Baldur's Gate 3
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Misty step RUINS the game
Especially early game it just eliminates the need for positioning and nearing the end of act 1 all of your characters basically have it by then, some of my characters can use it two or three times in a row so what’s the point in positioning your characters when everyone can just teleport at will with no downside? They really ♥♥♥♥♥♥ this up game for sure and it’s sad to see
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I mean you do have a point here, for me everyone gets teleport in DOS 2 is very annoying. But man, this is dnd, you will have to deliberately build your character or search for specific loot for everyone to to have misty step. Why complain about something when you can literally avoid it in the first place lol.
Автор сообщения: Asylum
Автор сообщения: Shark
Tanks = have strength, Strength= jump distance and Enhanced leap/longstrider ETC are Ritual spells that dont cost slots when spammed so u can perma have them on.

True but I still find my tanks often times can use a misty step along the way. Especially if you need to disengage along the way.
This is essentially the meme where the dude riding a bike shoves a stick in the spokes, isn't it?
I disagree. Misty step is a life saver for Gale. He has to have it if he gets cornered, or to give him the high ground.

Laezel has misty step and two forms of the jump spell. She is my mobile fighting death machine. It is so much f'n fun! She can jump from one end of combat to the other.
Автор сообщения: RhodosGuard
Автор сообщения: mutantspicy

Oh I agree its for the puzzles. But jump spell is only supposed to allow you to use your movement range not extend it, unless you can somehow dash then you can jump up to twice your movement if you have the strength to do so. But the jump spell range often lets me jump more than my actual movement range can. Its not totally broken it just needs to be tweaked a bit. I get it they wanted the entire party to make it across the chasm or whatever.
Nope
RAW
https://www.dndbeyond.com/spells/jump
"Tripples your jumping distance"
The spell would have very little meaning, especially in combat, if that meant you could only use your movement, because, for most classes, this would mean it only has it's intended effect on characters with 10 strength.

Outside of combat it would do what it says it does.

If I was to DM it, I'd just say, that casting jump allows you to utilize your movement to jump up to 3 times your strength score, even if that is more than your standard movement while in Combat.
No in Core, it still is limited by your overall movement you can extend it by dashing. Keep in mind in core rules jump is not a bonus action or action it is just part of your movement. You are only allowed to jump 30 ft regardless of your strength unless you have mobile or longstrider or are a monk or something. Also shorter character don't jump as far.

https://roll20.net/compendium/dnd5e/Movement#content

Core rule states every ft your jump takes a ft or your movement.
Отредактировано mutantspicy; 21 авг. 2023 г. в 7:13
Автор сообщения: (BANNED)
I disagree. Misty step is a life saver for Gale. He has to have it if he gets cornered, or to give him the high ground.

Laezel has misty step and two forms of the jump spell. She is my mobile fighting death machine. It is so much f'n fun! She can jump from one end of combat to the other.
Shocking Grasp, Bonus Action shove
Get out of Range on your feetsies, have someone else take care of the enemy.
If Gale get's cornered, that's usually bad positioning though, a which point we return to misty step being a clutch to get you out of your own mistakes.

There are always multiple ways, and shocking grasp even deals damage for the same amount of distance, unless you keep utilizing movement after you misty step at whcih point you will have to backtrack in order to get LOS for other spells again.
go cry elsewhere, we dont care.
Автор сообщения: RhodosGuard
Nope
RAW
https://www.dndbeyond.com/spells/jump
"Tripples your jumping distance"
The spell would have very little meaning, especially in combat, if that meant you could only use your movement, because, for most classes, this would mean it only has it's intended effect on characters with 10 strength.

Outside of combat it would do what it says it does.

