Baldur's Gate 3

Baldur's Gate 3

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mikemonger Aug 31, 2023 @ 8:50pm
Another "what's the point of question"
What's the point of knockdown? Run up to the hook horror with my monk and throw a knockdown at it. It goes flat on it's back. Then it's turn comes around and it gets up, does a small dash, does it's leap o' doom at my mage, and then takes a swing at him for good measure. All in the same turn.

So....why bother knocking him down if he doesn't lose any action points?
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Showing 1-15 of 16 comments
Shyba Aug 31, 2023 @ 8:51pm 
prone loses half your movement
Zerostalgia Aug 31, 2023 @ 8:52pm 
It all is for movement restriction nothing more.
Blame 5e rules.
Doomvora Aug 31, 2023 @ 8:53pm 
prone gives advantage to attackers and halves movement...
TripSin Aug 31, 2023 @ 8:53pm 
If you press T while hovering your mouse over highlighted words in spell/ability/status descriptions like PRONE it will explain it to you.

Prone does the following:
Breaks Concentration.
Can't move or take Actions, Bonus Actions, or Reactions.
Attacks against a Prone target have Advantage if made within 3 m of the target.
Inflicts Disadvantage on Strength and Dexterity Saving Throws.
A Prone creature must spend half its Movement Speed to stand up.

If they don't have enough movement (e.g. are maimed or entangled) then they're basically stunlocked on the floor.
mikemonger Aug 31, 2023 @ 9:16pm 
Originally posted by TripSin:
If you press T while hovering your mouse over highlighted words in spell/ability/status descriptions like PRONE it will explain it to you.

Prone does the following:
Breaks Concentration.
Can't move or take Actions, Bonus Actions, or Reactions.
Attacks against a Prone target have Advantage if made within 3 m of the target.
Inflicts Disadvantage on Strength and Dexterity Saving Throws.
A Prone creature must spend half its Movement Speed to stand up.

If they don't have enough movement (e.g. are maimed or entangled) then they're basically stunlocked on the floor.

Except they can take actions. As I just described.

Unless them coming off the top rope isn't considered an action.

The descriptions I'm getting are not matching the realities I'm seeing in the game. My other "what's the point of" thread was about charm, where I describe hitting an attacker with the worm charm on its first hit, then it attacked me a second time in the same round. That's apparently not supposed to happen.
Last edited by mikemonger; Aug 31, 2023 @ 9:16pm
Ol'Chum Aug 31, 2023 @ 9:20pm 
Originally posted by mikemonger:
Originally posted by TripSin:
If you press T while hovering your mouse over highlighted words in spell/ability/status descriptions like PRONE it will explain it to you.

Prone does the following:
Breaks Concentration.
Can't move or take Actions, Bonus Actions, or Reactions.
Attacks against a Prone target have Advantage if made within 3 m of the target.
Inflicts Disadvantage on Strength and Dexterity Saving Throws.
A Prone creature must spend half its Movement Speed to stand up.

If they don't have enough movement (e.g. are maimed or entangled) then they're basically stunlocked on the floor.

Except they can take actions. As I just described.

Unless them coming off the top rope isn't considered an action.

The descriptions I'm getting are not matching the realities I'm seeing in the game. My other "what's the point of" thread was about charm, where I describe hitting an attacker with the worm charm on its first hit, then it attacked me a second time in the same round. That's apparently not supposed to happen.
That's the thing tho, they can't take actions. The only thing they can do is spend half their movement to get up. Unless they do so, no actions. For a lot of cases when its their turn the 'no actions' is obviously not that useful but prone is really good, especially for martials that like great weapon fighting. It also immediately breaks any concentration and eats up half their movement.
TripSin Aug 31, 2023 @ 9:22pm 
Originally posted by mikemonger:
Originally posted by TripSin:
If you press T while hovering your mouse over highlighted words in spell/ability/status descriptions like PRONE it will explain it to you.

Prone does the following:
Breaks Concentration.
Can't move or take Actions, Bonus Actions, or Reactions.
Attacks against a Prone target have Advantage if made within 3 m of the target.
Inflicts Disadvantage on Strength and Dexterity Saving Throws.
A Prone creature must spend half its Movement Speed to stand up.

If they don't have enough movement (e.g. are maimed or entangled) then they're basically stunlocked on the floor.

Except they can take actions. As I just described.

Unless them coming off the top rope isn't considered an action.

The descriptions I'm getting are not matching the realities I'm seeing in the game. My other "what's the point of" thread was about charm, where I describe hitting an attacker with the worm charm on its first hit, then it attacked me a second time in the same round. That's apparently not supposed to happen.

Because they can spend half of their movement to no longer be prone. Once no longer prone they no longer suffer from those restrictions. Those restrictions only are in effect while they are prone. Same applies to any of your characters that are knocked prone. I'm not sure, but I think the game automatically spends your movement to get you up from prone on your turn.

I haven't used charm so can't speak to that spell. There was an enemy in act 3 though who used Compelled Duel on one of my characters and yeah, whoever coded that did a TERRIBLE job because my character was not only doing the most nonsensical actions, but she still sometimes attacked characters other than the one who forced a duel on her.
Last edited by TripSin; Aug 31, 2023 @ 9:24pm
mikemonger Aug 31, 2023 @ 9:48pm 
Originally posted by TripSin:
Originally posted by mikemonger:

Except they can take actions. As I just described.

