afaik gpu scarcity is of all-time high lately
dont get ripped off
Level one cleric and then wizard. the same spell slot of a full caster. Level 2 fighter and then wizard is extremely strong too, lag a little in spell level but can cast 2 spell with action surge.By this logic, a wizard who wears armor is based
Welcome to 5E btw, where, coincidentally, wizards can equip armor simply by taking a level in Fighter (or Cleric for that matter)
One of the issues is the classes' strengths are very front-loaded, especially the martials. You get a lot for just a few levels (if not just 1) in any martial class. I kinda suspect why they did this - getting to the good stuff faster gives you access to options quicker, discourages prolonged campaigns, and levels higher than 10ish. There's a reason why the vaaast majority of pre-written modules don't go above level 10 imo. It doesn't take a genius to recognize the system falls apart after that.This is why D&D multiclassing sucks. Munchkins just can't help themselves.
Swen, if you are reading this - and I know you are reading this - look at all those clean, perfect pop-ups. Look at the tactical depth and the sheer agency this reaction system gives you. Isn't it something that should be in your wonderful game?
I'm not sure they'll patch it either. It was there from day 1. The fact that it's still not fixed is worrying.
Swen, if you are reading this - and I know you are reading this - look at all those clean, perfect pop-ups. Look at the tactical depth and the sheer agency this reaction system gives you. Isn't it something that should be in your wonderful game?
Swen, if you are reading this - and I know you are reading this - look at all those clean, perfect pop-ups. Look at the tactical depth and the sheer agency this reaction system gives you. Isn't it something that should be in your wonderful game?
Dayum this shit looking clean. Sucks to wait for full release on these games
To me it sounds more like the problem isn't allowing multiclassing per se - it's not making the class itself interesting enough across the board (and by "interesting" I don't mean "overpowered").In short, multiclassing was a mistake. I don't allow multiclassing between charisma-based classes at my table.
Well, it depends on what your cut-off point is. Low level (maybe up to 7ish?) multiclasses are waaaay more powerful than their pure counterparts. I'm not exactly sure when pure classes overtake multiclasses because I really don't play D&D above 10ish level, but I'd say they are pretty powerful up then too.It's pathetically easy to fix 95% of the problems multiclass brings to the table, and the vast majority of multiclass combinations are actually inferior to just staying pure anyway.
A lot of the people playing this game are already fans of D&D, particularly 5e, for obvious reasons. And I see a lot of posts here trying to get the game to feel more like D&D. But should it? Should we try to get the game to be as close as possible to D&D? I don't think so.
Larian obviously loves the Forgotten Realms. The depth and flavor that love brings to the game is fantastic. But D&D is a very different game than anything they will produce. Half the fun of D&D is being able to say whatever you want, do whatever you want (with consequences of course), BE the hero. Literally. Your brain is directly transplanted into this mythical figure's body. The world is open to you. That's not something that ANY videogame can replicate. There will always be restrictions you can't overcome, boundaries you cannot cross.
But beyond that, there are mechanics in D&D that I don't think can be easily mimicked in a videogame. The best example of this is probably the Divination Wizard. For those of you who don't know, the Diviner gets to roll two d20's at the start of every day and keep those rolls. He can then substitute those rolls for ANY OTHER ROLL. Enemy rolls a crit? Nope! Substitute that nat 20 for one of the other rolls you have. Ally fails a critical save and is now mind controlled? Nope! Now he rolled a 19. It's a great ability.
Now, think about the mechanics of that going on behind the scenes. EVERY time ANYONE rolls a d20, the Diviner has to chose if he wants to substitute that roll for a different one. Most of the time, he doesn't want to. From a mechanical perspective, the Diviner is asked each time a d20 is rolled, "Wanna swap it?" That just won't work in a videogame. Now you could easily just say that the Diviner only gets to substitute the rolls you make in dialogue, but that is hugely limiting. Probably necessary though, because I don't think there is any way to ask the player EVERY TIME and not have it be super annoying and slow everything down.
Reactions are another example. Something happens and you decide if you want to react with X. Now, X could be an Opportunity Attack, Shield, Riposte, Counterspell, etc. There are a lot of reactions in 5e. Are you going to stop the action whenever that happens and ask the player "Wanna do something?" You could, but that would be very tedious. Ultimately, I think it will just HAVE to work differently.
When you think about it, every D&D game has had to compromise staying true to the source material for the sake of a better experience. The original two Baldur's Gates did it. Neverwinter Nights and NN2 also. Things like real-time combat (or as close as they could), and attacks of opportunity working differently were decisions the designers made because they thought it would make the game better. And I think it did.
I'm all for a game that is based in D&D. The guys over at Larian have shown their passion and dedication to the world of the Forgotten Realms and I love it. But differences will have to happen. We can't ask that every single aspect of the game be the way D&D 5e does it. It just won't work.
And maybe that's a good thing. I have played a lot of D&D already. Something similar but with that Larian spin sounds great to me. Yeah, I may still get slightly annoyed whenever my Magic Missile which is supposed to be unerring hits my friend in the face instead, but I'll get used to it. I want to see what their take on D&D is, not just play more D&D.
P.S. Old Firebolt = best Firebolt
There's a reason why the vaaast majority of pre-written modules don't go above level 10 imo. It doesn't take a genius to recognize the system falls apart after that.
Multiclassing in 5E completely break the game, but for efficiency you have to. It's extremely easy to find a good roleplay reason to mix cleric and wizard.
This is why multiclassing is an optional rule in 5e: the DM can easily say no to prevent cheese and only allow when know the players. Same for feats.This is why D&D multiclassing sucks. Munchkins just can't help themselves.
Yeah why bother creating a balanced system with lots of interesting and fun options for multiclassing when you can just say 'no'?This is why multiclassing is an optional rule in 5e: the DM can easily say no to prevent cheese and only allow when know the players. Same for feats.This is why D&D multiclassing sucks. Munchkins just can't help themselves.
is an optional rule in 5e:
Yeah why bother creating a balanced system with lots of interesting and fun options for multiclassing when you can just say 'no'?
Personally, I'd work a Red Wizard NPC into wherever the campaign's taking place and have the player apprentice to him. Of course, he'd have to join the Red Wizards and follow his Master's commands, with all that entails. Choices and consequences, without taking away the character entirely.If I was a DM playing 3.5e and a player wanna to get levels in red wizard of thay, I would force him to go to Thay and study in the red wizard's academy.