Baldur's Gate 3

Baldur's Gate 3

View Stats:
Scylon Jun 5, 2021 @ 7:26pm
Combat
So, one thing I have noticed there is 2 themes to combat.

Melee combat consists of just "white damage". there are no feats which give interesting combat moves.
Caster combat is just shoot can traps because the few spells you got need to be saved for boss fights.

Please someone step in if I am wrong here however I think the game needs the following:

Melee - needs some active use combat skills to spice it up.

Caster - needs a regen mechanic so between fights I can more easily get spells back.

While I understand these are out side the DnD format, the gmae needs to balance out fun
< >
Showing 1-7 of 7 comments
RealDealBreaker Jun 5, 2021 @ 7:33pm 
There are currently no restrictions in place for long resting so you can always regain all your spells after every fight if you want to. But casters, especially low level casters, are supposed to ration their use of spells anyway. Casters have infinite uses of cantrips and those should be the spells you are using most of the time and only breaking out the leveled spells for the times when you need a special effect, burst of damage, or aoe.
Every weapon has a "special" that can be used once per short rest (which tends to work out to be once per fight).

For example, most two-handed bladed weapons have the ability 'Cleave' which lets you hit every target in a small forward cone. Most blunt weapons have 'Smash', and most one handed bladed weapons have the 'Slash' attack which leaves a single target bleeding for at least a round.

I really like these abilities and I wish Larian would expand upon them, and maybe give us the means to use them more often somehow.
dolby Jun 5, 2021 @ 8:57pm 
Originally posted by pandariuskairos:
Every weapon has a "special" that can be used once per short rest (which tends to work out to be once per fight).

For example, most two-handed bladed weapons have the ability 'Cleave' which lets you hit every target in a small forward cone. Most blunt weapons have 'Smash', and most one handed bladed weapons have the 'Slash' attack which leaves a single target bleeding for at least a round.

I really like these abilities and I wish Larian would expand upon them, and maybe give us the means to use them more often somehow.
yeah those weapon skills are cool but to bad they are just for weapon types and not specific per weapon. Would give all those +1` weapons more flavor - use but it means more work cos you would need more abilities made.

And for caster, easy solution would be less concentration spells.. cos right now half of those you hardly ever used. op your lucky there is no resting limit...
Last edited by dolby; Jun 5, 2021 @ 9:01pm
TheBlueFox Jun 5, 2021 @ 9:38pm 
1. White damage - get a magical weapon? Coat a weapon in poison? There's Vulnerabilities to slashing, piercing, bludgeoning, but other than that you'll need a magic weapon to deal magic damage.

2. Interesting combat moves - Battlemaster has a few of these, and there's a feat that gives you Battle Maneuvers. Larian has already added a "Weapon Special attack" that you get 1 per short rest which doesn't normally exist in D&D. Monk will have a few of these Ki-Attacks, but mostly Dungeons and dragons doesn't have flashy special moves by default.

3. You can use your spells more liberally, you'll just need to rest more. But the tradeoff is that spells are far-and-away MORE powerful than melee combat, so there's a limit. In low levels, you have only 3-6 spellcasts per rests, but in later levels you'll have like 20... so it does get better, especially since some of those spells are crowd clearing, instakills, or full on "Polymorph into a T-Rex" Who knows what larian will add.

4. Caster Regen - The wizard and Druid have "Arcane Recovery" which gives you 1/2 your levels worth of spell levels back. The sorcerer has "Sorcery Points" that it can burn to get it's spells back. The warlock gets all its spells back on short rests, and the Monk gets all it's Ki power back on short rests, Fighter gets it's Superiority Dice back on short rest too. Basically, you need to short rest, but the game is purposefully draining your resources to make you LONG rest.

Egro Jun 5, 2021 @ 9:41pm 
Well, combat is suppose to be simplistic. It's the whole point of 5e.
dolby Jun 5, 2021 @ 10:15pm 
i think the op just wants more Dos 2 ability like attacks that's all And CDs :)
Last edited by dolby; Jun 5, 2021 @ 10:16pm
Dorok Jun 6, 2021 @ 7:23am 
Let see for the zero magic fighter:
- Close Range Attack
- Long Range Attack
- Dash
- Bash to stun
- Push (Bonus action)
- Jump (Bonus action)
- Dip weapon in element like fire (Bonus action)

Once per long or short rest, in my opinion, should have been once per combat:
- Close Range Special Attack
- Long Range Special Attack
- A healing bonus action

Once per superiority dice for each, dices are recharged per long or short rests:
- A special action like attack and threat.
- A second special actin like attack and push.
- An additional action
- Same than first option but for long range.
- Same than second option but for long range.

More rare use cases for close range but still an option, and quite an option for long range, but release needs fix the OP aspects:
- Hide (Bonus action)

From equipment:
- A minor spell or two, the frequency is variable.
- Healing potion (most common potion)
- Poison bottle (second most common utility item)
- Greek fire (third most common utility item)
- Special arrows for long range.

Don't restrict much your rests and you have often many options that make sense depending of context.

I won't say it's a very good base, but it's a solid base of options and it's far from just having the attack option.

What's missing, pure D&D stuff:
- Overwatch (Ready) for close range, not sure for long range.
- Disengage pure action not merged with jump that should trigger AOO no matter what does D&D.
- Remove or equip shield, free action.

Probably missing from D&D base but missing anyway and was in D&D 3.5e:
- Stance to increase defense at the turn that follows, at price of lower chance to hit.
- Stance to increase hit chance, at price of decreased defense at the turn that follows.
- Stance for counter attack (not sure for 3.5e, would need check)
- Power attack with a cursor, decrease chance to hit but increase damages.
- Overwatch for long range.

What I would add:
- Third weapons set for close range or long range
- Handicap attack with lower hit chance or damages, and chance to decrease enemy hit chance. Something like that.
- Stance to decrease hit chance of arrows at turn that follows.
Last edited by Dorok; Jun 6, 2021 @ 7:24am
< >
Showing 1-7 of 7 comments
Per page: 1530 50

Date Posted: Jun 5, 2021 @ 7:26pm
Posts: 7