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Do the ethnostates inherent in major fantasy ever feel real weird to you? You’ve got elftopia (full of elves, where everyone speaks elf and worships the elf gods), orc-hold (full of orcs and maybe their slaves, where everyone speaks orc and worships the orc gods), and dwarfton (made by the dwarves! for the dwarves!).
You might have some cosmopolitan areas, usually human-dominant, but those are usually rare enough in-setting that they need to be pointed out separately. Is this just based on a misunderstanding of the medieval era, and the assumption that countries were all racially homogenous?
This has been bouncing around my brain the last little while. Do you have any thoughts on that? Is it just in my head?
I think what you've noticed is a quirk of derivative fantasy writing, which like a lot of hangups with the genre originates in people trying to crib Tolkien's work without really understanding what he was going for:
Though it contains a lot of detail, Tolkien's world is not grounded. It functions according a narrative logic that changes depending on what work in particular you're focusing on at the time (The Hobbit is a fairytale full of tricks and riddles, Lord of the Rings is a heroic epic, The Silmirilion is a legendary history).
One of the reasons the races are separate is to instill the feeling of wonder in the hobbits as POV characters for the reader, other folk live in far off places and are supposed to feel more legendary than our comparatively mundane friends from the shire. The Movies captured this well where going east in middle earth was like going back in time to a more and more mythologized past.
In real life, people don't stay static for thousands of years, no matter how long their people live. They meet, mingle, war and trade. Empires rise and fall creating shrapnel as they go, cultures adapt to a changing environment. This means that any geographic cross section you make is going to be a collage of different influences where uniformity is a glaring aberration.
What the bad Tolkien knockoffs did was take his image of a mythical world and tried to make it run in a realistic setting. Tolkien can say the subterranean dwarven kingdom of Erebor lasted for a thousand years without having to worry about birthrates or demographic shifts or the logistics of farming in a cave because he's writing the sort of story where those things don't matter. D&D and other properties like it however INSIST that their worlds are grounded and realistic but have to bend over backwards to keep things static and hegemonic.
Likewise contributing to the "ethnostate" feeling is early d&d (backbone of the fantasy genre that it is) being created by a bunch of White Midwestern Americans who were not only coming from a background of fantasy wargaming but were working during the depths of the coldwar. Hard borders and incompatible ideologies, cultural hegemony and intellectual isolation, a conception of the world that focused around antagonism between US and THEM. These were people born in the era of segregation for whom the idea of cultural and racial osmosis was alien, to the point where mingling between different fantasy races produced the "mongrelman" monster, natural pickpockets who combined the worst aspects of all their component parts, unwelcome in good society who were most often found as slaves.
This inability to appreciate cultural exchange is likewise why the central d&d pantheon has a ton of human gods with specific carveouts for other races (eventually supplemented with a bunch of race specific minor gods who are various riffs on the same thing). Rather than being universal ideals, the gods were seen as entities just as tribalistic as their followers.
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gracefulfallen · 6 months
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ok, but the idea that veth may not actually know luc's age is so genuinely funny to me from a sociological standpoint? because like... yes it was sam trolling. yes sam was being funny/probably forgot/wanted luc to be a teenager despite the fact that he should canonically be 11 or 12. but, also - imagine what this means from a societal perspective!
if you are a ruler in a large empire, you need to know your population demographics. are your birth rates in decline? is your workforce going to keep up with demands of your economy? is there something killing specific age groups at a higher rate than normal? do you have enough young people to fill out your military? enough farmers to feed you?
so you get a census bureau to keep track of all that. but this shit! it is chaotic! this is difficult! it is not as simple as births vs deaths!
first, you have different races with different lifespans and ages of maturity. so, do you set a single age of majority across your realm? what does that mean for orcs, who are adults at 14 and die at 70? how does that same age work for elves, who within elven culture are children until they are 100? do you have different ages of majority for different races?? when can someone legally drink? or enlist? or buy property? or get married??
