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Mave

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afftor

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19 comments

  1. dsamra
    dsamra
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    Great mod, only problem I think I've found is that NPC rogues and monks do not get access to jump as a bonus action. I noticed this because Orpheus cannot use jump as a bonus action even though he is Lv. 8.
  2. ropya
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    Thanks for the mod.
    Since it's along the same lines as jump being made an action, do you know if it is possible to do the same with shove? 
    1. afftor
      afftor
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      It is, but I don't feel like shove is as strong as jump tbh. It fails often, many targets aren't affected by it and there's not that many fights with falling cliffs in act2-3 which allow you to get lots of value out of it. 
    2. ropya
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      Fair enough. Thank you for confirming it's possible. Now I know it's not a waste of time to pursue. 
    3. ScourgeOfSouls
      ScourgeOfSouls
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      Fix Bad DM has what you're looking for
    4. ropya
      ropya
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      Thank you for that. Not sure how I missed that one. 
  3. seraphael
    seraphael
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    So difficult to do a comprehensive rebalance.

    Would you consider releasing the range changes in a separate file, with throwing weapons also adressed?
  4. Nathyiel
    Nathyiel
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    great mod.

    Can you make a separate version just for the weapon range ?
    IT's a great improvement and will increase ranged weapon diversity greatly.
    1. afftor
      afftor
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      Technically this is already a separate mod, and I think I've seen something like that already 
  5. Tsuusetsu
    Tsuusetsu
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    I really like the modified ranges for the ranged weapons.   I would also modify thrown weapons to have a range of 12m.   It gives a reason to use different weapons. And I feel like people don't use heavy crossbows enough.

    The only gripe I have is that I have always disliked flat damage bonuses for GWM and SS.   I suggest them adding one extra damage die.   So 1d6 for shortbows, 1d8 for longbows, and 1d10 for large crossbows.   This keeps the average damage around the same as the flat bonus, but it has the same RNG as the rest of the game.  And it can crit since its a roll.
    1. afftor
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      Heavy crossbows are kinda rare on proficiency, plus there's not many good ones in the game iirc. Yeah, extra die would make them more balanced, but it's probably too much work to implement in such way. GWM/SS are just in dire need of nerf in my opinion and it was one of the first things I wanted to do in the game

      As for thrown weapons, I think they actually should be buffed somewhat as pure str build fighter/barb/pal have very bad ranged options right now.
    2. Kanasuke2
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      but tavern brawler working with thrown weapons (as opposed to improvised thrown weapons)  currently without any penalties, which is clearly a bug which larian mite not fix, doesnt that make throwing builds extremely strong already?

      ty for all the mods as always :>
    3. afftor
      afftor
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      Imo tavern brawler is not really great for any build besides monk and even on monk you kinda realize that its necessary to make monk comparable to other phys damage classes. Fighters/barbs/paladins with 2hander and gws is strictly stronger option with no downsides and more tankiness, rangers have dual wield xbows with sharpshooter and ensnare and monks only have evasion going for them. 
  6. Firststep
    Firststep
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    Really looking forward to the full version, this is more in line with what I'd like BG3 to be. As it is, the game is way too easy to break with the "good" stuff while the other choices are too boring.
    1. afftor
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      Yeah, I know what you mean, but the problem is, like, it's really hard to balance to make it hard and fair. For example, balance wise paladin is bullshit. Divine strike can easily dish out 200-300 damage per turn with minimal setup, and most mid-game bosses don't even have that. The only answer to that is to nerf divine strike, but if you decide to nerf it, paladin has nothing really rolling for it. So you decide not to nerf it, but to make bosses tougher, but then you realize that most other classes will take a _lot_ of effort to make 150-200 damage even in few turns (rogues, clerics, druids). When in DoS you could speck into many builds and get numerically similar results, dnd is just not that, some classes are just made for tabletop experience. And it gets even worse when you put a crapton of very weird gear into the game 
  7. kesner
    kesner
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    Isn't divinity games all about abusing mechanics? 
    1. afftor
      afftor
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      I mostly use it to highlight the balance which was far better and natural with lots of options for the variety. And I'm not good with names I guess
  8. brandon17
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    Love the changes to jump, combat is FAR too ‘bouncy’ for dnd. As it is now makes it feel like an ARPG. Though since you changed it back to a BA for athlete any chance of doing the same for the Champions remarkable athlete passive?
    1. afftor
      afftor
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      Perhaps a good idea