Cat Headed Eagle
Learned
- Joined
- Jan 21, 2023
- Messages
- 3,774
Mystra's like "magic will fix it. It just works".
It's funny that it can't even be blamed on the delayed writing of 4e and 5e because if I'm not mistaken it happened in 2eThat's what happen when you choose women for any leadership positionTo be honest, it was Mystra, none of her versions were particularly intelligent. The whole character can be summed up as the biggest whore among the gods (and that's not even a joke).I still find it hilarious that Mystra thought it appropriate for Gale to blow himself up at the end of Act 2 and thus unleash thousands upon thousands of Mind Flayers upon the Sword Coast.
Even Gale's story isn't as far-fetched as some people seem to think, considering what kind of person Mystra is.
This is what happens when you choose a wizard below lvl 10 (it was probably even 8) as a goddess of magic.
It's not video games, trust me.It's HP left, not total HP. Jesus all you phaggots are determined to keep banging your head into the same wall. You use it because it's also no save, so 100% hit chance, and even AoE if you've got several targets down low. Or don't. Just don't rag on something you haven't bothered to test.They also shove their allies to wake them up form sleep for example. Makes sleep less of a free CC early game if you do it close to another enemy that takes a turn right after.Enemies do try and push you into chasms if they can, it would be more noticeable if battles lasted longer.
Sleep's 5e 24 hp limit makes it worthless. I selected it as one of the spells for my Warlock thinking it would be my workhorse in the early game, but I never used it once. There were barely any fights where there were enough enemies in that HP range anyway, and when I considered that my duel wielding warlock/fighter could do between 10-20 damage a turn (+ some bonus damage if I used hellish rebuke for my spells as a reaction) I found that just doing 24 damage within 1 to 2 turns was more helpful at reducing the number of enemies than 24 hp worth of sleep was.
It seems like it would be a pretty strong lvl 1 spell, where you could sleep 3 or maybe even 4 different enemies. But that was pretty much just the tutorial ship.
And playing on tactician with the enemy HP boost made it even less viable.
Why Dual Wield a Warlock? Why the Fighter? Pact of the Blade already gets extra attack at lvl 5 and lets you use CHR stat on any weapon in the game. Just whale with the best available two-hander and let yourself get hit with Phys Resist to trigger Armor of Agathis. Bonus points for adding on no save Ray of Enfeeblement (preferably from someone with actual spell slots) if you're fighting a boss. Multiclassing Warlock costs you the best class feature, which is auto-upcast.
The 24 hp limit makes sleep pretty worthless, again aside from maybe lvl 1 or 2. Doesn't change much whether it is HP left or max HP. If I have an enemy down to under 20hp, I would rather just cause 20 damage and kill them so they are out of the fight permanently them than waste a turn casting sleep to temporarily remove them from the fight. Once you can regularly cause 15+ damage with an action, whether it is attacks or spells, sleep is just wasting one of your turns to waste one of the enemy turns. Which is really just a wash, and gives you no advantage.
I did fighter/warlock because I really want to just play a fighter (my first playthrough in most D&D games is usually a fighter). But due to the 4 character limit my character needs to fulfill some other roles. I pick the NPCs in my party based on what characters I want to interact with rather than their classes or utility. And that is one figher(LZ), one barbarian(Karlach), and one cleric(Shadowheart).
As a result my character needs to cover lockpicking and disarming and I also wanted to have at least some arcane spell casting. I had to restart with a new character (although when I was still early in act I when I saw the available companions it became clear I was gonna be without thief and arcane magic support) and since my highest stats were 16 Dex (for lockpicking and disarming) and 16 Cha (Since I am always the one talking), I went with Warlock as my arcane caster class to multi with. Since then I have picked up an item that gives me 18 dex. So that is definitely the stat I want to use with my weapons, not Charisma.
If I could have a proper 6 person party, there would be less need to gimp my character just to cover needed party roles. Trust me, I would much rather have a regular non-multiclassed fighter that doesn't need to pump so many points into Cha, although I was still planning on trying out a dex fighter rather than a str fighter. Although I am pretty disappointed with Fighters in D&D 5e, tbh.
I really hate the modern trend that fighters need to be dudes that do a bunch of special attacks rather than just being guys that are good at hitting things regularly to cause steady damage and absorbing damage to protect the party. I blame video games for having passed this "Everyone needs a bunch of special abilities to be fun!" idea down to tabletop.
