The 2.0 version of this mod moves the changes to progression to other mods, leaving a loose collection of changes that don't warrant their own mods. It also ends support for the 1.x versions.
The 3.0 version of this mod includes the changes from Better Adamantine Weapons, Better Devotee's Mace, Better Ranged Weapons, and Better Runepowder. Those mods are still available, but they won't be updated. It also ends support for the 2.x versions.
Oh crap, I didn't think that would be out already. I've been away from BG3 for awhile. I have some pre-patch 8 stuff to do, and then I was going to take a look at the new spells/subclasses to bring them in line with my design philosophy. That will probably mean updates to Better Action Economy, Better Caster Progression, and/or Better Martial Progression. I don't know when that will be, but let me know if you notice that patch 8 breaks anything and I'll make that a priority.
Awesome, thanks for the response! A friend and I are planning yet another playthrough now that the patch 8 stuff is out and we were gonna use your mod series as a foundation for that. So I'll be sure to come back if we stumble upon anything.
As for ideas, I've already come up with one that I was gonna implement myself if you hadn't updated your mods eventually lol.
In case your curious: I really like the new patch 8 subclasses but one thing has been bothering about death domain cleric specifically. Touch of Death exclusively and statically scales off of your cleric level which is kinda lame for one of the more martial oriented clerics. My idea would be to change the scaling from '5 + 2x(cleric level)' to 'SCA(WIS) + (cleric level)d4'. While this is methematically a nerf in the early game, I think it's still overall a buff considering it allows for silly crits, thus creating a pretty unique niche for a semi rogue/paladin kind of playstyle for a cleric. Considering half the things in this game are either resistent or immune to necrotic I think its only fair to give a necrotic damage oriented subclass some love.
As I said, I was gonna do something like this myself, but I think it fits your general design philosophy, so Imma just leave it here for you.
Hmm. I gave Preserve Life and Radiance of the Dawn cantrip scaling. I could do something similar. I could also make it work like Reaper but for leveled spells (e.g., Blight, Contagion).
I like many of the changes the mod makes, but this one seems so broken that it made me look for a specific Armour of Agathys mod to overwrite yours:
Armour of Agathys grants resistance to Physical damage instead of temporary HP and causes Slowed instead of Cold damage when hit.
From the description alone, it seems like your version of Agathys completely outshines Stoneskin - a level 4 concentration spell that only grants physical resistance - while also providing a Slow effect. Furthermore, it doesn’t appear to scale well, if at all, with Warlock spell slots.
There are so many sources of temporary hit points that could potentially cancel out Armor of Agathys, and pure damage is boring, so while I like the idea behind the change, I’m not fond of the execution.
I think you meant to comment on Better Status Effects. To my mind, the issue isn't that Armor of Agathys is overpowered but that Stoneskin is underpowered. Better Action Economy makes Stoneskin a 10 turn, non-concentration spell that additionally prevents you from being moved against your will or having your concentration broken. (Now that I think about it, I should probably add some kind of drawback.) The reason Armour of Agathys is in this mod and not Better Action Economy is that it uses the new cold-based Slowed effect.
You're right, my bad. I was hoovering up your mods and lost track of where I was lol.
I agree about Stoneskin being underpowered (PHB2024 ups its physical resistance to magical making it more reliable). Just thought permanent physical resistance might be too easy to exploit with all the sources of temp hp in the game. Especially since your version of Agathys, far as I know, lacks an expiration mechanic beyond Long Rest.
If I could suggest: Consider making it Bonus Action cast, 10 turn duration, upcasting every 2 spell levels, for 1 hour duration as level 3 and until LR as a level 5 slot. Balance restored somewhat and pure Warlocks rewarded for their higher level Pact Magic slots. Another thematic limitation could be to fix the Slowed condition to a low DC like 11, or replace Slowed with a less devastating condition like your new Chilled or Shocking Grasp (and make sure these conditions work with magic items that triggers effects when inflicting conditions - for added magic item build synergies).
The trouble with Armour of Agathys is that because it is (typically) a Warlock spell, there's a high opportunity cost to using a Pact Magic slot for it. In practice, I've found that needing to get hit in melee to proc the Slowed effect is a significant drawback, and it being a CON save means enemies have a high chance to resist it.
It's definitely strong for a first-level spell, but it falls off at later levels for Warlock. Some kind of scaling in addition to your innate spell save DC would be a good idea.
It's an interesting idea, but I think vanilla Crossbow Expert fits better with my mods. That said, this mod only changes Great Weapon Master, Sharpshooter, and War Caster, so you should be able to use both without issues.
Did you change Great Weapon Master feat in some other way or is it a vanilla thing that it does not work on finesse weapons? The weapon can be 2 handed. but if it has finesse for me GWM just doesnt apply. i have a mod that makes a lot of weapons finesse, however i struggled to find info on this.
Yes. I changed that in Update 3.1. That's actually the only change, so you can stick with 3.0 if you want.
In vanilla, the only finesse weapons that work with GWM are two longswords and a glaive. This mod makes the Adamantine Longsword a finesse weapon, so it's a way to balance the extra damage dice.
Does the "Scratch (and other familiars)" update override with other mods or should be compatible? Because I am currently using other scratch and shovel mods for scaling buffs and additional abilities like this mod Thanks!
It only affects Scratch and the common Find Familiar variants, so not Shovel. It depends how that mod is implemented, but I would guess that it will probably overwrite this one.
Hey, me again. Do you really feel like Titanstring needs that buff? I feel like it's a pretty strong bow as is and with how predominant strength elixirs are in the game it feels like it might be overkill to buff it's hit chance as well?
