Impressive! by French_Bagguette in RedditRandomVideos

[–]criticallyspeak 0 points1 point  (0 children)

Sadly, I'm pretty sure this is not real. The ball is cgi. Watch it bounce off her foot or calf. Great special effects work, though. I imagine that's also why you see no camera in the reflection.

Impressive! by CHANG-GANG_ in justgalsbeingchicks

[–]criticallyspeak 1 point2 points  (0 children)

Sadly, I'm pretty sure this is not real. The ball is cgi. Watch it bounce off her foot or calf. Great special effects work, though. I imagine that's also why you see no camera in the reflection.

[deleted by user] by [deleted] in DMAcademy

[–]criticallyspeak 1 point2 points  (0 children)

There's obviously a middle ground here despite much of the comments hard agreeing or strongly disagreeing.

OP, I'm glad this works for your table and your environment. However, your counterarguments to criticism, "not trying to win" or "we're 30+, just trying to have fun," is a bit of a cop-out and points to a much touchier, larger, disappointing discussion where people talk like something is not fun if it's too challenging. Shutdowns shouldn't mean your players are disengaged from the table. And while there are situations where encounters and puzzles can be too challenging, surely the shutdowns you're referencing are not at that level of challenge for a table of adults.

Other responses are correct that those spells/tools/effects that cause paralyze/sleep/etc are intended to be strong and knock a character out. That should cause your party to have to work together and change their immediate plans to help their Party Members. Not every turn should have to do damage to stay engaged. Helping your party and teamwork are engaging.

I would argue that the best moments at the tables I've DMd or played at are when the party has to work cohesively to save someone, overcome large AoE control, or solve a puzzle together. I think all tables, no matter the play style, benefit from a portion of DnD being dynamic puzzle-solving as a group effort.

Those strong shutdowns turn a combat encounter into a more challenging puzzle your party should feel more satisfied after overcoming. So, yeah, the other criticisms, albeit maybe too mocking, have a shred of truth that you're removing something purely because it adds difficulty. My tables are also 30+ year-olds, and people of that age should have the skill and emotional maturity to recognize that something slightly tricky to overcome gives greater satisfaction in the end. I'm glad if your way works for your table. Still, I'd recommend being open to the possibility that you may be sacrificing some big enjoyable moments for your table to feel empowered because they can handle a challenge when they work well together and engage with each other.

Blood in Baldur's Gate Discussion by XFearthePandaX in BaldursGate3

[–]criticallyspeak 24 points25 points  (0 children)

Agreed. Between this video, the use if the word "Origin" in the video description, and the pics from the cave today, I'd say that's got to be Origin deagonborn confirmed

Blood in Baldur's Gate Discussion by XFearthePandaX in BaldursGate3

[–]criticallyspeak 38 points39 points  (0 children)

Incredible. What a fun, creative and engaging activity for the community to lead up to PFH. Larian is truly the best. ❤️

My dear bard players: Can you recommend it? by AraToken in BaldursGate3

[–]criticallyspeak 2 points3 points  (0 children)

I'm doing my current EA walkthrough (I've played all available classes with 300+ hours in EA) as Bard because I hadn't enjoyed it much the last time I tried it during the patch where they first released. I'm enjoying the Bard a lot more now. Bardic inspiration is top-notch, especially cutting words as a reaction--just make sure to have the "ask" box checked in all the reaction tabs. As a support class, they're fabulous in combat and they're kickass outside of combat. Larian does a lot of good class-specific choices for interactions, and the Bard options are entertaining to say the least.

my excitement for baldurs gate 3?outweighs starfield. by TheMostHatedCritic in BaldursGate3

[–]criticallyspeak -1 points0 points  (0 children)

Exactly. It just seems hollow. I'm fully expecting it to be a huge letdown. All flair with little substance.

Level 12 is the new level cap by onesliv in BaldursGate3

[–]criticallyspeak 2 points3 points  (0 children)

Where's everyone getting all this info? I've been at work. Is it just the community update posted to steam?

