This time I've got a bit of a tough cookie to crack. I want to create a spell, which causes the caster to make a weapon attack but, instead of adding the Strength or Dexterity bonus to the Attack and Damage Rolls, adds the caster's Spellcasting Ability bonus.
Example: A druid equiped with a Longbow uses this spell to target a creature in range. As the spell goes off, the druid makes an attack with the Longbow and adds their Wisdom bonus to both attack and damage rolls, instead of Dexterity.
Sounds simple but turned out to be quite tricky - I haven't been able to find the solution, yet.
Here is what I have learned so far:
The Smite spells of the Paladin class behave very similar to what I want to do, so I'll use the Melee Weapon version as an example. The important properties are found in columns U - "SpellRoll" and V - "SpellSuccess" respectively. While Smites act like spells (requires preparation, uses spell slots, etc.), their SpellRoll field says:
Attack(AttackType.MeleeWeaponAttack) - This basically tells the game (among other things), that the caster should make an Attack Roll using their equiped Melee Weapon and appropriately add their Strength or Dexterity bonus to the attack roll.
In the SpellSuccess field the property that's important for me is:
DealDamage(MainMeleeWeapon, MainMeleeWeaponDamageType) - This tells the game that, in case of a hit, the damage die of the equiped main hand melee weapon should be rolled for damage (e.g. 1d4 for a dagger, 1d12 for a great axe) and also that the damage should be of the same type as that of the weapon (blunt, slashing, piercing). Again the bonus from Strength or Dexterity is added appropriately, same as for the attack roll.
If there is any property, variable or modifier which can be added to those fields in order to change the Ability Score, which is used for the calculation, I haven't found it, yet or did it wrong.
That being said, there's more. The game does support the general idea of replacing the Ability Score which should be used in a roll. Two examples are the Bind Weapon spell granted by the Warlock's Pact of the Blade feature and Jaheira's weapon "Sylvan Scimitar".
The Warlock's Bind Weapon ability basically adds a buff to the equiped melee weapon, which includes (among many others) the following property:
WeaponAttackRollAbilityOverride(Charisma) - This tells the game that, instead of Streangth or Dexterity, it should add the bonus from Charisma to both Attack and Damage rolls.
There's quite a bit more to it, but in essence as long as the weapon with this buff is equiped, the wielder adds their Charisma bonus to all weapon attack and damage rolls.
I do not want to use a buff like that to create the intended behaviour for several reasons:
1. Since the buff would only be applied once the spell is actually cast, the spell's tooltip would show the wrong ability score and bonuses (Strength or Dexterity). For the same reason when targeting a creature, the chance to hit would be wrong, because it too would be calculated before the buff is applied 2. Timing - in order for this to even work as intended, the spell would have to apply the buff first, then make the attack and possibly damage rolls and then remove the buff immediately afterwards 3. It would be very to susceptible to error - if the game ever fails to remove the buff (in time) that could cause all sorts of problems 4. It could also cause the spell to interact with other things when it shouldn't. For example some magic items trigger if the user applies a condition
Unfortunately I cannot simply use MeleeSpellAttack in the SpellRoll field, because - while that would indeed use the spellcasting ability - it also ignores all properties of the equiped weapon. So no +1 to attack and damage, if the weapon has a +1 enchantment, no bonus effects from weapon coatings (e.g. poisons) and the like.
As always I'm readying an action to thank each and everyone who might be able to help me with this!
Hi, I noticed that in the myconoid colony there are hastening spores that give haste for 1 turn to those walking in them. I triggered a big battle and observeded that AI controlled units don't actively use them. If they casually walk in the clouds they won't acknowledge the buff, either the new movement points and the added action. I don't want to call it a bug but I think some improvements can be done to make the AI better. 1 For the decision to walk in the cloud narby the AI could see the surface as preferable the way it already tries to avoid negative surfaces. 2 For the added movement points AI should check if it has movement points left even if it has already made a movement in current turn but wants to move more (it seems this is the issue) 3 before the end of turn it should check if it has actions left, wants to do something requiring an action and it can be done.
