Baldur's Gate 3

Baldur's Gate 3

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DeadSilent Oct 12, 2020 @ 6:27am
Trap Detection
I want to preface this with saying, I don't have a problem with how the mechanics work. I'd ask you take the time to read my entire post if you're going to pick it apart or comment.

The issue I have with trap detection has to do with the piss-poor range it has. It's incredibly frustrating that by the time you get a perception roll to detect the trap, you've done already triggered it. It's become a little more manageable now that I know you can stop moving with right click, but the range in which you start a perception roll leaves zero room for error. I have some suggestions for this:

- An increase in the range of trap detection so you have more than a split-second to actually stop moving forward. The increased range can be based on a perception proficiency so those without it will have to be 'more careful'.

- Your character stops forward movement when a perception roll is made - for traps only. This would make sense, as in the real world people tend to stop or slow down when something looks or feels 'off'. Make this option a toggle for those who want to keep that authentic literal dungeon crawler experience.

-Make detecting traps an active toggle, which increases the range of trap detection while decreasing movement speed. This is how I've seen other games handle this mechanic and it makes sense. This toggle could be specific to Rogues only and only available with a rogue in the party, since they seem to be the only class thus far that can disarm traps.

I know that some players believe everyone should just slow down and creep through the game with a fine-toothed comb. I get that and it make sense on some level. However, these players should understand that's a gameplay choice. Not everyone has the time or the patience or the ability to do that. I've tried to come up with suggestions that would benefit everyone and add options for those who want them. At the end of the day, I want everyone to enjoy themselves - even those who will disagree with my opinions or ideas.
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Fendelphi Oct 12, 2020 @ 6:43am 
Fine suggestions. I think just the 2 first points will be enough though. Rogues are not "special" in this kind of role, except for the fact that they have Expertise(double proficiency in chosen skills).

Ranger, Clerics, or Druids and Bard(when available) could be good trapfinders as well(either due to good Wisdom/perception score, or expertise), so I dont think this role should be force onto the Rogue(which is why I dont like the 3rd suggestion).

The other reason why the 3rd option isnt that good(in my opinion), is that you only get to roll once per character regardless. So unless you already know that there is a trap nearby(meta-knowledge) you would never use your detection stance as that would constantly slow down your pace.
And if you already know it is somewhere nearby, there is no reason to enter the stance, because it will only increase your detection range(which according to the first suggestion, would have already gotten a small increase by default).
Planeforger Oct 12, 2020 @ 6:46am 
I think movement should only stop if you successfully detect a trap, like the auto-pause option in the first two games.

If you fail the perception check, the game shouldn't pause (or even mention the fail). Makes it more realistic - you don't notice the traps, so boom.
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Date Posted: Oct 12, 2020 @ 6:27am
Posts: 2