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The thing I really hate about that is that, if you end your turn with your ranged weapon equipped, you don't get attacks of opportunity as enemies run by you. I THINK you also don't get a shield added to your AC if you have ranged equipped. Which is really dumb, since it's a free action during your turn,
So let say it's half dumb. :-)
I often had weapon switch disabled, what disables it?
In Tabletop, it's an object interaction to draw OR stow one weapon (two with Dual WIelder). Further swaps take an action per swap.
In BG3, it takes an action to switch a currently equipped weapon with a currently unequipped weapon, but switching between melee and ranged weapons is of no consequence to the wielder other than losing melee opportunity attacks (which, if you're a ranged unit, you shouldn't be able to make opportunity attacks in the first place otherwise something done f*cked up). I.E.: Equipping/Unequipping is a whole action, but switching between equipped items is not.
I just think switching between melee and ranged should take your bonus action at least.
Switching from melee to ranged should have a cost so the player is punished for not having the right of the two equipped on their turn start. Would make people make sure their melee fighters always have their melee weapon and shield out and their archers have their bow equipped, or they'd lose an action/attack to switch to the one they needed
If the game had more magic/physical weaknesses/strengths so you had to use the right weapon/spell to kill an enemy rather than just hitting things with the same swords and arrows from level 1 to 12, I'd say Eldritch knight's damage spells would be much more useful, but to me the only thing I got meaningful out of it was Magic Shield and Mirror Image, which were both useful, but my damage spells were always a worse choice than a bow for a character that could shoot it twice or three times. Also another thing that felt awkward to me is why choose Eldritch Knight when you could just have a Battle master/Champion and a Wizard and get the best of both worlds, there's 4 people in a party to easily do that with. It's almost like Eldritch Knight is made for a 1 or 2 man party in a game where that isn't the case.
The game isn't 100% about min/maxing your damage output, it's about playing the character(s) you want to play. I haven't played an Eldritch Knight, so I don't know the specifics about that, but do higher levels give you more actual spells? I don't think you're stuck with cantrips the whole game... It's also about finding party balance. You can take a Battlemaster and a Wizard if you want, but that's two of your 4 (assuming no mods) party.
Also, FWIW, in Solasta, you can change weapon sets once per turn, which seems like a good compromise. It's not that way in this game, tho I imagine there's a mod to do it now, or one on the way.
To compound this . . . we have the following options:
1) FTR gets 4 ASIs. You can use 1 to pump INT up to 16 if you need to and that covers your spellcasting needs REALLY well, since you inflict disadvantage with your attacks at a certain point. Save DC 15 is really hard to beat if you have to roll it twice to pass.
2) The Headband of Intellect exists. Grabbing it to set your INT to 17 does the same thing as above but saves you a feat slot.
3) Alternatively, you could theoretically dump STR in favor of chugging elixirs everyday (I don't personally like that because it takes up your elixir slot which could be used for Bloodlust or Colossus, but it is an option nonetheless), then put those points into INT and max it at 20. You're basically a Gish at that point.
4) Similarly, you could go ranged EK, stick to DEX & INT, use the Hill Giant Club as a statstick to set STR to 19, and use Titanstring.
Also to point out, BG3 doesn't have those pesky somatic rules that tabletop has. It doesn't care whether you have a free hand to razzledazzle your blimblams up in the enemies' faces. You can still dash & slash before blastermastering a b*tch.