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I am not debating the issues of morality here.
I have no issues with the option being available, and I acknowledged Halsin being motivated to kill these Goblin children - specifically while in bear form - to be understandable. For example, as a drow character I would probably attack them. However, some of my good characters WOULD have an issue doing so, and in dialogue WOULD try to persuade the children to leave the area. As I said, more options. My suggestion doesn't even involve changing the outcome of the interaction.
Alright. I see your want, but it won't happen. For Various reasons:
I should just say as a Drow Fem Ranger, I typically kill one of the Goblin 'Children' usually #8 in the field that seems to like to mock the dead adventurer. I do it from the rise to not be noticed, plus then I kill the scout on the side.
I know that there are 'a lot' of people whom will fuss about the fact that one will have the capability to kill children, but one has to acknowledge that Goblin children whom are able to conceptualize their situation, will try to eat the adversary. So no, do I feel bad to kill then? Not one bit. EVIL comes in many forms, small and large.
My suggestion has literally no downsides, other than seemingly not being forced into having to attack, and possibly kill a couple kids. It literally adds to the overall roleplay of the situation. I already stated I wasn't going to debate morality here, but you seem to be conflating my feedback and suggestion as doing so. Not to mention, taking the opportunity to discuss it yourself.
You know what? For sake of argument, I'll humor you. As you say, "EVIL comes in many forms, small and large". In this interaction you are actually always the one initiating the attack, these kids do no initiate the attack on you, you initiate on them, either by attacking them directly through several dialogue "options", or joining Halsin in his attack. As I said, the dialogue on this interaction is woefully lacking.
So, you might not have noticed, but Halsin is a bit of a stupid jerk. He wants you and he to fight 'all' the goblins, and it takes us telling him it's a bad idea (essentially don't be an idiot) to stay where he is and let us handle it. We can persuade him to stay put, which is a good idea of that is the intent. After we kill the Bosses, we can come back to his room, and talk to him, and he will be pleased and tell us he will come back to the grove at his own pace.
Also, for the record. I do not save Halsin. He is a ♥♥♥♥'bag with his brawny self and he can't help us. So, saving him is a waste in the big picture. But in the Act 1 Picture, he only as good as if we saved the Grove or laid it to waste.
This is what I meant by additional dialogue options, enhancing the roleplay. I seem to have gotten a completely different interaction with Halsin than you. This is what I am suggesting here.
The amount of roleplay in this game is insane, I have gotta say. Again, the fact that our interactions with this character are completely different exemplifies this.
I'm by no means a goblin apologist but like, think about the effort you're wasting going for them instead of the mugs actively attacking you. A goblin deliberately trying not to be near you is a solved problem.
I think that as well. The fact that we get different routes per our choices is nice, and I fully appreciate the work put in to make such a thing happen. Halsin was kinda a d*ck to me. He already almost died when fighting the goblins in the room where he was caged and now he wants to take on the whole camp? Hell no. He would die, and then I would be screwed IRT the rescue, so I just told him to keep himself in the room and I would come get him when I was done.
I completely understand your position. But while you are thinking 'in the moment', you are not thinking ahead, aka 'forethought'.
Depending on which 'Goblin kids' you are killing IE: The ones just outside the 'block party' in the courtyard, or the ones tossing stones at Halsin in the worg pens, do you really want any of those Goblins to get away, to alert the whole camp? No. As possibly difficult as it may be for some to slay a child, you kill them before they can raise the alarm. So no, going for them, trying to get to the door or Wardrum to raise the alarm is top priority. Otherwise, your whole party is possibly going to die because you let it happen. (We will just not mention the whole warp to camp thing because that is kinda cheating, and defeats the purpose of a Basecamp raid.)
no matter your aligments, a lawful good would let the bear rot but get the kids to stop, doing that will result in you having to kill the bear cause thats when he decides to escape which he could do the whole damn time apparently, any of the goods wouldnt kill the children anyways. not after getting there peacefully
being evil means youd probably join the gob kids in pestering the bear
I just cant think of any reason why a player of any allignment would choose to kill all those goblins to save a bear
a bear you dont even know is halsin
make it need to be a crit roll or something just make it possible to try and get him out peacefully
otherwise it just breaks the immersion.
and im a tiefling saving my brethern from the gobs, but as tiefling i understand the goblins more than any other race would, considered evil virmin and the like, so even that im saving tieflings from goblins isnt a logical reason to just slaughter any goblin willy nilly
you could save everyone else in a multitude of ways, just not halsin.
and i love gobs, theyre funny, so ill never choose halsin unless they can make it so its logical for my character to choose him over a whole camp of "peacefull" gobs
the only reason i could think of, is playing as a murder hungry bastard killing every1 anyways
I agree that adding an option (nothing needs to be taken away from the current dialogue) to interact with Halsin-in-Bear-form prior to this would be a nice enhancement, however.
(As for shooting Goblin kids from afar that aren't actively attacking you but sadistically kicking a corpse... a DM would have said my character had broken his Oath. Evil comes in many forms, indeed.)