if that's not complicated enough, there's different realms where time flows differently. so if a kid goes to the feywild (as veth says she took luc), they can come back a whole year (or two, or three, or ten) older than they should be. now they have a useless birth certificate, and the census has to be updated! legally, they're 11. physically, mentally, emotionally they're 19. they've lived 19 years. so... do we adjust the birth certificate? issue an addendum? he should be a legal adult now, and he wants to get married to this wood nymph he met & brought back with him, but everything on paper shows him as 11 and not old enough to get married.
our poor census official is pulling out their hair now.
then! THEN! you have magic! so your census taker is sitting there, and suddenly they get a messenger. "not sure how to handle this - there was a resurrection!" should be simple enough - there's a reason we don't formalize death certificates until the 11th day. "no. see, he was dead 95 years."
well! shit! do you count this as a birth? there's probably a special census category specifically for this, right? but all of his property was inherited by his descendants - some of who have died themselves. his home was sold after his death, and the new tenants are legal owners of it.
i just think the life of a bureaucrat in dnd must be equally fascinating and miserable.
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Matt Mercer's Villains - a Writing Characterization Pattern
So, @thalia-amongst-the-thorns and I were chatting about the latest developments with Ludinus, and after a bit of conversation I realized something rather delightful. Matt Mercer, over the course of three campaigns and counting, tends to follow a pattern in regards to creating, playing out, and eventually setting up a final fight with his major villains.
Obviously not every major villain he has made has followed this pattern. And some potential villains are warded away from further developing into it (hi Essek). But I wanted to share it because not only is it an interesting insight as to Matt's characterizations, but I also think it's a masterclass in how to create and develop your own villain (at least within a ttrpg setting).
Step 1 - The Problem.
What do they think is the problem with the world as it is now? What irritates them, what dissatisfies them, what do they want to change?
Step 2 - The Fix
How do they go about fixing this problem? What is their modus operandi to solving the issue? Why do they think this fix will help the most?
Step 3 - The Hubris
What is their hubris? Where does their logic falter? What excuses do they put in place to justify their superiority? How can their entire perspective and confidence be sabotaged?
Step 4 - The Intelligence
How do they stay ahead of their enemies? How do they defend their hubristic tendencies? What methods do they use to assuage the greater populus and their potential ire? What helps them subsist as a villain without being actively taken down?
Step 5 - The Fall
What is the misstep they take that makes them vulnerable? At what point do they cross over from untouchable to defeatable? Do they lower their defenses on purpose? Why? How does their hubris eventually consume them?
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passionesolja · 4 months
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So if elves are just reincarnations of other past elves, and Astarion is a vampire, so he’s undead. He died. does that mean that some Elf child is walking around as the reincarnated Astarion while the past life Astarion is also alive.
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aeruthien · 2 years
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Now we've seen Whitestone, I want to comment on Culture in Critical Role, and how there are some fundamental aspects of DnD which make it unsuitable for exploring cultural differences.
I've seen some very valid posts about how Marquet in C3 isn't used to its full potential as a cultural setting, among others because most of the PCs are not native to Marquet. But while I fully agree, I want to broaden the argument even further: neither were Wildemount, Xhorhas or Tal'dorei.
I believe that Dungeons and Dragons is ill equipped to explore cultural differences, because there are key aspects of culture that it actively ignores: language, food and weather.
To start with language. In almost all versions of DnD or fantasy, everyone speaks common. This solves one of the main issues in world building, because it allows the players to travel the world without the issues that stem from not speaking a language. However, language is one of the main tools people use to distinguish themselves from others. Language, accent, tone, vocabulary and even grammar change based on who you are, where you come from and whom you're speaking to. But because everyone in Exandria speaks English like the cast do, they have a uniform culture, whether they are from Wildemount, Tal'dorei or Marquet. Even Caleb, who comes closest to breaking this pattern, is not truly Zemnian, because Liam (and Matt) doesn't actually speak German. Apart from the German accent and some German words, he doesn't speak like a non native German English speaker would.
