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stranger
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OP
stranger
Joined: Oct 2020
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If you directly click to run behind enemy, your character first disengages and attacked by a o opportunity then you can get behind. But if you click every steps and beware not to disengage, you get behind enemy without getting hit by a o opportunity.
This should be fixed...
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old hand
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old hand
Joined: Oct 2020
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You can do it, very carefully, and it takes 20 feet of movement haha. They do need to resolve it, especially if there are facing rules. Also, after I run out of movement, let me choose my ending facing plz.
What is the problem you are solving? Does your proposed change solve the problem? Is your change feasible? What else will be affected by your change? Will your change impact revenue? Does your change align with the goals and strategies of the organizations (Larian, WotC)?
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addict
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addict
Joined: Mar 2019
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The way I understand it, there is a small area or zone surrounding every character and npc. If you leave that area, it prompts an AoO. Thus, if you are careful not leave the area in your attempt to get behind them, you can avoid the AoO. In other words, I think it is working as intended. Now, whether or not trying to get behind someone should trigger an AoO is another matter.
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veteran
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veteran
Joined: Sep 2020
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Also, after I run out of movement, let me choose my ending facing plz. Holding ctrl allows you to rotate your character, I believe. The way I understand it, there is a small area or zone surrounding every character and npc. If you leave that area, it prompts an AoO. Thus, if you are careful not leave the area in your attempt to get behind them, you can avoid the AoO. In other words, I think it is working as intended. Now, whether or not trying to get behind someone should trigger an AoO is another matter. OP's point is that the game's pathfinding should automatically allow you to run around the enemy without provoking enemy attacks. Since OP can do this manually by taking small steps, the pathfinder should be able to do it too.
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old hand
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old hand
Joined: Oct 2020
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The way I understand it, there is a small area or zone surrounding every character and npc. If you leave that area, it prompts an AoO. Thus, if you are careful not leave the area in your attempt to get behind them, you can avoid the AoO. In other words, I think it is working as intended. Now, whether or not trying to get behind someone should trigger an AoO is another matter. in D&D as long as you dont leave THEIR melee range you're fine. The issue is them leaving the grid system. The spears have a range of 8.3 feet, glaives 10. Its all over the place. The character models arent exactly elegant in their space occupation and the pathing decisions for avoiding terrain will frequently bump you out. Its life when you dont know a dragon has a 20 foot bite range, but a lot of this stuff is just poor execution. I found a bug where if you leave the range of a mud mephits mud ball - 60' - itll throw one at you from across the level. They just generally need to tighten it down and give better char movement. Its so critical and in D&D players and DMs spend a significant amount of time jockeying for position. In this its a "welp. guess im goin in!"
What is the problem you are solving? Does your proposed change solve the problem? Is your change feasible? What else will be affected by your change? Will your change impact revenue? Does your change align with the goals and strategies of the organizations (Larian, WotC)?
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enthusiast
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enthusiast
Joined: Jun 2020
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The way I understand it, there is a small area or zone surrounding every character and npc. If you leave that area, it prompts an AoO. Thus, if you are careful not leave the area in your attempt to get behind them, you can avoid the AoO. In other words, I think it is working as intended. Now, whether or not trying to get behind someone should trigger an AoO is another matter. in D&D as long as you dont leave THEIR melee range you're fine. The issue is them leaving the grid system. The spears have a range of 8.3 feet, glaives 10. Its all over the place. The character models arent exactly elegant in their space occupation and the pathing decisions for avoiding terrain will frequently bump you out. Its life when you dont know a dragon has a 20 foot bite range, but a lot of this stuff is just poor execution. I found a bug where if you leave the range of a mud mephits mud ball - 60' - itll throw one at you from across the level. They just generally need to tighten it down and give better char movement. Its so critical and in D&D players and DMs spend a significant amount of time jockeying for position. In this its a "welp. guess im goin in!" dont forget the stripping down part and charging in, cause surface and barrels. why even have AC? but yeah agree their needs to be a tightening down of this, as well as range in which your threatened. most weapons only give a threat range of 5 ft. barring it being a reach weapon which pnp is 10 feet.
