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Then just wait for paladins and i wonder if theyll let you do crit confirmed smites....
Eh well, I think we're just going to have to agree to disagree. It's true that the DM has more say in 5e - but in my opinion that's a huge improvement over other editions, for various reasons.
To say that "if there's not a rule, it's homebrew" just strikes me as misleading. Doing a sleight of hand/stealth/dexterity check to hide a dagger isn't homebrew, it's exactly the sort of situation the skill system is designed in encapsulate. And ofcourse hiding a dagger is going to be an easier check than hiding a shortsword or a greataxe!
No rule for how many weapons you can wear? Ofcourse not, but there are rules for carrying capacity, and even if you ignore that - are you really saying you'd be cool playing in a game where your party are all wearing 12+ weapons each? I wouldn't say that's "homebrew nonsense" to say that's ridiculous.
I'm aware how throwing a dagger works, and my point is not that it's a bad ranged weapon - it's that it's an 1000x better ranged weapon than a shortsword or rapier.
Lastly, I'm aware how sneak attack works too! And the rogue absolutely wants to be doing it every turn. *Sometimes* you won't be able to, but those are infrequent enough to be largely irrelevant.
even in actual DnD you only get one sneak attack per round, but if your main hand misses you can sneak with the offhand instead is the only difference, which is a bug in BG3 currently
If you miss with main hand you can still use offhand and do sneak with it or if you feel confident in your to hit you can fish for crits.
There is also an odd bug where the tooltip for off-hand attack lists the damage as dice+attribute, where the +attribute would only apply if you have the two weapon fighting style. Rogues do not have it, yet it still seems to deal the same damage.
Also, taking dual wielder isn't worth it for the damage boost, but the AC bonus is nice.
With them saying the max level is being increased from 10 in the final release, just assuming it's 12, multiclassing 1 fighter/11 rogue(swashbuckler) and guessing that +2 might be the best we'll get late game as +3 would be a bit too strong, with Variant Human for Dual Wielder at level 1, and at least 2 ABI for 20 Dex using 27 point buy.
Both your rapiers have an accuracy of +11, and a damage of 1d8+7, if you're facing normal schmuck who happens to have normal plate and a shield has an AC of 20, at 12 with +2 Rapier you need a minimum of 9 to hit,
Being a Swashbuckler you've pulled that guy away from everyone giving you your sneak attack of 6d6 + 1d8+7 with an average damage of 25+7, a possible maximum of 51 + 15, the maximum is enough to kill a lot of non boss monsters.
If you crit with your first attack that's 12d6 (because sneak attack does get the double dice from critting) + 2d8+7 which averages to 51+7 damage, maximum of 95 + 15, with maximum damage that's an outright kill a lot monsters ranging from CR5 to CR13, the off-hand attack can easily make or break a kill.