Missing actions - 21/10/20 04:03 PM
Dodge action, disengage, and ready action should really be in the game. Without them the combat feels a lot more shallow compared to the tabletop.
I believe the dodge is self-explanatory, and we've already written a book about jump-disengage doing more harm than good, but I wish to add another, little point why jump to disengage is particularly annoying, namely minimal distance required to jump.
It rarely happens, but sometimes you need to disengage to move just about 2.5 feet. The scenario above happened luckily only twice during my playthrough, but by the nine hells it feels absolutely horrible. Your only two options are either jumping as far away as you can, and then hopefully be able to run back, or eat up the attack. Granted, in pnp it probably would not have mattered, because you cannot use the bonus action to attack with a weapon (when dual wielding, although personally I love that little change Larian did), but the lack of dedicated disengage button ruins the flow IMHO.
I suggest scrapping the whole jump-disengage package, make disengage an action, and allow us to jump in combat "for free" (possibly limited to one jump if it creates unforseen issues). Jumping on its own feels great, however I do think paying either of the actions for AoP provoking jump would be leaning on "feels bad to use" side.
About ready action.
Understandably it's really hard to translate from pnp to digital environment, but my suggestion is something along those lines: As an action+reaction you can "delay" your turn, by clicking somewhere between portraits you "put yourself" there just for this turn.
Let's say the turn order is: Gale, Goblin, Bugbear, Warg, you use the ready action as Gale, and put yourself between Bugbear and Warg, the rest does their turn until your "second turn" between Bugbear and Warg comes. You then do the turn as normal, however you cannot move, and you have access only to the regular action. Principally it works almost like ready action from tabletop. It is a little bit more clunky because it requires anticipating the movement of the enemies, but I think it might a bit more depth to the combat, and make the game feel closer to the ultimate D&D experience.
I believe the dodge is self-explanatory, and we've already written a book about jump-disengage doing more harm than good, but I wish to add another, little point why jump to disengage is particularly annoying, namely minimal distance required to jump.
It rarely happens, but sometimes you need to disengage to move just about 2.5 feet. The scenario above happened luckily only twice during my playthrough, but by the nine hells it feels absolutely horrible. Your only two options are either jumping as far away as you can, and then hopefully be able to run back, or eat up the attack. Granted, in pnp it probably would not have mattered, because you cannot use the bonus action to attack with a weapon (when dual wielding, although personally I love that little change Larian did), but the lack of dedicated disengage button ruins the flow IMHO.
I suggest scrapping the whole jump-disengage package, make disengage an action, and allow us to jump in combat "for free" (possibly limited to one jump if it creates unforseen issues). Jumping on its own feels great, however I do think paying either of the actions for AoP provoking jump would be leaning on "feels bad to use" side.
About ready action.
Understandably it's really hard to translate from pnp to digital environment, but my suggestion is something along those lines: As an action+reaction you can "delay" your turn, by clicking somewhere between portraits you "put yourself" there just for this turn.
Let's say the turn order is: Gale, Goblin, Bugbear, Warg, you use the ready action as Gale, and put yourself between Bugbear and Warg, the rest does their turn until your "second turn" between Bugbear and Warg comes. You then do the turn as normal, however you cannot move, and you have access only to the regular action. Principally it works almost like ready action from tabletop. It is a little bit more clunky because it requires anticipating the movement of the enemies, but I think it might a bit more depth to the combat, and make the game feel closer to the ultimate D&D experience.