Heya!
Just to add on to some of the things others have said here, it sounds like most of your gripes are from things that Larian have changed or homebrewed, rather than the D&D system they're supposedly derived from.
Thats the gist of it. Many times it looks like an earlier version of ruleset, but doesnt work like that. Makes oldtimers like me cringe a bit.
So... in 5e, characters are presumed to be competent and proficient enough to do most of what they are doing without opening themselves up to awkward attacks mid-action; whether it's casting a spell, standing up from prone, moving around an enemy, or grabbing something out of your pocket, none of that provokes opportunity.
I beg to disagree - Many of the rules thru different ed have been thought out according to how it works in real life. You can't say we (characters) are more competent because that same thing goes for the opponents. If im a faster and more fluid skater then the opponent take advantage by being a better crosschecker, with same argument, hes competent enough to do what he were supposed to. Being tripped and prone puts you in an awkward situation and getting back up is not something you am just competent enough to magically do without provoking. My opinion and not a gripe vs Larian nor 5th ed. just my opinion.
A round is still about six seconds of time, but mechanically it is the time from the beginning of your turn, until the beginning of your next turn. There is no universal 'round timer', though if you prefer to yo can always imagine it as starting at the first initiative character's turn – many do. Most effects that have lasting duration don't consider or care about 'rounds', and it's not a function much used. Rather, effects last longer durations and the save-out comes at either the beginning or end of the affected creature's turn, if one is available.
well it says in spell desription how long duration there is, so you do have rounds (or turns, same thing), just as before. 5th just filled with other action possible than before. Some good some bad as it always is. Of course its an 'universal round timer' still, but if you measure it as Nick-Johnny-Peter-Nick-Johnny-Peter-Nick etc or put a number on it .. initiative counts are a flowchart. If im Johnny im always acting after Nick and before Peter, and its 1 round or turn between my actions.
Right now, in Larian's programming, they've screwed this up terribly, and affected creatures will save out at the beginning of their turns, meaning that, under Larian's homebrew, you can stick your hold spell, and still get zero value for it, because it won't deprive the target creature of even a single turn, if they make the second save-out.
yea that were the main thing in my starting post. Broken. I didnt say I dont believe Larian going to fix it, just that it was really not functioning now as it should be. And EA is for positive AND negative feedback.
In Larian-verse, everyone has been given the ability to shove with their bonus action at all times, that shove wakes up sleeping targets and always succeeds, the target is moved 15 feet or more in a direction for free, and they automatically stand up when woken – all Larian homebrew, which so far they've shown no inclination to change, despite a lot of calls for it.
Yea I understand its something many take offense with. Its immersive breaking and just wrong. Sorry Larian, you do good work but this is just wrong. Take away the free shove and automatically standing up
Unfortunately, your gripe regarding the gnoll bowman is correct, and there's no fault with Larian there, apart from their slightly overblown gnolls with more attacks than they should have for 5e balance at this level. In 5e, combatants are presumed to be combat aware and competent enough to not be constantly exposing themselves to extra attacks all the time; you can stand up and be combat aware enough to do so without provoking opportunity attacks, and if you are inclined to shoot your bow, you are presumed to be competent enough to do so without endangering yourself as well. If you fire your bow while you have targets threatening you, the peril of doing so and keeping yourself safe, and the capacity of those enemies to hinder you as you're trying to shoot, imposes disadvantage on your attacks; you roll two die and take the lower result, for your attack rolls; that is the penalty for attempting to shoot in melee range.
I think the penalty should be as before, if I try standing up while flanked and shooting, not only do I get a penalty to my attacks, I risk my life. Then some of the gnolls or maybe my own party members would try to crawl away a bit before standing up. Loosing that action but saving life.
Tactically speaking, this just means that you should try to capitalise on when you make someone vulnerable, so that you and your team can get the most out of it – knocking someone down directly before they get their own turn will give you very little value or chance to make the most of that opportunity. In 5e, you can take the 'ready' action, which allows you to take an action outside of your turn order, using your reaction and a specified trigger; you can ready to trip a target just before your fighter and your barbarian act, for example. In BG3 right now, however, we do not have access to the Ready action, and Larian have shown no signs of giving it to us, despite many calls for it, so this tactical ability is not available.
I hear what you say but this I really dont like. I want immersiveness, not bending the situation because i can SEE my opponents initaitive count. I like to make tactical decisions with surroundings and doing stealth and right spells and such. Not tactical decisions with flawed design. Hmm, what more .. oh you mentioned ready action and reactions in 5th and this do seem better then earlier editions. I remember taking an ready action to counterspell an opposing wizard 'in case' he cast something nasty and many times totally loosing that turn because he did something else (defensive spells).
Don't get me started on Larian's Fly.....
Hehe, no we just leave it out for now
Last rules gripe – yeah, in 5e, Dash, Disengage and Dodge are all standard actions that everyone can take. Dash allows you to use your movement again, Dodge imposes disadvantage on any incoming attack rolls (and grants advantage on dexterity saving throws), and Disengage protects your movement from provoking opportunity attacks. Normally, these all cost your Action, and are costly investments to take for most characters. Any time your Wizard is dashing, dodging or disengaging, they aren't casting spells, usually.
In Larian's rendition, they've passed a lot of those things into bonus actions, and given them to everyone as bonus actions for free all the time – hugely stepping on the toes of the individual classes that can get some of those actions as bonus actions as special class perks. This is a very bad move for balance, amongst other things, but so far they've shown no inclination to pull it back to 5e rules, despite many voices calling for it.
this is why my group left 4th ed and moved over to PF. Classes got bland. Bards and Rogues were not jack-of-all-trades anymore .. every class were.
Sorry for the ramble – I just tend to want to clarify when people lean into blaming 5e for the things that Larian have done ^.^ Hope some of this was helpful! --I like rambling and many thing were really useful. Specially the this-is-5th and that is Larien-homebrew. Thanks!