The reason is simple, this type of gameplay is simply boring in the long run.It's not video games, trust me.It's HP left, not total HP. Jesus all you phaggots are determined to keep banging your head into the same wall. You use it because it's also no save, so 100% hit chance, and even AoE if you've got several targets down low. Or don't. Just don't rag on something you haven't bothered to test.They also shove their allies to wake them up form sleep for example. Makes sleep less of a free CC early game if you do it close to another enemy that takes a turn right after.Enemies do try and push you into chasms if they can, it would be more noticeable if battles lasted longer.
Sleep's 5e 24 hp limit makes it worthless. I selected it as one of the spells for my Warlock thinking it would be my workhorse in the early game, but I never used it once. There were barely any fights where there were enough enemies in that HP range anyway, and when I considered that my duel wielding warlock/fighter could do between 10-20 damage a turn (+ some bonus damage if I used hellish rebuke for my spells as a reaction) I found that just doing 24 damage within 1 to 2 turns was more helpful at reducing the number of enemies than 24 hp worth of sleep was.
It seems like it would be a pretty strong lvl 1 spell, where you could sleep 3 or maybe even 4 different enemies. But that was pretty much just the tutorial ship.
And playing on tactician with the enemy HP boost made it even less viable.
Why Dual Wield a Warlock? Why the Fighter? Pact of the Blade already gets extra attack at lvl 5 and lets you use CHR stat on any weapon in the game. Just whale with the best available two-hander and let yourself get hit with Phys Resist to trigger Armor of Agathis. Bonus points for adding on no save Ray of Enfeeblement (preferably from someone with actual spell slots) if you're fighting a boss. Multiclassing Warlock costs you the best class feature, which is auto-upcast.
The 24 hp limit makes sleep pretty worthless, again aside from maybe lvl 1 or 2. Doesn't change much whether it is HP left or max HP. If I have an enemy down to under 20hp, I would rather just cause 20 damage and kill them so they are out of the fight permanently them than waste a turn casting sleep to temporarily remove them from the fight. Once you can regularly cause 15+ damage with an action, whether it is attacks or spells, sleep is just wasting one of your turns to waste one of the enemy turns. Which is really just a wash, and gives you no advantage.
I did fighter/warlock because I really want to just play a fighter (my first playthrough in most D&D games is usually a fighter). But due to the 4 character limit my character needs to fulfill some other roles. I pick the NPCs in my party based on what characters I want to interact with rather than their classes or utility. And that is one figher(LZ), one barbarian(Karlach), and one cleric(Shadowheart).
As a result my character needs to cover lockpicking and disarming and I also wanted to have at least some arcane spell casting. I had to restart with a new character (although when I was still early in act I when I saw the available companions it became clear I was gonna be without thief and arcane magic support) and since my highest stats were 16 Dex (for lockpicking and disarming) and 16 Cha (Since I am always the one talking), I went with Warlock as my arcane caster class to multi with. Since then I have picked up an item that gives me 18 dex. So that is definitely the stat I want to use with my weapons, not Charisma.
If I could have a proper 6 person party, there would be less need to gimp my character just to cover needed party roles. Trust me, I would much rather have a regular non-multiclassed fighter that doesn't need to pump so many points into Cha, although I was still planning on trying out a dex fighter rather than a str fighter. Although I am pretty disappointed with Fighters in D&D 5e, tbh.
I really hate the modern trend that fighters need to be dudes that do a bunch of special attacks rather than just being guys that are good at hitting things regularly to cause steady damage and absorbing damage to protect the party. I blame video games for having passed this "Everyone needs a bunch of special abilities to be fun!" idea down to tabletop.
I run a 2e group. The party fighter, mechanically, has only *one* option in any fight: "I hit it with my magic sword". Sometimes he'll mix it up and whip out the Arquebus, but that's only ever as opening volley.
He was getting so bored that he'd start trying to do special moves like shoving, sucker-punching or other stuff he knew were mechanical concepts in D20 Conan (his favorite system).
I, as GM, had to work with him, housing ruling stunts he could do because as 2e would have it, either you hit the bad guy with a sword, shoot him with an arrow, or nothing at all.
Even betterMystra was just a bad 5e character way ahead of her time.
