody casting a fireball, but I know I don't go out often enough ;) So I think they should get away with unrealistic features, as long as there is some degree of explanation to support them, even if it's not perfect.

In real life, most of the time we take Newton's physics laws for granted. They don't make sense and they are inaccurate, it's just an approximate model you can exploit to build most of human-sized devices. Games often have a modified physics model to balance the gameplay, and it makes even less sense (a soldier hit by a rocket in real life won't get patched up by a simple medkit…).

RPGs are partly born of a crude rule set used as an approximate model to train for war. They modified it to get a more balanced gameplay, and not everything makes sense either.

I have a preference for 5th Edition, but that's just personal (I have to check about the sorcerers because I haven't paid much attention to them in 5E). Pathfinder derives from the 3rd Edition and the old Vancian rules, but I'm happy with it, I just take that as a tactical parameter.

Arkadia7 February 8th, 2021 16:11

I liked how they did spells in Dragon Age: Origins. The most powerful spells were limited, in that you would get to cast it once or maybe twice during a long battle, or three times in a really epic and long battle. But it took time to cast the most powerful spells and it felt good in how they did the mechanics of it.

Also the most powerful spells really were powerful and potentially could swing the tide of battle, as it should be.

Nereida February 8th, 2021 16:41

I'm personally happy with how DnD5E works in general. As someone else mentioned, half the fun is choosing when to use your best spells, making those tactical decisions to have the greatest impact and turn the odds in your favour. If these spells weren't limited, or had a cooldown, it would lead to gamey systems in which you use your spells, then stall the battle by hiding/running/other shenanigans and then unloading your best spells again. That can also be fun in its own way, but I just prefer this style in which choosing when to use what spell or ability becomes critical to your success.

Also in DnD5E they addressed old gripes with spellcasters being basically useless and boring to pilot when they ran out of spells or just didn't think it was a good time to use them in "trash" encounters, and now all spellcaster classes have cantrips with infinite uses that are decent to use in most situations and scale up with character level.

All in all, the balancing factor will be how often you can rest. If you can rest after every encounter, then it doesn't really matter how you use your spells, since you'll have the back for every battle anyway. Hopefully Larian will find a way to make the game challenging in that aspect, at least for those of us who are looking for that challenge.

crpgnut February 8th, 2021 17:05

Shoot a fire arrow at any oil/poison patch and fireball happens. Every class can be a mage with arrows and elemental effects. The BG3 demo showed such surfaces everywhere.

Telstar February 8th, 2021 17:10

I only hope it's 2021.
Disclaimer: I own the EA and did a run with it - no major complaints besides the level cap and the first big patch that broke most quests. I don't want to replay this, just waiting for the full release.

TheSHEEEP February 8th, 2021 19:14

Quote:

Originally Posted by Telstar (Post 1061631787)
I hope it's 2021.

Come on, it was 2004 just a few days ago and now it - oh. Oh, no.

https://imgflip.com/s/meme/Waiting-Skeleton.jpg

wolfgrimdark February 8th, 2021 20:20

I like how buffs are handled. I would get so bored in older games where it was always buff everyone the same tired way with the same set of spells +/- a few situational ones. It was like every big battle would have the same 5 minute buffing session.

If I recall right, now you have more of a concentration. So you could cast speak with dead but then you can't cast speak with animals until you give up the other.

It makes sense that mentally you would have a limit on what you could focus on. So the idea of an ongoing spell requiring some concentration makes sense and means more tactical decisions.

I didn't mind the old method of spells. Every world has its own way of defining how magic works. In some cases that may mean memorizing certain symbols and words and so on in a very specific way for each spell. Memorizing that spell and learning it also stores the energy tied to it. So once cast that energy goes with it. But you could still have a lightning bolt spell left after using the fireball. Makes sense to me since each spell has to be stored as part of memory and it is tied to the energy of the spell.

Another magic system might use a pool of magic so you can cast as many spells as you have energy for and training on how to use. Skyrim magic for example.

Others require wands, cards, runes. Another may all be around concentration and so on.

vanedor February 8th, 2021 20:42

I never had any problems with the mages not using spells every fights. Someone ought to use that +3 sling, anyhow ;-)

I always preferred low magic settings. Too much magic kills how "special" it is. In Lotr, you don't see Gandalf spaming fireball around despite him being a demi-god and the most powerful wizard of the world. It makes the world more believable.

Also, Dnd for me has always been about team work. In some situations, your rogue is the most important character. In some others, it's your fighter. And sometimes it's your wizard that needs to cast that so important spell to save the day.

