Originally Posted by RagnarokCzD
Originally Posted by Zorax
Originally Posted by RagnarokCzD
I cant help the feeling that i was there before ...
But il ask again ... how exactly does existence of possibility to throw a potion eliminate posibility to make any tactic choice you would make if possibility to throw a potion was not there?

If enemies use that tactic. Without it you focus on their healer first and make sure he cannot heal his companions. Then you target the rest. If anyone with a Healing Potion can heal their allies, battles become much less predictable or in other words an RNG feast where you hope to land more hits in a row than the enemiy to kill them before they heal again...
Sounds like quite huge "if" to me ...
Also, even "if" they would use this, they would waste their Action for heal their comrade for ... what? 1d8(?) for potion minus something (really dont remember) for throwing damage (wich i get last time i tryed to throw a potion)?
Seem to me like quite uneffective way to heal. O_o

I dunno, it seems to me like you presenting it a little as if our enemies had unlimited range full hp heal every round ...

But you are right, it makes combat A LITTLE less predicable ... personaly i see that as positive.

At the end is comes to this problem:

=> DOS2 had safe attacks, no RNG determining whether it hits for BOTH skills and consumables
=> DOS2 had no resource pool other than actions per turn, no rests and you could basically use BOTH skills and consumables for an (almost thanks to cheap crafting) infinite ammount

=> BG3 has RNG for normal skills and attacks but almost safe damage for consumables
=> BG3 has resource pool for spells/skills (short/long rest) but also the possiblility of infinite usable consumables

What worked in DOS2 does not work in DnD5e unless consumables are noticably rarer, more expensive, weaker or more situational than normal skills.

If you use an action that is not tied to the resource pool like basic attack or a consumable you are right it does not matter much if the enemy uses a potion in its action. But if you spend a skill (resource from your resource pool) for damage which is negated by a potentially infinitely available consumable of the enemy we get a balancing problem.

Last edited by Zorax; 18/08/21 09:57 AM.