Announcements Version 1.0.5: Potential fix for the -Touched feats' spells not showing up in the spell book.
You'll need to update the ASI file as well whenever the version changes (except the last number). So 1.0.5.x main mod works with 1.0.5 ASI file, thats fine. If Main mod goes to 1.0.6, the ASI file will also go to 1.0.6 and needs to be updated.
I love these feats; they're so well balanced they can really shake up a tired meta.
Suggestion for Deadly Alacrity: instead of adding a fixed number of meters, consider applying the Momentumcondition. The balance remains the same, but it makes the feat more interactive with (mostly modded) items and abilities that use Momentum. In my view, leaning on condition-based mechanics also results in a more elegant design.
+1 on the Momentum condition, seems like a good idea while also avoiding the "meter/feet" in the tooltip, which is a bit unappealing.
In addition, it seems the extra weapon attack from War Magic is allowing you to use Booming Blade, which essentially allows you to use Booming Blade two times in a row. I suggest it should be removed from the pool of weapon actions available.
Hi, and thanks so much for all of your awesome mods, they really make the game a lot more enjoyable! I was wondering if it would be possible for the feats like Fey Touched, Shadow Touched, etc, to add the spells to the character's spell list so that they can be cast with normal spell slots instead of just once per short rest. If that is too dificult or clunky, I understand. I just thought I would bring it up.
Would it be all right to ask for a version where there are No ASI at all? The ASI can be a bit of a restriction in the niche case where you already have 20 Ability Score but still want to choose the Feat. A mod like Stackable ASI Feats circumvented this issue by detaching it from the regular ASI selector to a custom made one but that's a lot of work to replicate so I'd just ask for a removal of the ASI.
I understand that would be a huge nerf to a lot of Feats introduced in the mod but I'm willing to pay just to not get blocked by the Ability Score Cap.
1. No additional versions. I really cannot be bothered to maintain 5 versions for each of my mods. It quintuples my work. Every change I make I have to duplicate to the other versions. Every upload I have to do X times.
2. Plan your stats?
3. Having stats as passive rather than ASI has other downsides. Namely that they will take priority over "up to X" increases. If you have an item that increases say CHA by 2, up to 20 and you have 18 base CHA, if you then gain a passive or buff that gives +2 CHA (without a cap) you will NOT be at 22 CHA, you will be at 20, because the uncapped passive is applied before the capped one. ASI does not have that issue.
Thanks for the reply! Avoiding fragmentation and the increased workload that comes with it is completely understandable. Thanks for the mod regardless.
Also, just for reference. In the description of Stackable ASI Feats it says:
Known conflicts:
For the most part, any other mod editing these feats is going to be incompatible. Mileage will vary, patches will need to be made. I don't mind people using my stuff as a base, please use these for your own mod sediting feats!
Rebalance - Feats is probably the most obvious conflict, it does the opposite of what this mod does; turns the passive selection feats into traditional ASI feats.
It quite literally mentions my feat rebalance mod as a counter-example. I didn't choose this by the way, rather several users asked me to make every feat use ASI rather than a passive increase to avoid said problem #3.
I think it is good if mods do things differently and give you options, so you can pick w/e you need.
I'm just adding this response for some context, not just for you, but also anyone else who may read this because they are thinking about passive vs. ASI.
I have your other mods in my playlist, however this one missed me for some reason :( Is it save-compatible or will it brick my save if I add it mid-game? Great mods all around!
Man, I don't know what I'd do without your rebalances. They just add so much to the game, and make so many more playstyles viable and fun/interesting to use. And as an added bonus, they make some encounters a bit more spicy as well!
Great mod, but some of the wording you use (at least in the screenshots) is a bit clunky. I tried to make them fit the official D&D examples a bit better, hope it helps!
Essential Alchemy You get the benefits of Essential Alchemy. Once per turn you can throw a grenade or a water bottle without consuming an Action or a Bonus action. You can also throw healing potions as a Bonus Action.
Deadly Alacrity Increase any ability score except for Constitution by 1. The number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack. Whenever you hit an enemy with an attack, regain 1m of movement (3m if you Critically Hit).
Fey Touched Increase either Intelligence, Wisdom, or Charisma by 1. Learn Misty Step and another level 1 Divination or Enchantment spell. Both those spells can be cast once per Short Rest without expending a spell slot.
Heaven Touched Increase either Intelligence, Wisdom, or Charisma by 1. Learn Sanctuary and another level 1 Abjuration or Transmutation spell. Both spells can be cast once per Short Rest without expending a spell slot.
Hell Touched Increase either Intelligence, Wisdom, or Charisma by 1. Learn Hellish Rebuke and another harmful level 1 Abjuration or Evocation spell. Both those spells can be cast once per Short Rest without expending a spell slot.
