If anyone here likes the idea behind my homebrew for two-weapon fighting, and is more skilled at modding BG3 than I am, please let me know so we can talk about fixes to the issues currently present in this mod!
If anyone here likes the idea behind my homebrew for two-weapon fighting, and is more skilled at modding BG3 than I am, please let me know so we can talk about fixes to the issues currently present in this mod!
9 comments
SHADOWEAVER KATANA MOD by Ssin
REQUEST A QUARTERSTAFF VERSION
DATE : 09-17-2023
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Hi Ssin
I also have a request. Is it possible to make a Quarterstaff weapon with Stats :
Quarterstaff - Bludgeoning - Versatile
( Wielding with both hands )
5d10 (5d10) +10 Bludgeoning base damage
( Ignore Bludgeoning Immunity Resistance )
5d10 Fire ( Ignore Fire ImmunityResistance )
3d10 Piercing ( ignores Piercing Immunity Resistance )3d10 Slashing ( ignores Slashing Immunity Resistance )
ADD ON - EXTRA FEATURES :
( FLY ) - class action300 meters range / if not 150 rmeters range - ( use outside of battle and inside of battle )
( JUMP ) - class action300 meters range / if not 150 rmeters range - ( use outside of battle and inside of battle ) Movement Speed : ? / 10 or Nothing
( GASEOUS FORM ) -
200 meters range / if not 150 rmeters range - Level 3 - Transmutation Spell - Unitl Long Rest - Ritual Spell- ACTION : MELEE - 100 -
200- RITUAL SPELL
( use outdside of battle and insidse of battle ) Movement Speed : ? / 10 or Nothing
Those ( 3 ) Are my Core Requets above but If you're feeling extremely cool with the extra bottom selections I would be appreciate that greatly.
Thank you in advance. ( smile )
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( FLESH TO STONE ) -
100 meters range / if not 75 rmeters range -
Level 6 - Transmutation Spell - Unitl Long Rest - RITUAL Spell
( Turns to Stone - FOREVER ) - PERMANENT
( POWER WORD KILL ) -
100 meters range / if not 75 rmeters range - Level 9 - Enchantment Spell -
( Compels a creature with a 100 % hit points or fewer to die INSTANTLY ) - PERMANENT
( KNOCK ) -
100 meters range / if not 75 rmeters range - Level 2 - Transmutation Spell - RITUAL Spell -
( Change to Level 7 or 9 )
( Cast outside combat or inside of combat ) -
MAX LEVEL :
Cost : 1 gold
Thnak you in advance ! ( smile )
No one ever makes a Rings or Amulets for Flying and Jumping ! It would be sooo nice !
My thoughts on dual-weapon combat:
1. You can equip two weapons that have no LIGHT label even if you don't learn TWO-WEAPON FIGHTING; But if the weapons don't have LIGHT label, even if you have PROFICIENCY in both weapons, there is no PROFICIENCY bonus in the ATTACK ROLL (a person will know how to hold two weapons even if he does not know how to use two weapons to fight)
2. After learning TWO-WEAPON FIGHTING, and if you have PROFICIENCY in both weapons when using dual-weapon fighting, there will be PROFICIENCY bonus in ATTACK ROLL
3. When you take the attack action, you attack with both weapons as part of the same action.The ATTACK ROLL and DAMAGE ROLL are both only carried out once. And the attribute adjustment value is only added once
(Longsword(1d8) for the left hand, handaxe(1d6) for the right hand, and 16 for strength, It is equivalent to that you are equipped with a 1d8+1d6 weapon,then the DAMAGE ROLL is 1d6+1d8+3 instead of 1d8+3 and 1d6)
1-2. I agree realistically anyone can hold and swing 2 rapiers or 2 longswords, but that would not really mean they are proficient if they have not practiced fighting that way. I am not sure how much of a difference that would make mechanically in the game though, lowering to hit chance, for just a slight damage buff.
3. For this one, mechanically the math comes out the same whether it's 1d6+1d8+3 or 1d8+3 and 1d6. I would like to see it all streamlined into one number, but I will admit my modding skills are not good enough to actually accomplish that right now.
have a new idea
Before learing TWO-WEAPIN FIGHTING, the Two-weapon fight is the same as the default of the game. Use one action to attack with mainhand , and use one bonus action to attack with offhand; After learning TWO-WEAPIN FIGHTING style, you attack with both weapons as part of the same action. In short,learning TWO-WEAPIN FIGHTING style make you save a bonus action,
Have you looked at my mod playertestua?
It implements two weapon fighting per OneDnd rules. It might give you some ideas.
For example:
IF(IsAttackType(AttackType.MeleeWeaponAttack)) works, but for whatever reason IF(IsAttackType(AttackType.MeleeOffHandWeaponAttack) does not work. But in spells_target the spell roll for the offhand attack is MeleeOffHandWeaponAttack. The only workaround I have found thus far is just adding the bonus to every melee or ranged attack, and then halving the bonus damage.
Edit:
Just took some time to look over your mod, I see you set the offhand attack to require conditions, which is pretty smart, that might actually fix both my proficiency bonus damage problem, and get rid of the offhand attack button! Are you okay with me borrowing that?
Hopefully it helps.
Also Larian discord is full of helpful people
https://discord.com/channels/98922182746329088/767804218819477515