Any idea how to make toxins do their damage immediately? The damage taking effect at the end of the enemy's next turn makes them really weak except against bosses (who are often immune anyway). I think in D&D they are supposed to do damage instantly, and that's obviously a lot stronger since it has the potential to kill an enemy before they get to take a turn. As it is, I never use the toxins because of the opportunity cost of not using one of the stronger coatings. Unfortunate since the purple worm toxin is pretty cool. Better DCs and instant damage would bring the toxins into balance with the other coatings I think. Thanks!
I think str and dex just makes sense gameplay-wise since characters with a lot of points in those stats are more likely to actually use these items, but I get your point. It would be more thematic at least for the coatings and also would give some incentive to dip into wisdom with martial classes.
I think while making this I actually thought about being able to craft coatings with a higher DC based on the medicine skill of the person crafting, but that probably would have been more difficult to implement.
I could maybe add a version of this where the items just scale based on medicine, but I dunno when I'll get around to it.
Hey, I like this mod. So much so that LillyBird and I included it in Listonomicon. "Listo" is a Wabbajack-powered mod list, that works almost identically to Nexus Collections but uses a community alternative to Vortex to help users download mods from Nexus, put them in the correct order, and prepare their game to play. No mods are repacked, stolen, or distributed directly - users are still directed here, just like with Collections, to download from your Nexus page and ensure you are given the proper download credit.
Due to confusion over what Wabbajack is and what it does, users at the Down By The River community encouraged me to give a courtesy "heads up" to the authors whose work is included in Listonomicon. And to assure them that per Listonomicon's install instructions, users are explicitly told to direct their bug reports issues to us first as mod authors (like you) don't want to deal with being inundated with help requests or bug reports from users with 300+ active mods.
You can read a little more about our project on Github, though the preferred way to access Listonomicon is via the Wabbajack gallery. A list of all included mods are here. A synopsis of the philosophy of Listo and what we are trying to accomplish (and avoid) can be found in our Whitepaper on the first two pages, and is elaborated starting page 17 "List Philosophy."
If you have any concern about your mod being included in Listonomicon (which is still downloaded from this page, and credits you as the author), please send me a message via Nexus's PM mail. I'm not sure how to get notifications if someone has replied to a comment.
Is there a way to make the dc scale for certain spells like the wall of fire aura, web, evard's tentacles, hunger of hadar, etc. Something like the highest of the mental scores?
I would assume those would scale from spell save DC which scales from the spellcasting ability associated with your class. Probably would be possible to make a mod for it if they don't scale already.
I suppose it should probably change their DC as well yes. But I don't really remember if any enemies actually use the same arrows that the player does.
I'm honestly surprised to have found this mod. I was complaining about how my save DC's for arrows and poisons never changed and figured they should scale. "I'm probably not the only guy to have this issue. Wonder if anyone got to modding it yet."
Any chance you'd apply the same treatment to poison DC's?
I considered doing the same for coatings, but decided to release this first. The DC for coatings in the vanilla game varies a lot more so I'm not entirely sure how to go about balancing them. Like the basic poison in the game has a DC of 11, but purple worm toxin is 19 I believe so if I kept those same differences in the DC between the items and added the scaling then some of the better ones could have a DC that's maybe a bit excessively high?
Idk though, maybe it'd be fine or I could even it out a bit so the DC isn't hugely different between the items.
Also if I do the coatings then I'm not sure if I would release it separately or just add it as an additional file here and rewrite the name and description for this mod.
I'm probably gonna be adding the coating scaling, but still keep the DC differences between the coatings in vanilla intact. So I'm thinking that a simple toxin that has 11 DC in vanilla could scale to 15 on a high level 20 strength character which is still not that hard for enemies with high constitution and/or constitution saving throw proficiency to save from. Purple worm toxin could scale up to 23 on the same character which is pretty high, but since it's a very rare item and only does damage once per turn I feel like it's not that op (edit: I just noticed you can actually stack the damage poisons multiple times on the same enemy so that makes them stronger than I thought). There are a bunch of enemies in the game that also have resistance/immunity to poisons as well.
I may have uploaded the file for coatings a bit prematurely lmao. It should still work as the description says, but I'm still reconsidering whether or not to have surfaces be impacted at all by the scaling as that may have the unintended consequence of being able to scale similar surfaces created by spells with weapon DC instead of spell DC. Maybe it's not really that big of an issue as it should only occur if the weapon DC is higher than the spell save DC, but it's sort of a nonsensical interaction. I could maybe also try to figure out some way of specifically excluding spell-made surfaces from the rule.
Edit: Should be fixed now as I managed to make it prioritize spell save DC for surfaces even when weapon save DC is higher.
Can you rename the download file(s) to the mod name (+ suffixes as necessary), please? Otherwise it’s a PITA to find specific files in my mods download folder :)
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edit: Actually now that I think about it, weapon actions don't scale based on charisma on a pact weapon either iirc so yeah it probably doesn't work.
I think while making this I actually thought about being able to craft coatings with a higher DC based on the medicine skill of the person crafting, but that probably would have been more difficult to implement.
I could maybe add a version of this where the items just scale based on medicine, but I dunno when I'll get around to it.
Due to confusion over what Wabbajack is and what it does, users at the Down By The River community encouraged me to give a courtesy "heads up" to the authors whose work is included in Listonomicon. And to assure them that per Listonomicon's install instructions, users are explicitly told to direct their bug reports issues to us first as mod authors (like you) don't want to deal with being inundated with help requests or bug reports from users with 300+ active mods.
You can read a little more about our project on Github, though the preferred way to access Listonomicon is via the Wabbajack gallery. A list of all included mods are here. A synopsis of the philosophy of Listo and what we are trying to accomplish (and avoid) can be found in our Whitepaper on the first two pages, and is elaborated starting page 17 "List Philosophy."
If you have any concern about your mod being included in Listonomicon (which is still downloaded from this page, and credits you as the author), please send me a message via Nexus's PM mail. I'm not sure how to get notifications if someone has replied to a comment.
I guess you won't see my reply then, but I appreciate the inclusion nonetheless :)
"I'm probably not the only guy to have this issue. Wonder if anyone got to modding it yet."
Any chance you'd apply the same treatment to poison DC's?
Idk though, maybe it'd be fine or I could even it out a bit so the DC isn't hugely different between the items.
Also if I do the coatings then I'm not sure if I would release it separately or just add it as an additional file here and rewrite the
name and description for this mod.
I might also do this for grenades later on.
Edit: Should be fixed now as I managed to make it prioritize spell save DC for surfaces even when weapon save DC is higher.