I've considered this, but I think it's more fair to get your fighting style at level 4 using your feat. The "fighting initiate" feat is included in both Essential Feats and Feats Extra
Hiya, I hope this isn't answered elsewhere, I tried looking though and couldn't find any notes saying why. I'm just curious, why was Dirty Tricks renamed to Dastardly Deeds?
Side note: I love this mod so much, lovely work! ♥
Thanks, I'm glad you like the mod! It's because the new rogue subclass from patch 8 (swashbuckler) adds abilities called dirty tricks and I thought it was weird and confusing for the ability categories to have the same name. (P.S. check the changelogs <3)
I'm so silly, I didn't know there was a spot for changelogs, sorry >~< (At least I know where they are now) That's very thoughtful of you, thank you for accounting for that with Patch 8 <3
Not really, it would be hard to recommend that mod pairing.
Pretty sure my sneak attack refund system won't work with that mod. Also Levels 1 and 5 contradict (it would probably be safer to load their mod after mine and just lose out on my level 1 and level 5 features to make sure their systems function as intended). The other stuff should be compatible (levels 4, 7, 10, 11 and swashbuckler)
Hey Do you have plans to make a less OP version? For example, dirty tricks resetting on long rest instead of short, damage dealing tricks costing action, etc? I gave this mod a shot, loved the concept very much, but the toolkit is way too extensive and tends to outshine other classes. Otherwise you need a lot of difficulty increases to justify rogue's presence, and then you need other classes to tune up a notch, and it becomes an endless powercreep. Hope i phrased it correctly
I have thought about doing that and I may still. Thanks for the reccomendation <3
My thoughts on balance in general: -I like to prioritize making classes fun and interesting and then balancing the game to match said classes. -The base game is very easy (even on honor mode) and requires difficulty mods to be a challenge either way. (IMO) -The power level of my mods is higher than vanilla, but I try to have them be consistent with each-other. So if one of my class mods creeps up in power, I do nerf them. -Battlemasters are really strong and vanilla. I often ask myself, "is this better than having three attacks with great weapon master and maneuvers and then using action surge?" If the answer is "not really" I don't feel too bad about the balance.
Yeah, I will probably make a toned down version and/or nerf the mod.
Fast hands is instead of an extra attack at level 5, so I think that is fine personally. I agree that improved critical can be removed and is not needed.
Been using your mod for patch 7 but I'm curious about patch 8. Your requirements for P8 says it still needs ImpUI but ImpUI is imcompatible with P8 as far as I'm aware (it causes my spellbook to be all screwed up).
Anyway thanks for all the great work! I use a bunch of your mods.
ImpUI used to be required for custom icons and to make sneak attack charges visible. I did my patch 8 testing with impui enabled and it worked for me. Not sure if there is native icon support in the base game with the same file structure as I am using or not. I plan to test that out eventually and remove the requirement if I can.
Thanks for pointing this out! I was only able to find this issue with Collateral Damage, and that should now be fixed. Let me know if you notice any other issues.
Please consider taking this out to level 20. The expansion mod should cover you as it already accommodates level 20 rogue and as you said you aren't changing the rogue.
Sure I can do that. What sort of features are you hoping to see from levels 13-20? Maybe another bonus action at level 17 and some additional trick charges at some point?
I think my mod in its current state is powerful enough that I don't really need to add additional features for levels 13-20 to keep Rogues viable at those levels. It should be compatible with unlock level curve and you will still get the Vanilla level 13-20 Rogue/Rogue subclass features. I just didn't want to leave you hanging if you were still hoping for those additional features. I may still circle back to this at some point, but I have no current plans.
The mod seems very great, but I can't get it to work fully on my current modlist. I suspect there is a conflict somewhere. I am able to get the lvl 1 ability, and sneak attack charges, but nothing else neither on modded or unmodded subclasses.
Your mod is loaded below everything I suspect changes anything about rogue/rogue subclasses, this includes:
Deadly Assassin, Arcane Trickster Adept, Bloodletter Rogue and Astral Spectre Rogue. I've tried disabling said mods, to no avail.
Also using Unlock Level Curve, which might cause an issue, but I haven't tried.
