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Damage Issue:
I'm on my second playthrough and when I look at my damage it says I should do 1d6+3 damage, so how does my character hit for less than 4 the majority of the time? To me it seems like the +damage doesn't get factored in, felt like this with the first playthrough also.
Edit: Second play through: Seems like I was only noticing it vs NPCs that had resistances.

My thoughts:
Overall I really enjoy the game, after my first playthrough I wanted more. There are some things that feel right about the game and a lot that needs improving.

What feels Right (possible spoilers):
1. I think the turn base works well
2. I like that you can keep characters at your camp to rotate if you want a different party make up

What needs improving (possible spoilers):
1. Like I stated earlier, Damage doesn't seem to be calculating correctly. Edit: This is fine
2. Cinema during dialog is off sometimes. Meaning, sometimes the camera angle will be off and you will be staring into the ground or sky (instead of at the characters), and sometimes characters will not even appear in the cinema (so you have one character talking to air).
3. Fix the wizards being able to learn cleric spells
4. The majority of skill checks seemed to be really high (at least on my first play through as a fighter). Will edit this when I finish my wizard playthrough if I feel differently.
5. The penalty, if there even was one, for carrying to much weight seemed nonexistent. Also sending items to your campsite make this laughable.
6. Fix talking to characters when trying to move. Found several times after a battle and I was moving around looting the corpses, I would end up click on a party member and start a dialog. Make it so I have to hold CTRL or Shift when clicking on them to talk to them.
7. Fix the game trying to make me move to a higher floor than the one I am on, sometimes resulting in an unable to move to the location situation.

Things I hope they do:
1. Not require multiple skill checks during a dialog
2. Add more feats
3. Add custom lineage when creating a character, from Tasha's Cauldron of Everything
4. Add more subclasses (the wizard only has 2)
5. Add the possibility of random encounters when walking from point A to point B
Post edited December 31, 2020 by Jabutei
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Jabutei: Damage Issue:
I'm on my second playthrough and when I look at my damage it says I should do 1d6+3 damage, so how does my character hit for less than 4 the majority of the time? To me it seems like the +damage doesn't get factored in, felt like this with the first playthrough also.
Is it possible your target(s) are RESISTANT to your damage type?

In 5E rules, Resistance halves (round down!) the damage that actually gets through. So that 1d6+3 isn't doing 4-10 .... it's only doing 2-5.
3. Fix the wizards being able to learn cleric spells
Some wizards, depending on their College, may be able to do that legitimately. I haven't looked recently at which Colleges are included so far.
4. The majority of skill checks seemed to be really high (at least on my first play through as a fighter). Will edit this when I finish my wizard playthrough if I feel differently.
Define "high" ...?
4. Add more subclasses (the wizard only has 2)
Very likely they will have most / all of the subclasses for all classes - especially the PHB subclasses - eventually.
5. Add the possibility of random encounters when walking from point A to point B
This really cannot happen with the way the maps are built.
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Jabutei: Damage Issue:
I'm on my second playthrough and when I look at my damage it says I should do 1d6+3 damage, so how does my character hit for less than 4 the majority of the time? To me it seems like the +damage doesn't get factored in, felt like this with the first playthrough also.
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_Pax_: Is it possible your target(s) are RESISTANT to your damage type?

In 5E rules, Resistance halves (round down!) the damage that actually gets through. So that 1d6+3 isn't doing 4-10 .... it's only doing 2-5.

3. Fix the wizards being able to learn cleric spells
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_Pax_: Some wizards, depending on their College, may be able to do that legitimately. I haven't looked recently at which Colleges are included so far.

4. The majority of skill checks seemed to be really high (at least on my first play through as a fighter). Will edit this when I finish my wizard playthrough if I feel differently.
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_Pax_: Define "high" ...?

4. Add more subclasses (the wizard only has 2)
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_Pax_: Very likely they will have most / all of the subclasses for all classes - especially the PHB subclasses - eventually.

