Baldur's Gate 3
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Elefay

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  1. Elefay
    Elefay
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    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.
  2. Elefay
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    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.
  3. acephalus
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    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.
    1. Elefay
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      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.
  4. SwiftBlade95
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    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!
    1. Elefay
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      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.
  5. SwiftBlade95
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    Hi mod author, I dont see any list of changes for the released version 3.0.0 of this mod. Is it ok if you can provide them? Thanks
    1. Elefay
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      Heya. I made another sticky. I'll start doing that for major versions of my other mods.
  6. NdranC
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    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).
    1. Elefay
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      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.
  7. kmcsjr
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    You had me at female Deva
    1. Elefay
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      :D

      That one could be its own mod tbh
    2. slayer0527
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      yes please. I need that alone :)
    3. Elefay
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      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.
  8. Reaper71338
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    How does the compatibility of this look with mods like Unlock Level Curve?
    1. Elefay
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      I don't touch anything past level 12, so it depends if those mods change things before level 12.
  9. rollandpoke2000
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    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. 
    1. Elefay
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      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.
  10. enfernux
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    i very much like the warlock changes, except for the mystic arcanum one. that is too powerful, thats 3 lv6 spells per long rest, way too much, and it increases with every bard you have in the party. lv6 spells are restricted per long rest for a reason. could there be a version that doesnt give MA on a SR? sadly im not a modder, i dont know how to do it myself :(
    1. Elefay
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      I stand by that change. There's a multitude of items--and with this mod, class features--that let other casters restore 6th level spell slots, none of which work for warlocks. Other casters also learn at least two 6th level spells. Warlocks only learn one.

      Having said that, my mods aren't complicated, and anyone can make and publish their own versions. 2.0 will split this mod into 5-6 smaller mods, but there's no way to separate mystic arcanum from the eldritch invocation changes without introducing conflicts or having multiple versions to maintain.
  11. tempest781
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    I just wanted to say I downloaded your mod and I've been having a lot of fun with it :D Warlock, and necromancer feel much more impactful now. I love playing lifesteal tank and I was so dissapointed with how grim harvest was originally designed. I also use a lot of difficulty mods to keep the challenge, but I really like how much more intuitive everything is (e.g turning some defensive reactions into passives, and rally effecting 3 people etc). Awesome work, thank you so much for sharing!

    edit: oh and war caster adding shocking grasp is too, such a smart and satisfying addition! I love taking that for my tempest domain cleric build now
    1. Elefay
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      Aww yay! I'm so glad. I'm working on 2.0, which will move some of the bigger changes to their own mods and merge others into Better Action Economy (WIP), but everything will still work the same and 1.x will still be available.
    2. jsaw117
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      will 2.0 release with a version of itself that includes those bigger changes you plan on making separate mods for?
    3. Elefay
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      That'll just be 1.x. 2.0 won't introduce any new changes.

      Edit 1/22: I was wrong about this. In the time it's taken me to develop Better Action Economy, I've come up with a bunch of new features I want to add to this mod.
  12. lolDayus
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    I was nodding along with the changes going down the description page until I got to here:

    Sneak Attack no longer has a cooldown, and it doesn't break stealth. However, it can no longer be used as a reaction.

    This seems less "fun and interesting" and more "substantially balance breaking". I know you're trying to counteract the buff with the reaction bit, but in all my playthroughs I think I might have had SA trigger as a reaction maybe once or twice, so this really isn't sacrificing much at all. I want to try this out but this is a sticking point for me. maybe just keep the no cooldown part but have it so you still have to spend a half-action to use (Cunning) Stealth on the same turn to re-enter stealth? 
    1. Elefay
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      Not breaking stealth, you mean? Enemies will still come looking for you and make perception checks. You just don't automatically stop hiding when you make a sneak attack. The reaction thing means you can't stack sneak attack damage with special arrows (e.g., Arrow of Many Targets), offhand attacks, volley, etc.