Next up, food. Apart from some quick mentions of breakfast or dinner, food is almost always an afterthought. The Bell's Hells do not stop for lunch, and rations are almost never a problem. However, food is intrinsically linked to culture. What food is served, when food is served, and with whom food is eaten differs from place to place and from class to class. Is the food imported or is it grown locally? Is food served at 6PM sharp or much later? Do you eat with the whole family and is there always a surplus or do you have to fight for the scraps? What is the street food like? What spices are used? How does Xhorhas' cuisine differ from Wildemount, given that they live in perpetual night? But ultimately, the pie in Marquet is no different from the pie in Byroden, because again, the default will be the casts' default.
Finally, weather. While it might seem arbitrary, weather influences almost all aspects of our lives, from our homes, to our clothes, to our relationships. Is it warm enough to sit outside during the evening? This will encourage parties and late bedtimes. It is cold and rainy? People will sit inside pubs to stay warm. Colder and warmer climates, hot and dry climates, each of these influence when people are active and how they behave. Apart from the extremes, like the snow in Eiselcross, or the heat in the Fire Plane, the characters never have to deal with rain, or mist, or cold. They don't have to take shelter, they don't wake up cold, they don't need to keep a fire going or set up tents. And as such, there is no difference between a warm and hot jungle surrounding Jrusar or a high mountain trail in Zephrah, nor are the people who live there different.
There can be much more said about each of these three aspects of culture, and there are probably more examples to be given. And this is not intended as a excuse, or a reason for Matt not to try better. But sadly, DnD as a system glosses over most of the day-to-day interactions that make a city a particular city, or a culture a particular culture. And the default will always be the players' default.
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ignus-moth · 2 months
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anyone else sick of the “lol sorcerers are rich kids who get everything they want lol”?
like no you have to cultivate that shit. like artistic ability, you don’t just paint like leonardo davinchi day one it takes DECADES of practice. Except unlike artistic ability, if you mess up as a sorcerer, you can seriously hurt those you love.
Sorcerers aren’t just “flavorless magic users” they’re fucking cursed (especially if they’re a wild magic sorcerer) (looking at you Sips from Fool’s Gold). Saddled with a responsibility they didn’t choose.
I like to compare it to the “chosen one from birth” trope. Yeah they get cool powers, maybe a cool sword, but maybe they wanted to settle down and open a bakery. Maybe they have a love interest they feel they put in danger just by being around them. Maybe they didn’t want to save the world but feel they have to.
sorcerers can be really interesting and angsty yall are just boring
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dndeath · 2 years
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thinking about Kingston Brown
The Vox Populi
and the absolute importance of getting something you want for a change
who had responsibility thrust upon him and cradled it tight, just doing the best he can for as long as he can (28 years and counting!!!)
a man who had to chose the people time and time again
gets the life he dreamed about
with the help of The Vox Phantasma
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bonesfool · 2 years
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Fundamentally, Az is about not being able to go home.
You can’t go home because you’ve forgotten where it was, and when you’re reminded you realize it probably wasn’t much of a home in the first place.
You can’t go home because you told everyone that you wanted to leave. And so when you were taken from them, they didn’t miss you all that much. They believed you, after all.
You can’t go home because being away makes you realize how smothering the company was, and you can’t just throw away this chance at finding out who you really are without her there.
You can’t go home because from what little you know, you think it was very lonely and it made you a bad person; if you go back will you become that person again?
You can’t go home because one of the people who made it home is dead and the other can’t look you in the eye. And now you realize you don’t know very much about your home at all.
You can’t go home because your righteous anger at the indignity of your life has caused you to slash and burn any love you’ve ever had and now your not sure where home even is.
You can’t go home because you’re a monster, and it turns out the people you loved wanted to leave you even before you were made monstrous.
You can’t go home because you thought home was in faith, in revenge. But the world is much more complicated than you were told and you’ve lost your home again.
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maydaymadier · 2 years
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From a part of a slightly larger thing I’m working on but I like this snippet so it’s getting posted.
With a bit of practice, it’s easy to tell one caster from another, especially the ones who draw on the force of their sheer charisma.  Warlocks use magic the way someone speaks their second language.  Bards speak a pidgin, broad enough to get by regardless of their audience; casting fast and loose with every part of themselves, the whole affair is a full-body experience.  Following that logic, sorcerers cast with the intuition of a native speaker.
