I never understood why weapon was required for spellcasters.
Some spellcasters can have innate magic and go bare hands.
No wand is required for them, as they don’t need to canalize.
Plus some skills obviously do not require any weapon.
Examples
Fireball
A bright streak flashes from your pointing finger
https://roll20.net/compendium/dnd5e/Spells:Fireball/#h-Fireball
Burning hands
As you hold your hands with thumbs touching and fingers spread
https://roll20.net/compendium/dnd5e/Burning%20Hands
Power Word Kill
You utter a word of power
https://roll20.net/compendium/dnd5e/Power%20Word%20Kill
It depends if the newbie has access to powers.
This is why powers generally come with level restriction.
Like it !
Reminds me the old Wolcen.
https://youtu.be/LBByoMtoBiM?t=121
100% Agree.
Yes, Diablo 3 Developers took too much opiniated decisions so artificially reduced the possibilities of the game without realizing it.
Just remember the Diablo 3 Auction house in real money to begin with. This game was doomed from the start.
So is this “Hades” a thing worth to play ?
Dungeons and Dragons being a strategic game, Crowd Control plays indeed an important part on the battlefield.
The most enjoyable feature they added in Baldur’s Gate 3 is the “Shove” bonus action, which effectively can lead to death by gravity when you push the enemy from a cliff.
https://baldursgate3.wiki.fextralife.com/Actions
Can even work on big monsters using a force potion and enough high.
Yes.
It all depends on the framework built by the devs.
Multiclassing has to be designed and implemented from the start, or else it will be impossible to balance later on.
Yep.
Baldur’s Gate 3 has a long list of Affinities / Proficiencies.
https://baldursgate3.wiki.fextralife.com/Traits+and+Features
When player selects its class, it automatically get few of them as a token of its class identity.
Example:
A character selecting the class “Warrior” will automatically get the Heavy Armor proficiency.
Heavy Armour Proficiency
Wearing Heavy Armour will not impose disadvantage on your attacks or prevent the casting of Spells.
Your Warrior can now cast spells while wearing a heavy armour, which unlocks the concept or War Wizard.
This perk can also be selected by Wizards but later on, as it is not part of their “welcome pack” when selecting the Wizard class.
I really like the modularity of DnD Traits.
And they are not called “Traits” without reason.
Here’s why:
In programming (think about C++ or PHP), the concept of traits is an essential concept used to overcome classes inheritance. It unlocks multiclassing and does it gracefully.
Traits are granular powers that can be opted-in by classes.
In Javascript, this is realized by using modules, which is a far more flexible concept than classes. It is a sort of small package. It is a sort of trait that can itself embed traits. Composability at its maximum.
To sum up, programming languages abandoned a long time the concept of class-locking because it was unpractical to cover all challenges that reality offered to solve. Classes evolved into containers opting-in for traits, which later on evolved in the concept of packages and modules.
You can’t have good builds without having bad builds.
Good can only be defined in the presence of Bad.
If we consider Sets being still a thing, notwithstanding their inherent defaults, then I’m in favor of micro sets (3 items max), which allows multi-set thus enforce modularity on set powers.
In Diablo 3, the birthright of Nephalems allows them to use the power of gems. Because each newly created character is a Nephalem, they can use gems from other Nephalems.
Also:
It said in the lore that Worldstone can enhance powers.
Inarius tied the energies of the Worldstone into himself, enhancing his powers greatly
https://diablo.fandom.com/wiki/Worldstone
Why not see gems as shards / fragments of the World Stone ?
They would grant advantages, but as corrupted stone, would also be cursed and remove you characteristics.
More extreme gameplay if you equip gem A or gem B.
You can’t play the skill you want until you get the target level.
You can’t play the build you want until you get the target items / crafting materials.
You just play what game offers you at the moment.
The proposal sticks with this increasing complexity, but adds surprise so with each run you can discover and try a new build in the game.
With enough runs you will eventually be exposed to all gems.
It is a mechanic designed for game exploration.
Encouraging players to taste bits of all builds is important for them to make enlighted decisions.
RNG help to achieve this goal.
They are not the only way of course, but they help.