Originally Posted by Chief_Jericho
Yes loaded dice is on and the persistent missing happens with all characters of all classes with all gear at every point in the game after the prologue. On board the Mind Flayer ship is the only area where the character hits more than they miss, more on par with other RPGs out there. Also bear in mind it's not just me, a lot of others have agreed and stated their own problems, many are saying combat isn't balanced. You don't need builds from me, you just need to get into a fight and then replay the turn nine times to see what out of ten you get and compare that to what you're seeing on screen. If your game says you have an 80% chance to hit and you miss more than twice then you have your answer.

Here are the top ten mistakes I was making when I first started:

1) Using True Strike. OMG what an awful spell.

2) Using the Gloves of the Absolute without the Mark of the Absolute branded into you. This casts Bane on yourself, over and over.

3) Odd attribute levels - like 13, 15, 17. Useless. 17 is the worst. With a few minor exceptions (Warlock + Volo's Eye for example) its a huge waste of points.

4) Using weapons I am not proficient in or not ideal for me. Example: Shadowheart, throw her mace away and give her a dagger/shield and a Light Crossbow.

5) Ending my turn facing away from mobs (you are giving them free advantage on you)

6) Not taking the high ground and holding it or attacking from high ground.

7) Ending my turn with my ranged weapon in hand instead of my shield (if I have one) and melee weapon because 1) you don't get an Attack of Opportunity against another mob that moves past you or away unless you have a melee weapon equipped - and 2) a shield only protects you if you are holding it and not your ranged weapon- there is a little switch that lets you toggle what you are currently holding.

8) Not understanding the Attribute that affects to-hit values the most; for Finesse/ranged weapons Dexterity, For all other weapons - Strength. Cleric spells Wisdom, Wizard Spells Intelligence, Warlock spells Charisma

9) Not stealthily scouting out areas and choosing the best avenue of attack (High ground)

10) Not understanding the importance of
Darkvision in to-hit and who has Darkvision and who does not (Elves, Half Elves, Drow, Dwarves, tieflings have it and Humans, Githyanki*, Halflings do NOT have it) Sunwalkers gift (Ring, Underdark vendor) gives you Darkvision, Warlocks can choose it at 2nd level as an invocation (Devils sight), Wizards cna cast it on themselves or others and it lasts until long rest (No concentration)

*Githyanki are supposed to have it though, not sure why they do not. Edit: Never mind, they changed it in 5E. They just have cat eyes for no reason then.

Last edited by Blackheifer; 17/05/21 09:14 AM.

Blackheifer