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>Enemy 5 level mage casts 9 spells of 3rd cirlce
>Enemy hunter casts hunter's mark while blinded
>Enemy mage casts Counterspell without LineOfSight
I wish the game could finally decide if it's a modded DoS or a digital 5e.
I dislike this ♥♥♥♥... DOS2 was way better in that way - with cooldowns. This camp ♥♥♥♥ sucks ass...
I LIKE that there is a camp where you have all your freaks.. but i hate that im forced to camp every 1-2 fights because im out of spells. It just sucks and there is NO reason to implement this that way in a computer game.
But, how are you using all your spells every 1-2 fights? I don't get this. If you're using cantrips and other weapons when appropriate, you should have spell slots and abilities for at least 3 fights, barring a boss fight. If you are using scrolls, it's basically slotless spells. You could be using a scroll or 2 per normal fight, which are not that hard, and still have used none of your spell slots. Many of the enemies have 12 or fewer hitpoints, so cantrips, missile weapons and standard attacks make short work of them.
Cantrips are your friend. Spell slots are reserved for "Oh ♥♥♥♥" situations.
Btw I am using Lae'zel, Karlach, Shadowheart, and my ranger.
I did respec them to fix their stats and made Shadowheart a life cleric. Right now due to items she has 17 str 18 dex 18 wiz and I forget her cha and int... need to get her 1 more str... got to look at the feats that give 1 str and something... if any are useful.
Yes, I enjoy it.
But im used to it since I play a lot of games like this.
Dungeon of the mad mage, for example, is a prime example of a published D&D module in which you will do a whole lot of long rests in the dungeon. Lots and lots.
The game let's you rest as much as you wan't whenever you want for the cost of food (there is plenty) , there is basically no need for you to worry about spending your resources at all . Just press that rest, button the game is SUPER casual friendly , it's redicoulous even ..
Indeed. Whereas when my tabletop group went through Ironslag in SKT, I think the entire in-game time from initial breach to completion was under twenty minutes, probably under fifteen; and a decent chunk of that estimate reflects freeing some captives and attempting to see what information we could get out of them and gauge whether they could make it to the surface on their own.
Long rest? We didn't even short rest, given the nature of the place (stronghold with organized, martially-minded defenders) and task (we were there to not just to end a specific enemy, but to stop him from completing some task for which we had no means of knowing with certainty just how close to done it was). Sure, we could metagame under the assumption that we wouldn't run out of time, but that would not have been appropriate for our characters to think.