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galedekarios · 5 days
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while i did a gifset to showcase an armour set, i was also intrigued by just how different the animation is for the wizard class vs gale's unique animation:
wizard class animation
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gale's unique animation
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it's amazing to see not only just how quickly gale performs the somatic component of the spell, but also his efficiency of movement compared to the standard wizard animation.
there's a world of difference here, the difference between a wizard vs a prodigy, an archwizard and chosen.
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Simpler Monsters = Faster Combat
Been thinking a lot about different ways to tune 5e the way I want it, and I was inspired by a recent chat about how bullshit CR is as a mechanic to ponder over how d&d does its monsters in comparison to other games.
What fundamentally slows combat down (both at the table and during prep) is the mechanical assumption that the monsters/baddies/npcs controlled by the DM have to function on the same mechanical framework as player characters: standard/move/bonus/reaction action economy, HP, AC, Damage numbers etc. While some of this is in the name of game balance, we can all admit that it's clunky as hell and could stand to be overhauled.
In a lot of ways d&d monsters are the way they are (huge stat blocks, a pain to modify/homebrew) because of the old wargaming/competitive/adversarial days of play, specifically in that every monster had to have a canon range of stats so that the DM coudn't "cheat" in the party's favour or against it. I think the pursuit of good gameplay has largely evolved past this obsessive need for objectivity over the past 50 years.
Once you run enough d&d you realize that monster stats don't actually matter. The baddies need enough offence to threaten the party and enough defence to hang on long enough to make the combat interesting, with the actual spice of the combat being tactics, goals, and special abilities. For several levels during an ongoing campaign (lvls 6-9) I swapped out traditional monster HP for gnomestew's "10 good hits" system. None of my players noticed the change, and suddenly my prep/running the session became 1000% easier because there were way less numbers to take care of.
Over the past couple years I've branched out into games using the PbtA and FitD systems, which run the combat encounters through the same gameplay framework as they do skill resolution. Fighting a demon to the death is mechanically the same as escaping away from an avalanche, and while this game design is quite elegant, I want to preserve d&d combat as the tactical miniature skirmish minigame that it is.
I think I'm going to start work on a combat hack, something that will let you port in any vanilla or 3rd party monster you'd like for theoretically any CR range. I'm going to wrap in some of the developments made by the 5e successors (daggerheart, mcdmrpg etc) along with my own ideas about how to make the system run smoother.
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revvetha · 1 year
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[shows up at your door at 2AM] hey can we go through that last D&D session scene by scene and discuss the symbolism and the narrative themes and their implications, and how each character has grown and evolved? But in a normal way?
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thisisnotthenerd · 3 months
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the ratgrinders' potential levels
cannot believe i was right about the xp reqs. the bad kids & the seven get 'special treatment' (milestone leveling and saving the world), while others have to work with xp. which tells you a lot about why people fled during prompocalypse.
ok getting into the algebra now: the rat grinders have gone into the far haven woods every day for the last two years, for 3 hours after school, and 9 hours/day on weekends. presumably they keep this up during the summer.
they have supposedly defeated 80,000 or more of three types of creatures: rats, spiders, and twig blights. there are some variations to what these could be, so here's a list of what this could encompass, assuming the ratgrinders are not facing creatures over CR 1.
giant rat: CR 1/8, 25 XP
swarm of rats: CR 1/4, 50 XP
giant wolf spider: CR 1/8, 25 XP
swarm of spiders: CR 1/2, 100 XP
giant flying spider: CR 1, 200 XP
giant spider: CR 1, 200 XP
ice spider: CR 1, 200 XP
twig blight: CR 1/8, 25 XP
needle blight: CR 1/4, 50 XP
thorn slinger: CR 1/2, 100 XP
vine blight: CR 1/2, 100 XP
razorvine blight: CR 1, 200 XP
thorny: CR 1: 200 XP
the full list is a little difficult to do calculations on, so let's condense it. assume a quarter of the 80000 creatures were CR 1/8, a quarter were CR 1/4, so on and so forth.
how much xp would they earn? how much would they level for the amount they ground? grinded? for?
