Hello guys. I hope you enjoy the mod. If you do please don't forget to Endorse the mod to make it reach more people. This one took a long time but it's finally here.
If you have any feedback about the balance of the mod, please let me know. I care a lot about about keeping the game and mod balanced.
The 2024 PHB allows divine smite to be used with thrown weapons and unarmed attacks, does this mod do the same, if not… maybe can be done? Either way great mod, pally more interesting now
Cool, if/when you decide to include throwing weapons, I hope that will be all smites not just divine, if you were to make searing smite and other smites an interrupt like divine smite, it would fully be 2024 rules. if you havn't noticed i want to make a thrown weapon paladin 😀
Is this and your other mods "compatible" with yoonmoonsick's DnD phb 2024 all in one? I'm hoping to overwrite their version for yours as yours goes up to level 20, but his mod has a lot of features not covered here like weapon masterys and background feats.
Probably not, the last mod in load order will overwrite the previous one. It will work, but you will only get my Paladin features, not a combination of his and mine. In this case, I think the only thing you would ''lose'' from his mod are the Weapon Masteries. The background feats you would still get as he probably added them to the ''race'' progression, not a class progression.
It'd be nice if he can release the weapon masteries as an independent mod as I would be happy to integrate that into my mod.
Not sure if its integratable but it atleast has that features at the moment. Main reason i'm also using the dnd phb 2024 is it covers all classes and I know you are still working through the other ones. I like your integrations more for the most part though.
That mod doesn't seem very balanced as it doesn't delete all the other Larian-created weapon actions (so you have access to both at the same time) and has some bugs, and hasn't been updated in a long time. Same with the only other Mastery mod (although I think maybe that one works better, it has problems with overriding progression of certain levels, meaning it will delete other mods' content).
So yeah, if yoonmoonsick's implementation works nice, then it would be cool if he can release it as an independent mod that can be integrated into other mods without having to use his huge DnD PHB2024 mod, as right now there doesn't seem to be a proper alternative.
It doesn't conflict with them. I'm working on a small optional patch for my Unholy Smte for Oathbreakers mod to mirror the changes to Smite here to there.
I'll consider making the optional file about the Smite changes once I am done with the other things. I'm not sure I'd really recommend it though, the changes are very good for paladin and makes him a more varied and fun to play character and those new tools are balanced with the changes to Smite in mind.
You could add in a 1/turn cooldown. In it's current iteration, you cant really fight with two weapons, because you'd always want to save that BA for a smite, no?
Yeah the nerfed smite alone makes me wary of the mod. (will probably just stick to Lightbringer) This is despite being fairly OK with the other changes like the channel & subclass changes. I "love" having my smites be counterspell-able, cost both a spell slot & a BA for the same amount of damage Rouges can get for "free" with sneak attack, all in exchange for one free use, and the other smites now being less useless only because the main smite was nerfed to be just as bad as they were. (Though to be fair, the removed concentration is nice, but I still don't consider it a fair trade) (Note, this is complaining about 2024, not the Mod Author's decision to implement said rules. At most, I am respectfully disagreeing with the description of such changes as "promote more tactical choices and player freedom.")
@Kplus8 Paladin is still super strong, and the new changes make Multiclassing paladin better too since all Smites now upscale damage with the spell slot much more than before. In my opinion the new changes stop making the best (and only) way to play paladin to be ''just spam basic attacks and use all your spell slots on the basic divine smite reaction over and over''. Now all smites are better, not only because of damage but because they don't need concentration, and the changes to the Channel Oath abilities make them more powerful and easy to use (Vow of Enmity and Sacred Weapon are much better now, and now all Paladins have access to a strong, multi-target Abjure Foe). The thing this new ruleset does is stop making paladins be a one-trick pony that only spams Divine Smite and uses nothing else of their toolkit, which is a win in my opinion.
You compare Rogues' ''free'' Sneak Attack to Divine Smite, but Rogues don't have all the extra support passives and spells that Paladins do AND do not have Extra Attack which is the main thing going for martial classes as in THIS VIDEOGAME'S CONTEXT equipment is extremely powerful and being able to trigger it twice per turn rather than once is super good (plus also that's partly Larian's fault because they made the rules to be able to use Sneak Attack far easier in BG3 than it is in DnD).
So comparing Rogue to Paladin's Divine Smite is not a good argument, plus classes are different and there's always gonna be stronger classes than others, that's just how videogames work, you can't just enjoy a game if you only want to the play the META at all times and are constantly judging everything else compared to it. BG3 is an easy game anyway, that's why most of us use Difficulty mods because even in Honor Mode it's too easy lol
So yeah, we can disagree on that... If you take into account all the super good equipment that paladins can use (along with their Extra Attack to trigger them twice per turn) then Paladin is still better than rogue anyway, specially if we take Multiclassing into account (but Multiclassing is not needed for this to be true). And I didn't even mention how Paladins now have Divine Favour WITH NO CONCENTRATION for ''free'' +1d4 Radiant damage on ALL THEIR ATTACKS (meaning it triggers TWICE with Extra AttacK). You can use it before the combat begins so you don't even lose a Smite in the first turn of combat... You are missing out all the details that make this actually a good change, and just laser focusing on ''Divine Smite is not as spammable before''.
