Steam installeren
inloggen
|
taal
简体中文 (Chinees, vereenvoudigd)
繁體中文 (Chinees, traditioneel)
日本語 (Japans)
한국어 (Koreaans)
ไทย (Thai)
Български (Bulgaars)
Čeština (Tsjechisch)
Dansk (Deens)
Deutsch (Duits)
English (Engels)
Español-España (Spaans - Spanje)
Español - Latinoamérica (Spaans - Latijns-Amerika)
Ελληνικά (Grieks)
Français (Frans)
Italiano (Italiaans)
Bahasa Indonesia (Indonesisch)
Magyar (Hongaars)
Norsk (Noors)
Polski (Pools)
Português (Portugees - Portugal)
Português - Brasil (Braziliaans-Portugees)
Română (Roemeens)
Русский (Russisch)
Suomi (Fins)
Svenska (Zweeds)
Türkçe (Turks)
Tiếng Việt (Vietnamees)
Українська (Oekraïens)
Een vertaalprobleem melden
The argument that a game without any element of chance is more strategic is balderdash. Being prepared for the unexpected is an additional strategic element.
Temple of Elemental Evil does it justice. It has everything in there that makes the ruleset actually tactical, such as 5-foot step at end turns, attack of opportunities mattering a great deal, many spells altering battle drastically, options to delay turns and such.
I'm sad we will never get a continuation thanks to Troika Studios having gone bust back in the day. They rocked.
Of course it also helped that ToEE only allowed you to level up to 10, so you without mods you couldn't become the ubergod that any level 10+ hero eventually becomes.
It's hard not to get snarky over this comment.
You should really try buffing and debuffing more. Makes a big difference, especially in DnD.
Now I haven't played BG3 yet so I don't know how much you can customize your classes here. But what I do know is that there is an entire school of spells just for buffing and debuffing and even some of the other schools of magic have it in them, too.
Cleric spells matter, too.
The baseline Bane + Bless combo that every decent group runs with their cleric already gives you +3 value to succeed, namely -1 on the enemy saving throws and Bless gives you +2 to everything.
Additionally, upon leveling your casters up, you can pick Spell Penetration and later it's follow-up Greater Spell Penetration as talents. They permanently straight up boost your chance to hit enemies with spell resistance.
I have never played a DnD game where I did *not* pick these two for my human casters. They're absolute great value for your talent slots and come always handy in any late campaign.
My point is this: Don't take it just at face value. Hurdles are made to overcome. Just attacking directly with magic all the time isn't always the best option. Think outside the box, pick some of the less commonly picked spells. There is many great ones out there.
Often undervalued - Grease, the best Attack of Opportunity generator any low level caster can wield.
You get advantage - typical examples - Fairy fire, Guiding bolt
You add extra digits to roll - Bless, Guadiance, Bard inspiration.
Increase flat values by any mean avable.
Give opposite to enemies - Bane, Slow, Bestow Curse etc.
Read spells descripton.
After level 5 random values dont really felt as something important, and their importance get lower with each 2 levels above.
For me it works fine, because I don't think about it in the way I do other tactical RPGs. E.g. I'm not approaching it with the same mentality I would, say, Fire Emblem or something. I'm thinking of it more as a literal DnD module where every action is a roll, and I have to live with the outcome (or reload, of course - but generally I don't.) For me that's the appeal of the game. Everything I do entails risk and chance, and my actions can only hope to improve my odds, not guarantee them.
Of course, there are plenty of "tactical RPGs" with heavily chance-based mechanics too, but it's much more explicit and literally implemented here. If I went into it not knowing that it would be one thing. But for me, here, that's literally the appeal. Every single thing I do is governed that way and, for me, that's very compelling. It makes for a very methodical, careful game and I dig that.
yes and that is EXACTLY how DnD plays when you roll a d20 on a physical board. there is a lot of luck involved.
This game is a disaster IMO.
you can still outsmart enemies but the luck factor will always be there to decide where or not your strategy will succeed. doesn't matter how big brain your plan is all can go down the drain after a series of misses or save throws.
goes without saying im not a fan of DnD rules but im glad the devs support modding so ppl can play it as they see fit. it turns a refund/rage quit simulator into a countless hour playtime game and thats big imo.
Yes.
This is the Xcom issue all over again. If you want to play unpopular RTS' like Starcraft, you're welcome to it. Most of us "casuals" enjoy a bit of randomness in your strategy, thanks.