I still can't believe this works and actually puts people back in the fight. If we'd tried this in old 2nd or 3rd edition tabletop we'd be laughed at by our DM.
Lol I didn't know you could do this until I was fighting with some NPC allies and one of them chucked a potion at Gale. At first I thought it was a bug and my allies were whipping bombs at me!
Woah, TIL
Bloody accurate! Too often I'm so close, yet so far away
Movement is soooo useful in this game. My party has Longstrider up 24/7 and whenever I have a guest character or summon it feels like they are running through molasses when I try to position them.
I like to think of it more as you arriving at that spot right as your turn ends.
In D&D, players' turns in combat are actually happening simultaneously, there's just no good way to represent that while at the same time letting players take their turns one-by-one. So it's more like you're falling down at the same time as he's walking up to you. In the tabletop version, you could coordinate with your DM to synchronize your actions, but in a video game it's a lot harder to manage all the things that players could want to do.
The worst is when you get them up, but because of the combat order, the next enemy downs them again. Ugh
I haven't really figured out why they get back up with no action. It feels bad at a time when you're already desperate.
Just throw a potion at him he'll be fine
I still can't believe this works and actually puts people back in the fight. If we'd tried this in old 2nd or 3rd edition tabletop we'd be laughed at by our DM.
Lol I didn't know you could do this until I was fighting with some NPC allies and one of them chucked a potion at Gale. At first I thought it was a bug and my allies were whipping bombs at me!
Woah, TIL