I saw and heard the phrase "action economy" a lot when I was playing and reading BG3 and I still don't understand what the phrase "action economy" means and how it differs from words like power or lethality.
ex:
If you add the missing item of "reduce the number of actions of enemies" it just sounds like "git gud."
Burns do you agree with this definition?"Action economy" can refer to the entire scope of player actions versus enemy actions. Quality of an action, and raw amount.
Yes, because when distilled down it still falls within the spending and acquiring of action points/resources (player and npc).Burns do you agree with this definition?
yeah, to be clear when I say exploiting action econ is a dick move/metagaming, I mean specifically in tabletop, where you have a living DM sitting there trying to design good encounters on the fly. and, actively trying to exploit action econ is just making their job harder on purpose. you are targeting and exploiting the game system, not engaging in the ecounter.
in crpg's its just good tactics.
obviously, the line between optimum play and being a problem player can be fine.
slow is not being a dick. Taking 10 summon spells, and summoning 16 wolves in every fight to overwhelm the enemies action econ is.
there is a point where you as the player know the enemy has 1 attack per turn, and it doesn't matter if those wolves only have 1 hp, the enemy can only kill 1 per round. so you are putting the DM into a box, where they now need to design every encounter around your cheese. And thats super not fun for anyone. Because you are now going to bitch when they start sending 20 enemies at YOU every counter, or every enemy has massive AOE attacks. "the DM is unfairly targeting me!"
A harder difficulty mode is definitely a requirement for a future, DLC-bolstered playthrough of BG3 for me.It's great that Larian wasn't trying to fine tune balance, but it would have been a nice bonus if they added another difficulty, that they tested and took into account the player using at least 50%+ of the OP builds/stuff. There is only so much they can do with the resources they have though, and some things must be sacrificed.
Historically, Larian hasn't done DLC, so we may only get their final polished "enhanced" edition with cut content, in a year or so. Which I am fine with, as I dislike the DLC model bullshit, and would rather have a full blown xpac. A related story for levels 13 - 20 would be great, but I wont hold my breath.A harder difficulty mode is definitely a requirement for a future, DLC-bolstered playthrough of BG3 for me.
harder diff might be hard to do with bg3. saying this without playing it... however.. 5e itself is more narrative built, not a tactical system. 3.5e/pathfinder can be built to be harder, and more tactical easier. Additionally, the smaller party size. which may seem like it would naturally make things harder, and does, but also makes making good tactical encounters more difficult, as there is less room for choice. in a 6-8 man party, in the owlcat pathfinder rpgs for example, you can swap people in easy, or have useless characters that others take up the slack for. Like say my witch in wrath of the right. she's a godly buffer, heals, and godly "mind effecting" spells and hexes with slumber, phantasmal killer/weird, etc.. but, her powers versus anyone immune to "mind effecting" such as undead, is greatly limited. so pathfinder lets you build encounters that can nullify one or two of the party. but bg3's 4 man party doesn't let you do that.A harder difficulty mode is definitely a requirement for a future, DLC-bolstered playthrough of BG3 for me.
It'd be feasible to add a harderer mode. You'd just need to use the power of action economy. And by that I mean, yeet out a bunch of extra mobs for a bunch of encounters and increase the stats/levels for enemies across the board. Especially initiative.harder diff might be hard to do with bg3. saying this without playing it... however.. 5e itself is more narrative built, not a tactical system. 3.5e/pathfinder can be built to be harder, and more tactical easier. Additionally, the smaller party size. which may seem like it would naturally make things harder, and does, but also makes making good tactical encounters more difficult, as there is less room for choice. in a 6-8 man party, in the owlcat pathfinder rpgs for example, you can swap people in easy, or have useless characters that others take up the slack for. Like say my witch in wrath of the right. she's a godly buffer, heals, and godly "mind effecting" spells and hexes with slumber, phantasmal killer/weird, etc.. but, her powers versus anyone immune to "mind effecting" such as undead, is greatly limited. so pathfinder lets you build encounters that can nullify one or two of the party. but bg3's 4 man party doesn't let you do that.
Especially initiative.
Speaking of initiative, does anyone know what the fuck BG3 is doing with it? Cause whatever it is, it ain't DnD Initiative.
-edit- to be clear, I mean it doesn't appear to be d20 based. I'm aware they group by team affiliation for greater flexibility, and actually consider that a solid design choice.
d4 + dex mod instead of d20. Alert is +5, so anything with it as a perk is pretty much guaranteed to go first.
By Act 3 I took Alert on all my characters, even my barbs with very high initiative. It's just too critical to go before any big bads.d4 + dex mod instead of d20. Alert is +5, so anything with it as a perk is pretty much guaranteed to go first.
Mod fixes it back to 5e rules:Speaking of initiative, does anyone know what the fuck BG3 is doing with it? Cause whatever it is, it ain't DnD Initiative.
-edit- to be clear, I mean it doesn't appear to be d20 based. I'm aware they group by team affiliation for greater flexibility, and actually consider that a solid design choice.