It would be better if the torch was not displayed in the inventory when equipped in SLOT (as in the example with a musical instrument). Is this possible?
Would have been best to just reduce fire damage to 1, but the fire damage comes from the "Burning" status, and I was worried if I messed with that it would mess with the light, and figured this was close enough for the amount of effort I was willing to put into this one
Would need to have to check for all spells including burning, electrified etc, because those things usually don't exist in DnD5e, if I remember correctly. This means, potentially, it would even be the best to change burning/electrified etc to 1 damage of it's respective type of damage, and have the regarding spells/features add a d4 instead.
Not that I'm asking you to do that, you can do if you wish of course, but just pointing it out, that this might be a viable solution.
This is satire right? x'D You even show the torch having a 1-4d Fire dmg roll. There's no bludgeoning included in this. That's the roll. 1-4 fire dmg. That's it.
You'd do more dmg using Unarmed, which can go as far as 350 dmg per turn.
I haven't actually looked in-game, but this picture would be after this mod is applied to remove the bludgeoning damage. I assume they are correct that it normally does 1d4 bludgeoning + 1d4 fire.
It's obviously with the mod installed.... And if you can do 350 damage with unarmed, tell me how and I'll happily try to fix that too if I can, since I want the game to be as not-broken as possible.
With Monk but the Main 2 culprits are the Tavern Brawler feat and the Illithid ability "Perilous Stakes" that turns targets vulnerable to all damage.
On top of that, there're gloves that add 1d10 unarmed dmg from a certain fiery house, various open hand Monk features, Hunter's Mark and little things like that, since Monk's Flurry of Blows are multi hits, they benefit exponentially from these kind of effects. And with Helm of Grit and Monk's Stillness Of Mind + multi classing into thief, they can achieve 4 bonus actions, which is 8 unarmed hits + 2 from action or 4 if you include haste.
Is your comment satire? Because the image is the modder showcasing the change the mod does. Why would he only show the damage before his mod applies. It takes two mintutes to open the game and check.
I am so grateful there are heroes out there in the world who spend their valuable free time making sure that other people have the opportunity to stop enjoying video games the wrong way. However a true hero would force this mod on everyone and send teams of lawyers after Larian until it's officially patched in so no one ever enjoys the game the wrong way ever again.
Well I can't force it on anyone yet, not until "The Device" is complete, but I'm working on it.
But none of it would be possible with out the admiration of the common folk like yourself, who allow us to do our duty with their honest support and making an effort to know we are doing good work, especially when they have important things to do in their daily life, which is some ways way more important than our noble cause.
I honestly can't believe I missed this. It's admittedly a little busted at the start of the game, and you could abuse it for a little while, but I don't see it being "exploitive" outside of Act 1 and maybe a bit into Act 2.
Main reason to use dual weapons is to stack stat sticks and get the +1 to AC anyways. And because it's fun.
All of this is true, and it does become a obsolete as soon as you get some good magic weapons, but it's still busted at the start for 0 cost. Like some of the other OP stuff at least you gotta combo for or invest in something, and it just rubs me the wrong way.
Thanks, I couldn't sleep at night knowing I could use a torch as a weapon in the videogame called baldursgate3, you saved me, my family and my mistress from a terrible fate.
23 comments
This means, potentially, it would even be the best to change burning/electrified etc to 1 damage of it's respective type of damage, and have the regarding spells/features add a d4 instead.
Not that I'm asking you to do that, you can do if you wish of course, but just pointing it out, that this might be a viable solution.
You even show the torch having a 1-4d Fire dmg roll.
There's no bludgeoning included in this.
That's the roll. 1-4 fire dmg. That's it.
You'd do more dmg using Unarmed, which can go as far as 350 dmg per turn.
On top of that, there're gloves that add 1d10 unarmed dmg from a certain fiery house, various open hand Monk features, Hunter's Mark and little things like that, since Monk's Flurry of Blows are multi hits, they benefit exponentially from these kind of effects.
And with Helm of Grit and Monk's Stillness Of Mind + multi classing into thief, they can achieve 4 bonus actions, which is 8 unarmed hits + 2 from action or 4 if you include haste.
But none of it would be possible with out the admiration of the common folk like yourself, who allow us to do our duty with their honest support and making an effort to know we are doing good work, especially when they have important things to do in their daily life, which is some ways way more important than our noble cause.
Main reason to use dual weapons is to stack stat sticks and get the +1 to AC anyways. And because it's fun.