Fighting Initiate Increase either Strength or Dexterity by 1. You learn a fighting style from the Fighter class.
Light Armor Master When you wear Light Armor, you gain +3m movement distance and +3m jump distance. As long as you wear Light Armor, all Reactions against you have Disadvantage on attack.
Nimble Fingers Increase your Dexterity by 1 and gain Expertise on Sleight of Hand. You gain a Reaction that can be used to deflect a projectile, reducing damage you would take from it, and send it back to the attacker.
Shadow Touched Increase either Intelligence, Wisdom, or Charisma by 1. Invisibility and another level 1 or 2 Illusion or Necromancy spell. Both those spells can be cast once per Short Rest without expending a spell slot.
Honestly, unless a rule requires idiosyncrasy, I'm against the over-explaining prose of rules ala D&D. BG3 has the benefit of tooltips, of which most of that descriptiveness would apply (Basic Distance, Short/Long Rests, Free Actions). Icon previews provide the same preview benefit choosing a Feat. I agree with being clearer (most of your suggestions I agree with) but only if the interface can't.
Granted Larian aren't free from that pass either, despite their tooltips some of their wording is inconsistent as hell lol.
221 comments
Announcements
Version 1.0.5:
Potential fix for the -Touched feats' spells not showing up in the spell book.
You'll need to update the ASI file as well whenever the version changes (except the last number). So 1.0.5.x main mod works with 1.0.5 ASI file, thats fine. If Main mod goes to 1.0.6, the ASI file will also go to 1.0.6 and needs to be updated.
Suggestion for Deadly Alacrity: instead of adding a fixed number of meters, consider applying the Momentum condition. The balance remains the same, but it makes the feat more interactive with (mostly modded) items and abilities that use Momentum. In my view, leaning on condition-based mechanics also results in a more elegant design.
In addition, it seems the extra weapon attack from War Magic is allowing you to use Booming Blade, which essentially allows you to use Booming Blade two times in a row. I suggest it should be removed from the pool of weapon actions available.
I understand that would be a huge nerf to a lot of Feats introduced in the mod but I'm willing to pay just to not get blocked by the Ability Score Cap.
2. Plan your stats?
3. Having stats as passive rather than ASI has other downsides. Namely that they will take priority over "up to X" increases. If you have an item that increases say CHA by 2, up to 20 and you have 18 base CHA, if you then gain a passive or buff that gives +2 CHA (without a cap) you will NOT be at 22 CHA, you will be at 20, because the uncapped passive is applied before the capped one. ASI does not have that issue.
Known conflicts:
mod does; turns the passive selection feats into traditional ASI feats.
It quite literally mentions my feat rebalance mod as a counter-example. I didn't choose this by the way, rather several users asked me to make every feat use ASI rather than a passive increase to avoid said problem #3.
I think it is good if mods do things differently and give you options, so you can pick w/e you need.
I'm just adding this response for some context, not just for you, but also anyone else who may read this because they are thinking about passive vs. ASI.
Essential Alchemy
You get the benefits of Essential Alchemy. Once per turn you can throw a grenade or a water bottle without consuming an Action or a Bonus action. You can also throw healing potions as a Bonus Action.
Deadly Alacrity
Increase any ability score except for Constitution by 1. The number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack. Whenever you hit an enemy with an attack, regain 1m of movement (3m if you Critically Hit).
Fey Touched
Increase either Intelligence, Wisdom, or Charisma by 1. Learn Misty Step and another level 1 Divination or Enchantment spell. Both those spells can be cast once per Short Rest without expending a spell slot.
Heaven Touched
Increase either Intelligence, Wisdom, or Charisma by 1. Learn Sanctuary and another level 1 Abjuration or Transmutation spell. Both spells can be cast once per Short Rest without expending a spell slot.
Hell Touched
Increase either Intelligence, Wisdom, or Charisma by 1. Learn Hellish Rebuke and another harmful level 1 Abjuration or Evocation spell. Both those spells can be cast once per Short Rest without expending a spell slot.
Fighting Initiate
Increase either Strength or Dexterity by 1. You learn a fighting style from the Fighter class.
Light Armor Master
When you wear Light Armor, you gain +3m movement distance and +3m jump distance. As long as you wear Light Armor, all Reactions against you have Disadvantage on attack.
Nimble Fingers
Increase your Dexterity by 1 and gain Expertise on Sleight of Hand. You gain a Reaction that can be used to deflect a projectile, reducing damage you would take from it, and send it back to the attacker.
Shadow Touched
Increase either Intelligence, Wisdom, or Charisma by 1. Invisibility and another level 1 or 2 Illusion or Necromancy spell. Both those spells can be cast once per Short Rest without expending a spell slot.
Granted Larian aren't free from that pass either, despite their tooltips some of their wording is inconsistent as hell lol.