Unless them coming off the top rope isn't considered an action.

The descriptions I'm getting are not matching the realities I'm seeing in the game. My other "what's the point of" thread was about charm, where I describe hitting an attacker with the worm charm on its first hit, then it attacked me a second time in the same round. That's apparently not supposed to happen.

Because they can spend half of their movement to no longer be prone. Once no longer prone they no longer suffer from those restrictions. Those restrictions only are in effect while they are prone. Same applies to any of your characters that are knocked prone. I'm not sure, but I think the game automatically spends your movement to get you up from prone on your turn.

I haven't used charm so can't speak to that spell. There was an enemy in act 3 though who used Compelled Duel on one of my characters and yeah, whoever coded that did a TERRIBLE job because my character was not only doing the most nonsensical actions, but she still sometimes attacked characters other than the one who forced a duel on her.

That's the point. If they can spend half their movement to get up, and you're still in melee range, there's no point in knocking them down, since (at least in my case), I'm still going to be in melee range since they're not dead yet.

It really is my only complaint about this game. Status effects. They serve no real purpose because they're so easy to overcome. Unless, as in the one battle, you've got 2 baddies throwing hold person on my party and 2 other baddies getting all the free critical hits because of it.

Ok, two complaints. Monk sucks. Entirely too underpowered, mostly because melee status effects are pointless.

But I'm already 30 hours in, so just gotta push forward.
Hobocop Aug 31, 2023 @ 10:07pm 
You have advantage on prone targets with attacks within 3m/10ft.

They're also at Disadvantage with Strength or Dexterity saving throws, making them easier to hit with such effects.

So, not pointless as long as you have a follow-up.

All of this is described in the condition's tooltip.
Last edited by Hobocop; Aug 31, 2023 @ 10:07pm
zero Aug 31, 2023 @ 10:09pm 
advantage
Moffin Bovin Aug 31, 2023 @ 10:33pm 
they can't take reactions either. As in, no opportunity attacks.

The UI will tell you otherwise but don't believe its lies.
TripSin Sep 1, 2023 @ 7:53am 
Originally posted by mikemonger:
Originally posted by TripSin:

Because they can spend half of their movement to no longer be prone. Once no longer prone they no longer suffer from those restrictions. Those restrictions only are in effect while they are prone. Same applies to any of your characters that are knocked prone. I'm not sure, but I think the game automatically spends your movement to get you up from prone on your turn.

I haven't used charm so can't speak to that spell. There was an enemy in act 3 though who used Compelled Duel on one of my characters and yeah, whoever coded that did a TERRIBLE job because my character was not only doing the most nonsensical actions, but she still sometimes attacked characters other than the one who forced a duel on her.

That's the point. If they can spend half their movement to get up, and you're still in melee range, there's no point in knocking them down, since (at least in my case), I'm still going to be in melee range since they're not dead yet.

It really is my only complaint about this game. Status effects. They serve no real purpose because they're so easy to overcome. Unless, as in the one battle, you've got 2 baddies throwing hold person on my party and 2 other baddies getting all the free critical hits because of it.

Ok, two complaints. Monk sucks. Entirely too underpowered, mostly because melee status effects are pointless.

But I'm already 30 hours in, so just gotta push forward.

Read my other posts in this thread. I've literally already explained it. If you don't get it, that's your own problem and I guess I can't help you.
Airatome Sep 1, 2023 @ 8:44am 
To clarify some ways to use PRONE

Open Palm monks are absolute beasts around level 6 or so. Stunning Strike is just too good. But before that, you knock them prone and then follow up with attacks at Advantage with the remaining monk actions and other melee party members. Or hit them with things that PRONE make it harder for them to save against. Also a great way to interrupt concentration in BG3

A two weapon fighting Battlemaster can use Trip Attack to knock an enemy PRONE, then follow up with their offhand bonus attack at advantage. Extra Attack at advantage. Extra Attack 2 at advantage. Use Action Surge and take ANOTHER swing at advantage. If they have Haste? That's another swing at advantage.

The list goes on but you should get the point.
Last edited by Airatome; Sep 1, 2023 @ 8:44am
Shinkiro Sep 1, 2023 @ 8:48am 
Originally posted by mikemonger:
That's the point. If they can spend half their movement to get up, and you're still in melee range, there's no point in knocking them down, since (at least in my case), I'm still going to be in melee range since they're not dead yet.
You knock them down and then attack them with advantage for the rest of the round until their turn. Obviously you wont get that benefit if you prone them and they get up before you can act. You plan to prone something in melee when you are able to attack them before their next turn. It also lets you move away with provoking opportunity attacks from them.
Last edited by Shinkiro; Sep 1, 2023 @ 8:48am
darkholyPL Sep 1, 2023 @ 8:52am 
One other point of prone, no one else mentioned yet (I don't think).
I play a druid, and the cat forms have special attacks that do extra damage (quite a bit) if the target is prone.
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Date Posted: Aug 31, 2023 @ 8:50pm
Posts: 16