5. Add the possibility of random encounters when walking from point A to point B
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_Pax_: This really cannot happen with the way the maps are built.
1. I know about resistances, but pretty sure I hit a goblin for 1... was rushing through the game the first playthrough and will make sure that I pay more attention on the second one.
2 pretty sure the wizard learning all spells is a bug.
3.skill checks being high.... the majority to start were 6-12, and near the end all were 16+ (this could be because of what they were and again because of a speed run for first run, i will pay attention more the second run)
4.i'm sure they will add more just saying they should
5. they could do random encounters where mobs path with random spawns/day
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Jabutei: ...
It's just beta testing. Of course the game is not complete and it has bugs.

About random encounters... that's a good question because I haven't played this yet: is experience awarded by enemies defeated/damage done? If so, game-makers have to be careful about destroying game balance by providing infinite experience generators like killable mobs. Just my opinion.
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Jabutei: ...
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alcaray: It's just beta testing. Of course the game is not complete and it has bugs.

About random encounters... that's a good question because I haven't played this yet: is experience awarded by enemies defeated/damage done? If so, game-makers have to be careful about destroying game balance by providing infinite experience generators like killable mobs. Just my opinion.
Yeah I know it is beta testing, and that is why I said things that they should work on. I am really enjoying the game. As for random encounters, they can add them without making them game breaking. To prevent people from farming them for xp, you make them worth little to no xp but drop potions/gold, or if the party is x levels above the random encounter then they give 0 xp.
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Jabutei: 3.skill checks being high.... the majority to start were 6-12, and near the end all were 16+ (this could be because of what they were and again because of a speed run for first run, i will pay attention more the second run)
6-12 is not high. Neither is 16.

In 5E, Skill and Ability check DCs are as follows:

5 - Very Easy
10 - Easy
15 - Medium
20 - Hard
25 - Very Hard
30 - Nearly Impossible

Remember, it's not a straight roll of the die; you add one of the attributes, and possibly your proficiency bonus, to the roll. A 1st level character could, therefor, have as much as a +5 to any given skill or tool check. +7, if they are a Rogue (due to Expertise).
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Jabutei: 5. they could do random encounters where mobs path with random spawns/day
No, really they couldn't. The way maps like those sed in BG3 work, the monsters are all set and placed already. Adding random spawns on top of that, would mean being overwhelmed at every turn - and/or, not having a single part of the map not be jam packed with monsters looking to kill you. Every single step across a map would be a single unending slog of combat.
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Jabutei: To prevent people from farming them for xp, you make them worth little to no xp but drop potions/gold, or if the party is x levels above the random encounter then they give 0 xp.
..... and that would violate a fundamental principle of 5E TTRPG rules: every non-trivial victory is worth XP.

Why should a group of six goblins, just because they were randomly spawned, be worth little or nothing ... when the 4 non-random Goblins moments before and the 5 non-random goblins just afterwards were worth full XP and "loo" awards ...?
Post edited December 27, 2020 by _Pax_
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Jabutei: 3.skill checks being high.... the majority to start were 6-12, and near the end all were 16+ (this could be because of what they were and again because of a speed run for first run, i will pay attention more the second run)
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_Pax_: 6-12 is not high. Neither is 16.

In 5E, Skill and Ability check DCs are as follows:

5 - Very Easy
10 - Easy
15 - Medium
20 - Hard
25 - Very Hard
30 - Nearly Impossible

Remember, it's not a straight roll of the die; you add one of the attributes, and possibly your proficiency bonus, to the roll. A 1st level character could, therefor, have as much as a +5 to any given skill or tool check. +7, if they are a Rogue (due to Expertise).
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Jabutei: 5. they could do random encounters where mobs path with random spawns/day
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_Pax_: No, really they couldn't. The way maps like those sed in BG3 work, the monsters are all set and placed already. Adding random spawns on top of that, would mean being overwhelmed at every turn - and/or, not having a single part of the map not be jam packed with monsters looking to kill you. Every single step across a map would be a single unending slog of combat.
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Jabutei: To prevent people from farming them for xp, you make them worth little to no xp but drop potions/gold, or if the party is x levels above the random encounter then they give 0 xp.
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_Pax_: ..... and that would violate a fundamental principle of 5E TTRPG rules: every non-trivial victory is worth XP.

