Baldur's Gate 3

Baldur's Gate 3

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BG3 planned reactions are bad.
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Direct from the AMA on reddit.

"Reactions are a really important part of D&D 5e. A lot of classes have features that revolve around them, there are a ton of really important spells that are reactions (shield, counterspell, absorb elements, etc.). Are you making changes to the 5e reaction rules, and if so, how are you implementing these crucial features/spells?"

Larian_Swen

"While it’s not going to be in EA immediately, the features and mechanics that allow a character to perform an action as a reaction will trigger automatically. The players will be able to control which reactions they want to enable in anticipation of enemy actions. E.g. a wizard would disable their Attack of Opportunity but enable their Shield spell, which will be cast automatically whenever the wizard is targeted by an attack or Magic Missile spell."

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This is not the best way to deal with reactions, a much better way is to make it a toggle function.. So when any reaction ability/spell is active (toggled on), every time his condition is met (trigger), a pop up will ask the player if they want to use his reaction. But, the player can toggle off any specific ability/spell, and everything toggled off will not make a pop up when its condition is met on a trigger (meaning the player don't want to be bothered with this ability/spell for now). Also, the player should be able to toggle any trait/spell to be auto used if he wants to.

Automatically using the player reaction without options is a terrible idea. We need a pop up to ask if we want to use the reaction, in order to make the game tactical and not guess based.


EDIT - Every single person saying that the pop up idea will damage the flow of combat is ignoring the "you can toggle it off" part. Why? Are you guys blind?
Последно редактиран от TrueWarlord真の武; 14 апр. 2020 в 11:58
Първоначално публикувано от Opossum:
Първоначално публикувано от TrueWarlord真の武:
If player don't want to bother with unwanted pop ups, he can just toggle off the said reaction, and toggle on only when he actually want to precisely use it?

That is literally what I said in the thread...

A simple situation to show what I'm saying.

You are on melee fight with 2 enemies. One of them is a wizard and has 1 HP, the other is a barbarian, full HP and raging (gets half damage in D&D 5e).

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* With the Larian planned reaction system.

- The barbarian purposely move out of reach to force an automatic AdO reaction. In the turn of the wizard with 1 hp, he can move out of combat freely because your reaction was already spent in an unwanted enemy.

* So, what am I suggesting?

- When any of the enemies try to move out of combat, a pop up appear to ask if the player want to use his reaction. So when the raging barbarian move out, the player choose not to use his AdO reaction, letting it ready for the wizard with 1 HP.

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This is how you give players actual control/agency of their actions. This is how you make the game tactical.

This is what i want and my worry, It works this way in solasta and in the kickstarter demo i did exactally this with spiders
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Показване на 16-30 от 71 коментара
Първоначално публикувано от UnholyDentist:
Първоначално публикувано от rusty_dragon:
Or maybe just give real human ability to cast those spells. They can handle it better than auto resolve. And they want to play games themselves. ;)

I would imagine reactions rather to be manual saving throws in the first place tbh, such as dodge with enough Dex or Deflect with shield + enough Con etc., and not spells or skills set in pre-emptive manner... Those reactions should also cost some AP or whatever from the next turn it should be subtracted.
Aren't Attacks of Opportunity happen without loss of action points?
Първоначално публикувано от rusty_dragon:
Първоначално публикувано от UnholyDentist:

I would imagine reactions rather to be manual saving throws in the first place tbh, such as dodge with enough Dex or Deflect with shield + enough Con etc., and not spells or skills set in pre-emptive manner... Those reactions should also cost some AP or whatever from the next turn it should be subtracted.
Aren't Attacks of Opportunity happen without loss of action points?

That would be too effective, besides during a real duel it takes energy to deflect or dodge, so it should in a game imo. Avoid for a smaller cost or take the hit.
Първоначално публикувано от UnholyDentist:
Първоначално публикувано от rusty_dragon:
Aren't Attacks of Opportunity happen without loss of action points?

That would be too effective, besides during a real duel it takes energy to deflect or dodge, so it should in a game imo. Avoid for a smaller cost or take the hit.
We are talking about D&D rules, not real life.
Първоначално публикувано от UnholyDentist:
Първоначално публикувано от rusty_dragon:
Aren't Attacks of Opportunity happen without loss of action points?

