Originally Posted by UnknownEvil
Originally Posted by 1varangian
The combat problems start with unlimited Long Resting.

They failed at introducing any kind of resource management into the game which skews the D&D classes that have been designed around a limited Long Rest.

It really sucks when you finally reach 11th level as a Wizard, only to find out that Chain Lightning doesn't kill minion level enemiea because their HP has been pumped to 50-60 and above. It feels weak. Martials are still fine because doing 60+ damage per turn and killing an enemy feels powerful.

The whole system for regaining resources is made for tabletop. As a Video game the older rules where you had powers per encounter would work better (if done properly).

Take skills like pommel strike and such moves that are basically easy fighting maneuvers...once per short rest...really? But it had to be done so melee characters have restrictions as not to get too powerful compared to casters.

Or it had to be an action / bonus action you can use each turn... which is possible if correctly balance.

Totally disagree with your statement that "powers per encounter" works better.
The most interresting part of the game combat-wise are the area in which you have to manage your ressources... But it only happen a few times. It would have been a lot better if most dungeons required us to manage our ressources imo.

Totally agree with shove + jump. I tried spike growth a lot and it was really useless. Basically all surfaces are in the end which is sad.

Last edited by Maximuuus; 12/08/23 02:22 PM.

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