Just do what you always do, just ask people with their name at the top of their heads.
For a strange reason, everybody you talk to is happy to give details about his life, work, his problems and hopes, and even intimate family secrets. And they even expect you to fix them.
Charname must have one of those trusty faces. Like Oprah
This came up in the aftermath of the Mizhena situation. I'm paraphrasing from memory, but unless it's important to the main plot, everything has to happen in under three conversation segments. Just so that we don't waste a lot of man hours writing really elaborate conversations into the side quests and such.
Hence why Silke and Edwin both bring you in on their murder plot within seconds of meeting you for example.
The whole saga works like this, but it was only when Mizhena started talking about trans stuff that it suddenly seemed jarring to players for her to be releasing such sensitive information so quickly.
A strange curse that plagues other worlds that affects free will, constraining the infinite possibilities of the world into a three-choice give-or-take deal
In concept, the dialogue wheel isn't actually much different from the numbered dialogue lists older RPGs have. The problem is that the dialogue wheel only displays a SUMMARY of what you're going to say, and it gives no clue as to inflections and emphases (which can VASTLY change the tone of a conversation) or what your character will say in forthcoming banter (since the dialogue wheels generally offer you a choice, and then the conversation will continue for several more exchanges following that choice in which you get no say in how your character responds.)
This is why I much prefer silent RPG protagonists over the new voiced protagonists that seem to exist in every single modern RPG. I can never feel that characters like Hawke or Shepard or Geralt are MY characters, because they don't say exactly what I want to them say, and even if they do, the voice actor will inevitably say their lines in a way that builds up a distinct character that can be quite different from the character that I had envisioned. Over time, it becomes quite clear that characters like Hawke et al. actually have their own distinct personality; all you're doing is helping to guide their path through the game. They are not YOUR character.
All weapons in Tethyr are enchanted, most of them +3 or more. The only two exceptions to this rule are two loads of mundane weapons found in a closet on level 4 of Watcher's Keep and in a pile outside Yaga-Shura's home in the Marching Mountains.
Coincidentally, the only two places in Tethyr where you encounter Magic Golems, which can only be harmed by non-enchanted weapons, are in the immediate vicinity of these two stockpiles of non-enchanted weapons.
All weapons in Tethyr are enchanted, most of them +3 or more. The only two exceptions to this rule are two loads of mundane weapons found in a closet on level 4 of Watcher's Keep and in a pile outside Yaga-Shura's home in the Marching Mountains.
Coincidentally, the only two places in Tethyr where you encounter Magic Golems, which can only be harmed by non-enchanted weapons, are in the immediate vicinity of these two stockpiles of non-enchanted weapons.
Just imagine what breakfast is like when every fork, knife and spoon on the table is enchanted.
"You need a +3 or better knife to spread butter on your bread. Your attempt had no effect"
All weapons in Tethyr enchanted? No, that's not true. In my latest run, the protection from normal weapons in Enhanced Bard Song served my party well for quite a while in ToB.
A swarm of foes in the Saradush barracks? Don't worry, none of them have magic weapons.
An endless flood of summons from those glabrezu in Watcher's Keep? The fire elementals are dangerous, but the frost salamanders are wielding non-magical weapons and can be safely ignored while you deal with the real threats.
That githyanki encampment in Watcher's Keep? Only a few of the leaders have anything magical.
An army of orcs to challenge your perseverance deep in Watcher's Keep? Don't worry; the archers have +1 arrows, but all of their other weapons are mundane.
Yaga-Shura's army? Only the officers have anything magic.
Sure, Balthazar's mercenaries are equipped better with +2 weapons for everybody, and Sendai's minions have either +3 drow weapons or those +2 katanas, but the enchanted weapons aren't nearly as universal as you're thinking.
I know this has nothing to do with BG Logic but since art related to my story has been posted here before courtesy of @DJKajuru here is an original character from my BG Story named Calinforth
Baldur's Gate Logic: Marek and Lothander can poison a party of six people without waking any of them up. They can even poison a party of six cavaliers, all of whom are immune to poison.
