Larian Banner: Baldur's Gate Patch 9
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Joined: Aug 2023
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I am still looking for someone to finally fix the Rogue base class.

Rogues consistently get the weakest rating in all class ratings. Even the strongest rogue subclasses barely reach average ratings. Thats NOT by design. The original rules intended Rogues to be on same footing as all other classes. It is because Larian screwed up the implementation of the base class.

By the original rules, Rogues can backstab once per TURN.

The problem with Larian and their descriptions is that they constantly confuse ROUND and TURN. In fact, reading Larian descriptions, you may end up having no idea what a ROUND even is. They call everything turn. I dont think they ever even mention the term round anywhere, ever.

A ROUND is the core unit of D&D, into which they split their battles. During a round, every player and every NPC and monster gets a TURN.

This means that Rogue can sneak attack once per turn, they can sneak attac once during an action or bonus action, which happends during their OWN turn, but ALSO a second time during their reaction, for their reaction does NOT occur during their own turn, but on the turn of whatever opponent triggers their reaction.

Since Larian clearly thinks turns and rounds are the same, or even think the D&D term for round would be turn, they missed this detail.

So all I want is a mod that adds the missing functionality:

Rogue: Reaction: Opportunity Attack: Sneak Attack

Which allows to sneak attack during reactions independent of the question if you have sneak attacked during your action or bonus action.

Why has nobody implemented this ? I checked all available rogue mods and nobody seems to have cared. I checked the bugfix mods and they dont offer this either. Is it actually impossible to fix base classes ?!?

To me this is the most bothersome error in BG3.

Joined: Aug 2023
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Nevermind, you apparently need a Nexus mod for that, not an ingame mod.

Joined: Feb 2024
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I don't mean to disrespect anyone who started on newer D&D rules, or who got them working for their group, but it's actually still mind-boggling to me that people have been playing D&D for a quarter of a century with WotC combat rules. The original AD&D (2e) rules were convoluted, confusing, often frustrating and showing signs of age, but they only needed a cleanup (do I have to roll high or low for this?), some fresh concepts (Saving Throws, damage flavours,...) and maybe a little less anti-player bias. But, WotC seems to have confused the often counter-intuitive AD&D rules themselves. Or maybe in some sense, D&D 3e continued only old D&D's straightforward simple but far less granular rules, while AD&D was discontinued. However, seeing how the rest of the rules were treated, I have severe doubts that this was by design.

The 2e-based combat rules I use at the table have combat phases (determined by initiative, number of attacks and speed factor of weapons/spells/actions), combat rounds (which combatant's turn it is - duh, but we're playing in German) and combat turns which renew after every combatant has used up their actions. This means the first one to act would use their first attack, then the next character would use their first attack, or maybe draw the attack to parry for higher AC, retreat or do whatever. Then you'd proceed to second attacks and so on. Dropping combat phases has led to this awful taking of turns with attacks (you hit me thrice, then I hit you thrice) that made everything post-Y2k unplayable for me. In 2e, thieves and (some of) their subclasses can use backstab on any surprised opponent. To use this ability, the thief must be behind the victim and the victim must be unaware that the thief intends to attack them. This usually boils down to one backstab per combat encounter, as you'd expect a comrade dropping to the ground with a knife in the back to be a bit of a giveaway, but this is a limit that can be pushed with magic, clever use of terrain or skill.


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