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ShadyDax

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About this mod

A few changes to make bleeding better balanced, more interesting and more in line with dnd 5e rules/design.

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I wanted to make bleeding more in line 5e design, and more interesting to play around with my Druid Wild Shape Overhaul mod - released here to make it consistent across the whole game.

Bleeding



- Now stacks additively, subsequent application increases duration.
- Damage is based on duration, starts at 2 and increases by 1 for each remaining turn.

I think it makes sense for bleeding to have a more immediate impact, as it becomes more severe - dealing more and more damage, rather than simply extending the duration (which would never have any effect, as the creature would die or heal way before that).

At first I wanted to make it increase from 1d4 to 1d6 > 1d8 > 1d10 with each turn, but that's a mess to implement, and damage would vary too much. Increasing it by 1d4 with each turn, while also extending the duration would be simply WAY too much.

As implemented, it's about the same scaling ad 1d4 > 1d6 > 1d8, but more consistent and simple.

- Now deals damage at the END of the target's turn.

This allows for some counter play before damage is taken, so it's not a forced Concentration check before you can do anything - which is more in line with dnd 5e design, where no abilities/features force damage without some kind of restrictions, ways to avoid damage (get out of aoe effects before they deal damage), or without requiring Concentration.

One of the only exceptions to this rule is the Melf's Acid Arrow spell, which also deals damage at the END of the target's turn, and that's the entire unique gimmick of this spell - an additional Concentration check on the next turn. If we have any dot in 5e, it should ideally follow that design - and be limited to 1 turn per 1 attack.

- All vanilla features and abilities that inflict Bleeding and can be used more than once/turn, now inflict it only for 1 turn.

So that abilities don't force multiple Concentration checks per 1 attack (which was another problem of vanilla bleeding in this game). And so that it doesn't stack too much.

This is optional - as it affects some vanilla creatures, features and items - which can be not compatible with some mods. You can see the list of affected stuff below.


List of modified abilities, features, items - reduced bleeding duration

- https://bg3.wiki/wiki/Tiger%27s_Bloodlust
- https://bg3.wiki/wiki/Lacerate_(Spiritual_Weapon)
- https://bg3.wiki/wiki/Slicing_Shortsword - https://bg3.wiki/wiki/Deepflesh_Slice
- https://bg3.wiki/wiki/Helldusk_Gloves - https://bg3.wiki/wiki/Infernal_Touch
- https://bg3.wiki/wiki/Flawed_Helldusk_Gloves - https://bg3.wiki/wiki/Lesser_Infernal_Touch
- https://bg3.wiki/wiki/Scar_of_Dark_Thirst
- https://bg3.wiki/wiki/Open_Wounds
- https://bg3.wiki/wiki/Bite_(Alioramus)
- https://bg3.wiki/wiki/Multiattack_(Cloaker) - reduced to 2 turns of bleeding