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If they restricted long rests in any way it would make sense as it would see you struggling to push through difficult areas, but you get so many supplies that you can take them whenever you like (I'm on tactician difficulty and they're incredibly prevalent).
As it is they may as well restore spells on a short rest, as it's only my own restraint stopping me from long resting after every fight.
Not if you don't select it. Some of us just want an easy mode where we don't have to worry about strategy much. Trying to learn all the DnD rules lingo is difficult enough.
The training wheels are there to learn the fundementals first, so you gradually get to understand how to ride, and before you even know it, the training wheels aren't even touching the ground anymore and can be removed.
It's just how DnD works i'm afraid. It's not going to change. But again you get both more spells and more spellslots as you level up. Making the issue less.
4 Goblins spread out around a room? Choose the weakest and focus it down with cantrips.
4 goblins right next to a cliff? Thunderwave time, baby.
and DnD5e is the easiest ruleset among all editions and most casual friendly
and moreover BG3 strip and changed some rules and made it even more easier
next step would be degradate it to the "press x to win" lvl
what I can say, don't ever try Pathfinder: Kingmaker with such mindset or your brain will blow up
PS when I was a child I learned to ride a bike without training wheels
Cantrips are spell-casters best friends and at later levels... Martial characters just can not keep up.
I am seasoned DnD caster player and I'll say this : saving spells is not wrong approach, you have few tools on early levels and you need them for near disaster situations.
You can do lot with cantrips on most cases as long as you have least 2 non casters in party, preferably heavy melee and something in between clerics work well here. ( warlocks are different they just spam eldric blast , the best budget cantrip spell in the entire game, which specially brutal with agonising blast and repelling blast augments at level 2. This spell carriers them even on level 20)
First levels are great time to master that " know when to cast spells" play style, ironically, by time you start to get plenty of slots, you get so good at this you almost always have slots to spare, but you need to get past that " first five levels are torment " zone for casters.
I recommend trying to master positioning and luring enemies to certain points and focusing on long duration buffs to your front line, that way just ( as example) 1 level shield of fate ( +2 ac) can make a melee front row really hard to beat for entirety of your play time till long rest. Which instead reduces need for healing and spells like bless in battle.
Also if you use wizards, using buffs that are ritual spells ( do not consume slot), such as long stride really do marvels for your party, more mobilty to everyone without any slots used or concentration wasted, allows you to position melees well for opportunity attacks.
And as for healing : use potions most of time, they are fairly plentiful, and using healing magic should be saved for near disaster situations in battle, also remember help action is FREE - return person to 1 hp- tool, that let's you ( this abuses game mechanics bit), keep raising front liner with 1 hp every turn eating all damage and falling back for eternity if need be. Prayer of healing is also exeptionally good second level spell to use to regain hp between battles.
Also : In baldurs gate there are no str reguirements for heavier armor. My human nature cleric ( 1 level) rest wizard is using heavy armor, and shield for extra AC, he looks like a fighter outside hp department, and I never have to waste spell slots for mage armor or shield spell. This means he can tank bit and help other's by taking damage off them, and save slots for spells with more impact ( all the while keeping that shield of fate on other tanks up ^^)
Infact, only offensive spell he has is magic missile and fog cloud ( fog is for enemy archers and mages, it's really great spell forcing enemy to run to melee range, and magic missile can't miss, so it's great at finishing up 1-2 hp foes with high ac).
Smart use of ray of frost keeps enemies away from battle, fire bolt can ignite surfaces and has long range, acid splash is cheap but bit low damage aoe spell that also debuff's enemy ac by 2 in this game, and shocking grasp is free " escape out of melee" spell as it prevents reactions when it hits. Just those 4 cantrips ( In bg 3 you can also get em from scrolls) are enough for me to do decent damage from far.
As tip probably best level 1 damage spell is cloud of daggers, it has fairly low aoe but slap it top of 2-3 people early on they are almost as good as dead, then use melees to push people to the cloud, it works marvels.
Your tools are few, but there are always ways to be frugal, as I said : saving spells for disaster situations is the right approach, magic is rare early on and valuable, which is why it's best saved on dangerous situations.
Even on tabletop dnd spell casters ( outside clerics as they are half tanks), are mostly baggage till about level 3-5 after which they carry the team ( or in very nasty situations, sleep that is weak spell overal, can be absolute life saver vs low hp enemies in near wipe situations as example). Those first levels are the time when you truly learn to master your class later, and oh boy it gets fun later on :D
Spell usage is meant to be about giving weight to your choices of when and how to use them. It's not easy because it's not meant to be easy. In the mean time you should be physically attacking or use cantrips. If you want to spam spells, picke a class/race that has offensive cantrips and go ham.
I think what your trying to say is that you don't like it, but you want to back it up with a fact that doesn't exist.