Originally Posted by Dagless
Originally Posted by schpas
Originally Posted by Dagless
Originally Posted by schpas
Sorry but i play fantasy games because of magic. Without magic it is a medieval simulator. They do not want you to cast spells and this is ridiculous. So did they reduced the amount of attecks for fighter? Why not? In BG3 they do much more damage than any caster.

What are you talking about? There’s a tonne of great spells in the game, and using them effectively can very often mean more to a fight than whatever raw damage a fighter can dish out. Using a mixture of both usually works best.

Hide behind a wall of fire and pick off whatever is left of anyone daft enough to run through it, hypnotize half the enemies into doing nothing for two turns, summon elemental canon fodder that can teleport around the map tossing mini fireballs, slow or hold enemies, buff your own party, turn the biggest threat into a sheep, etc, etc

Many spells but you can not cast because you only have a few spell slots. I do not want to rest all the time. This is stupid period!

Use them sparingly if you don’t want to rest as much then. You’re basically complaining that you can’t use a finite resource because you refuse to use the mechanic that recharges it. Sounds like a you problem to me.

Spell slots are a thing in D&D (it used to be much worse). Replacing them with cooldowns or something would be met by howls of outrage by fans.


The only "you" problem here is you presuming to speak for a hivemind of fans and making crappy false dichotomies.

There is a vast abyss of difference between removing spell slots and just changing warlock to have more warlock spell slots at lv12 and make them lv6 spell slots. Even giving them a total of 4 spells at lv6 and increasing their spell book so they can learn Dethrone and Disintegrate if not Chain Lightning would be a start. In a battle my wizard can cast 2 lv6 spells, 4 level 5 spells, and even a lv3 magic missiles with clown gloves will outdamage anything my warlock can cast at lv5. All while the wizard has spell sculpting and a vastly bigger spellbook. Eldritch Blast does not come even close to closing this gap.

90% of the warlock leveling invocations are absolutely worthless. lv9 invocation to get some crappy minor summons that other classes get at lv7 and don't even use, because the minor elementals are garbage for the spell slot they cost. 55-65% hit chance attacks that don't even do that much damage.

Pact of the Chain imp gets a single extra attack, stays at 10 minuscule HP by lv12. Archfey and Eldritch pact warlocks don't even get thematically appropriate summons.

The gap between sorc/wizard and warlock is humongous, and just because you can create a paladin/warlock hybrid that mostly is a paladin with a few warlock perks in playstyle does not mean that people who want to be a pure warlock without being an undertuned pile of garbage with mostly dead/obsolete leveling perks should be happy with what they got.

Originally Posted by Imora DalSyn
I decided to try running without astarion.

DC 15 lock, 6 kits burned with four inspiration on my first lock attempt.

Barf.

Not sure what ring and gloves yall talking about.


Both acquired act 1. Gloves of thievery (grants advantage on sleight of hand checks) and Smuggler's Ring (+2 stealth, +2 sleight of hand, -1 charisma). In act 2 there are also the Gloves of Dexterity which set your dexterity to 18 if you missed the Gloves of Thievery. In Act 3 there are also gloves for gnomes and halflings that give sleight of hand and dexterity bonus. I think I'm also missing some more items in Act 3 that grant sleight of hand bonuses.

Alternatively to the gloves of Thievery, you can equip the 18 dexterity gloves and just have two of your casters, Jaheira/Halsin/your druid MC can cast Enhance Ability: Feline to give advantage on dexterity checks, and Shadowheart can use Guidance on you, since both are concentration spells.

Last edited by Zenith; 04/09/23 07:42 PM.