Larian Banner: Baldur's Gate Patch 9
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Joined: Feb 2021
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Hairo Offline OP
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I don't know much about this e5 thing. What I write here is purely my imagination and don't even know if they are reasonable or a taxing job. So how about we have spells like tikes 2 to 3 turns to cast without letting you move, like grand heal, grand meteor shower, grand resistance debuff and some other less powerfull spells that also take 2 to 3 turns to cast but let's you move and jump. For multiplayer why don't we have like combined spells if you couldn't persuade your friend to let's say play fighter he or she insisted on playing warlock like you how about you use a unison spell to increase a spell firebolt to lvl 2 by using one spell point from each, and early on game tactic that is costing double the spell points unlike a learnt spell. And what about fighters have like combined melee attacks like double rush, or double lariat attack or smth.

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Dungeons and Dragons 5e doesn't typically have things like that, so it would have to be custom abilities provided by items or Illithid abilities.

HOWEVER, the sorcerer class has a thing called metamagic that allows you to attach effects to spells like increasing the power, and warlock already gets invocations that increase Eldritch Blast to a stronger spell.

Additionally, ritual casting is a mechanic where if you spend 10minutes or the ritual time casting a spell, you can essentially cast it without a spell slot (I think), which BG3 lacks, it would be out of combat and if implement would likely have a longer casting time so risk of discovery while casting.

Otherwise, I can not think of anything that requires multiple rounds, there is concentration spells so you can keep doing an effect or replicating an effect, but nothing that is 2 round casting that comes to mind.

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Some things like Mending take a minute to cast (ten rounds), but yeah any combat spells typically take an action, bonus action or reaction.

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Main issue with your idea is that fights are balanced around lasting 3-4 rounds. So a spell that takes so long to cast will be useless. In DnD there are a hole bunch of spells that take 10 or sometimes 100 rounds. But you most likely won't use them in combat (except in some story bits).
Combining spells from several casters is problematic because of initiative order. And in most cases casting 2 spells will be more effective then casting 1 with a stronger effect (for the same reason True strike is a trap chose)

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Hairo Offline OP
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Ah I have seen the error in my ways I'll better learn next time.

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Well what you write is not DnD 5e. There are Teamfeats to work together and archive Bonuses and better effects. But sadly this is a different DnD edition and its too complex for many people so 5e is without teamactions.


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