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Een vertaalprobleem melden
Well, at least that cleric/paladin will concentrate on something semi-useful then! /s
If we take your 80% chance to succeed, then your target to roll were 5. To roll a 5 on disadvantage has a 64% chance. With advantage you have a 96% chance to succeed.
If the target roll was 10 then the chance is 55%. 30% disadvantage and 80% advantage.
The calculation for disadvantage is actually just squaring the chance for the target roll.
The calculation for advantage is correct, though it seems a bit more complicated than just saying "1-(1-p)^2" where p is the chance to roll a specific number or higher.
The important part from my side however was that neither disadvantage nor advantage influence the chance linearly. Saying it betters/worsens your chance double/by half is just not correct. For disadvantage especially not in the high rolls, for advantage especially not in the low rolls.
Well yes, the only choice I was making from certain point of game is (around middle of act 2): Is there any priority target? If there is, Hold it -> Win. If there is not, Hypnotic Pattern everything -> Win. Technically this was second choice every time, primary was: Is it larger battle so I use CC initially and win in 2nd round of combat or should I just nuke everything to dust in 1st round?
Then you have spells that are very strong and for some reason don't require concentration, like Plant Growth (not hard CC, but still very useful CC to use at times).
Yeah I know. These are the actually GOOD items and that's great. I'd just expect some other hard to get loot to be not as anecdotal. So far I really haven't found much that compares to Casormyr or the Flail of Ages. I mean, even the Giant Slayer is a bit "meh". It really feels like there are some great items like the one you mentioned and tons of bad ones, with very little in between.
Yea, like dealing damage instead of poor buff that won't help much (i.e. it won't kill enemies, it won't CC enemies, why bother?), so you'll essentially sacrifice all spell slots to Smite and not to actually cast spells.
On the other hand clerics do have some nice spells: like a lovely spell such as Glyph of Warding (either hard CC or nice damage).
Clerics do have 1 good buff, Heroes Feast and otherwise you're much better dealing damage or CCing enemies with them. Healing with Cleric? What for, it's much better to not take any damage (because of CC) then taking it and trying to out heal it (which will cost more spell slots in the end, than just one hard CC). I think I used that mass healing spell two or three times during the entire game (and only because I had that amulet that grants it, it never made it into my clerics spell book on its own).
If you think most items suck then that's a very subjective thing because I think a lot of them work rather well as long as you have someone who can use them to stick them to.
The Lightning Charges and Heat items are more like sets you use if you go for the very specific use cases they provide (Tempest Cleric with the Shield, Chest, Boots and ring)
The existence of Finesse Longswords in and off itself is pretty neat. Blood of Lathander literally gives you a per long rest Sunbeam and Blind against any undead.
The Trident from Act 3 is a GOAT for the always popular Throwing Builds, the Dark Justiciar related items are pretty great for a Rogue Multiclassed Shadowheart if you dont want her to be a pure healbot, then again there are so many heal focused items you get early that also work off things like the flail from flind or any other self heal, that you could probably walk around with constant blade ward on Shadowheart that way.
All I'm saying is that I really like the itemization.
Even if in the lategame for casters it just melds into "use as many high spellcasting items as you can"
I can give Larian that: they have items for pretty much everyone (class and subclass wise), which is very nice.
also the whole limited number of spells to day already IS a huge limiting factor on how much casters can do. now you have to be conservative and you're not allowed to do fun spell combos even when you are blowing your load.
Yes, it most certainly is. In fact since I didn't build my character for concentration on my table top game I specifically don't even bother to prepare most concentration spells for this reason as my Constitution is pretty dogshiiii.
I will say though that concentration spells are very strong. I just had a fight last night where I managed to hold Call Lightning through an entire fight and consistently doing 3d10 Lightning damage (with pushback because I'm a Cleric) on multiple enemies every round for 10 rounds without spending additional spell slots is pretty strong. Of course that required me to take almost no damage because I still didn't build my character for concentration spells even in Baldur's Gate 3.
I feel like you and the people who want less concentration are the people who expected a "Pew pew I want everything to explode at my very touch" game, which 5e and in consequence BG3 just is not.
There is a certain balance to go around, and while, in the end, yes, the rules are to be amended for the fun of the players, this is a CRPG, that is all about appealing to a wider range of DnD fans, and with the sheer amount of homebrew and houserules it is impossible to please every player, so they settled on a system that to me, and a lot of others, is balanced rather pleasingly.
The point is, there is no need for diminishing returns in dnd CC.
Once you go "Hypnotic pattern, you cant do anything anymore" there is no need to say "Oh yeah, but the next stun you land is active for 1 turn less" because if you utilize your CC there is no need to pack more CC on. Just pummel whatever failed their check to death, then turn to those who succeeded.
Everyone who has a problem with this should really try playing a test round of 5e dnd or at least read the PHB/DMG.
I feel like you want something that is less DnD and more generic fantasy and that is not what this game aims to be.
I would argue it is the otherway around: if you are to build a caster, might as well make it a blaster caster going "pew pew" because otherwise you just can't stack spells. so don't stack spells and just do damages instead which doesn't require concentration. Personally, I don't like it. Blaster casters are the least interesting type of casters in my book.
What 5e pushes you to do is: find a few best spells (hell, cantrip even), often low level ones (just up cast them), stick to these for the next 5+ levels. Which is great for sorcerers I guess, but sucks for wizards (once again) and is very boring. If they wanted to avoid people using always the same spells like haste, well... I guess they have failed because now Wizards will just auto pick Hold person/monster and spam it instead (that and AoE spells like fireball). I don't think it made magic more interesting than 3.5. It made more accessible maybe? But at the cost of it being quite shallow.
Weirdly enough, I didn't find a single class who could not be redeemed with a proper gear, feats and maybe a dip or two. I don't know how the max difficulty is, as I was not interested in min maxxing (in a sense of deliberately chosing the most efficient class combinations, gear etc) or cheezing.
If you play on normal, you can finish the game with every single class in the game.