It should have been in the game at least as a toggle. The information is obviously already there, and it would help people just getting interested in this type of game. Anything else is elitist gate keeping.
Really happy with this mod, but are you aware that whenever a character says 'advantage' in dialogue, it will also add the "(Roll twice blah blah)", as if they're saying it? Funny, but a bit annoying haha
I love it, it's all very confusing and some things are not well explained by the game.
Do you think there's any way to help with some other things: - How to know how long an effect from a item(such as potion) lasts? - How to know if item ability is used(such as special attack from necklace) and requires short/long rest
Thanks, DND terms are absolutely stupid and even if I have learned them it'll help for my playthrough with other people.
Armor class is probably one of the most unintuitive naming I've seen in a videogame, I honestly think it was a mistake for them to follow dnd rules and stuff that much, hope big overhaul mods make this game more like divinity at some point.
I honestly think it was a mistake for them to follow dnd rules
"Grr, why does this DnD game have DnD in it?!?" But seriously, it's not like they could have done something else officially. Prior convention both with it being a DnD setting, and prior BG games also being pretty straight conversions of the then current editions means that there would be more people upset with it being different vs others with complaints similar to yours.
People don't know that there's been a long, continuous tradition from the days of tabletop battlefield simulation games, so the conventional terms just grew and accumulated over time.
In a way, the "translation" work was already done with MMOs and various types of single player games, where developers used more or less similar or analogous maths and mechanics, but renamed them into things like "hit chance" :)
There is actually something to be said for the older terminology in terms of getting you to understand in more detail what's going on "under the hood" with games, but of course the newer terminology being easier to understand for a more general audience is also of some value.
Every single D&D nostalgia post has that ONE GUY that brings up THAC0. Talk about a mistake that'll never be lived down. They stopped using it internally sometime around the Clinton Administration and it was removed completely by 2000.
Oh god, THAC0. That's really taking me back. Say what you will about more modern editions of dnd, but changing the rules so that everything was roll above X target to succeed was one of their best ideas.
Any change you could make the base rules into like a transcript for regular 5e? I remember playing DND for the first time and wishing for something like this
I love you. Thank you for this. I'm completely new to DnD.
I still don't know what 1D6 means. What's the D? what's the 1 and 6? idek. Sounds good I guess? I had someone explain but it went right over my head ngl.
1 means one,D means dice,6 means 6-sided dice,so 1D6 means you roll *one 6-sided dice* the result could be 1 or 6 and weapon damage depends on the result. as 2D8 it’s *two 8-sided dice* the result it’s 2 to 16 . that’s what i been told,hope i explain it right.
"Armour Class - Dodge Rating" This might be even more misleading becuase heavy armor would had more "dodge rating" maybe something like Damage Avoidance, but to be fair Armour Class was pretty straightforward for me I also came from 0 dnd background
How so? "armour class" translates into "damage reduction rate" in most modern games, that's why I consider it misleading. Since AC only effects the chance of an attack hits you, you either get hit or not get hit, so I think "dodge rating" is pretty accurate.
Yeah, armor in real life is more about damage reduction than complete damage negation the vast majority of time. I don't like D&D's implementation of armor one bit.
AC is a complex abstraction of a combination of factors. Dexterity represents the chance to evade damage, but heavy armor makes dodging more difficult (thus removing your dex bonus to AC), but can prevent damage by the armor taking hits for you. Rather than reducing all damage a little, it reduces the damage of some attacks completely.
Basically, an attack "missing" in D&D doesn't necessarily mean "I swung a sword and it didn't hit the guy" every time. A lot of things are abstractions, such as HP. This is a video game though, so expectations are different.
Anyway, "avoidance" does sound like a more fitting term, because there are multiple ways to avoid damage, but no one is out here doing dodge rolls in heavy armor. :P
Avoidance sounds like a more fitting word, noted. I will update whenever I regain some energy
Edit: On second thought, "dodge rating" seems pretty straight forward and conveys what AC does quite nicely as a result, and it is what players(like me) are most used to. Will "Avoidance Rating" cause furthur confusions? Idk, let me sleep on that, I'm so tired now.
I personally wish that there was a system for heavy armor that doesn't really make you dodge so much as it makes you take a hit but not take damage and says something like "Armored Defend" or something. Just a pet peeve but still.
I'm just talking about animations and visual feedback during combat. Not changing the mechanics themselves.
42 comments
Fixed: There was an english.pak in my mod folder.
Do you think there's any way to help with some other things:
- How to know how long an effect from a item(such as potion) lasts?
- How to know if item ability is used(such as special attack from necklace) and requires short/long rest
Armor class is probably one of the most unintuitive naming I've seen in a videogame, I honestly think it was a mistake for them to follow dnd rules and stuff that much, hope big overhaul mods make this game more like divinity at some point.
Nice work.
But seriously, it's not like they could have done something else officially. Prior convention both with it being a DnD setting, and prior BG games also being pretty straight conversions of the then current editions means that there would be more people upset with it being different vs others with complaints similar to yours.
In a way, the "translation" work was already done with MMOs and various types of single player games, where developers used more or less similar or analogous maths and mechanics, but renamed them into things like "hit chance" :)
There is actually something to be said for the older terminology in terms of getting you to understand in more detail what's going on "under the hood" with games, but of course the newer terminology being easier to understand for a more general audience is also of some value.
I still don't know what 1D6 means. What's the D? what's the 1 and 6? idek. Sounds good I guess? I had someone explain but it went right over my head ngl.
2d4: 2 dice with 4 faces = 2x(1-4) = 2-8
next time google search.
"Armour Class - Dodge Rating" This might be even more misleading becuase heavy armor would had more "dodge rating" maybe something like Damage Avoidance, but to be fair Armour Class was pretty straightforward for me I also came from 0 dnd background
Basically, an attack "missing" in D&D doesn't necessarily mean "I swung a sword and it didn't hit the guy" every time. A lot of things are abstractions, such as HP. This is a video game though, so expectations are different.
Anyway, "avoidance" does sound like a more fitting term, because there are multiple ways to avoid damage, but no one is out here doing dodge rolls in heavy armor. :P
Edit: On second thought, "dodge rating" seems pretty straight forward and conveys what AC does quite nicely as a result, and it is what players(like me) are most used to. Will "Avoidance Rating" cause furthur confusions? Idk, let me sleep on that, I'm so tired now.
I'm just talking about animations and visual feedback during combat. Not changing the mechanics themselves.
Prevention seems like a good word. "Armor Class is a combination of your armor's ability to prevent damage, and your character's ability to evade it."