Larian Banner: Baldur's Gate Patch 9
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I commend Larian for attempting to augment the Action economy so that on a turn by turn basis all classes feel as though they have multiple things they could do on their turn.

But it’s clear that not all in the community are happy with how Larian has gone about implementing this. They feel that giving disengage and hide to everyone at level 1 as a bonus action, removes some of the uniqueness of the Rogue, Monk, and even Rangers (They get the Hide action as a bonus action at level 14, hopes are the game at least reaches level 15).

I’m inclined to agree that these classes have lost some of what makes them unique, but we should not get rid of the idea of universal bonus actions all together. So I have plundered the depths of two of D&D 5e’s Core rule books in search of Actions and optional rules that are currently unused by Larian but could be suitable replacements.

First up on our list is:

Grapple PHB p195

Quote

When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your grapple must be no more than one size larger than you, and it must be within your reach.

Using at least one free hand, you try to seize the target by making a grapple check, a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition. The condition specifies the things that end it, and you can release the target whenever you like (no action required).



For reference this is the grappled Condition:

Grappled PHB p290

Quote


A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.

The condition ends if the grappler is incapacitated.

The condition also ends if an effect removes the
grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.



I feel Grappling as a bonus action makes a good candidate for replacing either Disengage or Hide, simply because it gives front line tanks a way to keep targets pinned down. Their grappled foe must then either chose to break the grapple as an action or attack the one grappling them until they are incapacitated. Yes that’s right you can still attack while grappled, as well as while grappling another creature, after all, All you need is one free hand.


The next Candidate:

Tumble DMG p272

Quote
A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature's space once this turn.


This one is an optional Rule from the Dungeon master’s guide, and can be adjusted a bit. As it stands it just lets you move through a creature’s space to get to their other side if you succeed on a Acrobatics check. Could be useful if Larian sticks with the back stab mechanic, I might buff it a bit by letting one leave threat range with out disengaging if they succeed on the check. Since it requires a dice roll to work it wouldn’t be more powerful than a Rogue’s cunning action, or a Monk’s step of the Wind as those just automatically work once used.

Next Candidate:

Healing Surge DMG p266

Quote
As an action, a character can use a healing surge and spend up to half his or her Hit Dice. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.
A character who uses a healing surge can't do so again until he or she finishes a short or long rest. Under this optional rule, a character regains all spent Hit Dice at the end of a long rest. With a short rest, a character regains Hit Dice equal to his or her level divided by four (minimum of one dice).


This is another optional rule from the DMG and is rather tricky, bonus action a heal on everyone? What about the fighter’s second wind?! Or a cleric’s healing magic? To that I say the Fighter’s Second wind scales with their level (1d10 + fighter level of healing) which by level 5 can be as little as 6 hp or as high as 15. A healing surge would need to be adjusted so it can’t beat a straight class feature meaning no rolling multiple hit dice, you just get the one roll. On Fighters, Rangers, and Paladins that’s 1d10+Con bonus. On Wizards and Sorcerers that’s 1d6+Con Bonus. Barbarians being the special brutes they are get 1d12+Con bonus. Then Cleric, Warlock, Druid, Bard, and Monk would all get 1d8+Con Bonus. Fighters having two self heals to pull from would increase their sustain a bit, but not too much I imagine.

Healing Magic and consumables would still have their place, as a healing surge is only once per Rest. Plus you can revive downed party members with healing magic or shattering a healing potion on their unconscious body. Healing surge can’t do that.


My final Candidate of the day:

Mark DMG p271

Quote
This option makes it easier for melee combatants to harry each other with opportunity attacks.
When a creature makes a melee attack, it can also mark its target. Until the end of the attacker's next turn, any opportunity attack it makes against the marked target has advantage. The opportunity attack doesn't expend the attacker's reaction, but the attacker can't make the attack if anything, such as the incapacitated condition or the shocking grasp spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn.


The clear adjustment is to make the act of marking your target a bonus action rather than as part of the attack. Beyond that it would work on most classes, and even better on spell slingers with the War Caster feat (being able to cast spells as a reaction when someone leaves your threatened range), would just take some minor tweaking to allow that synergy.

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Grapple: I would very much like to see grapple in the game. However, if it is a bonus action to grapple, then it should also be a bonus action to attempt to escape the grapple. If implemented this way, it prevents goblins from being able to bonus action disengage, so they'd either have to provoke an AoO or remain where they were.

Tumble: Also very much needed (I assume Larian will eventually allow us to move through allies freely..???). I even more agree with your suggestion of allowing you to tumble to avoid AoO. This way, they could remove the disengage component from jump!

Healing Surge: Eh. Slight disagree on this one, as it takes away from the fighter. Maybe if, as you suggest, they limit it to one HD per (long?) rest but then I'd want them to ALSO buff the fighter's 2nd wind to heal more (level-dependent healing?) AND remove eating food in battle.

Mark: Agreed that if implemented it should be a bonus action. Anything to stop the AI from ganging up on my lowest-AC character...


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Whether Grapple becomes part of the game depends on whether Larian wants to put in a version of it which doesn't require models actually touching. Because they aren't going to do animations for the extreme number of combinations.


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Skaia Offline OP
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The fighter’s second wind already heals more than a single Hit Die could by level 6

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For grapple they don’t have to do much in my opinion, just have the grappler reach out their hand towards the creature they have grappled


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