At least, they don't for me.Yeah, I'm largely in agreement, though I didn't feel like wording it this way as it's a rather exhausting argument, so to speak.Īlthough I had forgotten that there are supposed to be strength-based ranged weapons. Larian doesn't get a pass on that because it doesn't match the specs of what they can hack together or modify from the specs of their old game engine. The benefit is the benefit it always is - and it's not a strictly mechanical one, but one of a feeling of completeness, of options, of freedom to choose and freedom to characterise - things which matter more n this type of game than most. I suppose my counter question would be, why is this more resource/effort/value for Larian than it's been of every other company that's ever made a D&D rpg? Why do they get a pass on this kind of stuff, because it's 'more effort'? Sorcerers missing those proficiencies reads a lot more like Larian deciding not to add them into the game, in the end.
I wouldn't be surprised if javelins also don't make it in based on this principle alone, even though they're arguably the signature ranged weapon of Paladins.
Any new ranged weapon type is going to need something to match the ability to use special arrows. Plus, as you've said, special arrows exist. You'd also eventually have to come up with unique weapons of those types, and then that brings up the issue of whether it's better to give those effects to already existing weapon types rather than risk the community not using said unique weapon(s) at all, simply because they aren't part of a weapon type that the characters specialize in. From the most pragmatic standpoint possible. Those that aren't are more or less slightly modified versions of those that are.Īdding in new ranged weapon types like slings and darts would probably take a bit more resources than usual, and then there's also the question of what benefit they'd ultimately add to the game. On one hand, almost every weapon type that exists in BG3 were weapon types that previously existed in DOS2. Plus, I don't think there were any datamined models found for either slings or darts, although if Grymforge is anything to go by, there isn't quite everything equipment-related in the files just yet. Honestly, given how magical ammo is implemented in the game (D:OS-style rare arrows that work for both bows and crossbows and are more about utility than extra damage), unless there's going to be a big revamp of the the whole mechanic (separate ammunition types, finite regular ammo) in the future, it's very unlikely that there will be a whole third weapon type for which there needs to be a different kind of missiles (having slings launch arrows will be incredibly dumb).
The question that arises is: were the proficiencies on the druid and the wizard a placeholder - making it seem like we aren't getting those weapons in the end - or were they just not added to the sorcerer because the game doesn't have those weapons yet? Was going to start a new run and noticed a small but potentially bummer-y detail: Sorcerers (the latest class to have been added) are missing their Sling and Dart proficiencies they're supposed to have according to the rules, while Druids (added prior) and Wizards (there from the start) have them.