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Originally Posted by Seraphael
The change is fine, but one departure from RAW that would make a lot of sense in BG3 is to streamline Hex to automatically debuff/curse *all* abilities. Would get rid of a significant time-waster for Warlocks and allow combat to flow better...especially, shudder to think, if running with both Wyll and a custom Warlock.

Hmm, admittedly I do find picking the ability score to hex a faff, as it will tend to be done so often with an Eldritch Blasting warlock. And I think there are so few things in combat it actually affects that it probably wouldn’t be overpowered to just nix all ability score rolls, not just those for one stat. Someone else might have a reason why this would break balance, but admittedly I can’t think of one, so this sounds to me like a good QoL improvement.

(I keep meaning to work out in more detail exactly what Hex does … am I right that it just affects ability score rolls and not saving throws?)


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Only ability score rolls, the only combat utility is casting STR hex which makes shoving harder for the enemy.

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Originally Posted by neprostoman
Only ability score rolls, the only combat utility is casting STR hex which makes shoving harder for the enemy.

Does hexing WIS make it harder for enemies to perceive my stealthed party members do you know, or is the ability check there just my characters’ stealth (vs the enemy’s perception) rather than the enemy’s perception (vs my stealth)?

EDIT Apologies for wandering off topic! Hopefully it’s just a quick aside smile.

Last edited by The_Red_Queen; 28/12/22 05:12 PM.

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Originally Posted by The_Red_Queen
Does hexing WIS make it harder for enemies to perceive my stealthed party members do you know, or is the ability check there just my characters’ stealth (vs the enemy’s perception) rather than the enemy’s perception (vs my stealth)?

EDIT Apologies for wandering off topic! Hopefully it’s just a quick aside smile.
These should be the same thing, or close enough to. Both involve the enemy making a perception check against your stealth, which they would have Disadvantage on if Hexed. And if enemies are using their passive perception (10+perception bonus) against your rolled stealth, then Disadvantage should give them a -5 to that value.

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Reconsidered my stance on the Hex changes. Hex and the near identical Ranger spell Hunter's Mark is a staple for both classes as it provides a needed damage boost, but comes at the cost of flexibility (locks down concentration on a long duration 1st level spell). This limits player agency and fun for each class.

The change might be RAW, but it kind of hurts gameplay - perhaps more so in a computer game where combat is more prevalent than in D&D proper. We see with One D&D (proposed future version of D&D) that Hunter's Mark is turned into a non-concentration class feature/spell. Would hope Larian reexamines both spells (I assume Hunter's Mark is treated the same as Hex) alongside the aforementioned streamlining of the ability curse to afford both Warlocks and Rangers with a little more flexibility.

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Originally Posted by Seraphael
We see with One D&D (proposed future version of D&D) that Hunter's Mark is turned into a non-concentration class feature/spell. Would hope Larian reexamines both spells (I assume Hunter's Mark is treated the same as Hex).

I think I did see someone mention Hunter’s Mark has seen the same change as Hex, but can’t find where.

If they didn’t require concentration at all (as opposed to just not between applications), I kind of feel it’s too cheap to be able to just reapply them with a bonus action, though given limited spell slots of warlocks and rangers it would actually make them less useful than now if each use took a spell.

But no biggie. I don’t think it would make a massive difference to me if the balance were tilted towards making these a bit easier to use more frequently, so wouldn’t rain on the parade of anyone who wanted that!


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Originally Posted by Seraphael
Reconsidered my stance on the Hex changes. Hex and the near identical Ranger spell Hunter's Mark is a staple for both classes as it provides a needed damage boost, but comes at the cost of flexibility (locks down concentration on a long duration 1st level spell). This limits player agency and fun for each class.

The change might be RAW, but it kind of hurts gameplay - perhaps more so in a computer game where combat is more prevalent than in D&D proper. We see with One D&D (proposed future version of D&D) that Hunter's Mark is turned into a non-concentration class feature/spell. Would hope Larian reexamines both spells (I assume Hunter's Mark is treated the same as Hex) alongside the aforementioned streamlining of the ability curse to afford both Warlocks and Rangers with a little more flexibility.

For Rangers, yes. Which is a good change that, in combination with making two weapon fighting independent of the bonus actions, cleans up a lot of the concentration and bonus action bloat Rangers suffers from.

I'd happily take the OneD&D version of this feature over what we have in BG3, including tossing out the current Favored Enemy and Natural Explorer features. They 'fixed' those features in BG3 by making Rangers better at being Rogues than Rogues are. It's 3.5 all over again.

Last edited by TomReneth; 28/12/22 07:51 PM.

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