I mean, look at this. And her original moniker was Midnight. D&D lore was never good.
View attachment 40400
Also Rhobar121 she was only level 7 before her ascension. Kek.
I was gonna bring up Dark Sun as an example of decent stuff, but then I remembered the surfer druids from Mind Lords of the Last Sea.D&D lore was never good.
"This game would've benefited from Obsidian working on it" + "That game Obsidian made is shit" = you are retarded.NWN2 OC was a trainwreck from start to finish most people were soured by it WAY before the ending.Good old Lyric "I complain about everything always" Suite.Speaking of which, this game would have been ten times better if he and some of the old Black Isle or pre-exodus Obsidian gang had been in the writing team.
Or maybe shit is shit and i'm just calling it like it is.
It is okay, my player (and myself honestly) are of the mind that modern fantasy has entirely too many special mages, quasi-mages and magical heroes. God forbid there be a swordsman who's just good at soldiering amdist the bootleg Avengers.It's okay for fighters to just hit shit not everyone has to be a special snowflake(only wizards can be)
Then you wake up and remember that Obsidian made the Outer Words"This game would've benefited from Obsidian working on it" + "That game Obsidian made is shit" = you are retarded.NWN2 OC was a trainwreck from start to finish most people were soured by it WAY before the ending.Good old Lyric "I complain about everything always" Suite.Speaking of which, this game would have been ten times better if he and some of the old Black Isle or pre-exodus Obsidian gang had been in the writing team.
Or maybe shit is shit and i'm just calling it like it is.
NWN2 OC was intentionally written to be shit, but Mask of the Betrayer showed the talent was there.
This game i think it's as good as you ever gonna get from those latte sipping faggots.
It's not video games, trust me.It's HP left, not total HP. Jesus all you phaggots are determined to keep banging your head into the same wall. You use it because it's also no save, so 100% hit chance, and even AoE if you've got several targets down low. Or don't. Just don't rag on something you haven't bothered to test.They also shove their allies to wake them up form sleep for example. Makes sleep less of a free CC early game if you do it close to another enemy that takes a turn right after.Enemies do try and push you into chasms if they can, it would be more noticeable if battles lasted longer.
Sleep's 5e 24 hp limit makes it worthless. I selected it as one of the spells for my Warlock thinking it would be my workhorse in the early game, but I never used it once. There were barely any fights where there were enough enemies in that HP range anyway, and when I considered that my duel wielding warlock/fighter could do between 10-20 damage a turn (+ some bonus damage if I used hellish rebuke for my spells as a reaction) I found that just doing 24 damage within 1 to 2 turns was more helpful at reducing the number of enemies than 24 hp worth of sleep was.
It seems like it would be a pretty strong lvl 1 spell, where you could sleep 3 or maybe even 4 different enemies. But that was pretty much just the tutorial ship.
And playing on tactician with the enemy HP boost made it even less viable.
Why Dual Wield a Warlock? Why the Fighter? Pact of the Blade already gets extra attack at lvl 5 and lets you use CHR stat on any weapon in the game. Just whale with the best available two-hander and let yourself get hit with Phys Resist to trigger Armor of Agathis. Bonus points for adding on no save Ray of Enfeeblement (preferably from someone with actual spell slots) if you're fighting a boss. Multiclassing Warlock costs you the best class feature, which is auto-upcast.
The 24 hp limit makes sleep pretty worthless, again aside from maybe lvl 1 or 2. Doesn't change much whether it is HP left or max HP. If I have an enemy down to under 20hp, I would rather just cause 20 damage and kill them so they are out of the fight permanently them than waste a turn casting sleep to temporarily remove them from the fight. Once you can regularly cause 15+ damage with an action, whether it is attacks or spells, sleep is just wasting one of your turns to waste one of the enemy turns. Which is really just a wash, and gives you no advantage.
I did fighter/warlock because I really want to just play a fighter (my first playthrough in most D&D games is usually a fighter). But due to the 4 character limit my character needs to fulfill some other roles. I pick the NPCs in my party based on what characters I want to interact with rather than their classes or utility. And that is one figher(LZ), one barbarian(Karlach), and one cleric(Shadowheart).