Maybe this unability to acknowledge new conditions in the middle of a turn happens in in other battles/scenarios, a new condition should restart the decision making process of the AI.
Sorry for bad english, hope translation renders my point
Firstly, I just want to say that I've already submitted a ticket for this issue, but I want to see if anybody on here could help me out with this little conundrum, or share their experience if they've encountered the same or a similar issue. Also this may be a slightly longer post than normal, sorry about that!
Basically, I've noticed on my latest run that Minthara isn't receiving approval from a quest character (He Who Was) despite me picking an option that's supposed to give approval. Additionally, she isn't being recognised by Shadowheart, but she is being recognised by Lae'zel in conversations (she has a speech bubble when I speak to Lae'zel, but not when I speak to Shadowheart). Furthermore when I swap out Minthara for Gale, who was my original companion in the first act, everybody has speech bubbles when I speak to each of them, so I don't really understand what's going on.
I've added links to videos (each 2 minutes long on avg) below that highlight the issue, just in case my explanation is confusing. The first video show my character interacting with Lae'zel, Shadowheart, and Minthara (notice the speech bubbles), the second video shows what happens when I swap Minthara for Gale, and the third video shows what happens when I speak to the He Who Was character.
Video 1 - Speaking to Lae'zel, Shadowheart, and Minthara:
Video 2 - Swapping Minthara for Gale:
Video 3 - Confronting He Who Was:
I believe each companion should have speech bubbles when I speak to each of them right?
Also It's not shown fully in the third video, but Minthara won't receive any approval if I proceed through the conversation with He Who Was (it doesn't show it anyway).
Also I've recently discovered that if I return to any waypoint in the first act, and then return to camp through a waypoint in the second act, Minthara will become hostile at my camp. I knocked her out in the first act and killed Ragzlin and Gut, and so I suspect that this has something to do with it, but she surely shouldn't be going hostile at this point right?
Has anybody else encountered these issues or got any suggestions for fixes?
On that note I find it really funny how the Actor feat clashes with the Entertainer background. Thats why I never pick Entertainer as background for my bards.
The idea of using Baldur's Gate 3 as a platform for creating RPG campaigns in a more open and accessible way is fascinating and could propel the D&D universe even further into the digital age.
Really personally I'm happy with the class choices already available in BG3.
I dont understand why if they have Githyanki they didnt also add Githzerai, because those two look exactly the same, so all graphics would have been already done.
Anyway it doesnt matter to me personally, I dont play Gith. I just find them untolerably unattractive.
I did rescue Mithara (so maybe is unique in that scenario). I did kill goblins in Moonrise Tower (next to Ketrhic throne) They (goblins) keep standing there like nothing happen .. but you can't speak to them
I manage to 'kidnapped' prisoners (not all ) from Moonrise Twoer into Inn. But not using boat - that is important but via grab and teleport. They, even standing in Inn, are oblivious about location, still talking about to be rescue
Most important is in Shar, Last Justiciar Lyrthindor (spoilers!) I didn't speak to any Rat (ok I did spoke but never took any side) I did convinced Yurgir to kill all his 'friends' including himself. And then I went to kill rats. In first attempt Lyrthindor didn't show at all until I step down to the bottom where he was just standing not interacting anyhow, even attacked was just standing In second attempt I did attack rat before going to fight, and after killing rats, Lyrthindor did appear ... but after his speach ... he just stand However attacked - fight back!
Updated the Demon Hunters blog with Part 8: The Labyrinth, Chapter 4. Enter the dreaded Yeenoghu! Hope you enjoy.
And now, the Demon Hunters adventure (the fanfic prequel to Baldur's Gate 3: The Afflicted) continues with Demon Hunters 2: Wrath of Demogorgon.
