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veteran
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veteran
Joined: Sep 2017
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You also have some feats that can nullify AoO reactions, for example the 'Mobile' feat. Or just take the "disengage" action. Anyone could do it. The rogues even as a bonus action.
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veteran
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veteran
Joined: Sep 2017
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I had lots of fun with a wood elf scout with mobile feat. We called him "The flash-y"
Now that it´s mentioned, there are also reactions that allow you to move in the enemy´s turn, like Rogue Scout´s 3rd lvl ability "Skirmisher" that allows you to move away (w/ provoking an AoO) after the enemy´s turn if it´s less than 5ft of you.
http://dnd5e.wikidot.com/rogue:scout
I do not know how you can do it if you do not have a pop-up to allow you to move after the enemy´s turn.
Last edited by _Vic_; 19/08/20 09:41 PM.
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veteran
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veteran
Joined: May 2019
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Yeah, Mobile is great for lightly armored damage dealers. I always have it on my ranger. I do not know how you can do it if you do not have a pop-up to allow you to move after the enemy´s turn. Seems this is one thing we agree on.
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addict
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addict
Joined: Mar 2020
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For the OP as such : I believe Sven mentioned it was just a temporary implementation.
As for the need for a pop-up dialog, I know a warning is a real issue in many similar games (i.e. Pathfinder: Kingmaker, Solasta, etc.).
Because too many new players do terrible mistakes that can cause needless defeat and frustration, games à la D&D and Pathfinder add a warning tool-tip or pop-up, at least for the first times. I presume BG3 will find a way to teach the concept to players both being at risk of AOO and about the Reactions your character can do.
Last edited by Baraz; 19/08/20 11:38 PM.
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veteran
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veteran
Joined: Feb 2020
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Honestly it's actually pretty easy you don't even need a popup on the screen:
When it's not your turn your toolbar flips to the reaction toolbar and if your character procs a reaction you just hit a button in the 2 second window. If you're too slow that's on you. You should know roughly what you want to do before hand, and 2 seconds is the perfect amount of time for shit like "I DIDNT KNOW I JUST REACTED" aka. Reactions.
This is something that looks great to me.
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stranger
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stranger
Joined: Aug 2020
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[quote=Quiltsharts ^_^]Honestly it's actually pretty easy you don't even need a popup on the screen:
When it's not your turn your toolbar flips to the reaction toolbar and if your character procs a reaction you just hit a button in the 2 second window. If you're too slow that's on you. You should know roughly what you want to do before hand, and 2 seconds is the perfect amount of time for shit like "I DIDNT KNOW I JUST REACTED" aka. Reactions.
[/quote] This would be pretty intuitive. No pop-ups, just light up eligible icons on the reaction toolbar during the window of opportunity. Players could click on an icon or hit its keybind to proc that reaction.
It might be possible to time the windows of opportunity such that they line up with the animations, minimizing disruption to the flow of combat. However that would probably reduce the amount of reaction time you have to no more than one second.
My main concern is how would this work in cases where one player has to control multiple characters, and thus, switch between them during the same turn. A slowdown/pause button, perhaps?
Last edited by DarkShadow1337; 22/08/20 10:16 AM. Reason: Add extra info
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addict
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addict
Joined: Jan 2020
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The ( good ) idea of a reaction panel during enemy turns has been discussed before, and could be expanded to have sections for each of the characters under your control.
The potential difficulty comes from : - the number of possible reaction types ( 15+ ) available - when exactly each one is available ( some are part of movement, some part of hit resolution etc ) - how you can get player input at an appropriate time to still be able to depict the outcome correctly
Also, of course, a reaction panel may be rather too RT for some TB players, so it may be that choosing a reaction may need to be followed by a game pause that allows you to examine the situation before confirming or cancelling your reaction use.
Choosing only one way of approaching reaction execution may be unsatisfying, since players will become more adept as they experience the game, and what starts out being helpful, may become a drag when you know exactly what you are doing.
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journeyman
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journeyman
Joined: May 2020
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I was thinking about this.
I would suggest a toggle between two options for each character in the party. For my fighters I would just set it so I pick their reactions going into a fight so I don't have to stop and click if they want to take an opportunity attack every time the option is available and for casters be able to toggle it so I can choose if they use a reaction and which reaction to take into account a changing battlefield. Do I want to use shield, or should I save a counterspell? If I know I'm using counterspell but there are multiple casters I may want to pick and choose which caster I counterspell and if the one I don't pick goes first I want to be able to say "no" to counterspelling his spell because I want to focus on the other caster who I feel is a bigger threat.
"I used my last magic poo to check in on my daughter." Scanlan Shorthalt.
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veteran
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veteran
Joined: Sep 2017
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My main concern is how would this work in cases where one player has to control multiple characters, and thus, switch between them during the same turn. A slowdown/pause button, perhaps?