That would be too effective, besides during a real duel it takes energy to deflect or dodge, so it should in a game imo. Avoid for a smaller cost or take the hit.

That is not how reactions work in D&D 5e, and there is no reasons to change what is not broke.

In your turn, you have an action, a bonus action, and you can move up to you move speed. Till your next turn (1 round) you will have ONE reaction. This can be used to cast specifics spells that uses reaction on cast time, to use some class abilities and the old and good AoO.

You only have one reaction per round, so it's not "too effective". The system is designed this way, changing it can break the balance of some classes for instance.
Последно редактиран от TrueWarlord真の武; 24 окт. 2020 в 10:51
Първоначално публикувано от UnholyDentist:
Първоначално публикувано от rusty_dragon:
Or maybe just give real human ability to cast those spells. They can handle it better than auto resolve. And they want to play games themselves. ;)

I would imagine reactions rather to be manual saving throws in the first place tbh, such as dodge with enough Dex or Deflect with shield + enough Con etc., and not spells or skills set in pre-emptive manner... Those reactions should also cost some AP or whatever from the next turn it should be subtracted.

No, that is not what "reactions" mean in D&D 5e rules.

"Dodge" is not a reaction, it's an action and cost your action. When you "dodge" during your turn, all attacks against you are made with disadvantage till your next turn.

Are you sure you're familiar with the D&D 5e ruleset? I don't want to be rude, but this is a very technical discussion, you need to at least know what a reaction is in first place.
Първоначално публикувано от UnholyDentist:
Първоначално публикувано от rusty_dragon:
Aren't Attacks of Opportunity happen without loss of action points?

That would be too effective, besides during a real duel it takes energy to deflect or dodge, so it should in a game imo. Avoid for a smaller cost or take the hit.

No need. Opportunity attacks require a reaction which is a hotly contested resource available only once per round needed for several other abilities.

Other reaction abilities/spells include:

Uncanny Dodge (Rogue 7)
Shield (1st-level spell)
Absorb Elements (1st-level spell)
Hellish Rebuke (1st-level Warlock/Tiefling Racial spell)
Counterspell (3rd-level spell)
Cutting Words (3rd-level Lore Bard ability)
Protection Fighting Style (Fighter/Paladin fighting style)
Feather Fall (1st-level spell)
Various Battlemaster Fighter maneuvers

and so on.
Първоначално публикувано от TrueWarlord真の武:
Първоначално публикувано от UnholyDentist:

I would imagine reactions rather to be manual saving throws in the first place tbh, such as dodge with enough Dex or Deflect with shield + enough Con etc., and not spells or skills set in pre-emptive manner... Those reactions should also cost some AP or whatever from the next turn it should be subtracted.

No, that is not what "reactions" mean in D&D 5e rules.

"Dodge" is not a reaction, it's an action and cost your action. When you "dodge" during your turn, all attacks against you are made with disadvantage till your next turn.

Are you sure you're familiar with the D&D 5e ruleset? I don't want to be rude, but this is a very technical discussion, you need to at least know what a reaction is in first place.

It was an off-topic suggestion, didn't realize it was strictly DnD discussion sorry about that OP. Perhaps make that clear in your topic next time?
Първоначално публикувано от UnholyDentist:
Първоначално публикувано от TrueWarlord真の武:

No, that is not what "reactions" mean in D&D 5e rules.

"Dodge" is not a reaction, it's an action and cost your action. When you "dodge" during your turn, all attacks against you are made with disadvantage till your next turn.

Are you sure you're familiar with the D&D 5e ruleset? I don't want to be rude, but this is a very technical discussion, you need to at least know what a reaction is in first place.

It was an off-topic suggestion, didn't realize it was strictly DnD discussion sorry about that OP. Perhaps make that clear in your topic next time?

I don't think we're understanding each other here.

Just to let you know, the "reaction" that the thread refers to, is not the general term. We're talking about a very specific "type of action" in D&D 5e, we call that specific type of action as "reaction" by D&D rules.

Look here for reference: https://www.dandwiki.com/wiki/5e_SRD:Reactions

I'm not sure if I understand what you're saying, it's clearly implied this is a discussion about the implementation of D&D 5e reactions on BG3.
Първоначално публикувано от UnholyDentist:
Първоначално публикувано от TrueWarlord真の武:

No, that is not what "reactions" mean in D&D 5e rules.

