… is an extremely lackluster feat. I had originally read the skill description as being a main OR bonus attack and that felt really strong. After getting the feat I am now stuck with a meaningless skill that takes both actions for what is essentially just a walk + hit.

Am I missing something with this feat?

  • TacoEvent@lemmy.zipOP
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    11 months ago

    Thanks for the explanation. I see the original intent now. It does look like the version in BG3 is slightly more crippled than the original 5e take.

    Charger: Weapon Attack does appear to do 5 more damage as my usual weapon attack is a 1d8+3, but the dash range is only 9m. With my normal movement range of 12m, that’s a total of 21m. A main action dash would’ve been 24m. Coupled with monk flurry of blows bonus action, it actually makes more sense to just dash + flurry rather than use this feat if my intention is maximizing range.

    Charger: Shove runs into the same range issues. But with no 10 feet bonus to the push. Once again, a main action dash + bonus action shove works better and without taking up a feat.

    Thanks for the note on respec. I haven’t talked to Withers till now.

    • JackbyDev@programming.dev
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      11 months ago

      Oh yeah dude, seriously, the game is super forgiving with respecs and a major breath of fresh air! It also works for the NPCs. You can literally change their class too!

      Apart from that, looks like bg3 charger gives the benefits of disengage (notice the “doesn’t provoke opportunity attacks” bit). But yeah I agree, not great on a monk. They already have a lot of ways to be slippery.

      Some advice from a 5e player, at level 4 taking the ability score increase instead of a feat is generally better. Not always but generally. It’s definitely the more boring choice though so pick something fun if you want. If you’ve use the standard “recommended” spread of abilities you should have three odd numbered scores. At even numbers is when they give a bonus. So 10 and 11 are 0, 12 and 13 are +1, 14 and 15 are +2, etc. Increasing your top two abilities by one will give you a plus one on pretty much all rolls that matter to you. As an example, let’s say you’re a fighter, you probably have an odd number in Strength and Constitution. Increasing them both by one to even numbers gives you a plus one on all attack and damage rolls (expect for ranged weapons, but thrown weapons still get the bonus), a plus one on athletics (shove), a plus on strength and constitution saving throws, and a bonus to your HP equal to your level (each level you get you constitution modifier and a flat class bonus but they’re retroactive). I’m not saying you should be doing it, it’s just that it is a lot better of a choice than it looks.

      Edit: it would also increase the DC of your manuvers if you were a battle master fighter

      • TacoEvent@lemmy.zipOP
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        11 months ago

        That’s great advice! Thanks again. Frankly I’m a little jealous that my wife’s barbarian is absolutely shredding through enemies with a self-returning javelin and I’m here with my sheepy monk finishing off the 1 health enemies because my damage is so low compared to hers.

        Anyway, that’s all to say that I’ll take any recommendation that makes my monk more interesting in fights. I like the RP of playing as a monk, just not the weak sauce attacks. The utility of spells in way of the 4 elements has been fun though. We don’t have another spellcaster in the party so the push/pull/prone affects have been fantastic.

        • JackbyDev@programming.dev
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          11 months ago

          I haven’t ever played monk but yeah they’re definitely more for utility and mobility than raw damage. The only advice I can think of that might be count intuitive is to use a weapon. Your unarmed attacks are strong but they don’t outweigh weapons immediately. You should be able to do unarmed attack even while holding a 2h weapon (especially 1h versatile ones) but I don’t know exactly how BG3 implemented it. Essentially letting go of a 2h sword with one hand to punch doesn’t (at least in 5E) take any action.

          Generally I think quarterstaff is the go to choice.

          • TacoEvent@lemmy.zipOP
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            11 months ago

            Yep I’ve been keeping the quarterstaff on. It helps that it also has an ensnare modifier on it.

            I took your advice, respecced and just chose ability points for high Dex and Wis for my 4 elements monk. I will see how this goes!