I accidentally discovered that you can use jump to disengage. Needless to say, this feels like an oversight because engaging someone should be a commitment unless you are a rogue. With jump, you practically have no risk of running up to someone, hitting them, then yeeting out of there with 0 risk.
Another cheap thing with jump is to postiion yourself behind someone for sneak attacks/attack advantages when you couldn't otherwise. This also feels cheap and often is tied with the above (you jump, bearking engagement with one foe and being in a superior position against the other).
Is this intended or not?
Yes jump makes playing ranged characters really boring from a tactical perspective. In pen and paper DnD you need to have a plan for how to deal with being in melee range as an archer character. There are ofc many viable options. You can be heavily armored, you can p,ay a char with spells that deal with it, you can be a melee/archer hybrid and just switch weapons, you can have some levels in rogue and use cunning action, etc.
In BG3 however you dont need any kind of plan. Just jump and zoidberg away and finish the turn by shooting someone and perhaps try to hide.
I think it's a bug. A jump attempt should trigger opportunity attacks.
I think it's a bug. A jump attempt should trigger opportunity attacks.
I'm guessing more an oversight that a bug. But close enough.
It is a very major oversight or bug if it is one. It is literally game changing! I am worried that this is intentional.
I would say it's an oversight, if you're engaged in melee the jump action should just be grayed out.
The description literally says jump/disengage...
I don’t mind jump in it’s current form if only tadpole characters can use it. But they should make it clear that the tadpole gives you this op ability. If not then they should separate disengage and jump.
Something Id like to see implemented is having jump look at how much of your movement has been used up and have that influence the reach of the jump. (DnD does have rules for running jump and jump from standstill after all.) Also jumps should trigger attacks of oportunity and disengage should be a separate action (not a bonus action).
Attacks of oportunity and positioning is a big part of the tactical aspects of pen and paper DnD, (and given that its a rather simplified combat system for the sake of fluidity its a bad idea to strip away even more tactical depth from it.
Non martial classes are supposed to care about positioning, not laugh at the oportunity attack mechanic as they bounce around like rubber balls.
You can't jump far enough to "cheese combat" in most situations. I don't mind the idea of spending a turn to reposition without consequence. I just look at jumping to disengage as a defensive turn instead of an offensive one. Besides, if you're close enough to provoke an attack of opportunity, jumping is like not going to be the thing to save you, because the threat is very likely to just... move into your range again anyway.