Again, Demon Hunters 2: Wrath of Demogorgon is based on the Out of the Abyss campaign, but it is the second half. There are plenty of original characters and story elements included, so I hope you enjoy.
Thats the point ... NO matter where it originate, no matter how uncommon, or rare it would be ... it can be there.
Just as it may seem weird that Githyanki just happened to have Creche few days of walking top from that site where you "just happened to crash randomly" ... that is simply what happened.
And on same note ... if your Fighter would be Samurai, that would be simply what happened.
As i said before: Be consistent.
Originally Posted by Taril
Yeah, but the thing is that Samurai is very much still based around Eastern parts of the world. With direct references to the Bushido code.
It doesn't make a lot of sense for it being available in a campaign that has no ties to this area of the world.
Just as Githyanki are very much based on astral plane and are coming to material plane just to extremely distant places, where there is little to no chance of being discovered ... like tears of selune ... Or to raid for resources.
And yet ... here theey are.
Originally Posted by Taril
They both get big and deal bonus damage and have bonus saves due to it.
Dude ... that is what i said ... They go big, that is it.
Just bcs being big comes with its own set of bonuses and effects, dont change the fact its quite litterally single feature from whole subclass that can be done exactly the same in multiple other ways. Its not that special, why are you trying to persuate me otherwise?
Originally Posted by Taril
The only difference between them (Especially in BG3's limited level cap) is Rune Knight having that Runic Shield feature to reduce the damage an ally take while Giant Barb gets bonus action throw a person.
Well ... Since we do know that most other subclasses got some homebrew bonus for max level ... it seems reasonable that Barbarians will not be different ... ergo the "only difference" between them would be that we cant really compare them, since we dont know what would Larian give to Rune Knight.
Still ... one is thrower, other is support ... as stated multiple times in the past. At least i hope it wont be needed to repeat it again.
Originally Posted by Taril
I'm sure if these were all from extra modules, and Laraian were down to picking and choosing what might be interesting to add in an update they might make some different chocies.
Have it your way ... What is difference between open hand and drunken master?
If you are so sure that Larian would pick allways "something different" ... Why Monk didnt get Astral Self? Wouldnt that be different? Or Sun Soul? Or Ascendant Dragon? Hells that would be awesome. Or Mercy? The most famous and desired subclass with totally unique way of healing?
How is dude that is punching your really hard ... different from dude who is punching you really hard, while looking tipsy?
Originally Posted by Taril
P.s. Ripping on Elemental Monk is asinine, given it's one of the most unique subclasses in the game, since it differs from all other "Gish" like builds in that it doesn't actually cast spells. All its "Spells" are actually "Spell-like abilities" meaning they don't use casting stats, don't use spell slots and are considered attacks. Yes, these "Spell-like abilities" might be similar to regular old Arcane Spells but the class still provides a lot of uniqueness in the differences between them.
I see ...
Casting Burning Hands is totally different from Sweeping Cinder strike ... Its unique and brings something entirely new and different.
While become big and throw your weapon that is imbued by elemental power and is magicaly returning to you during rage, wich otherwise prevent you from doing anything even remotely magical (except for Wild Barbarian) ... and becoming big while invoking power of runes to buff your alies, or debuff your enemies while you keep your ranged/meele approach based on curently equipped weapon with no other way ... That is overlaping and too simmilar to concider. xD
Please. -_-
-
I didnt read the rest ... Not sure if i will later ... maybe not since out of sudent, i feel like we have reached the point where neither is willing to even listen to the other one and if that is the case, there is no point anyway.
So i go for a walk and will see later, if i dont return to this debate, concider this to be my tovel in the ring.
We cant allways agree, wich is fine ... So, lets just not.
I know that Larian Studios is stepping away from D&D and Wizards of the Coast (and I don't blame them for it); However, if Larian Studios were to do ONE more game for D&D, I would suggest that they make Icewind Dale 3 (using the D&D 2024, i.e. D&D 5.5 ruleset).