Hastar February 8th, 2021 21:07

Quote:

Originally Posted by vanedor (Post 1061631801)
I never had any problems with the mages not using spells every fights. Someone ought to use that +3 sling, anyhow ;-)

I always preferred low magic settings. Too much magic kills how "special" it is. In Lotr, you don't see Gandalf spaming fireball around despite him being a demi-god and the most powerful wizard of the world. It makes the world more believable.

Also, Dnd for me has always been about team work. In some situations, your rogue is the most important character. In some others, it's your fighter. And sometimes it's your wizard that needs to cast that so important spell to save the day.

And sometimes it's the cleric when morons in your group want to split the party. :)

JDR13 February 8th, 2021 22:02

Quote:

Originally Posted by crpgnut (Post 1061631786)
Shoot a fire arrow at any oil/poison patch and fireball happens. Every class can be a mage with arrows and elemental effects. The BG3 demo showed such surfaces everywhere.

True, but elemental arrows are few and very expensive, at least in the EA. Hopefully they keep it that way.

Telstar February 8th, 2021 22:03

Quote:

Originally Posted by vanedor (Post 1061631801)
I always preferred low magic settings.

The Forgotten Realms are a high magic setting… but if you liked BG1/2 that was very similar magic-wise.

Voqar February 8th, 2021 22:22

I've only watched a little about this game. Kinda avoiding watching too much since it's a sure buy at some point unless the game somehow nosedives and tanks from here, which is cosmically unlikely.

I've only watched some the early gameplay that was posted and that was enough for me to know the game looks solid.

Most importantly, the combat looks less elemental soupy - my least liked aspect of the D:OS games.

My first D&D was pnp with the thin paperbound rule books but I'm not a D&D purist. I don't need BG3 to be "D&D perfect." Almost every cRPG with D&D ties has to bend the rules. I prefer the D&D combat in TOEE - to me all others are inferior anyways, but at least BG3 will be turn-based.

Pladio February 8th, 2021 23:00

Quote:

Originally Posted by wolfgrimdark (Post 1061631799)
I like how buffs are handled. I would get so bored in older games where it was always buff everyone the same tired way with the same set of spells +/- a few situational ones. It was like every big battle would have the same 5 minute buffing session.

If I recall right, now you have more of a concentration. So you could cast speak with dead but then you can't cast speak with animals until you give up the other.

It makes sense that mentally you would have a limit on what you could focus on. So the idea of an ongoing spell requiring some concentration makes sense and means more tactical decisions.

I didn't mind the old method of spells. Every world has its own way of defining how magic works. In some cases that may mean memorizing certain symbols and words and so on in a very specific way for each spell. Memorizing that spell and learning it also stores the energy tied to it. So once cast that energy goes with it. But you could still have a lightning bolt spell left after using the fireball. Makes sense to me since each spell has to be stored as part of memory and it is tied to the energy of the spell.

Another magic system might use a pool of magic so you can cast as many spells as you have energy for and training on how to use. Skyrim magic for example.

Others require wands, cards, runes. Another may all be around concentration and so on.

Yeah, I found the gothic 1 setting quite interesting too. You could learn magic spells from different levels but needed a rune to cast it with mana.

Sent from my SM-G975F using Tapatalk

crpgnut February 8th, 2021 23:23

Need to try Gothic 3 again one day. The only thing I didn't like about the Gothic magic system was that you couldn't really access it till the game was half over.

Sent from IBM Compatible PC using Keyboard

gabrielarantest February 8th, 2021 23:42

Quote:

Originally Posted by JFarrell71 (Post 1061631758)
I can't see these "it's not like X or Y game system so it sucks" arguments as any kind of real criticism. You can see just from scrolling through these comments how futile that is, given that there are at least three different, discrete opinions being voiced about what system it just has to use. Engage with the game on its own merits and you may find that you enjoy it. Or if you don't, it will at least be for a concrete reason.

That is not true. It is a fair criticism. If you brand the game as a D&D game, people will expect a D&D game, and fans of the source material will expect a familiar system.

That being said. A few tweaks in the ruleset are fine, even good in some cases. Even if you are a ruleset purist you should know that the rules allow some homebrewing.

I have played the BG3 EA from day one and I must say that Larian did a good job with the rules. They adapted the rules just a little bit to match their style and the game was great on day one IMO. It is even better now.

However, in some cases (most cases probably) some video game developers brand their games as D&D (or World Darkness, The Dark Eye, etc.). But they think they can do a better job creating a system than a beloved system that has been here improving since the '70s. And that is how crap games such as Sword Coast Legends are born. And that is why people are understandably unsatisfied when they see a game that is supposed to be something but it is another thing.


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