Baldur's Gate 3

Baldur's Gate 3

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Jumping away from melee being a free action?
I think jumping needs to be separate from disengaging as it makes it a free action when it really should take a full action. Too powerful for any of my ranged to get a melee on them and be able to jump away without trigger and opportunity attack. I don't know if this is a bug or as intended.
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Showing 1-9 of 9 comments
GerbilSandwich Oct 8, 2020 @ 3:33pm 
Yeah, disengage should be its own action detached from jumping, and jumping needs to be a free action that can be done as apart of your movement, that's how it is in DnD, and it works better. I really don't understand why they went this route, it's really clunky feeling, and even having disengage as a bonus action puts melee characters at a huge disadvantage
Space Dog Oct 8, 2020 @ 3:39pm 
The whole concept of jumping to disengage is silly and I hope it is removed eventually. This isn't Super Mario. If anything, doing something that stupid in melee should be the first thing to trigger AoO's.

The only class that could do that are acrobatic Rogues, but now they are nerfed too since everyone can do it.

Also the jumps up a 10-15 foot cliff by human beings are ridiculous. Why aren't they climbing?

Last edited by Space Dog; Oct 8, 2020 @ 3:40pm
Redtail Oct 8, 2020 @ 3:59pm 
Originally posted by connoroly123:
I think jumping needs to be separate from disengaging as it makes it a free action when it really should take a full action. Too powerful for any of my ranged to get a melee on them and be able to jump away without trigger and opportunity attack. I don't know if this is a bug or as intended.

Yes, way too op! Why even have attacks of opportunity?
siat83 Oct 8, 2020 @ 4:05pm 
Originally posted by Space Dog:

Also the jumps up a 10-15 foot cliff by human beings are ridiculous. Why aren't they climbing?

Yep. Most of my characters in P&P climb rather than attempt high jump. They have climbing animations in game already - why not just add more climbable surfaces where appropriate? If they want some of the areas to be "secret" just make them require a perception check to spot the safe climbing spot.

Long jump I'm fine with.

Jumping in combat? Ah no. Unless there's a good reason (jump to the other side of a chasm as an archer etc).
Last edited by siat83; Oct 8, 2020 @ 4:07pm
pgm96 Oct 8, 2020 @ 4:08pm 
Originally posted by Redtail:
Originally posted by connoroly123:
I think jumping needs to be separate from disengaging as it makes it a free action when it really should take a full action. Too powerful for any of my ranged to get a melee on them and be able to jump away without trigger and opportunity attack. I don't know if this is a bug or as intended.

Yes, way too op! Why even have attacks of opportunity?

Yeah, some classes have good uses for bonus actions, but nothing that would make you not want to disengage most turns. I Hope this is something that will change with feedback.
pgm96 Oct 8, 2020 @ 4:10pm 
Originally posted by siat83:
Originally posted by Space Dog:

Also the jumps up a 10-15 foot cliff by human beings are ridiculous. Why aren't they climbing?

Yep. Most of my characters in P&P climb rather than attempt high jump. They have climbing animations in game already - why not just add more climbable surfaces where appropriate? If they want some of the areas to be "secret" just make them require a perception check to spot the safe climbing spot.

Long jump I'm fine with.

Jumping in combat? Ah no. Unless there's a good reason (jump to the other side of a chasm as an archer etc).

If they could somehow make tons of climbable surfaces that would require checks it would be beyond alsome, jumping limits height too much for exploration, climbing would allow you to reach paces you couldn't with just jump
UnholyDentist Oct 8, 2020 @ 4:17pm 
I feel the same about disengage, all of the ranged enemies start their round jumping away from my melee and then shooting, basically all ranged are capable to render opportunity reaction useless. Which is rather annoying, and makes jump overpowered. Jump should use up the same amount of mobility as running and should be separate from disengage. Disengage itself should be an action.
Redtail Oct 8, 2020 @ 4:21pm 
I think the jump has to do with the Neothelids.
Helios2216 Oct 8, 2020 @ 6:09pm 
A (strength) check to see if you jump away successfully otherwise the person jumping is hit with attack opportunity resulting in a failed jump and walk away half the distance? I looked up movement for 5e, fixing jump would require bending the rules and BG3 is not a strict interpretation. Also, if jump is nerfed, push will replace it -- that's my adaptation, but push it not as OP.
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Date Posted: Oct 8, 2020 @ 3:30pm
Posts: 9