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stranger
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I am really surprised no one brought this up in any of the forums or reddit yet (as far as I've seen), and it really scares me that this will not be changed.

At the moment, saving throws are being rolled at the start of a character/enemy's turn, opposed to how it should be. Tasha's hideous laughter even mentions "when it takes damage and at the end of its turns" at the bottom of the spell, which is actually how it was supposed to work.

As it is now, controlling spells such as hold person and sleep are really, really nerfed. When you cast the spell, the creature already makes its first saving throw (except for sleep, but it only lasts 1 turn), and if it also makes a saving throw at the start of its next turn, there is a huge chance the creature won't lose even one turn, and you've wasted your action and a precious spell slot.

I've done an entire playthrough trying to use control spells and another one with just damage spells, and guess what, the damage spells playthrough was a lot easier, even though I ran into a lot more combat encounters (since avoiding them grants no XP).

I'm not sure this is just a bug or it is intended to work this way. However, my beloved Larian Studios, if it is your intention to change this 5e rule (which doesn't make much sense because it is a rule that works very well in balancing spells), please reconsider it for the sake of your fans and players.



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journeyman
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+1 this 100%

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Yeah this is a "must be changed" issue for sure.

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Its also a little disappointing that wizards/EK's can't learn hideous laughter. They can in 5e, and its one of my favorite early game disables.

Limiting it to Great Old One and bards seems like a mistake...

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+1

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+1

CC feels very unrewarding right now.


Necromancy is just recycling...
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I agree, fix this. I made a harpy Sleep to buy myself some time, but she made her save at the start of her turn and got to act. This is not good.

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100% Agree! CC spells plays major role in dnd strategy and they are super interesting, nerfing them like this only encourage using more damage spells.

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old hand
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+1. But I can understand where the confusion comes from but effects differ from spell to spell.

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+1

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It really depends on the effect of when the saving throw is made.

In DnD 5e if they going exactly as X abilities do. Its either at the Start of your turn or the end. If so, it should state it on the tool tip and if not it needs to be.

Jaz

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Originally Posted by Arhombaddu
I am really surprised no one brought this up in any of the forums or reddit yet (as far as I've seen), and it really scares me that this will not be changed.

At the moment, saving throws are being rolled at the start of a character/enemy's turn, opposed to how it should be. Tasha's hideous laughter even mentions "when it takes damage and at the end of its turns" at the bottom of the spell, which is actually how it was supposed to work.

As it is now, controlling spells such as hold person and sleep are really, really nerfed. When you cast the spell, the creature already makes its first saving throw (except for sleep, but it only lasts 1 turn), and if it also makes a saving throw at the start of its next turn, there is a huge chance the creature won't lose even one turn, and you've wasted your action and a precious spell slot.

I've done an entire playthrough trying to use control spells and another one with just damage spells, and guess what, the damage spells playthrough was a lot easier, even though I ran into a lot more combat encounters (since avoiding them grants no XP).

I'm not sure this is just a bug or it is intended to work this way. However, my beloved Larian Studios, if it is your intention to change this 5e rule (which doesn't make much sense because it is a rule that works very well in balancing spells), please reconsider it for the sake of your fans and players.



Yeah I just noticed this myself yesterday, Crowd Control spells are borderline useless with this "interpretation" of the ruleset.

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Yes, this really must be changed, please. It's fair because your party members must adhere to the rules too, and it allows us to get value from all those cool CC spells. It will make encounters more interesting and tactical.


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