Don't forget to let him unpact his melee weapon, if he has that. It was only a while after he left my dark urge PT that I noticed his sword was missing from the bag with equipment he left. It was the sword of justice, which he had pacted. Disappearing with the weapon makes sense actually, lorewise, but I didn''t think of it at the time. So I had to go back in time before he left, pact some other weapon to release the palladin sword and then let him leave.
It is still however, tied to Eastern locales in DnD. Which... Baldur's Gate is not. Sure, a PC could be a traveller from the East... But it's still an out of place subclass for the setting of BG3.
Just as Dragonborns are? Just as Githyanki are?
Dragonborn are somewhat out of place for sure. But they're part of the PHB, which is what BG3 is based on.
Githyanki aren't out of place. Like, have you actually played this game? They're literally the main plotline of the game.
Originally Posted by RagnarokCzD
And even if not, just bcs some subclass originate in eastern parts of Forgotten Realms, it dont meean they exists exclusively there and nobody else in whole world is allowed to become one, or invent the same thing on their own.
Yeah, but the thing is that Samurai is very much still based around Eastern parts of the world. With direct references to the Bushido code.
It doesn't make a lot of sense for it being available in a campaign that has no ties to this area of the world.
Yes, you can make exceptions and maybe you can ask your DM to allow it in a TT game, but it's not something that's going to be common enough that it's logical to have it be available to anyone.
Originally Posted by RagnarokCzD
Originally Posted by Taril
Both are focused around becoming large and gaining bonuses for it.
In other words they do one thing simmilarly.
I dunno man, feels like this argument cant stand on its own legs. :-/
They both get big and deal bonus damage and have bonus saves due to it.
The only difference between them (Especially in BG3's limited level cap) is Rune Knight having that Runic Shield feature to reduce the damage an ally take while Giant Barb gets bonus action throw a person.
Originally Posted by RagnarokCzD
If doing one thing simmilarly enough is a sign for abandoning one subclass ... Then why do we have Eldritch Knight and Arcane Trickster? They are not simmilar enough? And what is this big difference between basicaly all Wizard subclasses? Not to mention that Elemental Monk is redundant aswell, since all he does is basicaly what wizard do, just worse and more expensive.
The difference here is that these subclasses are all part of the PHB. They're not being chosen as a one time update and being picked from the optional modules.
I'm sure if these were all from extra modules, and Laraian were down to picking and choosing what might be interesting to add in an update they might make some different chocies.
P.s. Ripping on Elemental Monk is asinine, given it's one of the most unique subclasses in the game, since it differs from all other "Gish" like builds in that it doesn't actually cast spells. All its "Spells" are actually "Spell-like abilities" meaning they don't use casting stats, don't use spell slots and are considered attacks. Yes, these "Spell-like abilities" might be similar to regular old Arcane Spells but the class still provides a lot of uniqueness in the differences between them.
Originally Posted by RagnarokCzD
Then Shooting Seeking arrow as Arcane Archer, casting Magic Missiles as Eldritch Knight ... or basicaly anyone else, since quite litterally anyone can have this spell ... should be the same aswell, no?
Not really. Seeking Arrow as Arcane Archer is using a ranged weapon to shoot this effect, which is actually nothing like Magic Missiles. 1) It still has a defence roll (Dex save can half the damage) 2) It deals only 1d6 (2d6 at 18th level) damage compared to base Magic Missiles 3x 1d4 3) It is stopped by full cover and 4) It provides extra information about the enemies location (If they fail the dex save)
Then of course Magic Missiles... Isn't a subclass feature. It's a spell.
Originally Posted by RagnarokCzD
Originally Posted by Taril
Except "Range Ranger" is a playstyle choice, not a class one.
What is so "except" about that?
It's not a class feature to be playing "Range Ranger"
Meaning that the class and its subclasses are not in any way similar to the Arcane Archer subclass.