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old hand
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old hand
Joined: Oct 2020
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The way I understand it, there is a small area or zone surrounding every character and npc. If you leave that area, it prompts an AoO. Thus, if you are careful not leave the area in your attempt to get behind them, you can avoid the AoO. In other words, I think it is working as intended. Now, whether or not trying to get behind someone should trigger an AoO is another matter. in D&D as long as you dont leave THEIR melee range you're fine. The issue is them leaving the grid system. The spears have a range of 8.3 feet, glaives 10. Its all over the place. The character models arent exactly elegant in their space occupation and the pathing decisions for avoiding terrain will frequently bump you out. Its life when you dont know a dragon has a 20 foot bite range, but a lot of this stuff is just poor execution. I found a bug where if you leave the range of a mud mephits mud ball - 60' - itll throw one at you from across the level. They just generally need to tighten it down and give better char movement. Its so critical and in D&D players and DMs spend a significant amount of time jockeying for position. In this its a "welp. guess im goin in!" dont forget the stripping down part and charging in, cause surface and barrels. why even have AC? but yeah agree their needs to be a tightening down of this, as well as range in which your threatened. most weapons only give a threat range of 5 ft. barring it being a reach weapon which pnp is 10 feet. Threat feels like a band-aid fix to the inability to grid dynamic terrain. It turns into an average rotation + weapon hit range rounded up to the nearest 5. Its almost like they used the pathfinder 5 foot step, but its given to the enemy as a reaction to close further distance and get the AOO. I have an intense dislike of the entire concept and it feels lazy. Rule #1 in D&D if youre going to have something kind of crappy - give the benefit to the player, not the DM.
What is the problem you are solving? Does your proposed change solve the problem? Is your change feasible? What else will be affected by your change? Will your change impact revenue? Does your change align with the goals and strategies of the organizations (Larian, WotC)?
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old hand
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old hand
Joined: Sep 2015
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I don't mind the enemy moving around their melee opponent. What I have a problem with is the fact they get backstab bonuses. This shouldn't be the case because the enemy is aware of your presence and it's not because you disappear from where they are facing that you are not here anymore.
The other issue, more serious, that I have is disengage being a bonus action. It should be a full action and nobody should be able to attack the same turn they disengage.
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old hand
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old hand
Joined: Oct 2020
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I don't mind the enemy moving around their melee opponent. What I have a problem with is the fact they get backstab bonuses. This shouldn't be the case because the enemy is aware of your presence and it's not because you disappear from where they are facing that you are not here anymore.
The other issue, more serious, that I have is disengage being a bonus action. It should be a full action and nobody should be able to attack the same turn they disengage. I think its anoher band-aid fix. We have so much duct tape and bailing wire on the combat that single element fixes don't seem very easy. Id love for disengage to work like that. IF I wasnt surrounded by enemies with huge threat bubbles and so many environmental barriers like acid, fire, rocks that are 1cm high so you avoid them, and the fact that JUMP takes you further than your allowable movement...you disengage and have a high chance of not getting anywhere reasonable. On top of that, not moving through friendlies means you are adding 15 feet of movement to side step them, further limiting your disengage. Its a crap option as an action at that point - better to get knocked unconscious in a few rounds and use an action to get you back up then run away, not attack, and still get knocked out.
What is the problem you are solving? Does your proposed change solve the problem? Is your change feasible? What else will be affected by your change? Will your change impact revenue? Does your change align with the goals and strategies of the organizations (Larian, WotC)?
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journeyman
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journeyman
Joined: Oct 2020
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The other issue, more serious, that I have is disengage being a bonus action. It should be a full action and nobody should be able to attack the same turn they disengage. Agree, except rogues and Gobelins who got this feature in their kit.
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