D&D General BG3 and 5E Theories. Top 10.

Zardnaar

Legend
Wait, you haven't been saving your potions for when you  really need them?

Been using them every day pretty much.

Wife has two characters using them. I've got 1.5. Karlavh GWM+PAM

Karlach. Lvl 6 BM fighter.
Wyll lvl 6 Sword Bard
My Tav lvl 6 Moon Druid (will be cleric later)
Shadowheart lvl 6 Light Cleric (will be life/Sorcerer later).
 

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So far, the scariest builds I've tried are open hand monk and berserker barbarian, both dipping 3-4 levels into thief and using Tavern Brawler. The berserker throws the Nyrulna spear four times per round, combining massive single-target damage at range and two no-save knockdowns with 8d6 thunder damage in a 20-foot radius (essentially a thunder fireball). The monk spams up to 8 unarmed strikes per round, with a mix of knockdowns, pushes, and stuns as needed. The monk lays down more damage, I think, but the berserker's ability to strike at long range is immensely useful in BG3's complex battlefields.

Yep I had a Open Hand Monk 8 / Thief 4 with Tavern Brawler.

Don't forget the ability to use plentiful all day Hill Giant strength elixirs (and sometimes Cloud Giant) on that Monk so you can dump strength and pump Con and Wis for some juicy stun saves (and personal saves against getting taken out)!

Hasting that monk with a potion or twined Haste from Sorcerer also possible.

Not to mention all the magic items that add +2 damage type to stack up further...

Again, this is not barrelmancy cheese or anything. Just regular putting obvious good things together.
 

BG3 IMO proved that "high powered" magic items should just be given out in T2 and T1 should have decently powerful magic items in it. It makes the game more fun, gives more flexibility to encounters, and gives the players something to rely on besides their class which adds a tremendous amount of agency to their decisions. Likewise, in TTRPG instead of video games, you can make these magic items the focus of plots, enemies coming for them, items building reputation, etc etc.

I just don't see the appeal anymore of playing a fighter with basic weapons in T1 and then getting, at best, a +1 longsword or something else that's super mid for T2.

I'm ok with that if it's like 1 per character. Maybe 2.

I think it is cool to have a sword with elemental damage, that can haste you, and gives you a pseudo feat or something.

But in BG3 every item is like this. You armor has like 4 properties, your helmet adds 1-2, your boots, etc.
 

I'm ok with that if it's like 1 per character. Maybe 2.

I think it is cool to have a sword with elemental damage, that can haste you, and gives you a pseudo feat or something.

But in BG3 every item is like this. You armor has like 4 properties, your helmet adds 1-2, your boots, etc.
For TTRPG, less is 100% more. It'd be a nightmare keeping track of all that.
 

AdmundfortGeographer

Getting lost in fantasy maps
Chief offenders are things that are deviations from my usual table top experience:
I think trivially inexpensive re-specc’ing characters might be up there in a major deviation that has many downstream effects.

Even with the abundant consumables and alchemy, I might enjoy going through Tactician on a self-challenge with disallowing multiclassing.
 

Zardnaar

Legend
I concur on the power of martial damage builds in BG3. This power rests almost entirely on the -5/+10 feats and on Tavern Brawler*, which BG3 took from "niche feat for grapple specialists" to "the most powerful combat feat in the game." The removal of multiclassing restrictions and the changes to the thief subclass (giving them an extra bonus action every round) then dump several gallons of gasoline on the fire.

So far, the scariest builds I've tried are open hand monk and berserker barbarian, both dipping 3-4 levels into thief and using Tavern Brawler. The berserker throws the Nyrulna spear four times per round, combining massive single-target damage at range and two no-save knockdowns with 8d6 thunder damage in a 20-foot radius (essentially a thunder fireball). The monk spams up to 8 unarmed strikes per round, with a mix of knockdowns, pushes, and stuns as needed. The monk lays down more damage, I think, but the berserker's ability to strike at long range is immensely useful in BG3's complex battlefields.