A Reaction, as the name implies, only happens as a response to a particular event in the enemy´s turn( character is attacked, takes damage, can deliver an AoO) so controlling múltiple characters is not a problem because the reaction is only for one character every time. Camera could zoom in in the character that could make the reaction.
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veteran
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veteran
Joined: Mar 2013
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i think the easiest way is to make a button you gotta press (timed) when an enemy does an action, maybe you get a little highlight that tells you you can o it now, and if you do so time slows down and you get a box.
That way you dont constantly get annoyed by it.
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old hand
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old hand
Joined: Sep 2015
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The idea of slowing down the action so you have time to click for reaction is completely against the basic rules of turn based combat. Nothing is timed here. Every decision can be made at the pace the player chooses to. So I am totally against this idea.
I prefer what Larian has decided to go for, a reaction taking place if your character skills and the situation allows it to happen.
Last edited by Nyanko; 23/08/20 10:09 AM.
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addict
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addict
Joined: Mar 2019
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I definitely think this one of the more interesting subjects going into EA. The way it is now definitely diminishes the effectiveness of reactions, maybe even to a point where we are indifferent about them. In other words, their usefulness might be so random that we really can't rely on them for any kind of build or strategy. On the other side, having to find a new way to implement them that isn't obtrusive and at odds with the overall game style (e.g timed reactions in an otherwise un-timed game) won't be easy and will likely require a good amount of reworking.
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veteran
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veteran
Joined: Mar 2020
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In other words, their usefulness might be so random that we really can't rely on them for any kind of build or strategy.
Should turn order nicely interact with that though? You can see how enemies are qued, you so can judge who is likely to trigger the reaction.
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addict
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addict
Joined: Mar 2019
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In other words, their usefulness might be so random that we really can't rely on them for any kind of build or strategy.
Should turn order nicely interact with that though? You can see how enemies are qued, you so can judge who is likely to trigger the reaction. But as someone else pointed out in the another thread, reactions might get squandered on a small attack and be unavailable for a situation where it would have been much more useful.
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veteran
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veteran
Joined: Sep 2017
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Yeah, that´s the point on let you decide if you want to skip the reaction against a feeble attack and use it when it´s really needed. Automated reactions will trigger... well... automatically, so you do not have this option.
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addict
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addict
Joined: Jan 2020
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To be fair to Larian, it's not particularly easy to find a way to allow correct and timely player reaction choices, while still allowing their high production value depiction of the game.
For example, the fighter ability to block/protect a nearby party member as a reaction *should* be queried at the point where the party member is hit, by which time, you can't replace the "being hit" animation with the "hit blocked" animation ( I believe Solasta doesn't bother with a block animation, as it is implicit in the pop-up query ).
An alternative that gets the correct animation playing is to offer the block reaction before the animation starts; but if you ask "your companion is about to be hit, do you want to block?" before the enemy turn plays out, you telegraph what is about to happen, losing any sense of anticipation.
From a personal viewpoint, I would be happy with a "reaction bar" that allows you to (in some way) interrupt the enemy turn to select/accept a reaction, but that's because I prefer RT, and would want something to focus on when it's not "my" turn. But I can also perfectly understand why someone with a TB preference, who prefers full control without any time pressure would not like this.
I find it less easy to understand why someone with a TB preference, who prefers full control, would find the current mechanism acceptable, since it turns player control of their *single* reaction into a lottery.
I'm not sure that putting such emphasis on "look" at the expense of "correctness" is the right way to go.
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Banned
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Banned
Joined: Mar 2020
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They will most likely be "overwatch" type abilities that you strategically queue the prior turn.
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addict
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addict
Joined: Jan 2020
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They will most likely be "overwatch" type abilities that you strategically queue the prior turn. You could consider the current mechanism to be a type of "overwatch", yes. It's just nothing like the DnD 5e reaction rules ( as I understand them from more knowledgeable forum posters ).
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addict
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addict
Joined: Mar 2019
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To be fair to Larian, it's not particularly easy to find a way to allow correct and timely player reaction choices, while still allowing their high production value depiction of the game. Definitely. Maybe a threshold the player can at least set? For example, the player gets to set the minimum damage he wishes to avoid with an Uncanny Dodge, or a check list of spells the player wishes to counter, all of which can be adjusted on the players turn. It would still have its limitations and wouldn't give the complete freedom of pen & paper (which I think is impossible to do in a video game), but it would mitigate the obvious problems of the "set and release" method, all while being consistent with the turn based feel of the game.
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old hand
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old hand
Joined: Sep 2015
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The devil is in the details. As long as they deliver on all other fronts, if during the course of EA, they find something interesting to implement for reactions, why not. But if they don't, it won't change my appreciation of the game, honestly. The pen and paper player I am won't take a grudge on this. It would be far too nitpicky considering the gargantuan task it is to make such a game in my opinion.
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