As a result my character needs to cover lockpicking and disarming and I also wanted to have at least some arcane spell casting. I had to restart with a new character (although when I was still early in act I when I saw the available companions it became clear I was gonna be without thief and arcane magic support) and since my highest stats were 16 Dex (for lockpicking and disarming) and 16 Cha (Since I am always the one talking), I went with Warlock as my arcane caster class to multi with. Since then I have picked up an item that gives me 18 dex. So that is definitely the stat I want to use with my weapons, not Charisma.
If I could have a proper 6 person party, there would be less need to gimp my character just to cover needed party roles. Trust me, I would much rather have a regular non-multiclassed fighter that doesn't need to pump so many points into Cha, although I was still planning on trying out a dex fighter rather than a str fighter. Although I am pretty disappointed with Fighters in D&D 5e, tbh.
I really hate the modern trend that fighters need to be dudes that do a bunch of special attacks rather than just being guys that are good at hitting things regularly to cause steady damage and absorbing damage to protect the party. I blame video games for having passed this "Everyone needs a bunch of special abilities to be fun!" idea down to tabletop.
I run a 2e group. The party fighter, mechanically, has only *one* option in any fight: "I hit it with my magic sword". Sometimes he'll mix it up and whip out the Arquebus, but that's only ever as opening volley.
He was getting so bored that he'd start trying to do special moves like shoving, sucker-punching or other stuff he knew were mechanical concepts in D20 Conan (his favorite system).
I, as GM, had to work with him, housing ruling stunts he could do because as 2e would have it, either you hit the bad guy with a sword, shoot him with an arrow, or nothing at all.
But, but... I was told there were 17,000 endings!I warned you.Depending on the ending you won't even get the after credits one.No, there's literally nothing. Just a short cutscene after the last battle and a short cutscene after credits
Darth Roxor iirc.Who's doing the Codex review?
Did you use that alchemical potion that allows hags to be killed?Is there a way to fix hag quest in act III?
Bitch has 0hp and doesn't interact with me after I discover her true nature.
Not that it was difficult, she literally has a description under her name saying she's the hag I'm looking for.
Not sure if also a bug, or a feature for larianbrains.
When I discover her as the negro I can't interact with her. I needed to heal her first because she had 0 hp. For some reason.Did you use that alchemical potion that allows hags to be killed?Is there a way to fix hag quest in act III?
Bitch has 0hp and doesn't interact with me after I discover her true nature.
Not that it was difficult, she literally has a description under her name saying she's the hag I'm looking for.
Not sure if also a bug, or a feature for larianbrains.
Ah. I see. Didn't know that, I struck a deal with the hag.When I discover her as the negro I can't interact with her. I needed to heal her fisrt because she had 0 hp. For some reason.Did you use that alchemical potion that allows hags to be killed?Is there a way to fix hag quest in act III?
Bitch has 0hp and doesn't interact with me after I discover her true nature.
Not that it was difficult, she literally has a description under her name saying she's the hag I'm looking for.
Not sure if also a bug, or a feature for larianbrains.
And the potion is for saving the kid.
Lol, as if your opinion counts. You can house-rule a boring fighter but everyone else will just play something more interestingI just disagree 100% with the idea that everyone needs special abilities. And if players find playing fighters less fulfilling because they don't get to use special moves ever turn, they should play spell casters or one of the hybrid martial/magic classes.
I had to heal her and then after that, it finally triggered the fight after hitting her a couple of times. However, the child died, and the quest was never resolved.Is there a way to fix hag quest in act III?
Bitch has 0hp and doesn't interact with me after I discover her true nature.
Not that it was difficult, she literally has a description under her name saying she's the hag I'm looking for.
Not sure if also a bug, or a feature for larianbrains.
Hold Person:against the 20hp enemy. how do you even kill those things without crits i wonder...Guaranteed critical against the enemy.
This is really the crux of why I find it so useless. I don't need to waste a spell slot and a spell caster's turn temporarily removing weak enemies from the fight. And upleveling the spell makes it even worse, because while it works on slightly stronger enemies, it still won't get the most powerful enemies that cause real trouble, plus it requires using an even higher level spell slot.
Spells to incapacitate an enemy are useful against the main strong enemies, they aren't needed against the weaker minions. That is why Hold Person is an amazing OP spell while sleep is useless past level 1 or maybe level 2.
Roxor will not be playing this game.@Darth Roxor iirc.