Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
Joined: Nov 2020
Location: Universe
enthusiast
OP Offline
enthusiast
Joined: Nov 2020
Location: Universe
I was pondering about classes, builds, etc. I remember Larian suggesting that they were in the midst of sort making certain classes more exciting. I think a decent way of doing just that is bringing in teamwork abilites and maybe a teamwork feat.

The idea is to have two or more characters be within a certain distance to access the ability to use.

So first of all, the limitations. The action economy can be simply both a regular action and a bonus action. The distance required could be strict enough to enforce proper positioning especially for spell casters. Not to mention martial defender options and caster concentration checks becoming more meaningful. I was also considering putting a spell slot cost as well, but im not sure if thats necessary overall. Lastly I think the abilites should be tied to the subclasses. So basically you gain access to a new teamwork ability in parallel with gaining a new class feature or an alternative method could be learning them along side asi instead.

Now for the benefits. New aoe's for classes that struggle a bit. More animations and semi cinematic(budget allowing). More options for Melee classes. More synergy between classes as well as more depth.

Examples:

Fighter Battlemaster + Wizard Evocation School = wizard imbues fighters weapon with magic missle and the fighter lunges forward X distance with an attack that can't miss.

Fighter Eldritch Knight + Cleric Light Domain = cleric puts a protection spell on the fighter who then magnifies it to make a resistance bubble to protect allies within range. Similar to the protection bubble from DOS2.

As for the teamwork feat I was think maybe "constitution plus 1 and teamwork range restriction increase to X distance ".

For damage, other math, and possibly saving throws; I think that should be a Larian thing. I just want to put ideas out there to maybe inspire something.

Joined: Dec 2020
member
Offline
member
Joined: Dec 2020
Spice up combat? LMAO. You don't want to spice up combat anymore than it is nor add special super duper powers and combos, some in here get full party wiped by the Windmill Gobbos, Harpies, etc. Yeah, no, let's not go there.

Joined: Nov 2020
Location: Universe
enthusiast
OP Offline
enthusiast
Joined: Nov 2020
Location: Universe
Originally Posted by bullse
Spice up combat? LMAO. You don't want to spice up combat anymore than it is nor add special super duper powers and combos, some in here get full party wiped by the Windmill Gobbos, Harpies, etc. Yeah, no, let's not go there.

This is intended for players and not monsters. Also i'm pretty sure at launch there will be a variety of difficulties. No need to be rude. This is fantasy after all where powers are a given. I'm just suggesting synergy and flare.

Joined: Nov 2020
enthusiast
Offline
enthusiast
Joined: Nov 2020
Originally Posted by bullse
Spice up combat? LMAO. You don't want to spice up combat anymore than it is nor add special super duper powers and combos, some in here get full party wiped by the Windmill Gobbos, Harpies, etc. Yeah, no, let's not go there.

I remember when I fought the Gobbos I got a natural 20 with the leader of that group and he begged me not to kill him. Thought it was funny

Joined: Nov 2020
E
addict
Offline
addict
E
Joined: Nov 2020
No idea if there is such a thing in DnD 5e but I suspect not? To me, frankly speaking, this concept feels out of place in BG. Besides, spellcasting classes can already imbue companions with beneficial spells.

Joined: Jan 2017
G
addict
Offline
addict
G
Joined: Jan 2017
I'd like to see them really nail the spells that we already have in 5e - then see if there are any gaps to fill (e.g. because some spells were impractical to implement).

Joined: Nov 2020
Location: Universe
enthusiast
OP Offline
enthusiast
Joined: Nov 2020
Location: Universe
Originally Posted by Etruscan
No idea if there is such a thing in DnD 5e but I suspect not? To me, frankly speaking, this concept feels out of place in BG. Besides, spellcasting classes can already imbue companions with beneficial spells.

In pathfinder they have teamwork feats and that was close enough to dnd for me. Why have a team if they don't really work together to full potential?

@grysqrl See thats the problem. Spells. Casters have progression. Melee are very lackluster. Effective, yes. Just boring for a video game. In pnp you have friends, DM, explanations, free rein on descriptions, etc. As a video game its boring. Larian actually already admitted this early on and tried adding abilites to weapons. They mentioned brainstorming and this is the suggestion section.

Joined: Jan 2017
G
addict
Offline
addict
G
Joined: Jan 2017
I'm not suggesting that it's bad to come up with new ideas. My point was more that there are a lot of normal 5e things that aren't implemented yet (but should be) that might cover some of the things that you're talking about. The two examples you gave both relied on spellcasters - if you want to find a way to make melee fighters more interesting on their own, it shouldn't involve spells.

I would be looking for more opportunities to give melee fighters to work together without the need for any spells. Make an interesting flanking rule. Start putting the help action to use. Let one character trip an enemy while the other shoves them over. Put grappling into the game. Let your musclebound fighter throw your halfling rogue up to that catwalk that neither of them would be able to reach on their own.

Joined: Oct 2020
old hand
Offline
old hand
Joined: Oct 2020
You can throw halflings if you want.

Unfortunately they take damage.


Optimistically Apocalyptic
Joined: Nov 2020
Location: Universe
enthusiast
OP Offline
enthusiast
Joined: Nov 2020
Location: Universe
Originally Posted by grysqrl
I'm not suggesting that it's bad to come up with new ideas. My point was more that there are a lot of normal 5e things that aren't implemented yet (but should be) that might cover some of the things that you're talking about. The two examples you gave both relied on spellcasters - if you want to find a way to make melee fighters more interesting on their own, it shouldn't involve spells.

I would be looking for more opportunities to give melee fighters to work together without the need for any spells. Make an interesting flanking rule. Start putting the help action to use. Let one character trip an enemy while the other shoves them over. Put grappling into the game. Let your musclebound fighter throw your halfling rogue up to that catwalk that neither of them would be able to reach on their own.

See funny you should mention that. I gave an example of two fighters in another topic before I made this one lol. The thing is I think its more likely that teams will be mixed. Its not impossible to have two fighters, but I wanted to put the mostly likely scenario's first. Another thing is i'm not sure how much of my own ideas I should put out there. I can make a long list of abilites for every class and subclass. In fact I would enjoy that, but in my experience Dev's can be picky. Sometimes the artist, writer, director, etc want to feel like "they did it". I gave as general a suggestion as possible to leave room to build on. Not all dev's are like that though. Some want full details. A flip of the coin really.

Joined: Oct 2020
Location: Liberec
veteran
Offline
veteran
Joined: Oct 2020
Location: Liberec
Originally Posted by Dexai
You can throw halflings if you want.

Unfortunately they take damage.
I never tryed yet ...
But i heared you can also throw goblins. laugh


I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown

Link Copied to Clipboard
Powered by UBB.threads™ PHP Forum Software 7.7.5