Originally Posted by RagnarokCzD
I see little to no difference thematicaly between Arane Archer and Eldritch Knight ... Sure, they *CAN* be build differently, but as someone said not so long ago that is a playstyle choice, not a class one. :P
Eldritch Knight becomes a 1/3 caster and gains access to spells.
Arcane Archer gains access to unique ranged attacks.
How are they in any way similar?
Originally Posted by RagnarokCzD
Yeah wich have nothing to do with the fact that DnD provides like thrice as much meele weapons, than ranged huh? xD
Which is irrelevant. The class and subclass is not directly based around ranged attacks.
Thus Arcane Archer is not similar to them, since it is entirely focused around ranged attacks and is the only subclass in the game that actually does.
Yes, someone can play Ranged Ranger or Ranged Rogue or Ranged Bard and leverage features that can be used in either melee or ranged for ranged attacks. But Arcane Archer is explicitly focused on only ranged attacks.
Originally Posted by RagnarokCzD
Originally Posted by Taril
Which is reflected in all the Githyanki we face in game. Not all of them are Fighters.
I said subclass ... If you are trying to pull out this "that is not a class" on Ranger ... then stay on it on Fighter subclasses ... be consistent. :P
I don't get what point you're trying to make?
Not all Githyanki are Fighters, meaning that they have a wide range of variance in what an individual's capabilities are.
This can also include Githyanki who ARE Fighters, but don't have strong psychic abilities and so wouldn't be Psi Warriors. Or opted to hone their martial prowess and became Battlemasters or Champions. Or they had some connection to the weave and became Eldritch Knights.
Which is the thing. It's only the "MOST FITTING SUBCLASS" for a Githyanki who; 1) Is adept in martial warfare (Fighter), 2) Is psychicly powerful to leverage their abilities in combat and 3) Chooses to focus on combining these aspects. Which is not necessarily so common as to warrant its inclusion as a subclass (Especially a generic subclass that will be available to anyone. It's much the same thought as Battlerager Barbarian which is by default restricted to only Dwarves)
Originally Posted by RagnarokCzD
Originally Posted by Taril
"Being Cool" isn't enough of a reason to choose various subclasses.
Oh come on ... Most of the time its the only reason. xD
Not really.
Heck, you even are bringing up the point about "Arcane Archer" being similar to Ranger as a reason why to not include it.
There's plenty of "Cool" subclasses that simply don't work in video game form. Either because of features that just don't do anything (Things like understanding languages is rendered completely moot in video games and especially BG3). Or because features simply don't have any use (For example, I think Fathomless Warlock is cool. But outside its tentacle all its class features are useless in BG3 because you spend literally 0 seconds in any bodies of water)
While some subclasses might have features that are difficult to implement (Or outright impossible given the way the game is set out)
Being "Cool" is one of the main draws to a certain subclass, especially for this update where they're selecting one additional subclass from any modules to add to the game. However, it's not the end-all-be-all factor for their selection.
If Larian added a mountless Cavalier to the game, we'd see endless complaints about lacking the subclasses most defining feature.
Ok ... thats fair i gues.
Originally Posted by Taril
It is still however, tied to Eastern locales in DnD. Which... Baldur's Gate is not. Sure, a PC could be a traveller from the East... But it's still an out of place subclass for the setting of BG3.
Just as Dragonborns are? Just as Githyanki are?
Thats the thing ... as you said, people travel in this world. And since we were obviously picked by Nautiloid "somewhere" wich was as it seems purposefully left vague, there is no limit.
And even if not, just bcs some subclass originate in eastern parts of Forgotten Realms, it dont meean they exists exclusively there and nobody else in whole world is allowed to become one, or invent the same thing on their own.
Its a Fantasy game ... dont be affraid to use it.
Originally Posted by Taril
Both are focused around becoming large and gaining bonuses for it.
In other words they do one thing simmilarly.