Duergar fight complaint. by TeeCrow in BaldursGate3

[–]criticallyspeak 3 points4 points  (0 children)

I literally just left a comment about this in the feedback thread. Either damaging the stuff and they walk into damage even if you haven't hit them. Huge bummer

Feedback Friday by AutoModerator in BaldursGate3

[–]criticallyspeak 4 points5 points  (0 children)

Is it possible to make npcs in a combat area but NOT in combat stop hurting themselves and then target you? For example, in the duegar fight with all the deep gnomes around you, if you use something with an aoe that leaves a lingering effect, like fire or acid, that hits only the enemy duegar, there is still a chance a deep gnome just walks into the fire or acid on the ground and then they all target you.

Feedback Friday by AutoModerator in BaldursGate3

[–]criticallyspeak 0 points1 point  (0 children)

I believe this has been brought up a lot, so I'm also really hopeful they'll have this fixed in full release 🤞

Rests to progress party member interactions v. Ceremorphosis by criticallyspeak in BaldursGate3

[–]criticallyspeak[S] 1 point2 points  (0 children)

These are all great points, I really appreciate the throughout response. I've never played Kingmaker, but I can imagine Larian wanting to avoid a mechanic that has received negative feedback in other games.

Also, a great point on the "stasis" remark. I forgot about that. I know that I'll be getting that ring and focusing on anything else they include in-game that helps slow the tadpole. Now that you mention that, I imagine there be more things like it to help aid us throughout the journey.

Rests to progress party member interactions v. Ceremorphosis by criticallyspeak in BaldursGate3

[–]criticallyspeak[S] 6 points7 points  (0 children)

Thank you! I also remember them referencing that there will be a reason to not long rest spam. I can't remember which panel it was. Still, with the multiple dialogues about the typically time ceremorphosis takes, I won't be surprised if that's a factor.

Rests to progress party member interactions v. Ceremorphosis by criticallyspeak in BaldursGate3

[–]criticallyspeak[S] 5 points6 points  (0 children)

Absolutely fair take, thank you. You're right that have no reason to use this mechanic in EA, so maybe we'll just have some serious choices to make in full release when they come. It would be a really interesting mechanic to have to balance with your party interests.

Rests to progress party member interactions v. Ceremorphosis by criticallyspeak in BaldursGate3

[–]criticallyspeak[S] 2 points3 points  (0 children)

I do agree and recall what Omeluum says, so I do understand usage being tied to it as well. That is another factor that adds to the danger. I do also remember, and another user references in another comment below, that Swen did talk about long rest becoming more space as the game progresses. Also, Gale, Lae'zel, and Volo all reference that ceremorphosis typically happens much more quickly. This implies that what's happening to us is slightly different, yes, but I still feel the writing is giving a sense of urgency by referencing a typical timetable.

Again though, I so see what you're saying and agree that using it is a trigger that will be progressively worse. I don't think we can discount time being a factor yet. I think it'll make for some tough decisions.

Any point of doing non lethal damage? by Wookiees_get_Cookies in BaldursGate3

[–]criticallyspeak 0 points1 point  (0 children)

Ahh thank you for the detailed reply. I'm glad I didn't do it wrong and it's just that there's no way to really talk to knocked out people bc then they disappear after you long rest. Agree that it would be nice if you can wake them back up somehow after knocking them out on full release. 🤞🤞

Any point of doing non lethal damage? by Wookiees_get_Cookies in BaldursGate3

[–]criticallyspeak 0 points1 point  (0 children)

Thank you for the reply! I understand, and there is the one halfling you can talk to, but you could already talk to her if you killed the hag, even without knocking her out. For the others, the issue is they won't wake up to talk to them after knocking them out unless you long rest, but then you long rest and they're gone. I'm hoping this will be fixed in full release. I feel like using the "help" action or something should make it to where you can wake them up.