"Dodge" is not a reaction, it's an action and cost your action. When you "dodge" during your turn, all attacks against you are made with disadvantage till your next turn.

Are you sure you're familiar with the D&D 5e ruleset? I don't want to be rude, but this is a very technical discussion, you need to at least know what a reaction is in first place.

It was an off-topic suggestion, didn't realize it was strictly DnD discussion sorry about that OP. Perhaps make that clear in your topic next time?
We were talking about implementation of 5e in BG3, aren't we? Obviously lots of stuff in D&D is not realistic. Tabletop rules are not about realism, but gameplay balance(if any balance planned for the rule).
Първоначално публикувано от Coldhands:
Having a popup players need to click through EVERY time any character COULD use a reaction would bog this game down so bad.

I'm fine with Larian's idea here, but I'd like to be able to prioritize certain enemies with some of these preemptive reactions. Like, I turn off AoO and prep Uncanny Dodge, but then I can target a specific enemy if I want to, and make sure UD is saved for an attack from THAT enemy.
That way I don't have to worry about a little enemy triggering my dodge against its weak attack, and then getting clobbered by the tougher enemy's powerful attack.

I agree. Having a pop-up every time will slow things down entirely too much. Also, frequently people will use their reaction in a round of combat in table top play and then later that same round wish they hadn't. My only concern is the wizard's first level spells being drained swiftly on shield spell reactions lol.
Първоначално публикувано от NightfallRob:
Първоначално публикувано от Coldhands:
Having a popup players need to click through EVERY time any character COULD use a reaction would bog this game down so bad.

I'm fine with Larian's idea here, but I'd like to be able to prioritize certain enemies with some of these preemptive reactions. Like, I turn off AoO and prep Uncanny Dodge, but then I can target a specific enemy if I want to, and make sure UD is saved for an attack from THAT enemy.
That way I don't have to worry about a little enemy triggering my dodge against its weak attack, and then getting clobbered by the tougher enemy's powerful attack.

I agree. Having a pop-up every time will slow things down entirely too much. Also, frequently people will use their reaction in a round of combat in table top play and then later that same round wish they hadn't. My only concern is the wizard's first level spells being drained swiftly on shield spell reactions lol.
Solution to this is to offer ability to switch between pop-up and autoresolve. Players would figure out for themselves what fit them better.
Първоначално публикувано от rusty_dragon:
Първоначално публикувано от NightfallRob:

I agree. Having a pop-up every time will slow things down entirely too much. Also, frequently people will use their reaction in a round of combat in table top play and then later that same round wish they hadn't. My only concern is the wizard's first level spells being drained swiftly on shield spell reactions lol.
Solution to this is to offer ability to switch between pop-up and autoresolve. Players would figure out for themselves what fit them better.
I'd prefer if we had an option of having the option. I'm not really a fan of having so many options, so please give me an option to remove options. They make games feel cheezy.
Последно редактиран от Dixon Sider; 13 март 2020 в 10:38
Първоначално публикувано от Dixon Sider:
Първоначално публикувано от rusty_dragon:
Solution to this is to offer ability to switch between pop-up and autoresolve. Players would figure out for themselves what fit them better.
I'd prefer if we had an option of having the option. I'm not really a fan of having so many options, so please give me an option to remove options. They make games feel cheezy.
You are desperate to troll about something, aren't you?
Първоначално публикувано от rusty_dragon:
Първоначално публикувано от Dixon Sider:
I'd prefer if we had an option of having the option. I'm not really a fan of having so many options, so please give me an option to remove options. They make games feel cheezy.
You are desperate to troll about something, aren't you?
I'm not against the option. I could care less. But I do hope we dont have 5 pages of gameplay options. There are many ways to deal with this mechanic.
Последно редактиран от Dixon Sider; 13 март 2020 в 11:48
Първоначално публикувано от Dargon:
Първоначално публикувано от Dixon Sider:
I'm not against the option. I could care less. But I do hope we dont have 5 pages of gameplay options. There are many ways to deal with this mechanic.
5 pages of options sounds akin to Baldur's Gate though.
Gameplay options? There were very few lol. Like difficulty, detailed info, and cap HP on level up were the only ones I can remember
Последно редактиран от Dixon Sider; 13 март 2020 в 11:58
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