I dunno man, feels like this argument cant stand on its own legs. :-/
If doing one thing simmilarly enough is a sign for abandoning one subclass ... Then why do we have Eldritch Knight and Arcane Trickster? They are not simmilar enough? And what is this big difference between basicaly all Wizard subclasses? Not to mention that Elemental Monk is redundant aswell, since all he does is basicaly what wizard do, just worse and more expensive.
Yes, they get big ... Thing is tho, that is not where it ends.
While Barbarian is throwing his two-hand weapon inbued with elemental power ... Rune Knight is providing bonuses for whole group.
I just dont see the simmilarity here ... yes, they are both big while doing so ... but that is not really that much.
I dunno, if being big while doing anything is the same for you ... Then Shooting Seeking arrow as Arcane Archer, casting Magic Missiles as Eldritch Knight ... or basicaly anyone else, since quite litterally anyone can have this spell ... should be the same aswell, no?
Originally Posted by Taril
Storm Herald or Ancestral Guardian could have been interesting)
Now you are getting it!
Originally Posted by Taril
Except "Range Ranger" is a playstyle choice, not a class one.
What is so "except" about that?
They still do the very same thing. If your argument is that two things should not be too similar, i ask you what is difference here.
I see little to no difference thematicaly between Arane Archer and Eldritch Knight ... Sure, they *CAN* be build differently, but as someone said not so long ago that is a playstyle choice, not a class one. :P
Originally Posted by Taril
Even their weapon focuses provides them with mostly melee options.
Yeah wich have nothing to do with the fact that DnD provides like thrice as much meele weapons, than ranged huh? xD
Originally Posted by Taril
Which is reflected in all the Githyanki we face in game. Not all of them are Fighters.
I said subclass ... If you are trying to pull out this "that is not a class" on Ranger ... then stay on it on Fighter subclasses ... be consistent. :P
Originally Posted by Taril
"Being Cool" isn't enough of a reason to choose various subclasses.
Oh come on ... Most of the time its the only reason. xD
Cavalier wouldn't be doable with the design of the game.
Disagree ... Right now im playing in campaign, where one of us play Cavalier Fighter / Ancestral Barbarian ... and while we have no mounts (i asume that was your point?) Cavalier is still quite usefull addition to party.
So it would be doable ... Probably it wouldnt be 1:1 with tabletop ... but since Swasbuckler, and Bladesinger are not either ... i would dare to assume Larian wouldnt really mind that.
It would be doable. But one of the main things about Cavalier is the mount.
If Larian added a mountless Cavalier to the game, we'd see endless complaints about lacking the subclasses most defining feature.
Originally Posted by RagnarokCzD
Originally Posted by Taril
Samurai wouldn't really fit thematically.
Disagree again ...
As far as i know, there is nothing odd about Samurais in DnD ... Yes, i know we have that word tied in our little minds with feudal Japan ... but that is just same word for something entirely different. :-/
Yes, there's nothing odd about Samurai in DnD.
It is still however, tied to Eastern locales in DnD. Which... Baldur's Gate is not. Sure, a PC could be a traveller from the East... But it's still an out of place subclass for the setting of BG3.
Originally Posted by RagnarokCzD
Originally Posted by Taril
Rune Knight kind of competes with Giant Barbarian.
How?
Ok, they both go big ... and? Rune Knight is quite versatile subclass, while Giant Barbarian is weapon throwing elemental brute ... there is not much simmilarity.
Both are focused around becoming large and gaining bonuses for it.
They're not identical, but there's some considerable overlap in theme. Something they might have factored in when choosing which subclasses to implement (Of course, they could have picked something else for Barb... Storm Herald or Ancestral Guardian could have been interesting)
Originally Posted by RagnarokCzD
And if you really mean this as arguing point, then im affraid i have to insist that in that case Arcane Archer competes with Range Ranger ... After all one old DnD joke says: "What is best way to play a Ranger? Play Dex based Fighter instead."
Except "Range Ranger" is a playstyle choice, not a class one.
No part of Ranger explicitly is about using ranged weapons at all. Even their weapon focuses provides them with mostly melee options.
