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More long rest areas OR allowing long rest anywhere
Disagree. Long rest areas are already quite plentiful. You are supposed to conserve your spell slots for fights that need them - there cannot be any difficulty at all if your squad fully refreshed before and after every battle. Use short rests, make balanced parties that don't require spell slots to kill easy fights, etc. Short rests also help heal and in the case of wizards, replenish a spell slot. Honestly, I want long rests...
Disagree. Long rest areas are already quite plentiful. You are supposed to conserve your spell slots for fights that need them - there cannot be any difficulty at all if your squad fully refreshed before and after every battle. Use short rests, make balanced parties that don't require spell slots to kill easy fights, etc. Short rests also help heal and in the case of wizards, replenish a spell slot. Honestly, I want long rests...
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this game need :
I'd say BG3 already has the hunormous interactive world thing covered. This game with this small company should stay true to the D&D profit model and just keep dishing modules/races/classes as DLC's. I generally agree with this. TA has the superior tactical combat game in DND style, they should double down on that strength. I can already feel my wallet opening up for Bards and Druids and Barbarians .. but we need high replay variance...
I'd say BG3 already has the hunormous interactive world thing covered. This game with this small company should stay true to the D&D profit model and just keep dishing modules/races/classes as DLC's. I generally agree with this. TA has the superior tactical combat game in DND style, they should double down on that strength. I can already feel my wallet opening up for Bards and Druids and Barbarians .. but we need high replay variance...
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Fighters/Rangers/Rogues - why use them...
I feel this discussion has leaned too heavy on function over flavor. The main problem is that the Fighter/Rogue/Ranger archetypes are boring (minus the ones that add spell lists - go figure!). For the casters its easy, give them a new line of spells and they have different feel. If anything, Green Mage should be a Ranger archetype, perhaps add a Bardly-Rogue instead of just three types of assassins. There is a lot of design...
I feel this discussion has leaned too heavy on function over flavor. The main problem is that the Fighter/Rogue/Ranger archetypes are boring (minus the ones that add spell lists - go figure!). For the casters its easy, give them a new line of spells and they have different feel. If anything, Green Mage should be a Ranger archetype, perhaps add a Bardly-Rogue instead of just three types of assassins. There is a lot of design...
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More long rest areas OR allowing long rest anywhere
Disagree. Long rest areas are already quite plentiful. You are supposed to conserve your spell slots for fights that need them - there cannot be any difficulty at all if your squad fully refreshed before and after every battle. Use short rests, make balanced parties that don't require spell slots to kill easy fights, etc. Short rests also help heal and in the case of wizards, replenish a spell slot.
Disagree. Long rest areas are already quite plentiful. You are supposed to conserve your spell slots for fights that need them - there cannot be any difficulty at all if your squad fully refreshed before and after every battle. Use short rests, make balanced parties that don't require spell slots to kill easy fights, etc. Short rests also help heal and in the case of wizards, replenish a spell slot.
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Change to lighting system hasn't weakened darkvision parties
My take is that unless you are willing to accept disadvantage due to unlit, you are going to always be fighting around or with a light source. The dim/bright disparity is tough to appreciate in game visually (why is this target dim but the one next to it bright?) I got used to just following the icons but even then there are moments where it was unclear why something wasn't lit up. Giving Humans Advantage...
My take is that unless you are willing to accept disadvantage due to unlit, you are going to always be fighting around or with a light source. The dim/bright disparity is tough to appreciate in game visually (why is this target dim but the one next to it bright?) I got used to just following the icons but even then there are moments where it was unclear why something wasn't lit up. Giving Humans Advantage...
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