Melee hit-and-run?
SirBatince
Member Posts: 882
Greetings fellow adventurers
Long-time BGer here, though I'm afraid I'm not too experienced with D&D itself.
I understand BG tries to import the per-turn gameplay from the pen game and fuses it with real time "action", which mixes the whole thing into a fun videogame easy to pick up.
However I've always had this question with melee combat; since the APR is set in stone and relies on rounds (especially with the cosmetic attacks and all), if you have a melee character fighting a melee enemy, could anyone explain to me why you shouldn't just land your blow, retreat and wait the round out, then land your next blow and kite the enemy over and over again? In other words, you just move away during the cosmetic attacks and only attack again when your hit is "refreshed".
I've been "abusing" this for a while and I'm starting to feel bad about it. It almost seems like cheese. Of course you can't really do this against ranged opponents, but it's a decent way to fight ghasts when you solo.
Cheers!
Long-time BGer here, though I'm afraid I'm not too experienced with D&D itself.
I understand BG tries to import the per-turn gameplay from the pen game and fuses it with real time "action", which mixes the whole thing into a fun videogame easy to pick up.
However I've always had this question with melee combat; since the APR is set in stone and relies on rounds (especially with the cosmetic attacks and all), if you have a melee character fighting a melee enemy, could anyone explain to me why you shouldn't just land your blow, retreat and wait the round out, then land your next blow and kite the enemy over and over again? In other words, you just move away during the cosmetic attacks and only attack again when your hit is "refreshed".
I've been "abusing" this for a while and I'm starting to feel bad about it. It almost seems like cheese. Of course you can't really do this against ranged opponents, but it's a decent way to fight ghasts when you solo.
Cheers!
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Comments
you're right, I did mean early games when most classes have very low APR
Just feels odd when a level 1 mage can staff the girdle ogre to death just with careful hit and run
I'll kite him while Imoen shoots his ass, not much better - or are ogres really that dumb ?
Just seems like a flaw with the engine. Engaging a melee enemy for long and going through the cosmetic attacks punishes you while it should be the opposite.
And yeah, it's not exactly a foolproof tactic. Try it on something with a longer reach and a random bad roll is all it takes to chunk-ify your wizard. Later on as your warriors gain extra attacks per round this tactic also becomes unfeasible. You need to stand still to make the most out of those extra attacks - movement is a significant damage drop.
Note that with most late game fights you won't win a battle of attrition. You're on a deadline - whether you win or lose could all depend on whether the enemy manages to get his next priest/mage spell or unique creature ability off. That's why mid-late game fights are mostly about killing the enemy (or key enemy targets) before they kill you, especially if you play with mods. Re-positioning (to split up enemy targets or buy you time to cast spells/ use items) is still useful, but actual hit-and-run kiting (especially considering how every modded fight seems to involve extra movement speed/Haste) is a pointless exercise.
I made this thread a long time ago and it got dev attention. There is a file in it(will attach as well in case it ever disappears into the nether) that removes pretty much all cosmetic attacks from the game. Some monsters keep their cosmetic attacks though like spiders.
The instructions are to simply dump it in the override folder that is located in the main game folder(the .exe folder). If there is no such folder there, create one.
And please @dee add it as an option in sod A thread like this seem to pop up every other month so there must be enough interest to just add it as an option in the in-game menu?