Why should a group of six goblins, just because they were randomly spawned, be worth little or nothing ... when the 4 non-random Goblins moments before and the 5 non-random goblins just afterwards were worth full XP and "loo" awards ...?
The game does not show +s to dice rolls for skill checks (the game says you need to beat an 8 and if you roll a 7 you don't beat it, even if you're proficient in that skill). Skill checks haven't gone above 20 in the game and you have to match or beat what it tells you. It could be factoring that stuff in but since it doesn't give you a break down with a log, I'm not going to assume that it's adding it. So your 25 and 30 do not even relate to this game (unless they are factoring them in but again not going to assume they do without a log to show it). In D&D adventures your DM would tell you what check to roll, you would roll add your +s then say what you rolled after +s, then the DM would say if you succeeded or failed. This game tells you what you need to beat so not sure if they are factoring in +s when doing that.

Yes they can do random encounters. There are multiple spots on the map you move for a good bit without doing anything. Lets say there are 20 on the first bit that we can path so far. What they do is have it so that when a new game is created then 3-5 of those 20 spots, randomly picked and different per new game, spawn enemies. This would give every new game a little different experience (sure the experience can be done with dialog choices but this would add more). With it being such a small amount of encounters the xp would not make a huge difference if it was given.

And when I was saying a group could be worth 0 xp, I was talking about if went through act 3 (when the game is out) and are level 7 and come back to the area in act 1, then the random encounter would not be worth xp (and that would be the entire act would be worth 0 xp if you were coming back to finish quests you didn't finish while in the act). You say that giving xp per battle is a fundamental principle of 5e..... have you played Icewind Dale - Rime of the Frostmaiden?
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Jabutei: The game does not show +s to dice rolls for skill checks (the game says you need to beat an 8 and if you roll a 7 you don't beat it, even if you're proficient in that skill).
What the game is doing, is taking the set DC for the skill, subtracting your character's bonus, and then displaying what you need the die to show. Presumably they did this, to simplify the process for non-TTRPG players.

So, if you normally have, oh, a +5 to a particualr Ability(Skill) check, and the DC woudl be 20 ... the game shows you 15, because that's what needs to show up on the die.

That's not a design decision I happen to agree with, but it only took me aout five checks to realize that's what must be going on.
I was talking about if went through act 3 (when the game is out) and are level 7 and come back to the area in act 1, then the random encounter would not be worth xp (and that would be the entire act would be worth 0 xp
That's not how the 5E rules work. If a creature is worth 50xp at level 2, it's still worth 50xp at level 15.
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Jabutei: The game does not show +s to dice rolls for skill checks (the game says you need to beat an 8 and if you roll a 7 you don't beat it, even if you're proficient in that skill).
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_Pax_: What the game is doing, is taking the set DC for the skill, subtracting your character's bonus, and then displaying what you need the die to show. Presumably they did this, to simplify the process for non-TTRPG players.

So, if you normally have, oh, a +5 to a particualr Ability(Skill) check, and the DC woudl be 20 ... the game shows you 15, because that's what needs to show up on the die.

That's not a design decision I happen to agree with, but it only took me aout five checks to realize that's what must be going on.

I was talking about if went through act 3 (when the game is out) and are level 7 and come back to the area in act 1, then the random encounter would not be worth xp (and that would be the entire act would be worth 0 xp
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_Pax_: That's not how the 5E rules work. If a creature is worth 50xp at level 2, it's still worth 50xp at level 15.
Yeah if figured the +s to dice rolls worked like that but was not positive since there is a skill check near the end that no matter which choice you pick is a 20 (doesn't matter the character), and a natural 20 doesn't mean auto succeed in D&D just like a 1 doesn't mean auto fail when it comes to skill checks.

