• jtrek@startrek.website
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    4 hours ago

    I enjoyed bg3, but DND 5e is not a system I enjoy nor want more of. It’s surprisingly shallow.

    • Tynan@lemmy.ml
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      4 hours ago

      This is how I feel. And honestly how the developers of BG3 seemed to feel. Additional context for other readers if not necessarily for you, but 3.5 and Pathfinder have a lot of what they call the “magical Christmas Tree effect” where someone using Detect Magic on a player character would see a magical aura around every single one of your body parts. Barring specific character build decisions there was usually a best-in-slot magical item for every place you could have one, and the difficulty curve of the game assumed that you would.

      5e, especially early 5e, attempted to curb this. Magic items were rare and powerful, but more importantly interesting. Strict numerical bonuses were powerful but boring so they were mostly eliminated. Flash or nothing was the name of the game, and indeed some magical items literally do nothing but enhance looks.

      BG3 said no to this. Many possible character builds can only be done, or are strongly encouraged, with sets of magic items. It was an attempt to add depth and choice back in while restricted by a system that had little of it.

      • jtrek@startrek.website
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        27 minutes ago

        Yeah, but unfortunately they kept 5e’s design principle of “you barely get any feats”. I want my characters to be interesting because of who they are, not because of what glowing doodads they looted from more interesting dead people.

        Also class + level is so coarse. I’d rather be able to, like, buy individual things I want. Get XP for doing a quest, buy more sneak attack. Or a spell slot. Maybe hit dice. Really let me mix and match.

        But DND 5e is designed to have a small decision space in builds. They want the half paying attention guy’s character to perform about as well as the optimizer, instead of the huge gap between those archetypes that 3e had.

    • tal@lemmy.today
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      3 hours ago

      D&D was optimized for pencil-and-paper-and-dice play. I mean, it has to keep the math simple to keep the game going.

      I think that a ruleset optimized for computer RPGs would probably look somewhat different.

      • jtrek@startrek.website
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        32 minutes ago

        It’s funny because while 5e has simpler math than the predecessors, it’s still kind of clunky. 1d20 + proficiency + modifier isn’t that bad, but I’ve seen a lot of players who can’t correctly add 16 + 7.

        I really liked the nWoD system where you roll a bunch of d10s and just count how many came up >= 8. No addition or subtraction.

        Also 1d20+stuff is flat probability, which feels bad.

        I think that a ruleset optimized for computer RPGs would probably look somewhat different.

        But also 100 times this. You could do so many things that would be painful to do by hand at the table.

      • ahornsirup@feddit.org
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        4 hours ago

        That’s a controversial opinion but I agree with you. Going by the Original Sin games I prefer 5e over the rules Larian made for Divinity.

        • Pennomi@lemmy.world
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          2 hours ago

          The surfaces system was superior in Divinity OS2 but I felt the physical/magical armor system was kind of awkward.

        • dogslayeggs@lemmy.world
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          2 hours ago

          While BG3 was a better game, the combat in Divinity was more fun. Not only was cheese encouraged, it was almost required at higher difficulty levels. Summoning a lava worm to shoot a laser beam at some tossed out fire traps to cause a million damage? Sure, why not?

        • ampersandrew@lemmy.world
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          4 hours ago

          Given how much more likely one is to have played 5e than any other system, it’s probably not all that controversial.

      • [object Object]@lemmy.ca
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        3 hours ago

        5e is a great system for a “Rule of Cool” style of DMing. That’s amazing for a decent DM and inexperienced/less technical players.

        But it is not a good CRPG system or a good system for experienced and technical players. There’s a lot of “can I…” and “I want to…” that slows down combat even when you know the rules.

        Plus, there’s stuff like “can a centaur ride a horse?” where 5e is inconsistent. Or the infamous peasant rail gun.

        • jtrek@startrek.website
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          36 minutes ago

          5e is a great system for a “Rule of Cool” style of DMing. That’s amazing for a decent DM and inexperienced/less technical players.

          It’s not even that good at that. Fate, for example, is a much lighter and better system for that. Aspects are a very simple system for setting expectations and letting players do wacky things based on them.

          If I was going to run a game for new players I would absolutely not reach for 5e. It provides too much fertilizer for “can I move that far?” and “if he’s flying 30’ up can I still shoot him?” minutia.

        • ampersandrew@lemmy.world
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          3 hours ago

          I probably had fewer “can I…?” questions in BG3 than any other CRPG, if for no other reason than that all of the enemy attributes are exposed at all times, and your spells tell you which attributes they interact with. It’s that same quality that allows the technical design of Larian’s engine to shine, and it made large swaths of the genre feel dated immediately. Either in the video game or the tabletop, my combats don’t have many questions to bog them down.