Baldur's Gate 3

Baldur's Gate 3

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dolby Jul 4, 2023 @ 9:22am
Poison and traps.
Was lookin at 5e items a bit and found out about Surpant venom and others? What happend to it ?

How come we can find Wyvern Poison before Surpant venom?

Kinda weird progression for items like that.

There are even traps like:

Hunting Trap
* When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

etc
As rogue or ranger it would be kinda nifty to have one of those or something similar...
oh well..
Last edited by dolby; Jul 4, 2023 @ 9:29am
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well, its just that enemies dont really walk around. i mean, sure, they have little patrol paths (some of them, basically just a couple goblins) everyone else is stationary and doesnt move.

For you to lay a trap where they could possibly step in it, you'd have to get close enough that combat would just trigger automatically. And if youre just going to lay a trap, run back, and wait for him to step in your trap, you'll be disappointed because 90% of the time they will have a ranged attack and smack at least one of your party members who got a low initiative.

The idea sounds cool on paper, but because of the way this game is set up, it would never be practical unless it did enough damage to warrant the hassel, which would result in people just using Darkness, walking into a camp, setting down 5 traps, initiating combat, and misty stepping out and letting them all get bear trapped.

Which would be hilarious actually.
Quillithe Jul 4, 2023 @ 6:47pm 
Also between traps, saving, and AI it sometimes becomes a little too easy to trivialize any computer game that allows traps by luring every enemy into dozens of traps, which can be awkward.
You can already "trap" using AoE spells like Spike Growth, Grease, Sleet Storm, Plant Groeth, etc.
dolby Jul 5, 2023 @ 10:05am 
Originally posted by Quillithe:
Also between traps, saving, and AI it sometimes becomes a little too easy to trivialize any computer game that allows traps by luring every enemy into dozens of traps, which can be awkward.

i mean i get what your saying but not like barrel are any different? The only use difference i really see is that they don't tigger on range - pressure zone so you have to trigger barrels manually, but on the flip side compared to traps they do get chain trigger and way bigger AOE Effect... 1 hit and - they all blow up.

IF that was concern abuse, you can always make them in combat thing only meaning you need to use action to set it up and llimits a bunck of preseting or you can limit the accessibility and availability to the player. Or even combine both of those limits.


Anyway to later for it now but i just found it intresting that those items are there.
On the other side i'm not sure why that traps were removed as class features from rogues...( i would addd them even to rangers.)

But on the other side like Pan said you have spells that work in similar fashion especially Glyph of Warding that is a trap for all intended purposes.
Gaius Jul 5, 2023 @ 10:11am 
Originally posted by dolby:
...
How come we can find Wyvern Poison before Surpant venom?

Kinda weird progression for items like that.

There are even traps like:
...

As rogue or ranger it would be kinda nifty to have one of those or something similar...
oh well..

About the venom progression, I feel the idea is exactly give you a rare and trully OP (for the level range) venom to play around at low levels to feel really powerful but only for 2 fights (at lease in EA). I don't believe you'll be able to craft or buy it any time soon.

About traps, agreed, I'd really like to be able to create a "minefield" before opening from range in melee enemy packs. On the other hand, in cRPGs that do have traps (like, say, POE: Deadfire I barely use them in the end, so there's that.
dolby Jul 5, 2023 @ 10:16am 
Originally posted by .Master Jiren, The Strongest:
well, its just that enemies dont really walk around. i mean, sure, they have little patrol paths (some of them, basically just a couple goblins) everyone else is stationary and doesnt move.

For you to lay a trap where they could possibly step in it, you'd have to get close enough that combat would just trigger automatically. And if youre just going to lay a trap, run back, and wait for him to step in your trap, you'll be disappointed because 90% of the time they will have a ranged attack and smack at least one of your party members who got a low initiative.

The idea sounds cool on paper, but because of the way this game is set up, it would never be practical unless it did enough damage to warrant the hassel, which would result in people just using Darkness, walking into a camp, setting down 5 traps, initiating combat, and misty stepping out and letting them all get bear trapped.

Which would be hilarious actually.
I know that we don't have lots of patrols in EA(that could be fixed as well). IT would make sneaking a bit more challenging i guess.

But in BG city you can see how guards with golems walk around so that could be a thing...:)

Or you can set a trap in a dark side ally around the corner so that line of sight is broken and range attacks do nothing to counter it. I play like that a lot in bg 3 already btw makes the whole thing super fun this would just add more options.

YOu can even pull enimies with distractions like pets and illusion spells - cantrips so that would work as well as it does already just with spells that work like traps be it Glyph of Warding... Spike Growth, Grease moonbeam Cloud of Daggers and the like.