The other question is about sharpshooter and great weapon master. They were already pretty strong mandatory feats for martials. I don't necessarily feel like what you did is a straight buff since now the damage is random but it can also scale with crits and reroll mechanics. But was it necessary to also lower the penalty to -4? Also, on a slight different topic, have you considered a different approach of making them scaleable? I know the usual homebrew in 5e is - prof mod attack +2x prof mod damage. That way it's not so front loaded. If you want to keep the die then it could scale like a cantrip (-2 with +1d4 up to level 4, -3 with +2d4 to 9 and -4 with +3d4 to 12).
Re. the Titantstring Bow, I don't like balancing around metagame-y builds/strategies. That said, I do plan to change the elixirs to 19 STR and 23 STR, respectively, as part of a big update to Better Status Effects.
Re. Sharpshooter and the like, 2d6 is 7 on average (14 on a Critical Hit). Cantrip scaling is a good idea. My mods interpret that as 1/5/9 so an easy solution would be -ProficiencyBonus attack and +D4Cantrip damage.
You can make and publish your own version if you want. It's the first entry in RootTemplates. A better version would use the Angelic Scion outfit and remove the blood texture, but I don't know how to do that.
Not a huge fan of permanent disadvantage with uncanny dodge for rogues, since against enemy rogues it basically gives them sneak attack immunity if you're going at them 1vs1. I'd recommend implementing something like rogues get a certain number of dodge charges at that level which scales with proficiency bonus and refresh every round like sneak attack charges do in vanilla if possible. They can use a dodge charge to impose disadvantage on any 1 attack roll against them or take half damage from that attack. Using a dodge charge doesn't cost a reaction. Works similarly to the vanilla feature, but is a lot improved since it doesn't eat into your action economy and is useable an increasing number of times/turn as you level up.
Edit: Nevermind, Grim Harvest is working correctly. I had other mods which were compounding the healing done. Apologies for that.
I'm not completely happy with Uncanny Dodge either. There is a mod on the nexus that just makes it a reaction. Not sure if it'd overwrite this one correctly, but my next step for this mod is moving the bigger changes like necromancy and warlock progression to separate mods and keeping this as just a loose collection of small changes.
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As for ideas, I've already come up with one that I was gonna implement myself if you hadn't updated your mods eventually lol.
In case your curious: I really like the new patch 8 subclasses but one thing has been bothering about death domain cleric specifically. Touch of Death exclusively and statically scales off of your cleric level which is kinda lame for one of the more martial oriented clerics. My idea would be to change the scaling from '5 + 2x(cleric level)' to 'SCA(WIS) + (cleric level)d4'. While this is methematically a nerf in the early game, I think it's still overall a buff considering it allows for silly crits, thus creating a pretty unique niche for a semi rogue/paladin kind of playstyle for a cleric. Considering half the things in this game are either resistent or immune to necrotic I think its only fair to give a necrotic damage oriented subclass some love.
As I said, I was gonna do something like this myself, but I think it fits your general design philosophy, so Imma just leave it here for you.
There are so many sources of temporary hit points that could potentially cancel out Armor of Agathys, and pure damage is boring, so while I like the idea behind the change, I’m not fond of the execution.
I agree about Stoneskin being underpowered (PHB2024 ups its physical resistance to magical making it more reliable). Just thought permanent physical resistance might be too easy to exploit with all the sources of temp hp in the game. Especially since your version of Agathys, far as I know, lacks an expiration mechanic beyond Long Rest.
If I could suggest: Consider making it Bonus Action cast, 10 turn duration, upcasting every 2 spell levels, for 1 hour duration as level 3 and until LR as a level 5 slot. Balance restored somewhat and pure Warlocks rewarded for their higher level Pact Magic slots. Another thematic limitation could be to fix the Slowed condition to a low DC like 11, or replace Slowed with a less devastating condition like your new Chilled or Shocking Grasp (and make sure these conditions work with magic items that triggers effects when inflicting conditions - for added magic item build synergies).
It's definitely strong for a first-level spell, but it falls off at later levels for Warlock. Some kind of scaling in addition to your innate spell save DC would be a good idea.
i have a mod that makes a lot of weapons finesse, however i struggled to find info on this.
In vanilla, the only finesse weapons that work with GWM are two longswords and a glaive. This mod makes the Adamantine Longsword a finesse weapon, so it's a way to balance the extra damage dice.
Because I am currently using other scratch and shovel mods for scaling buffs and additional abilities like this mod
Thanks!
The other question is about sharpshooter and great weapon master. They were already pretty strong mandatory feats for martials. I don't necessarily feel like what you did is a straight buff since now the damage is random but it can also scale with crits and reroll mechanics. But was it necessary to also lower the penalty to -4? Also, on a slight different topic, have you considered a different approach of making them scaleable? I know the usual homebrew in 5e is - prof mod attack +2x prof mod damage. That way it's not so front loaded. If you want to keep the die then it could scale like a cantrip (-2 with +1d4 up to level 4, -3 with +2d4 to 9 and -4 with +3d4 to 12).
Re. Sharpshooter and the like, 2d6 is 7 on average (14 on a Critical Hit). Cantrip scaling is a good idea. My mods interpret that as 1/5/9 so an easy solution would be -ProficiencyBonus attack and +D4Cantrip damage.
That one could be its own mod tbh
Edit: Nevermind, Grim Harvest is working correctly. I had other mods which were compounding the healing done. Apologies for that.