Baldur's Gate 3

Baldur's Gate 3

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Darthus Aug 13, 2023 @ 2:42pm
Mod/Option to have all characters participate in dialogue?
One of my primary annoyances with the game is needing to constantly jump around characters to do things. There are a few reprieves like characters all making passive perception checks.

But when you look at a plaque that depicts History, why do you separately have to swap to all 4 characters and look at it to see if anyone can pass a History check? In tabletop D&D, everyone would look at it, make a check (or the DM would just say) and the person who is most equipped would know something, then have the option to tell the party.

But it's the worst in Dialogue. My main is a Drow Assassin, he does not have high charisma and is not persuasive. I definitely want his custom dialogue options in conversations (Drow/Assassin etc), but from a gameplay perspective I want Wyll's charisma and persuasion passive for often critical attempts to convince people. As far as I can tell, there is no solve for this, the game basically is like, "Choose to play as the character who randomly think might have the best chance talking to a person, because they will be the only one speaking, and the other 3 will sit as mutes in the background."

Imagine in D&D if you had a party with a Barbarian with 5 int and cha, and a charismatic Bard with 18 cha. An NPC begins talking to the Barbarian, commenting on their brawn, but then the party needs to get something from them, the Bard says, "I'd like to try to persuade them to give it to us" and the DM goes, "No, the NPC is talking to the Barbarian, you are unable to speak, I'm going to roll against the Barbarian's 5 cha if you all want to try to persuade them". It makes no sense. You can probably "Game" it by like trying to leave the conversation/back out in the middle if you see it's going a particular way, but again this requires a super immersion breaking process of one person manually backing out, you having to manually switch to another character and talk again.

And if one person in your party has some specialty knowledge about something an NPC is talking about, you have no idea. Again, it'd be like a party of four players talking to an NPC and saying, "OK, Frank, do you want to be the one to talk to the innkeeper? Ok, Mary, Joe, Linda, you all leave the room and listen to our conversation from over there, after Frank is done one of you can choose to talk, if Frank hasn't already pissed off the innkeeper so much you can't talk to them anymore."

Another example of this was talking to a Druid. I had an option to ask where the healer was, or offer to help with a problem. I offered to help. After that dialogue option was complete, he basically told me to go away and the option to ask about the healer was unavailable. That makes absolutely no sense.

Ok, so this was half a rant (I know a lot of this can't be fixed via mods etc), but wondering if others have found a way (or have an idea) primarily of how to get all NPCs involved in the convo at the same time. I haven't played Multiplayer, but I wonder if that enables this easier (ie if all 4 players can see their own options and have the opportunity to talk).
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Ommamar Aug 13, 2023 @ 2:48pm 
I am wondering if this was how things where in early access. I have seen videos talking about how you can swap characters around during dialogue. While I can select other characters all I can do is position them in a better place if combat breaks out. Which is useful I do agree though the game has a hard time using all the parties skills and abilities. Oddly it was the same in Solasta, that had to do with more how the different tags where cycled through. If then else was created for a reason, you can't depend on the gravity of a program to achieve the best results available.
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Date Posted: Aug 13, 2023 @ 2:42pm
Posts: 1