this post was submitted on 12 Oct 2023
284 points (96.1% liked)

RPGMemes

10290 readers
235 users here now

Humor, jokes, memes about TTRPGs

founded 1 year ago
MODERATORS
 
you are viewing a single comment's thread
view the rest of the comments
[–] [email protected] 34 points 1 year ago (3 children)

I'm curious as to how quickly BG3 rule changes will start making their way into tabletop house rules and 3rd party supplements.

My guess is pretty quickly, if my own group is any worthwhile measurement.

[–] [email protected] 38 points 1 year ago (5 children)

Yeah. Larian made some really good changes to D&D, then they added crit fails to skill checks

[–] [email protected] 27 points 1 year ago (11 children)

then they added crit fails to skill checks

Do you know how many times that has pissed me off? Especially on my rogue where even a 1 would have opened the damn lock.

[–] [email protected] 18 points 1 year ago (2 children)

DC 10. You roll a natural 1, it modifies to 15. CRITICAL FAILURE

I feel like it's a bit ridiculous. A professional with expertise doing the worst they possibly can shouldn't be the same as any random untrained person doing the worst they can.

[–] [email protected] 13 points 1 year ago

That is why they ditched critical failures and success in tabletop D&D.

My guess is they kept it in bg3 so there would be a chance of failure on everything including the DC 2 rolls, but to be honest I don't think that chance of failure really adds anything to the game.

[–] [email protected] 1 points 1 year ago

That's why I do crit fail confirms.

[–] [email protected] 9 points 1 year ago (1 children)

Yeah, as DM I've always house ruled that it didn't make sense for a character to fail at the thing they're the best at.

Though I have been known to interpret a natural 1 as a crazy external force - like an earthquake - and have them reroll at -10.

Makes it even more fun when they succeed anyway.

[–] [email protected] 3 points 1 year ago

I’ve always house ruled that it didn’t make sense for a character to fail at the thing they’re the best at.

House Ruled? That's RAW. Crit Fails and successes only apply to attack rolls and death saves. And that's how it should be.

load more comments (9 replies)
[–] [email protected] 6 points 1 year ago (1 children)

Are those actually "crit" fails or just auto fails?

Never bothered to check if a nat one fail is any different than a nat two fail

[–] [email protected] 8 points 1 year ago

Just auto fail. A rogue lock picking a DC10 door still has a 1/20 chance of failing the check. That's the difference.

[–] [email protected] 4 points 1 year ago* (last edited 1 year ago) (1 children)

[nervous sweating] I've always run my game with crit fail skill checks. That's normal.

Isn't it?

Isn't it?

[–] [email protected] 2 points 1 year ago (2 children)

Crit fail and success for skill checks is a variant rule in the dmg (maybe even discussed in the PHB)

[–] [email protected] 3 points 1 year ago (3 children)

Ultimately if 1 will not fail or 20 will not succeed, why are you even rolling? While there is no default automatic success/failure rule, it's a natural assumption that 1 and 20 are automatic fail and success based on the fact that the roll is pointless otherwise.

[–] [email protected] 1 points 1 year ago

As someone has mentioned, "Pass" and "Fail" are not the only possible outcomes of any given role. That's why there are numbers on the dice besides 1 and 20.
Also, the GM doesn't usually(and also shouldn't, with everything else they need to keep track of) memorize every aspect of all their players' character sheets - they don't necessarily KNOW if the check is impossible to pass or fail.

load more comments (2 replies)
load more comments (1 replies)
[–] [email protected] 2 points 1 year ago

Crit fails on skill checks have been houseruled into the game for ages, this is not something cooked up by Larian

[–] [email protected] 6 points 1 year ago (3 children)

What changes have they made? I’d love to know as I’m always game to allow homebrew etc at my table (so long as I’ve read the material, everyone agrees, and we roll with it from the start of a campaign).

[–] [email protected] 23 points 1 year ago* (last edited 1 year ago) (2 children)

Off the top of my head:

Changes fall into two categories:

  1. Rule Tweaks
  2. New mini-systems.

Under 1:

  • Shove is not a part of the attack action. It is a bonus action available to all characters. Shove only pushes the target back an amount that depends on the shover's strength and the target's weight. It normally does not knock them prone unless they are shoved off a high ledge.
  • Weapons are given unique weapon action attacks depending on the weapon type. These can be used once per short rest only if the wielder is proficient with the weapon.
  • Removed the requirement that attacks must be made using Strength to activate the benefits of Rage.
  • Removed the requirement that attacks must be made using Strength to activate the benefits of Reckless Attack.
  • Fast Hands simply gives you an additional Bonus Action with no restrictions.
  • Haste simple gives you an additional Action with no restrictions
  • Consuming a potion is only a bonus action.
  • If a creature throws a healing potion as an action, it will break and heal all targets in a small radius.