Baldur's Gate Logic: Marek and Lothander can poison a party of six people without waking any of them up. They can even poison a party of six cavaliers, all of whom are immune to poison.
Baldur's Gate Logic: Marek and Lothander can poison a party of six people without waking any of them up. They can even poison a party of six cavaliers, all of whom are immune to poison.
About poison also the food on the boat when the party is travelling towards brinnlaw is poisoned, but no matter if someone has the ring of gaxx, if charname is a cavalier and wether the party rush to the asylum or spend a couple of days doing side quests the poison takes effect right in the right moment, perfectly timed after a certain dialogue.
Just like a certain coronation takes place exactly at the time when Charname & Co arrive at the Ducal Palace - whether they spend 24 hours traveling from Candlekeep to Baldur's Gate, or 24 months clearing out Durlag's Tower, Balduran's Island, and half the wilderness areas between Nashkel and Ulgoth's Beard.
Just like a certain coronation takes place exactly at the time when Charname & Co arrive at the Ducal Palace - whether they spend 24 hours traveling from Candlekeep to Baldur's Gate, or 24 months clearing out Durlag's Tower, Balduran's Island, and half the wilderness areas between Nashkel and Ulgoth's Beard.
Hey that's just a coincidence... it's not like they had an observer in a high tower waiting for charname to arrive... *quickly hides telescope behind some curtains*
Baldur's Gate Logic: A group of xvarts are attacking a cow. A posse of adventurers stumbles across them and engages them in combat. The xvarts ignore the adventurers and keep attacking the cow. So do xvarts hate cows or do they just hate the idea of adventurers getting experience for succeeding in a side quest?
Baldur's Gate Logic: A group of xvarts are attacking a cow. A posse of adventurers stumbles across them and engages them in combat. The xvarts ignore the adventurers and keep attacking the cow. So do xvarts hate cows or do they just hate the idea of adventurers getting experience for succeeding in a side quest?
They're hungry now! They don't wanna wait until after they've fought the adventurers!
Baldur's Gate Logic: A group of xvarts are attacking a cow. A posse of adventurers stumbles across them and engages them in combat. The xvarts ignore the adventurers and keep attacking the cow. So do xvarts hate cows or do they just hate the idea of adventurers getting experience for succeeding in a side quest?
Well they do turn their attention to you if you bash them in the side of the head with your warhammer, so maybe they're just super-focused types...
@Balrog99
Usually by the time I get there, I have the +2 War Hammer that does extra electric damage. If I bash them in the side of the head with MY war hammer they're not going to be able to do much after that.
@Balrog99
Usually by the time I get there, I have the +2 War Hammer that does extra electric damage. If I bash them in the side of the head with MY war hammer they're not going to be able to do much after that.
Ok, you got me there. I'm usually plucking away at them with darts. That just annoys them enough to get their attention!
@Balrog99
Usually by the time I get there, I have the +2 War Hammer that does extra electric damage. If I bash them in the side of the head with MY war hammer they're not going to be able to do much after that.
Ok, you got me there. I'm usually plucking away at them with darts. That just annoys them enough to get their attention!
I generally solo or play as a duo with Imoen. I find that while you can attract the attention of a xvart by whacking him around the earhole with a warhammer the others stay focused on cutting Arabelle into beefsteaks.
And yet the marauding goblins in the IWD prologue refuse to attack the children who they were very clearly chasing. They just stand there and do nothing until the party they can't see coming is within attack range
You can never travel with more than 5 people - even when some of those people:
Might otherwise be left in a mine that is about to be flooded
Would be left vulnerable after their home had been invaded by trolls, who had murdered their family, and being at the mercy of a family of corrupt nobles
Would otherwise be left alone in a mental asylum for wizards who you have just spent months trying to rescue and is your sister
Would be summarily abandoned after having been with you for months and having risked their life helping you to rescue your sister
Would be left in a pocket plane in hell after having travelled and fought with you to help you and your sister regain your souls
Would be handy to have around bearing in mind you are about to fight The Five, who have large armies backing them up
@ilduderino
At least SOD somewhat corrected this by having all the NPCs stay at camp with you; though you don't get to take any of them with you to Avernus.