Any help is greatly appreciated, as I would love to try this mod. Thanks anyways for the great work :)
Another mod must be changing the progression entries for rogues. You could try putting my mod at the very bottom of your load order (just above compatibility framework).
I'll update my mod to improve compatability once I have the chance.
I am 99% sure that I figured out the compatibility issue. It has to do with "Feats Every 2 Level", any time your mod is loaded below that, everything works fine. Whenever it is above it, I don't get Dirty Tricks.
Anyways, I will make do with what I have, and hope that you can find the time to make it compatible some day. Thank you so much for this great mod and reply. I will endorse this for sure!
Thanks for the additional context. If you are using this mod: https://www.nexusmods.com/baldursgate3/mods/913?tab=posts
That would make perfect sense. That mod changes the progression entries for every class. I also found this other mod that does the same thing using compatibility framework https://www.nexusmods.com/baldursgate3/mods/3938?tab=files
That mod should be compatible with my mod and any other mods that changes progression entries. Just a suggestion for something you can try if you want to use my mod with a bonus feat mod.
Thank you so much! I'll give it a try later today. You are the best! Keep up the good work! Looking forward to seeing what other mods you can come up with.
45 comments
Side note: I love this mod so much, lovely work! ♥
(At least I know where they are now)
That's very thoughtful of you, thank you for accounting for that with Patch 8 <3
Pretty sure my sneak attack refund system won't work with that mod. Also Levels 1 and 5 contradict (it would probably be safer to load their mod after mine and just lose out on my level 1 and level 5 features to make sure their systems function as intended). The other stuff should be compatible (levels 4, 7, 10, 11 and swashbuckler)
Do you have plans to make a less OP version? For example, dirty tricks resetting on long rest instead of short, damage dealing tricks costing action, etc? I gave this mod a shot, loved the concept very much, but the toolkit is way too extensive and tends to outshine other classes. Otherwise you need a lot of difficulty increases to justify rogue's presence, and then you need other classes to tune up a notch, and it becomes an endless powercreep. Hope i phrased it correctly
My thoughts on balance in general:
-I like to prioritize making classes fun and interesting and then balancing the game to match said classes.
-The base game is very easy (even on honor mode) and requires difficulty mods to be a challenge either way. (IMO)
-The power level of my mods is higher than vanilla, but I try to have them be consistent with each-other. So if one of my class mods creeps up in power, I do nerf them.
-Battlemasters are really strong and vanilla. I often ask myself, "is this better than having three attacks with great weapon master and maneuvers and then using action surge?" If the answer is "not really" I don't feel too bad about the balance.
in my current playthrough i just had half his s#*! removed from my action bars to keep it steady :D
Fast hands level 5 is too much powerfull
Maybe instead of improved critical lvl9 (barbarian passive that has no reason to be here)
5 paladin / 5 thief = 5 attacks a turn ...
Fast hands is instead of an extra attack at level 5, so I think that is fine personally. I agree that improved critical can be removed and is not needed.
Been using your mod for patch 7 but I'm curious about patch 8. Your requirements for P8 says it still needs ImpUI but ImpUI is imcompatible with P8 as far as I'm aware (it causes my spellbook to be all screwed up).
Anyway thanks for all the great work! I use a bunch of your mods.
Your mod is loaded below everything I suspect changes anything about rogue/rogue subclasses, this includes:
Deadly Assassin, Arcane Trickster Adept, Bloodletter Rogue and Astral Spectre Rogue. I've tried disabling said mods, to no avail.
Also using Unlock Level Curve, which might cause an issue, but I haven't tried.
Any help is greatly appreciated, as I would love to try this mod. Thanks anyways for the great work :)
I'll update my mod to improve compatability once I have the chance.
Anyways, I will make do with what I have, and hope that you can find the time to make it compatible some day. Thank you so much for this great mod and reply. I will endorse this for sure!
https://www.nexusmods.com/baldursgate3/mods/913?tab=posts
That would make perfect sense. That mod changes the progression entries for every class. I also found this other mod that does the same thing using compatibility framework
https://www.nexusmods.com/baldursgate3/mods/3938?tab=files
That mod should be compatible with my mod and any other mods that changes progression entries. Just a suggestion for something you can try if you want to use my mod with a bonus feat mod.
Edit: it worked wonders, thank you so much <3