I'm curious as to how quickly BG3 rule changes will start making their way into tabletop house rules and 3rd party supplements.
My guess is pretty quickly, if my own group is any worthwhile measurement.
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I'm curious as to how quickly BG3 rule changes will start making their way into tabletop house rules and 3rd party supplements.
My guess is pretty quickly, if my own group is any worthwhile measurement.
Yeah. Larian made some really good changes to D&D, then they added crit fails to skill checks
then they added crit fails to skill checks
Do you know how many times that has pissed me off? Especially on my rogue where even a 1 would have opened the damn lock.
DC 10. You roll a natural 1, it modifies to 15. CRITICAL FAILURE
I feel like it's a bit ridiculous. A professional with expertise doing the worst they possibly can shouldn't be the same as any random untrained person doing the worst they can.
That is why they ditched critical failures and success in tabletop D&D.
My guess is they kept it in bg3 so there would be a chance of failure on everything including the DC 2 rolls, but to be honest I don't think that chance of failure really adds anything to the game.
Yeah, as DM I've always house ruled that it didn't make sense for a character to fail at the thing they're the best at.
Though I have been known to interpret a natural 1 as a crazy external force - like an earthquake - and have them reroll at -10.
Makes it even more fun when they succeed anyway.
Are those actually "crit" fails or just auto fails?
Never bothered to check if a nat one fail is any different than a nat two fail
Just auto fail. A rogue lock picking a DC10 door still has a 1/20 chance of failing the check. That's the difference.
Crit fails on skill checks have been houseruled into the game for ages, this is not something cooked up by Larian
Does BG3 do anything with overlapping extra attack features?
Regular Extra Attack and Pact of the Blade's extra attack stacks in BG3 IIRC
As a mainline Pallylock I enjoy that, probably a bit too much.
meanwhile in legally distinct dragon game: Hmm yes I will dip fighter for access to a lv 4 reaction strike on every single character i make.
Also in legally distinct dragon game: Watch in amazement as I use my staff/dagger/rapier as a shield!
Back in my day we got an extra attack at 6th, 11th, and 16th level, and each one was at a cumulative -5 penalty, AND WE LIKED IT!
TBF the only class that gets more than one extra attack is the fighter.
Now of course it would make sense to sum up the levels you have in classes that get multiattack, and if you have >=5, you get an extra attack. But since attack progression is far less regular than spell slot progression, getting something approaching regularity beyond that would be difficult.
Now if OneD&D wanted to boost martials and introduce some sort of a multiattack scaling across multiclassing, here is how that could work:
The table:
Warrior Level | Normal attack | Special attack | Signature Attack |
---|---|---|---|
0 | 1 | - | - |
3 | 2 | - | - |
6 | 1 | 1 | - |
9 | 2 | 1 | - |
12 | 1 | 1 | 1 |
15 | 2 | 1 | 1 |
18 | 1 | 2 | 1 |
So:
Of course this could be refined a bit further, e.g., instead of a generic "special attack" they could pick power attack (must be a strength-based attack), precise strike (must be a dexterity-based melee attack), or pinpoint shot (must be a dexterity-based ranged attack) and they could swap this one on level-ups too. But I think this should be a start.
I usually offer players with multiple instances of extra attack a +1 to their to hit, and Im considering offering +1 crit range as well. This is a real sticking point to me in 5e, the lack of viable build variety.
Not going to lie, I'm already taking notes. I like that in general, if you make the right choices, it's easy to make even wizards feel a lot less squishy, which would make me feel a lot more comfortable not pulling punches in my game. One of my favorite changes so far is the wild shape recharge on short rest for druids.
It's gotten me thinking about how to fix some other broken classes again, like making Ranger not fucking suck, and fixing the MADness of Barbarian. Fight me IRL, having the Barb's unarmored defense dependent on dex instead of strength is dumb as hell when the barbarian is clearly a STR/CON class, that would be like having the Monk's unarmored defense being dependent on Constitution. "So, what, Barbarians should just deflect attacks by flexing extra hard?" Yes.
Didn't druid already get wildshape on a short rest? I do agree that barbarian Unarmored Defense is a bit lackluster though.
I get what they were thinking. Monk gets to add Wisdom because their awareness let's them dodge, so it should be roughly equivalent to let a barbarian add Constitution because their natural durability makes them harder to hurt. Dexterity being one of the main Ability Scores for monks throws this out the window though
IIRC, Druid only gets two wild shapes per long rest, but it's possible I'm misremembering because my druid player basically forgot she could do that and it's been ages since I played one myself.
Druids get two Wildshapes per short rest. Players just tend to not take short rests because they're not really incentivized. I know this because I read through the druid features more than my druid player did
What could go wrong if a class with the most hp and that halves the incoming damage also had extreme AC naked?
Ummm... Barbarian Unarmored Defense is based off Con, not Dex. They just didn't take away the default Dex bonus to AC that every class in the game gets. They shrug off damage by having a high Con. Barbarians are pretty good as it is, if you let them completely dump Dex and give AC from Str, they would be broken AF... 18 AC at level 1 with a shield under point buy system, and immediate jump to 20 AC at level 4, with no reduction in damage output at all. Possible to be 20 AC at level 1 literally completely naked (no shield) with rolled stats, and 18 isn't even entirely unlikely...
The reason that it's broken (in a bad way) as Dex+Con compared to the Monk's Dex+Wis unarmored defense is that monks absolutely CAN get broken as fuck AC from Dex + Wis, especially as the game goes on. Kinda on a related note, in BG3 I re-specified Astarion as a thief/monk, gave him a few mid-tier magic items, and now he's my front-line tank with an AC of 21 at level 7. No sane Barbarian PC is going dex barb, so realistically the barbarian's unarmored defense is going to cap out at AC 15-16 minus shield (which, come on, what barbarian won't be rocking two handed weapons?). So, while the Monk gets unarmored defense based on both of its chief stats, Barbarian gets unarmored defense based on just one of its chief stats.
Having a barbarian with a broken AC to start with doesn't bother me too much, but then I also tend to not run gritty/from dark style games, and that's also bearing in mind that the martial classes don't really scale as well as the casters do after level five. Giving the barbarian a ludicrous AC to aspire to at high levels might help balance that out.
in dnd 5e
Can you elaborate? I really only have experience with 5e
Martial hybrids are fun and good in other systems. In D&D 3e, for example, its the complete opposite situation; martials can pick up cool tricks like dual wielding while progressing their accuracy and health, whereas casters lose a level of spell progression and gain a second track of spell progression thats about as strong as a lv 1 character
Tbf, in 3.5 casters learned the same spells at different levels so they weren't exactly compatible. Martial classes mostly relied on feat picks and BAB (for extra attacks) while their individual features weren't really shared by other classes
Just saying, the cantrip gets more powerful but you just get one. I would prefer smaller cantrips but more of them like eldritch blast. So more sword swing is decent