Originally Posted by Maximuuus
Originally Posted by VincentNZ
So can you still jump to disengage, or will jumping now provoke a counterattack? I am not a fan of spending an action to position myself, since the main point of combat in this game is to outposition masses of enemies and deny their actions. Any action you spend is not spend on the main combat goal, so it is a net loss.

Jumping will provoke an attack of opportunity.
You'll have to think about your positions not to be engaged. That's how "positionning" works in every good tactical games (>< position doesn't really matter because you can always disengage and teleport and...)

And if you're really engaged you won't HAVE to use your action :
- moving and take the AOO to attack
- use a bonus action spell to disengage (i.e misty step)
- use your rogue cunning action disengage as a bonus action
- attack with the threatened status
- use your action to disengage and loose your action
- use your action to disengage but use metamagic because you're a sorceerer and cast your spell as a bonus action
- and so on.

Originally Posted by Boblawblah
Wait, so is the camp meant to be a base of operations or does it change every night? that would imply that your entire group (animals/skeleton all) are following you around the whole time? That's..odd.

We'll have to see.
I think that the main camp will stay the "main camp" but that they'll introduce "mini camp" in some locations. I guess the followers will stay at the main camp ?

Thx for explaining that further. I have not played since November, but I found the combat experience of BG3 very frustrating. I did not like the meta of constant jumping either, but it did level some of the odd combat quirks. Thing is, actions are a scarce resource for your party. They are not for the enemy, as they usually outnumber you. Secondly, a significant portion of the enemy is ranged, so positioning for them is not as vital either. Battle locations are also often setup as ambushes where enemies come from all sides and when you are not aware of the surroundings the location will likely work to your disadvantage for a certain amount of time. The AI will also slightly focus on your weaker targets or your back line.

Now these are all things that are exploitable, you can always cheese a location, so this is what players will do, but there are other things beyond player control.

The turn order is beyond stupid, as far as I can recall it is random or at least dice are rolled. So, since you are generally outnumbered your mage might not cast, your healer not heal, your tank not block a bottleneck or general positioning is not possible, because everyone moves before you. Say 1 phase spider ports to Gale behind the lines. No worries, Lae'zel can handle that, but Phase spider 2-5 will move before you and will do the same. Additionally spiders might be able to web you, so trying to get there is futile. That's gg and has nothing to do with good positioning. The way turn order is handled in this game is frustrating.
Additionally the rules that apply to the player, do not need to apply to the enemies. Some enemies can move further than you, or might have more actions. Others have skills that do everything your skill does but better (I recall the witch's standard ranged bol has 26m range, while my fire bolt has 18). Enemies might teleport, or teleport and multiply. And you can be sure that status effects or regular ways to deny actions do not work on them. So you have to work in the tight boundaries of rules, the AI does not.

Now this all has little to do with jumping, but jumping enabled you to do the same the AI does, that is generate favourable positions with relative ease, leveling the playing field faster. Spending an action to remedy something that might not have been a mistake on my part, is just a net loss.