If I was to DM it, I'd just say, that casting jump allows you to utilize your movement to jump up to 3 times your strength score, even if that is more than your standard movement while in Combat.
No in Core, it still is limited by your overall movement you can extend it by dashing. Keep in mind in core rules jump is not a bonus action or action it is just part of your movement. You are only allowed to jump 30 ft regardless of your strength unless you have mobile or longstrider or are a monk or something.
https://roll20.net/compendium/dnd5e/Movement#content

Core rule states every ft your jump takes a ft or your movement.
Отредактировано mutantspicy; 21 авг. 2023 г. в 7:15
Автор сообщения: mutantspicy
Автор сообщения: RhodosGuard
Nope
RAW
https://www.dndbeyond.com/spells/jump
"Tripples your jumping distance"
The spell would have very little meaning, especially in combat, if that meant you could only use your movement, because, for most classes, this would mean it only has it's intended effect on characters with 10 strength.

Outside of combat it would do what it says it does.

If I was to DM it, I'd just say, that casting jump allows you to utilize your movement to jump up to 3 times your strength score, even if that is more than your standard movement while in Combat.
No in Core, it still is limited by your overall movement you can extend it by dashing. Keep in mind in core rules jump is not a bonus action or action it is just part of your movement. You are only allowed to jump 30 ft regardless of your strength unless you have mobile or longstrider or are a monk or something. Also shorter character don't jump as far.
But we're not talking movement, we are talking about the effect of the jump spell.
And to make the Jump Spall worth taking for fun combat, you can bend RAW and homebrew it into a bit more usability.

And just so you know, Jump length is determined by your strength.
Long Jump, which is innitiated after 10 feet of movement allows you to jump your strength modifier, the game represents that by basically just removing the walk up when you jump.

As always in DnD you amend the rules where you think they inhibit fun.
So to make the RAW Jump Spell fun, you need to let people utilize it to it's full potential in combat, unless you want it to be a spell that is only relevant for puzzles your DM might never implement.
ANd as I said, I'd just allow people to use all their movement in order to utilize the jump spells enhanced distance.

These are 2 different topics:
RAW rules for movement in combat and RAW Jump Spell.
I'd be willing to amend RAW movement rules to make the RAW Jump Spell be more fun to use.
Misty step is also fun on Shadowheart when she has spirit guardian going.
Автор сообщения: mutantspicy


True but I still find my tanks often times can use a misty step along the way. Especially if you need to disengage along the way.


If its a tank and ur afraid of opportunity attacks then arent u not a tank? the odds of ur AC being high enough to avoid getting hit by opo is very high and the only issue u should have is enemies with Sentinel which i think there was like 1 fight of in the game only.

Misty steps biggest issue is that Leap enhance exists bcuz u can spam leap enhance and its a 10turn duration no spell cost misty step.
Отредактировано Asylum; 21 авг. 2023 г. в 7:22
Автор сообщения: SirFifty
go cry elsewhere, we dont care.
10 pages says otherwise
If i had to make a list of everything that makes combat trivial misty step would be bottom of the list.
Автор сообщения: Midnight Ushiro
Автор сообщения: SirFifty
go cry elsewhere, we dont care.
10 pages says otherwise

To be fair its 10 pages of saying why misty step isnt broken and reasons its not good ESP in Act 1, in later acts its fine to use as a second lvl spell slot bcuz u dont rlly use 2 costs anymore, but having it on everyone would be insanely bad, it being a 1 of on a mage only is okay as a panic escape button once engaged. on other classes its so unneeded and wasting a bonus action slot on it is too hefty.
Автор сообщения: Shark
Автор сообщения: ᛊᚨᛁᛚᛟᚱ ᛗᛟᛟᚾ

Actually it's just available for a lot of different combos. My ranger has Misty Step, so does my warlock, so does my rogue, and so does Lae'zel. I didn't do anything special, I don't have a weird set up I think, but all of those characters have access to misty step.
Guess just managed to bob and weave around those, and also i murdered Lazel every time so far

Ah man, I love Lae'zel lol yeah, she gets it for free for being Githyanki, Warlock gets it at level 3 I think, Gloomstalker Ranger gets it at 5(?) and I honestly forget when my rogue got it. It's also available as a necklace, a ring, and as Nere's boots (which is one of the best items in the game imo) Super easy to get access to Misty Step and frankly it's one of my favorite abilities in the game for it's use in dumb cheese moments.
Отредактировано Settings; 21 авг. 2023 г. в 7:26
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Дата создания: 21 авг. 2023 г. в 5:33
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