Comments
This came up in the aftermath of the Mizhena situation. I'm paraphrasing from memory, but unless it's important to the main plot, everything has to happen in under three conversation segments. Just so that we don't waste a lot of man hours writing really elaborate conversations into the side quests and such.
Hence why Silke and Edwin both bring you in on their murder plot within seconds of meeting you for example.
The whole saga works like this, but it was only when Mizhena started talking about trans stuff that it suddenly seemed jarring to players for her to be releasing such sensitive information so quickly.
Let's not open that can of worms please.
Dialogue Wheel?
Oh dear god the loss of potential with modern day dialogue.
Please get it away!
This is why I much prefer silent RPG protagonists over the new voiced protagonists that seem to exist in every single modern RPG. I can never feel that characters like Hawke or Shepard or Geralt are MY characters, because they don't say exactly what I want to them say, and even if they do, the voice actor will inevitably say their lines in a way that builds up a distinct character that can be quite different from the character that I had envisioned. Over time, it becomes quite clear that characters like Hawke et al. actually have their own distinct personality; all you're doing is helping to guide their path through the game. They are not YOUR character.
Coincidentally, the only two places in Tethyr where you encounter Magic Golems, which can only be harmed by non-enchanted weapons, are in the immediate vicinity of these two stockpiles of non-enchanted weapons.
Just imagine what breakfast is like when every fork, knife and spoon on the table is enchanted.
"You need a +3 or better knife to spread butter on your bread. Your attempt had no effect"
A swarm of foes in the Saradush barracks? Don't worry, none of them have magic weapons.
An endless flood of summons from those glabrezu in Watcher's Keep? The fire elementals are dangerous, but the frost salamanders are wielding non-magical weapons and can be safely ignored while you deal with the real threats.
That githyanki encampment in Watcher's Keep? Only a few of the leaders have anything magical.
An army of orcs to challenge your perseverance deep in Watcher's Keep? Don't worry; the archers have +1 arrows, but all of their other weapons are mundane.
Yaga-Shura's army? Only the officers have anything magic.
Sure, Balthazar's mercenaries are equipped better with +2 weapons for everybody, and Sendai's minions have either +3 drow weapons or those +2 katanas, but the enchanted weapons aren't nearly as universal as you're thinking.
A hellish powerful poison they must use then
Indeed. But remarkably slow-acting . . .
Hey that's just a coincidence... it's not like they had an observer in a high tower waiting for charname to arrive... *quickly hides telescope behind some curtains*
Both? Both? Both. Both is good.
They're hungry now! They don't wanna wait until after they've fought the adventurers!
Well they do turn their attention to you if you bash them in the side of the head with your warhammer, so maybe they're just super-focused types...
Usually by the time I get there, I have the +2 War Hammer that does extra electric damage. If I bash them in the side of the head with MY war hammer they're not going to be able to do much after that.
Ok, you got me there. I'm usually plucking away at them with darts. That just annoys them enough to get their attention!
I generally solo or play as a duo with Imoen. I find that while you can attract the attention of a xvart by whacking him around the earhole with a warhammer the others stay focused on cutting Arabelle into beefsteaks.
Might otherwise be left in a mine that is about to be flooded
Would be left vulnerable after their home had been invaded by trolls, who had murdered their family, and being at the mercy of a family of corrupt nobles
Would otherwise be left alone in a mental asylum for wizards who you have just spent months trying to rescue and is your sister
Would be summarily abandoned after having been with you for months and having risked their life helping you to rescue your sister
Would be left in a pocket plane in hell after having travelled and fought with you to help you and your sister regain your souls
Would be handy to have around bearing in mind you are about to fight The Five, who have large armies backing them up
Etc
At least SOD somewhat corrected this by having all the NPCs stay at camp with you; though you don't get to take any of them with you to Avernus.