Happy news today, Baldur’s Gate 3 announcement is here with lots of information.
Online multiplayer for up to four players allows you to combine your forces in combat and split your party to follow your own quests and agendas. Devise the perfect plan together… or introduce an element of chaos when your friends least expect it.
Origin characters offer a hand-crafted experience, each with their own unique traits, agenda, and outlook on the world. Their stories intersect with the wider narrative, and your choices will determine whether those stories end in redemption, salvation, domination or other outcomes.
Evolved turn-based combat based on the D&D 5E ruleset. Team-based initiative, advantage and disadvantage, and roll modifiers join combat cameras, expanded environmental interactions, and a new fluidity in combat that rewards strategy and foresight.
Define the future of the Forgotten Realms through your choices and the roll of the dice. No matter who you play or what you roll, the world and its inhabitants will react to your story.
Player-initiated turn-based mode allows you to pause the world around you at any time even outside of combat. See an opportunity for a tactical advantage before combat begins? Want to pull off a heist with pin-point precision? Need to escape a fiendish trap? Split your party, prepare ambushes, sneak in the darkness — and create your own luck!
RPG Site: When I saw the demo for Baldur’s Gate III earlier today, it’s clearly very different from the classic games in that it seems much more tactical. The classic games used a real-time with pause (RTWP) system and this feels like a more of a more strategic take on combat. Larian’s previous titles, the Divinity Original Sin games, use a turn-based system where characters act individually in a set turn order. The system in Baldur’s Gate III seems more like team-turn-based or phase-based system. Why did you want to approach it that way?
Matt Holland: So first off, Dungeon & Dragons is inherently turned based. And we worked on Original Sin which is also turn-based, and it basically just made sense to go in that direction. We found combat to be the most fun using that system. When it comes to team turns versus D:OS’s initiative system — although BG3 still does use an initiative system, it’s kind of the team that scores the highest initiative gets to go first — we just give each team their own turns. We felt as we were playing and testing out these new ways of doing our combat was that this phase system ended up with the end result of being much snappier and faster in combat, especially in multiplayer. Because you no longer do you have to wait for me to do my move in order to do your’s, you can all act at the same time. Combat is nice and faster and snappier. You’re going to notice that you can have these bigger encounters and still have that support and not have it take 45 minutes.
RPG Site: But of course, if you wanted to slow things down and think things over..
Holland: Yep. Everything is turn-based and you’ll have as much time as needed to strategize as you want. We also found that if you’re playing with other people, having a team turn really promotes more collaboration, how you want to spend your actions and create combinations to great effect with each other.
RPG Site: I’d imagine that having team-based turns would be a bit more flexible. Rather than something like Divinity where it’s <this person’s> turn and they have to do something or skip. Now it’s more, okay, it’s my team’s turn. And for example, sometimes you might have your healer go first in a turn, but sometimes you might have them go last, depending on what you need to happen that turn.
Holland: Exactly, it’s not quite as rigid as a purely individual turn-based system.
RPG Site: You mentioned multiplayer and it was mentioned a few times in the presentation briefly. I was just curious, how does multiplayer work, functionally?
Holland: So if you and your friend were to start a game together, and let’s say I created the game. You would jump into my party and I can assign however many party characters for you to play with. It’s not like a system where you can take a character from a separate game you started and jump into mine. If we both want to start playing the game and start a new campaign together, we can both go into character creation. So if we want to make 2+ custom characters, we do that and play from there.
RPG Site: So like a session of Dungeons and Dragons.
Holland: Yeah, exactly. It’s drop-in drop-out multiplayer as well. So, for example, if we’re playing together but I have to run off to work, it doesn’t necessarily mean the game has to stop. It just means that now you get to take control of my character.