I mostly agree with what you said, I just dont think the BA cost is a good thing, considering that it locks the character from a boatload of options in this game, like dual wielding, shoving, jumping and many others. Making it a 1/turn action fixes this, and it could even incentivise using the different smite spells, if we assume they would propably have independant CD's for technical reasons alone. So one could still utilize the inherent burst potential of a Paladin by smiting once with divine smite and once with the BA cost Spell variants, but it would limit the absolute insane abuse of the mechanic, that vanilla META is so focused around.
But having to decide between a Smite and a Jump is not good imo.
@Stance383 That could work and is actually a very good suggestion given the particular action economy game context of BG3 (BA Shoving and Jumping in particular are something that I was thinking about; you can always use another mod to change their cost but your suggestion offers an optional solution for anyone that doesn't use other mods). I'll look into adding an optional file for that very purpose.
I actually really like the 2024 changes. It makes me feel like I'm playing a Paladin, not a Divine Smite launcher. To be frank, Divine Smite in BG3 is 80% of the value of Paladin. Many players choose level 2 paladin and leave, then get a bunch of spell slots at 10 Bard and attack like crazy with Divine Smite. You can also get the Banishing Slash earlier through Bard's Magical Secret. Use this level 5 Smite to stack Divine Smite and cut the enemy into nothingness lol. Even if Larian's equipment is excluded. Without limiting the stacking of Divine Smite with other Smites, no matter how much the Paladin characteristics are strengthened, they can't talk about any cost-effectiveness with multi-class with caster's builds. They can always get more spell slots, spells, or Smite that a single Paladin class can't get.
The restriction on Divine Smite to spend bonus actions is mainly to prevent it from stacking with other Smites. At the same time, it allows you to choose different Smites in different situations, expanding tactical options. Even if Divine Smite doesn't stack with other Smites, it still does a lot of damage. I felt this deeply when I was playing ToT. And because various Smites can now be expanded to higher rings, Paladin multi-casters can still get a bonus to burst damage.
Big fan of the mod, thanks for the hard work! Found your stuff through your 2024 Cleric mod, which I love. Endorsed! I was just wondering, what's your thought process on making Channel Oath/Divinity and Divine Sense not cost an action or bonus action, differing from the 2024 ruleset? I've personally found that free actions in BG3 (and in tabletop as well) are a bit OP. If possible and if its not too much trouble for you, would you be able to release a patch to make them cost their PHB 2024 resources? Again, appreciate your work!
I agree, this mod is very clean, but the change to the action economy is just way too much for me. That combined with things like spiteful suffering being an aoe just make it insanely overpowered. Free advantage on all melee attacks and free dmg is too strong.
@CollinKB24 Thank you for the feedback! I must have got those in particular confused when reading through all the material, I apologize. I just pushed Update Version 2.1to update all Oath Actions so they now properly match the PHB2024 action costs and I updated all screenshots on this mod page to reflect that. Some exceptions:
Holy Rebuke, a Larian-created Oath Action for Oath of Devotion, has been changed to cost a Bonus Action so it matches the cost of all other Larian-created level 1 Oath actions.
Sacred Weapon won't be changed because it matches the original rules from PHB2024 practically speaking
Vow of Enmity won't be changed for now because it more or less matches the original rules from PHB2024 (in PHB2024 it's a Free Reaction that can be taken the moment you attack; in this mod for the moment it's a Free Action that can be taken even before attacking but the difference in gameplay and balance should be neglegible; I will look into transforming it into a proper Free Reaction/Interrupt that triggers on attack on a later update though).
@matt12ader these changes should make it better now! Between the reverted Action Cost and the fact Spiteful Suffering enemies still have to fail a CHA Save or it does nothing AND they can reroll every turn to make it go away (the same way Nature's Wrath works) it's pretty balanced now I believe
Hey First, thank you very much for your work on the PaladinPHB2024 mod I’m currently working on a full French translation of your mod for myself (learning). However, while extracting the Localization folder and translating the .xml file, I noticed that some texts still remain in English in-game. It seems that not all the in-game texts are coming from the Localization files — some appear to be stored elsewhere, maybe inside .lsx files, spells, passives, or other data resources. Could you please tell me which other files or locations I should check to ensure a complete translation? Thanks again for your amazing work, and I look forward to your advice!
Here goes another must-have mod for me, thanks for your work chizfreak. is there a possibility that you eventually going to convert all classes to 2024 phb version and not just the holy gang?