Originally Posted by RagnarokCzD
Originally Posted by Taril
Psi Warrior is basically Battlemaster 2.0
Battlemaster is a dude who is really good with his weapon ... Psi Warrior is a jedi. xD
Thematically yes.
But in practice, they're both Fighter subclasses that get a unique dice pool to utilize special actions for. It doesn't really bring anything new to the class, it's just "Battlemaster but with different skills"
Arcane Archer on the other hand creates this ranged based playstyle.
Originally Posted by RagnarokCzD
Also ... even if ... disclaimer: i dont agree with it, but lets say for argument purposes ... isnt Psi Warrior quite litterally and by deffinition the MOST FITTING SUBCLASS FOR GITHYANKI?
Not really. It can be an appropriate subclass for them, given their innate psychic abilities and their martial training. But it's not definitevely the "Most fitting" since there will still be a lot of variance in what any individual Githyanki is capable of (Some might have less potent psychic powers, some might have less potent martial prowess, some might have an affinity for the Weave etc)
Which is reflected in all the Githyanki we face in game. Not all of them are Fighters.
Originally Posted by RagnarokCzD
Originally Posted by Taril
Echo probably being hardest to implement
Maybe ... Still, it would be cool.
Aye, for sure. But still, "Being Cool" isn't enough of a reason to choose various subclasses.
Cavalier wouldn't be doable with the design of the game.
Disagree ... Right now im playing in campaign, where one of us play Cavalier Fighter / Ancestral Barbarian ... and while we have no mounts (i asume that was your point?) Cavalier is still quite usefull addition to party.
So it would be doable ... Probably it wouldnt be 1:1 with tabletop ... but since Swasbuckler, and Bladesinger are not either ... i would dare to assume Larian wouldnt really mind that.
Also ... Cavalier is basicaly best Fighter Tank ... And this game dont have any dedicated Tanking spec ... so that would bring something "new".
Originally Posted by Taril
Samurai wouldn't really fit thematically.
Disagree again ...
As far as i know, there is nothing odd about Samurais in DnD ... Yes, i know we have that word tied in our little minds with feudal Japan ... but that is just same word for something entirely different. :-/
Originally Posted by Taril
Rune Knight kind of competes with Giant Barbarian.
How?
Ok, they both go big ... and? Rune Knight is quite versatile subclass, while Giant Barbarian is weapon throwing elemental brute ... there is not much simmilarity.
And if you really mean this as arguing point, then im affraid i have to insist that in that case Arcane Archer competes with Range Ranger ... After all one old DnD joke says: "What is best way to play a Ranger? Play Dex based Fighter instead."
Originally Posted by Taril
Psi Warrior is basically Battlemaster 2.0
Battlemaster is a dude who is really good with his weapon ... Psi Warrior is a jedi. xD
Also ... even if ... disclaimer: i dont agree with it, but lets say for argument purposes ... isnt Psi Warrior quite litterally and by deffinition the MOST FITTING SUBCLASS FOR GITHYANKI?
So the question is simple! I missed the devourers claws(gloves). I cant get back to fort joy. I really want to complete the set but this is my first play through and i did not know about it. Is there a way to add them to my game/inventory? I do have a save editor (GIEd one is called) but i cant seem to mod an item. Also i tried with console commands and the extender but i cant seem to get the right gloves(it gives me some higher level ones that dont fit the set even if the name is the same) i am on act 3. Is there a mod or a way to do this? Even with teleport to fort joy this could work but my quests are set as archived when i do this. Anyone knows anything?
Please consider buffing rogue's sneak attack to once per action like how booming blade works in patch 8 update 3. Rogue's sneak attack in bg3 is once per round which is worse than 5e's once per turn. Pure rogue is one of the weakest martial classes to play because how easily you can stack magic item effects and apply them over and over again with extra attacks.
