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The way Larian builds combat encounters almost requires more mobility. From a D&D rules perspective it might be bad, but without disengage and jump the game would be less enjoyable.
They just need to add DnD rules into Jump and Disengange.. It needs to have stat checks when doing it, not for free, unless its a very specific spell, like some of the mages warp spells, or blink spells. (Forget their names sorry). That's what's supposed to give these spells such uniqueness and power. The ablity for the mages to teleport to safety if they get jumped on.
Jump should be an Agility check vs the opponent.
Disengage should be a DEX check.
This makes Rogues/Rangers good at disengaging via Disengage, and or Jump, but Front line's not as good as they shouldn't be, like Warriors, Paladins, etc. Their checks should stop people from disengaging as easily though.
It's not hard to keep it in as it is, but have stat checks if engaged with an enemy.
If you fail the stat check the enemy gets to make a free swing at you. (This is how other versions of the rules work, and I like it).
Problem is that.
1st melee characters can't control combatants with attack of oportunity thread. It's pretty much useless. That is the main keep agro system in DnD.
results in melee being weak, you are better of with 4 ranged characters.
2nd free jump results in player jumping over every enemy each turn to get advantage of backstab, if you do melee. And that is just stupid.
These mechanics don't really result in good ganeplay at all atm.
I'd like to see more posts like this, thanks OP.
My points - disengage should be action (like in tabletop) and jump can be part of movement (like tabletop too) but with athletics and acrobatics chekc accordingly (for high jumps and grounding on difficult terrain). And jump shouldnt be equal to disengage.
terrain effects is ok as for me, but maybe they could be shorten a little too (1d6 rounds?).
In 5e disengage is an action that allows you to move away from foes without drawing attacks of opportunity. At all. Period. For the rest of the turn. Even if you later get to move as a reaction.
In 5e you long jump a distance equal to your strength score (score, not modifier) with a 10ft running jump. No Check. Or half that from a standing jump. No check. The only thing you need a check for is a DC10 check to vault a low barrier.
In 5e you high jump a distance equal to 3+your str modifier with a 10ft lead or half that from a standing jump. A Strength(Athletics) check may, at your DM's discretion, allow you to jump higher.
If they're going to make jump and disengage follow D&D rules these are the ones they should follow... And all it ends up doing is moving what's already there from a bonus to a standard action and making it more awkward to get up cliffs...
There's basically no reason to roll a melee character, unless you think that 'absorbing bonus actions' is a viable thing to build a character around, which it isn't.
As far as I am concerned there is no possible justification for disengage being a bonus action, it is fundamentally broken as a design concept. Also rogues are supposed to have disengage as a special bonus action, so it's a nerf to one of their best abilities.
The jumping thing is slightly less important but... it's silly and trivializes positioning. Who cares where I put my guy if he can just backflip over my enemies heads at no risk every turn? Nobody cares, that's who.
Divinity 2 was a great game but its armor system was fundamentally broken, it basically prohibited you from mixing casters with physical attacks if you wanted to 'min-max' or play on higher difficulties.
By disincentivizing melee weaponry and neutering rogues by taking away their main unique ability (unless you count backflipping over peoples heads every turn and backstabbing them for free...)... we are in danger of the opposite thing happening in BG3. Instead of "make your whole party two handed melee warriors" it will be "give your whole party bows, disengage every bonus action, kite enemies, and focus fire with arrows or spells." That WILL be the dominant strategy.
I feel very strongly that this is the wrong direction for the game to go in.
Yes, it removes one of the rogue's bigger benefits but instead they get two bonus actions they can use for these things, and they have far more options to fill those two with.
It simply means that engaging with ranged enemies is pointless, there is essentially no disadvantage in standing next to a hostile melee combatant while holding a ranged weapon. C'mon, this is not rocket science; it is just flat out bad design, this has been part of DnD since almost the very beginning. You cannot just walk away from a guy with a sword at your neck for free.
If I have a bow, it works exactly the same as you just described... except now I don't have to chase my enemy through a pool of acid... and I get to do my full damage every turn without risking myself by going near enemies... and hell, if a melee enemy engages with me I will just... walk away for free. Why would I ever use a sword again?
For early Access it's fine but a mechanic this half baked should not make it to release. It's easily, far and away, the worst thing about BG3.
If Disengage was an action it would instead just cost you a full action to get out of that acid pit...
And why would you use swords? Maybe because they do more damage? And because they threaten the opponent and prevent heavy hitting enemies moving up into your defensive line?
Lae'zel and my custom Wizard are both primarily front line melee fighters/spellcasters and they're the two most useful characters I have...
I like it, shame it's not official. For a few seconds I thought that might be how 5e actually did that.
Running away from melee attackers should have a cost... and the fact that Player characters and certain special NPCs might mitigate *some* of the inherent disadvantages of ranged weapons by taking specific feats actually bolsters my point significantly.
For example: Why would I even bother taking Close Quarters Shooter in BG3? I can't do attacks of opportunity anyway because my enemy will just... disengage... walk away... and shoot me. And the other bonuses it gives are largely pointless because... hey, if someone is too close to me I will just... disengage, walk away, and shoot them! Why would I ever take such a useless feat?
Beyond that, even if I take point blank shooter in tabletop... I still draw attacks of opportunity when I try to run from melee attacks.. that means if I want to be safe, I have to use my disengage action to escape their threat range. Now I can't attack on the same turn. There was a price for my safety! Now that's pod racing!
This, 100%, it's a simple problem with a simple and somewhat obvious fix. but the fact that Larian was very reluctant to put decent Attacks of opportunity into Divinity 2 (they require a feat to trigger at all and are generally quite weak...) ; it worries me that they will miss the memo.