Under 2:

Numerous weapons and items have systems attached to them that create or consumes various "charges" to add additional effects

As an example, weapons and items with the "spark" ability builds Lightning Charges in the wielder when certain criteria are fulfilled.

If 5 Lightning Charges are built up, the next instance of damage done with an attack role inflicts an additional 1d8 Lightning Damage.

There are many more. See Here and Here

[–] [email protected] 9 points 1 year ago (1 children)

Thank you so much for this. These sounds like really reasonable tweaks and additions that I’d love to run a game with them!

[–] [email protected] 6 points 1 year ago

I love this changes and I really going to struggle to back to martial in 5e without them.

No more I swing my sword end turn.

Instead I use my Lacerate skill and hit with my sword. Then I use my bonus action to shove.

[–] [email protected] 9 points 1 year ago

Bonus action shove is so good, it lets you try shoving people off of edges or into environmental hazards instead of just whacking turn after turn. Also great for spellcasters and ranged attackers, but you need to roll for it so it's not too overpowered. Bonus action potion drinking is also really nice.

[–] [email protected] 8 points 1 year ago (1 children)

People on the same turn sharing initiative can go at the same time. Drinking a potion is a bonus action. Those are the ones I've incorporated.

[–] [email protected] 5 points 1 year ago (1 children)

It makes much sense and avoids action spamming I’ve seen at tables that let a potion be used for free. I know Crawford intended potions to be an action since they’re “bottled spells” but it results in players never using them in fights. Also less squishy PCs makes for far for entertaining encounter design (read that as additional peril haha).

[–] [email protected] 5 points 1 year ago (1 children)

“bottled spells”

"Bottled spells" that don't recharge on a long rest but instead cost an arm and a leg and heal for a pittance, basically ensuring that in the time that it takes to gulp one down you've already taken twice as much damage than what it'll heal. I guess I get the idea but RAW, the potions are just awful outside of last resort to bring up downed characters (and that's assuming your GM has no problems making an unconscious character forcibly drink them).

load more comments (1 replies)
[–] [email protected] 6 points 1 year ago* (last edited 1 year ago) (1 children)

There are quite a few, but a simple one that I've put into my own house rules is giving all Clerics proficiency with flails and morningstars.

[–] [email protected] 6 points 1 year ago (1 children)

I love this. I can’t remember the last time a player used one of those two.

[–] [email protected] 9 points 1 year ago (1 children)

Flails are just objectively worse than warhammers. Same damage die, but lacking the Versatile trait. I've played with giving flails some other sort of secondary ability but never found something that works.

Morningstars are functionally the same as warpicks, and both lack the Versatile trait. I've settled on changing the morningstar's damage to 2d4 split between 1d4 bludgeoning and 1d4 piercing to set it apart.

[–] [email protected] 3 points 1 year ago* (last edited 1 year ago) (1 children)

I really wish they went over the weapons for the next edition and made sure that at the very least there were no weapons that were objectively worse than another. Might want to just homogenize the weapons under some handful of archetypes that have some legitimate advantages over each other.

I once played a cleric worshipping Loviatar so thematically I made him use whips as his weapon of choice. Roleplay-wise I loved it, gameplay-wise 1d4 damage is ass and reach allowing me to mostly harmlessly tickle the enemies from very slightly farther away is absolutely useless 99% of the time.

[–] [email protected] 2 points 1 year ago

The weapon system in 5e is half-baked. It feels like someone put it in as a placeholder and never bothered to give it a second look.

[–] [email protected] 4 points 1 year ago (2 children)

Does BG3 do anything with overlapping extra attack features?

[–] [email protected] 6 points 1 year ago (1 children)

Regular Extra Attack and Pact of the Blade's extra attack stacks in BG3 IIRC

[–] [email protected] 7 points 1 year ago

As a mainline Pallylock I enjoy that, probably a bit too much.

[–] [email protected] 2 points 1 year ago

Not that I'm aware of.

It sounds like an interesting change, though.

I'm pretty pressed for time, but it would be interesting to do some testing on this.