As for the 0 xp not working like that in D&D, you are right it works like you said. Like I responded to someone else, the book, Icewind Dale - Rime of the Frostmaiden, doesn't have xp work like that. It is based on chapters and if you reach level 4 in chapter one, no matter what you do, you can't gain more levels without moving on to chapter 2. Also if you move on to chapter 2 and go back and finish the quests from chapter 1 they still reward 0 progression to your next level. So it isn't crazy to say that BG3 could do something like this since it is a chapter based game.
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Jabutei: As for the 0 xp not working like that in D&D, you are right it works like you said. Like I responded to someone else, the book, Icewind Dale - Rime of the Frostmaiden, doesn't have xp work like that. It is based on chapters and if you reach level 4 in chapter one, no matter what you do, you can't gain more levels without moving on to chapter 2. Also if you move on to chapter 2 and go back and finish the quests from chapter 1 they still reward 0 progression to your next level. So it isn't crazy to say that BG3 could do something like this since it is a chapter based game.
That's an official variant, "Milestone Levelling".

And you either use that all the way, everywhere, all the time .... or never. If the game is awarding set XP values for specific creatures, then it must do so for every creature, always.
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Jabutei: As for the 0 xp not working like that in D&D, you are right it works like you said. Like I responded to someone else, the book, Icewind Dale - Rime of the Frostmaiden, doesn't have xp work like that. It is based on chapters and if you reach level 4 in chapter one, no matter what you do, you can't gain more levels without moving on to chapter 2. Also if you move on to chapter 2 and go back and finish the quests from chapter 1 they still reward 0 progression to your next level. So it isn't crazy to say that BG3 could do something like this since it is a chapter based game.
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_Pax_: That's an official variant, "Milestone Levelling".

And you either use that all the way, everywhere, all the time .... or never. If the game is awarding set XP values for specific creatures, then it must do so for every creature, always.
You are right this game has taken every thing at 100% from D&D, like how sneak attack works... oh wait no it hasn't. So yeah they don't have to award xp every time.
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Jabutei: ...
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alcaray: It's just beta testing. Of course the game is not complete and it has bugs.

About random encounters... that's a good question because I haven't played this yet: is experience awarded by enemies defeated/damage done? If so, game-makers have to be careful about destroying game balance by providing infinite experience generators like killable mobs. Just my opinion.
there are no random encounters at this stage... its unknown if they will be added later but i hope not

doing damage that kills a NPC gives experence... the game was patched [imo wrongly] to add experence to people that do other random things like talking their way past a guard instead of killing them

to be clear, I'm fine with Larian making changes but they did this based on a small number of Steam players using the limited data from a beta build... imo they should have waited until they got the game stable on all platfrom before making what amounts to fine tunning
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Jabutei: You are right this game has taken every thing at 100% from D&D, like how sneak attack works... oh wait no it hasn't. So yeah they don't have to award xp every time.
It's less that they've intentionally changed it, and more that they just don't have it working right yet.

Also, you clearly misunderstand how Milestone Levelling works.

It is not merely "eh this stuff is too easy for you now, so you get no reward". Rather, it is "hard or easy, if you do X much, you gain a level".

In Rime of the Frost Maiden, to stick to the example you brought up: in Chapter 1, you gain a level after completing 1, 3, and 5 quests. It doesn't matter what order you do them in, it doesn't matter how hard or easy they were, you gain levels upon completing that many quests. And once you hit level 4, you advance to chapter 2.

Importantly, you NEVER gain straight up XP in that module. As I said, it's all of one or all of the other, either you use XP awards per-encounter, OR you use Milestone Advancement. Not a mixture of the two.

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ussnorway: doing damage that kills a NPC gives experence... the game was patched [imo wrongly] to add experence to people that do other random things like talking their way past a guard instead of killing them
You get XP for DEFEATING challenges and encounters you face.

Defeating does not have to mean killing. Talking your way past that guard can be considered "defeating the encounter", and thus it is not wrong to award XP for doing so. Taking prisoners. Driving enemies away (making them flee). All are legitimate victories that earn you XP.
Post edited January 03, 2021 by _Pax_