I don't see how this would help pure rogues compete with rogue multiclasses. Unless there's something I'm missing or neglecting, it would also have the effect of making gloom stalker assassin even more powerful.
Pure Rogues get stronger Sneak Attacks due to them scaling with Rogue levels (Not character levels)
Thus, being able to Sneak Attack more often provides greater benefits for Pure Rogues that have more Sneak Attack damage dice than any multi-classes that will have fewer Sneak Attack damage dice.
Of course, it will ALSO benefit Rogue multiclasses, who will still be gaining even more damage from being able to Sneak Attack more often, just it won't benefit them AS MUCH as a Pure Rogue. It's merely a case of "Would this additional benefit that a Pure Rogue gets be able to not only bridge the gap with other builds, but bridge it enough to also cover the bonuses Rogue Multiclasses would be getting from the same change?"
That makes sense, I didn't consider the higher bonus. I can't say I'm terribly fond of gloom stalker assassin getting a buff though.
Please consider buffing rogue's sneak attack to once per action like how booming blade works in patch 8 update 3. Rogue's sneak attack in bg3 is once per round which is worse than 5e's once per turn. Pure rogue is one of the weakest martial classes to play because how easily you can stack magic item effects and apply them over and over again with extra attacks.
I don't see how this would help pure rogues compete with rogue multiclasses. Unless there's something I'm missing or neglecting, it would also have the effect of making gloom stalker assassin even more powerful.
Pure Rogues get stronger Sneak Attacks due to them scaling with Rogue levels (Not character levels)
Thus, being able to Sneak Attack more often provides greater benefits for Pure Rogues that have more Sneak Attack damage dice than any multi-classes that will have fewer Sneak Attack damage dice.
Of course, it will ALSO benefit Rogue multiclasses, who will still be gaining even more damage from being able to Sneak Attack more often, just it won't benefit them AS MUCH as a Pure Rogue. It's merely a case of "Would this additional benefit that a Pure Rogue gets be able to not only bridge the gap with other builds, but bridge it enough to also cover the bonuses Rogue Multiclasses would be getting from the same change?"
Please consider buffing rogue's sneak attack to once per action like how booming blade works in patch 8 update 3. Rogue's sneak attack in bg3 is once per round which is worse than 5e's once per turn. Pure rogue is one of the weakest martial classes to play because how easily you can stack magic item effects and apply them over and over again with extra attacks.
I don't see how this would help pure rogues compete with rogue multiclasses. Unless there's something I'm missing or neglecting, it would also have the effect of making gloom stalker assassin even more powerful.
If you land sneak attack on your turn, and afterwards land an Attack of Opportunity, you can apply Sneak Attack twice within the same round.
Unfortunately, if you do apply Sneak attack to an Attack of Opportunity, you won't have it available for the Rogue's next turn.
They could make it so Sneak attack refreshes both at the beginning, and end of the Rogue's turn. That way both the Rogue's turn and their reaction will have access to the Sneak Attack damage.
Currently, Sneak Attack only refreshes at the End of the Rogue's turn, which is where the issue comes from.
But who the hells asked for Arcane Archer? I mean come on ... basicaly any other subclass would be better pick.
Some of them would be limited by overall design/theme of the game.
Like, for Fighter; Cavalier wouldn't be doable with the design of the game. Samurai wouldn't really fit thematically. Rune Knight kind of competes with Giant Barbarian. Psi Warrior is basically Battlemaster 2.0 and Banneret is kind of boring.
So Arcane Archer or Echo Knight are the most notable options. Echo probably being hardest to implement (It also would end up feeling like an amalgamation of Trickery and War Cleric... Summoning a copy to manipulate the battle and gaining extra attacks)
Not to mention the fact that level 12 is the cap means a lot of subclasses don't get their most interesting features (Yes, they can bump some level 14 features down a bit, like they did with Draconic Sorcerer getting their Flight, but in some cases it can end up with the subclass not feeling particularly different to base classes until level 11-12) which can further limit how well some subclasses can be represented.