45 comments
If you have any feedback about the balance of the mod, please let me know. I care a lot about about keeping the game and mod balanced.
It'd be nice if he can release the weapon masteries as an independent mod as I would be happy to integrate that into my mod.
Not sure if its integratable but it atleast has that features at the moment. Main reason i'm also using the dnd phb 2024 is it covers all classes and I know you are still working through the other ones. I like your integrations more for the most part though.
So yeah, if yoonmoonsick's implementation works nice, then it would be cool if he can release it as an independent mod that can be integrated into other mods without having to use his huge DnD PHB2024 mod, as right now there doesn't seem to be a proper alternative.
I have noticed the once per long rest free smite is used whether it hits or not, unlike the spell slots for divine, thunderous, etc smite.
Pretty please
[insert puppydog eyes]
I'll consider making the optional file about the Smite changes once I am done with the other things. I'm not sure I'd really recommend it though, the changes are very good for paladin and makes him a more varied and fun to play character and those new tools are balanced with the changes to Smite in mind.
I "love" having my smites be counterspell-able, cost both a spell slot & a BA for the same amount of damage Rouges can get for "free" with sneak attack, all in exchange for one free use, and the other smites now being less useless only because the main smite was nerfed to be just as bad as they were. (Though to be fair, the removed concentration is nice, but I still don't consider it a fair trade)
(Note, this is complaining about 2024, not the Mod Author's decision to implement said rules. At most, I am respectfully disagreeing with the description of such changes as "promote more tactical choices and player freedom.")
You compare Rogues' ''free'' Sneak Attack to Divine Smite, but Rogues don't have all the extra support passives and spells that Paladins do AND do not have Extra Attack which is the main thing going for martial classes as in THIS VIDEOGAME'S CONTEXT equipment is extremely powerful and being able to trigger it twice per turn rather than once is super good (plus also that's partly Larian's fault because they made the rules to be able to use Sneak Attack far easier in BG3 than it is in DnD).
So comparing Rogue to Paladin's Divine Smite is not a good argument, plus classes are different and there's always gonna be stronger classes than others, that's just how videogames work, you can't just enjoy a game if you only want to the play the META at all times and are constantly judging everything else compared to it. BG3 is an easy game anyway, that's why most of us use Difficulty mods because even in Honor Mode it's too easy lol
So yeah, we can disagree on that... If you take into account all the super good equipment that paladins can use (along with their Extra Attack to trigger them twice per turn) then Paladin is still better than rogue anyway, specially if we take Multiclassing into account (but Multiclassing is not needed for this to be true). And I didn't even mention how Paladins now have Divine Favour WITH NO CONCENTRATION for ''free'' +1d4 Radiant damage on ALL THEIR ATTACKS (meaning it triggers TWICE with Extra AttacK). You can use it before the combat begins so you don't even lose a Smite in the first turn of combat... You are missing out all the details that make this actually a good change, and just laser focusing on ''Divine Smite is not as spammable before''.
But having to decide between a Smite and a Jump is not good imo.
To be frank, Divine Smite in BG3 is 80% of the value of Paladin. Many players choose level 2 paladin and leave, then get a bunch of spell slots at 10 Bard and attack like crazy with Divine Smite. You can also get the Banishing Slash earlier through Bard's Magical Secret. Use this level 5 Smite to stack Divine Smite and cut the enemy into nothingness lol.
Even if Larian's equipment is excluded. Without limiting the stacking of Divine Smite with other Smites, no matter how much the Paladin characteristics are strengthened, they can't talk about any cost-effectiveness with multi-class with caster's builds. They can always get more spell slots, spells, or Smite that a single Paladin class can't get.
The restriction on Divine Smite to spend bonus actions is mainly to prevent it from stacking with other Smites. At the same time, it allows you to choose different Smites in different situations, expanding tactical options. Even if Divine Smite doesn't stack with other Smites, it still does a lot of damage. I felt this deeply when I was playing ToT. And because various Smites can now be expanded to higher rings, Paladin multi-casters can still get a bonus to burst damage.
@matt12ader these changes should make it better now! Between the reverted Action Cost and the fact Spiteful Suffering enemies still have to fail a CHA Save or it does nothing AND they can reroll every turn to make it go away (the same way Nature's Wrath works) it's pretty balanced now I believe
First, thank you very much for your work on the PaladinPHB2024 mod
I’m currently working on a full French translation of your mod for myself (learning). However, while extracting the Localization folder and translating the .xml
file, I noticed that some texts still remain in English in-game.
It seems that not all the in-game texts are coming from the Localization files — some appear to be stored elsewhere, maybe inside .lsx files, spells, passives, or other data resources.
Could you please tell me which other files or locations I should check to ensure a complete translation?
Thanks again for your amazing work, and I look forward to your advice!
is there a possibility that you eventually going to convert all classes to 2024 phb version and not just the holy gang?