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stranger
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Blood of Lathander lets you cast Sunbeam, which in the description of the item says lasts 10 turns, and each turn you can recast without expending a spell slot.

When you cast sunbeam on Blood of Lathander you can only cast it once and then you have to wait a long rest.

Is this intended, or is this a bug? For a legendary item, to me, the 'correct' implementation -- with the ability to recast it each turn -- seems powerful for sure, but it only does an average of 27 damage, and you can only use it in 1 fight without a long rest, so it's not overpowered compared to say... just playing a martial class with a regular weapon and doing 100-150 damage per turn.

Answer - this is a bug regardless, but is it the tooltip, or implementation?

Last edited by zswitchz; 18/08/23 07:08 PM.
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apprentice
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I'm going to assume it's intended, much like how Hypnotic Pattern is only for two turns, or how Greater Invisibility requires Stealth checks to be maintained when attacking.

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I think you're comparing apple and oranges - I'm not talking about the spell implementation, but specifically the use of the ability with blood of lathander. Selune Spear of Night, Moonbeam, that works properly with it being able to be controlled after the initial cast. Blood of Lathander is bugged, and it does not work properly, meaning, it does not work as it is described in the in-game tooltip.

EDIT - just tested, turns out the actual spell is bugged too - so 100% this is a bug!

Last edited by zswitchz; 18/08/23 07:13 PM.
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Agree, the BoL does not implement the 10-turn spell effect that is in the description. Without that, the item is not particularly special, although the 6m light effect can be situationally useful. Most fights only last a few rounds, so the 10-round effect is generally not needed, but would be very helpful occasionally.

Unfortunately, once-per-long rest features are effectively once-per-fight for players that simply spam long rest after every fight. That's a flaw in the D&D rules that has been present since the 1970s, which can only really be resolved by DMs abusing the rules to encourage players to take less long rests.

It could be that the legendary items have been nerfed to avoid this problem, but the description has not been updated. A better solution would be to manage the short/long rests better, so that ( for example ) you can have a single short rest after a fight, and a long rest after one or more fights following your last short rest. This would result in a minimum of 3 fights between long rests.

Alternatively, it may just be an implementation bug; I'd need to compare with other legendary items as I find them.

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Originally Posted by etonbears
Unfortunately, once-per-long rest features are effectively once-per-fight for players that simply spam long rest after every fight. That's a flaw in the D&D rules that has been present since the 1970s, which can only really be resolved by DMs abusing the rules to encourage players to take less long rests.
You can only long rest once per day, and the way that Baldur's Gate 3 handles this is that a long rest "advances" to the next day. This does have an impact on some quests which resolve differently (usually negatively) because you took too long.

Once I realised this I found that discouraged me a great deal from long resting, even though I think it's quite permissive (maybe three long rests before a quest advances on its own) so I made much more use of short rests, tried to save up spells or made a lot of use of scrolls to save on spell slots.

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Yeah, honestly I space out my long rests as long as possible. I find long resting to be very tedious, as well the story impact that it seems to have on certain events.


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