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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.
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...
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.
- 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.