Baldur's Gate 3

Baldur's Gate 3

Statistieken weergeven:
Combination Attacks for BG3.
I've always been mentioning that Larian should implement them with the companions? Classic turn-based games like Chrono Trigger has done it, including a modern Crpg called,, Tyranny??

Be honest & show your love, hate, or "meh" feelings towards the idea. I promise I won't be triggered,, & start fights with anyone. 😅🤞 I just want to know what the majority thinks on this forum.

Sorry in advance if some of you see me spam this again in the future lol. It's incase Larian doesn't see my previous topic,, unless they finally say "No, its not happening! So please stop flooding the forum with your cool desires! Maybe they will be implemented in Dos3 though,, so keep an eye out for it."

EDIT : Added some ideas on how to make it possible Larian! So please read it under the comments,, & consider implementing it?
Laatst bewerkt door Wes; 9 nov 2022 om 18:46
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31-45 van 48 reacties weergegeven
Last time I checked, this game isn't based on Chrono Trigger or Tyranny but on a game called Dungeons & Dragons.

So, that's an obvious 'Nay' from me.

Let's keep the game as clean as it can be, leave non-DnD stuff for modders.
Laatst bewerkt door zeeb; 19 okt 2022 om 17:48
Its not really needed. Chrono Trigger did it well, and that's because the characters were unique, each character had a theme of what they could do, allowing for it to be closely followed on the screen when theres a lot of action. Combining attacks also had a very mechanical purpose, as you could get Shadow element damage from combining Ice and Fire, considering characters only can use one type or so, that helps cover bases for your three team party. It was also very rewarding to experiment to see the attacks all the sprite work done by hand.

The Chrono series (if you couldn't tell by my pfp), are very special RPGs to me, but what works for them might not work for D&D.

Can't even remember how Tyranny did it.
Laatst bewerkt door frowningmirror; 19 okt 2022 om 22:53
Origineel geplaatst door Runic Tunic:
Not saying it isn't possible, just...iffy.
yep apparently they are polishing the game so i yeah to late i would say... but still not like there is anything better to talk about.:) you posted lots of good questions btw.

I think a system like that could work in TB for sure but that would mean changes and rebalance that the game desperately needs anyway at least for harder difficulties...
I guess i would make it as shared initiative thing if two companions share initiative you could optionally do a combo like that...
Origineel geplaatst door dolby:
Origineel geplaatst door Runic Tunic:
Not saying it isn't possible, just...iffy.
yep apparently they are polishing the game so i yeah to late i would say... but still not like there is anything better to talk about.:) you posted lots of good questions btw.

I think a system like that could work in TB for sure but that would mean changes and rebalance that the game desperately needs anyway at least for harder difficulties...
I guess i would make it as shared initiative thing if two companions share initiative you could optionally do a combo like that...
I think it's definitely possible in TB in general. More of the limitations come when trying to implement 5e, which others mentioned lacks any kind of combination system. Which also begs the question on how much Larian would have to deviate from the 5e ruleset to achieve this system. I know they already have to some degree or another due to incompatibilities and Larain preferences, but this might cause a lot more.

Shared initiative was my first thought as well. Having the combination attack count as each of their turns makes sense, both in a balancing and design sense.
https://www.reddit.com/r/DnDHomebrew/comments/c1r5rp/homebrew_player_combo_attacks/?utm_source=share&utm_medium=web2x&context=3

"I came up with an idea on how cool it would be if players could execute a 'Combo' Attack similar to Chrono Trigger combos. There's at least a couple of ways I've thought about how to trigger such attacks.

1.) When rolling Initiative, players who roll the same number, can decide to perform a Combo Attack if they take their turn together.

2.) While in Combat, players can Hold their Turn to initiate a Combo Attack. (This part I'm a litle foggy on, but I think Holding the Turn is the proper way to do this.)

Combo Attacks have the following conditions for them to work.

1.) Combo Attacks can be performed up to a Max of 3 players if the conditions for a combo is met.

2.) Initiating a Combo Attack requires all players to agree to perform the attack. It can be done with a sign or audible call out.

3.) Both players have to Roll to Hit has normal, if one player has Advantage, both players have Advantage. If one player succeeds with their Hit Roll, their damage is calculated as normal, while the other player misses their hit. Depending on the complexity of the Combo, players that miss their hit can be hit by their Comboing Partner, Knocked Prone, Put Out of Position, rendered with Disadvantage, etc.

4.) If one player rolls a NAT20, their portion of the damage is calculated as Crit Damage.

5.) Successful Combo Attacks should have enhanced effects and damage outputs when landing.

6.) Players can't perform a Combo Attack simply on the whim, they must take time and practice during campaign down time (Long Rests, Camp, Days Between Adventures.)

7.) Both players have to have enough movement or range on their attacks to hit their target.

8.) Both players should be able to still perform actions and movement. Conditions that would prevent the players from doing so will cause a Combo Attack to not be initiated.

Here is an example of X-Attack.

Player Requirement : Two Players Max

Weapon Requirement : Bladed Melee Weapons Only

Range : Ground Movement within 30ft.

Both players performing this attack rush at the enemy with blades out. The players connect with the enemy in a cross formation, and are positioned 10 ft away from the enemy after the attack connects. Final damage is multiplied 1.5x.

