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#767526 29/03/21 07:19 PM
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Find Familiar and other pet spells should be a one time cast and then it's an always on toggle.

Another problem is that while it's fine on P&P gameplay it just doesn't work to have 10 second cast of cantrips, since I can chain cast them and only during combat due they have a cost. Allow us cast once of cantrips and some other spells and only add timers during combat.

Pre-Combat nonsense of casting buffs then starting combat is fine in pen and paper, but ruins the experience in a "manual" system like a game. So again use some way to cast spells that doesn't go timer active until the combat and maybe a "memory" of what pre-battle combat buffs.

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Originally Posted by Miravlix
Find Familiar and other pet spells should be a one time cast and then it's an always on toggle.

Another problem is that while it's fine on P&P gameplay it just doesn't work to have 10 second cast of cantrips, since I can chain cast them and only during combat due they have a cost. Allow us cast once of cantrips and some other spells and only add timers during combat.

Pre-Combat nonsense of casting buffs then starting combat is fine in pen and paper, but ruins the experience in a "manual" system like a game. So again use some way to cast spells that doesn't go timer active until the combat and maybe a "memory" of what pre-battle combat buffs.


Spells like Guidance should last until next rest. Speak with Animals should not require concentration. Dancing Lights should be taken off concentration as well.

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It'd be fine if Guidance lasted until the next rest, as long as it is removed after its first use in combat (it could be automatically re-applied once combat ends) and is removed after the caster casts another concentration spell/otherwise loses concentration. Otherwise, you run into the ability to cast guidance on all members of your party, which applies to each and every of their rolls in combat. At that point, just decrease the difficulty of all checks/enemy ACs by 2.5 and remove guidance from the game.

I agree that Dancing Lights should not require concentration, given that you can't move them around as you can do in tabletop. Speak with Animals also doesn't need to require concentration.

I disagree with making buffs not becoming active until combat starts. There should be some cost involved with trying to pre-buff your party, otherwise it becomes strictly better to always pre-buff compared to buffing during combat. And again, at this point (combined with the ease of long-resting) the game might as well remove those spells from the game and just give everyone a permanent buff. Why force us to waste time casting Bless when there is so little penalty to doing so?

@Miravlix, to be honest I don't fully understand your 2nd paragraph, so I might be missing an important part of your argument. If you're saying that only cantrips should not become active until they're applicable, then I don't necessarily disagree with you. But if you're including level'd or otherwise X/day spells, then I disagree.

Edit: As corrected below, guidance only applies to ability checks. But Shove is an ability check, so its still relevant

Last edited by mrfuji3; 30/03/21 12:53 AM.
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As a caveat, Guidance would have a single person it can be active on per source caster limit. I don't think it should be active in combat; it seems like its intended purpose is for proficiency checks.

And Bless/Mirror Image pre-combat should be removed by making it so temporary buffs run out in a second or two outside combat to discourage prebuffing. In turn, Mirror Image could be moved to a bonus action costing a spell slot, and quite frankly so should Bless and most utility buffing spells that cost a spell slot.

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My bad, I was confusing guidance with Bless. Guidance only affects ability checks, but in BG3 with its prevalence for Shoving creatures, it can still be fairly relevant.

I don't agree with changing level-d spells to bonus actions to discourage pre-buffing. Spells that last 10 minutes or more? Sure. But spells that last a minute (and thus are fairly powerful) should take a full action. You risk the cost of pre-buffing and wasting turns, spend the cost of an action to do it in combat, or choose to spend your action doing something else.


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