(Note that this is in Honor Mode; you can get really insane with exponentially scaling damage riders in non-Honor mode, but that's crossing the line from "super-cheesy but legit build" to "exploiting a bug" in my book.)

The scariest caster I've tried was a storm sorcerer dipping two levels in tempest cleric, and abusing the fact that in BG3, dumping water on someone imposes vulnerability to lightning and cold. She could lay down some phenomenal AoE damage, but couldn't sustain it, while the martials could keep pouring on the damage, round after round.

I don't know that this has much if any bearing on 5E, except to say that the -5/+10 feats are OP, which we already knew, and that multiclassing is a mess, which we also knew... and that the 5E designers were wise to keep a tight rein on the action economy. Any time you start handing out extra actions, all hell breaks loose. There's a reason people are willing to dip two whole levels just for Action Surge.

I'm currently taking a break from BG3. When I come back to it, I plan to impose some restrictions on myself (single-class only, no GWM/Sharpshooter/Tavern Brawler), drop back from Honor Mode to Balanced, and focus exclusively on RP. It was fun pushing the limits, but I beat Honor Mode twice and that's enough for this guy. I want to try some of the Origins besides the Dark Urge; I'm thinking of playing Gale and romancing Karlach for a "doomed lovers" theme.

*BG3's version of Tavern Brawler adds your Strength bonus to attack and damage rolls with unarmed strikes and throwing weapons -- and it stacks with your regular Strength bonus. So you can be attacking with +13 to hit, for weapon damage+10, as early as level 6, and that's without magic items and elixirs. Throwing weapon specialists and monks have a field day.

We don't use Nyruluna to much due to friendly fire AoE with it.

BUT you don't have to equip it. An eldritch knight thrower can use the dwarven thrower, chang self into a Dwarf and throw it it when appropriate.

I've self banned the tavern brawler feat though it's to OP.

If I'm going to break the game I think I'll leave it for honor mode and try it with 0 long rests.

Gonna respec soon into what I actually wanted. Wisdom build auntie etherls hair going to switch from moon Druid to light cleric or life cleric.
 

michaeljpastor

Adventurer
I'm ok with that if it's like 1 per character. Maybe 2.

I think it is cool to have a sword with elemental damage, that can haste you, and gives you a pseudo feat or something.

But in BG3 every item is like this. You armor has like 4 properties, your helmet adds 1-2, your boots, etc.
It's echoes of 3.5 actually, with such things as those gems you could attach to your sword. My archer was a bedazzled mess.
 

Zardnaar

Legend
It's echoes of 3.5 actually, with such things as those gems you could attach to your sword. My archer was a bedazzled mess.

We simplified the archers.

Fighter 11 last level whatever.

Twin haste/potion of speed makes them better than the MC builds let alone action surge for 9-14 attacks if you need to nova.

BG3 haste is unholy mess of 5E, 3.0 and AD&D haste.
 

Dausuul

Legend
We don't use Nyruluna to much due to friendly fire AoE with it.
The barbarian's party was all ranged (the aforementioned storm sorc/tempest cleric, Astarion as a Sharpshooter with dual hand crossbows, and Gale for CC and utility), so friendly fire wasn't a big concern except when there were NPCs I wanted to keep alive. And of course you can always just toss the Dwarven Thrower any time you don't want a blast.

Fighter 11 last level whatever.

Twin haste/potion of speed makes them better than the MC builds let alone action surge for 9-14 attacks if you need to nova.

BG3 haste is unholy mess of 5E, 3.0 and AD&D haste.
True, although this only works in non-Honor Mode.
 

Zardnaar

Legend
The barbarian's party was all ranged (the aforementioned storm sorc/tempest cleric, Astarion as a Sharpshooter with dual hand crossbows, and Gale for CC and utility), so friendly fire wasn't a big concern except when there were NPCs I wanted to keep alive. And of course you can always just toss the Dwarven Thrower any time you don't want a blast.


True, although this only works in non-Honor Mode.

What changes do Honor Mode make?
 

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