Just adds a more strategic options and planning to sneaky hunter classes if you will and maybe an extra skill that you can use and fail at...
Last edited by dolby; Jul 5, 2023 @ 10:19am
dolby Jul 5, 2023 @ 10:25am 
Originally posted by Gaius:
Originally posted by dolby:
...
How come we can find Wyvern Poison before Surpant venom?

Kinda weird progression for items like that.

There are even traps like:
...

As rogue or ranger it would be kinda nifty to have one of those or something similar...
oh well..
I don't believe you'll be able to craft or buy it any time soon.
Who knows, i bet we get more... I do belive that flooding players with gazillion poisons is not great but a few options are fine. Maybe even a poison that lowers stat or something like that... You could even coat a bear trap witth it lets say like we can with weapons... That would make more sanse then just throwing it on the ground. Anyway just some stuff i was thinking on when geeking off rpg items on a fe 5e pages:)

We can make 1 potion and there are herbs around so who knows on that crafting thingy... always wondered why they added those herbs. i guess ill find out in less then a month.
Last edited by dolby; Jul 5, 2023 @ 10:27am
Dremall Jul 5, 2023 @ 10:32am 
Poison is fun and all, but is one of the most commonly resisted effects in D&D.
dolby Jul 5, 2023 @ 10:41am 
Originally posted by Dremall:
Poison is fun and all, but is one of the most commonly resisted effects in D&D.
yeah there should be a feat like Elemental Adept but for poison or rogue/ranger class feature.

i guess we can always use Flesh rot contagion that gives vulnerability to all damage. Sadly the spell slot is kinda high in level at least for level 12 caps. But i guess that's the price you pay for not having concentration on it.
Last edited by dolby; Jul 5, 2023 @ 10:46am
Dremall Jul 5, 2023 @ 11:40am 
Originally posted by dolby:
Originally posted by Dremall:
Poison is fun and all, but is one of the most commonly resisted effects in D&D.
yeah there should be a feat like Elemental Adept but for poison or rogue/ranger class feature.

i guess we can always use Flesh rot contagion that gives vulnerability to all damage. Sadly the spell slot is kinda high in level at least for level 12 caps. But i guess that's the price you pay for not having concentration on it.

Contagion is a PITA to get to stick though as it requires three failed saves. So potentially five rounds. At that point most combats are in the clean up phase.
Haven Jul 5, 2023 @ 11:51am 
Regular poison is fairly common and there are even magic items that automatically apply similar effects. The wyvern venom is simply a plot device—it's meant not to just do damage or make you sick, but to kill you. It's like the difference between a papercut and a stab wound.
dolby Jul 5, 2023 @ 12:18pm 
Originally posted by Dremall:
Originally posted by dolby:
yeah there should be a feat like Elemental Adept but for poison or rogue/ranger class feature.

i guess we can always use Flesh rot contagion that gives vulnerability to all damage. Sadly the spell slot is kinda high in level at least for level 12 caps. But i guess that's the price you pay for not having concentration on it.

Contagion is a PITA to get to stick though as it requires three failed saves. So potentially five rounds. At that point most combats are in the clean up phase.
Not really cos this is a video game...:) Depanding on how they made it... i would think they will just ignore that...but ok, Cos it's a lot of work to make it that way, just to get a pop up after 3 failed turns that hardly does anything, seeing as you can just do this:

As long as the spell has long duration you can just hide sneak to the target really easy to do in BG 3 btw... Cast the spell... hide again and just walk way and wait for it to start working. WHen it does you start the fight again with full party and go hamm on the target...

People need to relize this is a video game.. where gameplay loop is totally different...

Originally posted by Haven:
Regular poison is fairly common and there are even magic items that automatically apply similar effects. The wyvern venom is simply a plot device—it's meant not to just do damage or make you sick, but to kill you. It's like the difference between a papercut and a stab wound.
With poison it shoudnt matter if it's a papercut or stab wound at least not for the end effect. Both should kill you if you get posioned by the right posion.

Anyway, did anyone even try using wyvern venom on themself? hehe never crossed my mind,

There is more than just one wyvern venom so to me it looks more like a combat thing then a plot item and we don't really ever change so the orginal plot use never comes into question at least not in EA ...and i think it's highly unlikely that they would ever let us change into mind flayer even if it would be cool, maybe just as a gameover screen if nothing else..
Last edited by dolby; Jul 5, 2023 @ 12:34pm
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Date Posted: Jul 4, 2023 @ 9:22am
Posts: 13