critical assumption here: in the games i've played, we've always done milestone or zeroed out xp with each level, i.e. after earning 300 xp to get to level 2, you have to earn 900 xp to get to level 3, not 600. this analysis assumes that you have to earn the next levels xp reqs on top of your current total. i'm including the xp chart here to clarify:
level 1: 0 XP, +2, total 0 XP
level 2: 300 XP, +2, total 300 XP
level 3: 900 XP, +2, total 1200 XP
level 4: 2700 XP, +2, total 3900 XP
level 5: 6500 XP, +3, total 10400 XP
level 6: 14000 XP, +3, total 24400 XP
level 7: 23000 XP, +3, total 47400 XP
level 8: 34000 XP, +3, total 81400 XP
level 9: 48000 XP, +4, total 129400 XP
level 10: 64000 XP, +4, total 193400 XP
level 11: 85000 XP, +4, total 278400 XP
level 12: 100000 XP, +4, total 378400 XP
level 13: 120000 XP, +5, total 498400 XP
level 14: 140000 XP, +5, total 638400 XP
level 15: 165000 XP, +5, total 803400 XP
level 16: 195000 XP, +5, total 998400 XP
level 17: 225000 XP, +6, total 1223400 XP
level 18: 265000 XP, +6, total 1488400 XP
level 19: 305000 XP, +6, total 1793400 XP
level 20: 355000 XP, +6, total 2148400 XP
if we went cumulatively, based on the number of creatures the bad kids have defeated, they'd be getting up there in xp. we know they've had opportunities to defeat creatures outside of the quests that we've seen, given the oneshots. thus, i'm going with the second explanation, because otherwise the ratgrinders would be 19th level, and i don't think they are, because it would make any pvp setups super unbalanced, which are neither fun to play nor watch. this puts them on a little more even ground and emphasizes the amount of work it takes to xp grind to level against milestone leveling.
for the CR 1/8s: assuming roughly 20,000 creatures, they'd get 25 XP per, which means 500,000 xp. that's cumulatively enough to get to level 13, on just those creatures. divided 6 ways, assuming the ratgrinders have 6 members, it's 83,333.33, which is enough to get you to 10th level cumulatively and 8th non cumulatively.
this scales up to the 1/4s, 1/2s and the 1s since the xp gains double for each challenge rating rather than plateauing as they do at higher levels.
for the CR 1/4s: 1,000,000 xp. that's cumulatively enough to get to level 16 on just those creatures. divided 6 ways, assuming the ratgrinders have 6 members, it's 166,666.66, which is enough to get you to 15th level cumulatively and 9th non cumulatively.
for the CR 1/2s: 2,000,000 xp. divided 6 ways, assuming the ratgrinders have 6 members, it's 333,333.33, which is enough to get you to 19th level cumulatively, and 11th level non cumulatively.
and for the 1s, 4,000,000 xp. well over what you'd need to get to level 20, on just the CR 1s. divided 6 ways, assuming the ratgrinders have 6 members, it's 666,666.66, which is well over 20th level cumulatively, and 14th level non cumulatively.
using this estimate and adding all of this up, each member of the ratgrinders would have gathered enough xp to be level 20 cumulatively, and level 17 non cumulatively.
obviously the actual numbers would scale differently; initially, they would likely have to tackle these creatures as a party, but over time would take care of them individually. this is a bunch of kids doing the intro to class assignment for every assignment for two years straight.
level 20 seems extreme for the aguefort adventuring academy; let's scale it down a bit. the creatures specifically mentioned are probably giant rats, giant wolf spiders, and twig blights, based on the descriptions from jawbone.
all of these are CR 1/8, or 25 XP each. 80000 would give an xp total of 2,000,000, which would put each of the ratgrinders at around 11th level, a little higher level than the bad kids at the moment. however, since their fighting prowess scaled up, and they're probably going out in elmville and actively hindering the bad kids in some way, that level is very likely to increase.
what we saw in the episode
now the sticking point is mary ann rolling a 35. we know she got some kind of transmutation buff. a little tricky wording from brennan; fabian had enhance ability on, which is a transmutation spell. he did not say it was enhance ability.
