Posted August 26, 2020
Hello everyone,
I've recently returned to kingmaker after the release of the turn based patch and I've been having a blast. I started up a new run of beneath the stolen lands to get a better understanding of how combat will work when using this option. I have started to notice some inconsistencies from tabletop that have been amusing and am here creating this thread because I can't be the only one with interesting discoveries to post about. That said...
When a magus casts a touch spell with spell-strike and spell combat toggled on they will will move first and then make their _full round attack_ at the end of a move. Unlike pounce this doesn't rely on charge, which I've found to be rather unreliable, and can turn corners.
Edit: because touch of fatigue exists this is essentially like giving any character willing to use a 1 handed weapon, no shield, and no off hand _better_ pounce and dual wielding without two weapon fighting penalties. When you use spell-strike and spell combat the replacement for the touch attack is given to you in the form of another attack with the weapon.
Edit#2: So I just tested using rods of metamagic - quicken and yeah... You get two full attacks out of it.
Spells that force two saves for no reason in the normal 'real time with pause' mode also do the same in turn-based. Looking at you stinking cloud...
occasionally dimension door ends your turn when it probably shouldn't be.
seconds tick down 1 second every two combat turns. Not a full round, but every two entities to act seems to tick the duration down by 1.
toggling fighting defensively, crane stance, or pretty much any other toggled ability doesn't take any sort of action. So you will find instances where you can toggle off defensive stance, crane stance, etc at the start of your turn, attack, and toggle them back on at the end of your turn effectively negating any downsides of the ability...
I will post more information as it comes. I look forward to hearing what else people have found.
I've recently returned to kingmaker after the release of the turn based patch and I've been having a blast. I started up a new run of beneath the stolen lands to get a better understanding of how combat will work when using this option. I have started to notice some inconsistencies from tabletop that have been amusing and am here creating this thread because I can't be the only one with interesting discoveries to post about. That said...
When a magus casts a touch spell with spell-strike and spell combat toggled on they will will move first and then make their _full round attack_ at the end of a move. Unlike pounce this doesn't rely on charge, which I've found to be rather unreliable, and can turn corners.
Edit: because touch of fatigue exists this is essentially like giving any character willing to use a 1 handed weapon, no shield, and no off hand _better_ pounce and dual wielding without two weapon fighting penalties. When you use spell-strike and spell combat the replacement for the touch attack is given to you in the form of another attack with the weapon.
Edit#2: So I just tested using rods of metamagic - quicken and yeah... You get two full attacks out of it.
Spells that force two saves for no reason in the normal 'real time with pause' mode also do the same in turn-based. Looking at you stinking cloud...
occasionally dimension door ends your turn when it probably shouldn't be.
seconds tick down 1 second every two combat turns. Not a full round, but every two entities to act seems to tick the duration down by 1.
toggling fighting defensively, crane stance, or pretty much any other toggled ability doesn't take any sort of action. So you will find instances where you can toggle off defensive stance, crane stance, etc at the start of your turn, attack, and toggle them back on at the end of your turn effectively negating any downsides of the ability...
I will post more information as it comes. I look forward to hearing what else people have found.
Post edited August 26, 2020 by Cybro1