On Fail to Hit : Roll a 1d4. The follow effects can occur.

1 = You trip and fall and are knocked prone for 1 round.

2 = The enemy stops your attack successfuly, you are moved within the enemy attack range.

3 = You Roll to Hit on your Comboing Partner. If successful, normal damage and spell effects take place on the Comboing Partner

4 = Combo Attack movement still happens, no damage occurs for the failing player.

Example : Initiative is called. Player 1 and Player 3 each roll a 17. Enemy is within 30 feet of both characters. Player 1 calls for "X-Attack on the Goblin ahead!" Player 3 nods in agreement. When it comes to Player 1 and Player 3's turn, the target is still in range and they roll to hit. Player 1 rolls a 16 to Hit (That Hits!) Player 3 rolls an 18 to Hit (That Hits!).

Players 1 and 3 Perform their Combo Attack flawlessly, and are placed at 10ft away from the enemy in a cross formation.

Player 1 has a Shortsword 1d6 + 3 and Rolls a 6 for Damage

Player 3 has a Longsword 1d8 + 3 and Rolls a 7 for Damage

6+7 = 13 x 1.5 = 19.5 rounded down 19 damage.

Combo Attacks should be a high risk and high reward fun thing the players can Homebrew together with the DM. It rewards creativity and can make Combat even more entertaining and satisfying. They should take time and practice to develop by the players to perform well.

This is all a work in progress of course and could use some refinement with help from you all if you wish to contribute. Let me know your thoughts!"
Laatst bewerkt door Wes; 25 okt 2022 om 18:28
Something I think would be a cool feature, and that would work in a turn based game, is bonding bonuses, which is something present in Fire Emblem. Basically, when you have a character that is nearby another character they are good friends or lovers with, they will be granted a bonding bonus, which is just a minor boost to stats, and the greater the bond, the bigger the bonus.
Laatst bewerkt door cl656; 24 okt 2022 om 9:53
I havent played the game but it looks like complex enough already. The Dungeon Of Naheulbeuk has group attacks, they are pretty cool. If you play smart, they play big part in battles.
Laatst bewerkt door VhagarTheLastOne; 24 okt 2022 om 23:31
Origineel geplaatst door Ninjamestari:
Nay

Noooo,, not you too Ninjamestar....

I thought someone with your steam name would love combination attacks?? Must I remind you how awesome they looked on Naruto Storm 4.. https://youtu.be/F_swaiMi-yw

Origineel geplaatst door cool-dude:
Something I think would be a cool feature, and that would work in a turn based game, is bonding bonuses, which is something present in Fire Emblem. Basically, when you have a character that is nearby another character they are good friends or lovers with, they will be granted a bonding bonus, which is just a minor boost to stats, and the greater the bond, the bigger the bonus.

^ A cool idea,, from a very cool-dude. 😎👍
eu acho que é mentira
Okay found an idea to make combination attacks work for BG3! ⚔️

How about a companion chooses to hold their attack first,, until the next companion attacks with them?? So for example when Laezel waste her turn "holding the attack",, then Wyll goes to attack the enemy nearby,, which prompts the option to attack with Laezel?

This will cause more damage,, so what do you guys think? Is it a good compromise, or is it still a nay to all of you?? Of course this idea is just the blueprint,, & Larian would have to expand & improve on the mechanic.

Also leaving a companion in "hold attack" will leave them defenseless? So it's not recommended if the enemy's turn is next? I don't know if this already exist in D&D,, and if it did then why nobody mentioned it. 😒
Laatst bewerkt door Wes; 31 okt 2022 om 17:32
I wouldn't allow my players to do it. I do let them hold their turn until the end of the round for tactical reasons, and there are mechanics in game to "ready" an attack to provoke a circumstance. It's the more damage part I don't like.... perhaps if they only wanted to do it for RP and theatrics, I may be more inclined.
Origineel geplaatst door Myunihausen:
It's the more damage part I don't like.... perhaps if they only wanted to do it for RP and theatrics, I may be more inclined.

There should be some benefit for combination attacks,, besides just the RP and theatrics! If not, then the chances of Larian considering it will extremely drop.

Thank you for your input though,, & will now go back to the drawing board. 🖼️👨‍🎨
You can already kind of do combos with the fact that characters tied in initiative can take their turns interchangebly, so a wizard could cast grease then the fighter rushes in to slam the prone enemy. Anything more would just make it Final Fantasy instead of D&D
Laatst bewerkt door ExcaliburV; 6 nov 2022 om 19:20
Origineel geplaatst door ExcaliburV:
Final Fantasy instead of D&D
You'r saying that final fantasy is just dnd with combos ? I think not!

Companion teamwork so called combos in video games combat doesn't take away anything from any combat it's a normal thing that happens in all combat that has alies. So why would Dnd be any different? Especially in larian game that changed loads of 5e rules just cos they felt like it and this would be the same.

Nothing wrong with it per say, it's only a matter of how you do it and if people like your way of doing it.

Frankly the more i see this kinds of comments the more i want this in the game now lol Even if it's way to late to implement this kind of thing.

if everyone was a naysayer like this we would still be in early stone Age looking for fires that were made by lighting and that would be stretch.
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