mary ann is a barbarian, so she already gets advantage on athletics if she's raging, which i assume she was. the buff probably wouldn't be something that grants advantage.
assuming the lower estimate of 11th level, mary ann would get a +4 proficiency bonus, and i'm assuming she has 20 in strength, so +5 to her strength based skills, for a total of +9. at the high estimate of level 17, she would have a +6 to her proficiency bonus, which would give her a total of +11 to athletics. this is still not high enough to get a 35, even on a nat 20, which brennan would have declared if he had rolled one. she could conceivably accomplish this with the brawny feat, which allows for expertise in the athletics skill, which would give her a +17, meaning she could hit a 35 on a 18.
or, the buff was something like skill empowerment, which is a 5th level transmutation spell that gives the target expertise in a skill that they already have proficiency in. this spell is available to bards and wizards, among other classes, both of which we presume are in the ratgrinders. ruben could have cast skill empowerment on mary ann and given her bardic inspiration (lower estimate: d10, higher estimate: d12), both of which would have enabled that 35.
judging by the implication that she could not accomplish that feat without some kind of buff, i'm going with the latter explanation.
anyway i did too much math for this to not go in the stats series, or the school series. so this will be added to the spreadsheet later.
i hope this is useful.
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passionesolja · 8 months
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The Baldur’s Gate 3 subreddit is great
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amysgiantbees · 4 months
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I just find it strange that the developers chose to rewrite Wyll. I love new Wyll I think he's fantastic and I don't necessarily want the previous version. But I find it bizarre that there was somehow so much negative feedback about old Wyll that they risked completely rewriting him.
Now I love all the companions. This is not Dragon Age Orgins where I debate recruiting Ogrun every time. But I just find it strange that the reason given was Wyll's negative feedback when most of the other characters have been unpopular too. Like Lae'zel is infamously unlikable to a great many people.
People love to bully Gale and there's even lines in game that call him pathetic. The DEV's in the IGN interview even agreed that Gale killing himself can be a good ending, " I really liked Gale setting off the bomb with the brain, and actually that felt like the right ending to me.
AS: In many ways it is, yeah." Which feels problematic to say the least, like I get supporting player choices but suicide is never the "right" way to do things.
Or even I'm pretty sure I remember Neil Newbon talking about how he was sure a lot of players had killed Astarion permanently in their playthroughs.
Then there are people being absolute freaks on the internet about Halsin all because he's polyamorous.
Like these characters are wildly popular too but they certainly have their haters. So why did they lack such confidence with Wyll? The best source I could find on early access Wyll is this article https://gamerant.com/baldurs-gate-3-wyll-early-access-story-change-karlach-explained/. It says that this change was made to make his story stronger, make him more unique, and give him more complicated emotional ties. Unless he was really basic before they did not accomplish this. He has less content so his story lacks the depth the other's do. It's also inconsistent, with you being able to put him off being a duke by telling him he'll be too power hungry which he has never been. His emotional ties are rushed. He never really confronts his father, having the tadpole do most of the work and never hashing out his feelings beyond that he's fine.
It wasn't supposed to be this way. According to the article he was meant to have a dark side like Shadowheart "According to the panel, depending on whether players allow him to go through with killing Karlach, he will become a radically different companion instead of if she is recruited." Which would have been cool but if they didn't have enough time to do that maybe they should have tweaked what they had.
Plus, according to the article in early access he was "a straightforward hero who develops a violent side regarding his patron or goblins." This article too show's that his early approval matches current Wyll pretty well except for dealing with Aunty Ethel and more goblin hate https://fextralife.com/baldurs-gate-3-early-access-companions-guide-wyll/.
I just don't know I just find it so frustrating that it was the black main character they chose to tweak and ran out of time to complete his story and still haven't fixed it with a patch. And in the IGN interview the devs kind of sounded like there wouldn't be anymore patches and it's just frustrating. Wyll deserves just as much content as any one else.
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probablybadrpgideas · 9 months
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Every time an attack misses they do damage to the fourth wall
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