is this for player characters only? I'm reading that Explorer mode buffs enemy NPCs as well, so Explorer mode is actually harder than Normal mode. I'm looking for a proper Easy / Story difficulty.
Right, but there's currently either a bug or maligned feature in Explorer mode where the extra HP and +2 bonus to Proficiency is also given to enemies. Everyone, both player characters and enemies hit more often and so die more easily. I as a player am disadvantaged because I'm not tactical enough to compensate for the extra damage I'm taking (which is the whole reason I'm playing on Easy/Explorer to begin with)
You are talking about "HARD_MODE" switch (0bf382a5-e32a-4310-807c-6de89de471b2). I didn't altered it in mod, so for EASY and NORMAL it's = 0. It seems you have a bug. Did you played early access BG3? If so, it's mandatory to delete all files and clean all traces before installing release version of BG3. (check if you have patch files in Baldurs Gate 3\Data\ folder other than Patch0_Hotfix1.pak Patch0_Hotfix2.pak Patch0_Hotfix3.pak)
Hey I'm pretty sure the +4 is actually applying to enemies. I'm on Balanced difficulty.
I just saw a level 5 enemy (Hovik) attack with a +9 to hit (it triggered Warding Flare so it showed the hit bonus).
Under normal 5e rules, the Proficiency bonus at level 5 would be +3. But it he has a Proficiency of +7, which would be what your mod is doing (+3 add 4 = +7). Hovik has a Dex of 15, so a +2 to hit. +2 Dex and +7 Proficiency is giving +9 to hit.
I just tried to install it, it doesn't seem to be doing anything? My proficiency is still the same, traders still buy with a huge markdown, and enemies can still crit (it happened in the fight). I'm using the first Variant, which should have all three. I've switched difficulty back and forth and the result is the same.
edit: I think it might be conflicting with the Multiclass unlocker, let me test.
edit: yep, it was just the Multiclass unlocker conflicting.
For all modes. While in game, try to switch difficulty mode to apply changes for sure. Actual difficulty has huge range in this game, depending: - your party build and level (the hardest levels 1-4, then it becomes easier and easier) - your skill and creativity (using candles to boost weapons, using explosive barrels and so on) - your luck and so on. Try to figure out more about combat tricks. It makes huge difference (and also fun).
Except that companies do indeed offer lower difficulties. You conveniently forgot to note the guy said this is not meant for easy difficulty. And the thing is, honestly, the 5e system does suck in that regard. You have so few ways to increase your chances of success. You are more reliant on the roll of the die than ever. Previous editions had ways where you could specialize and be more competent in one field. It may have gone overboard, but 5e went the exact opposite, making it almost impossible to specialize in one field.
By 20th level base proficiency check caps out at +6, which means your checks, at best, cap out at +11 barring magical items and or any situational modifiers (proficiency + stat 20). And if you need to hit a 25 AC, then you're still talking about needing to roll at least a 14 on the d20.
If I fail dialogue roll - I load savegame. If I fail important attack roll - I load savegame. So what's the difference? Only wasting time on loadscreens by playing "by the rules"?
Besides, Larian has emphasized their belief in mod support, and some people just wanna skip the middle man of save scumming. Why come and attack this mod? Did you really have nothing else to do with your time?
Attack is a strong word. Just merely stating, lowering difficulty is not really a quality of life feature. Failing a dialouge check doesn't constitute a reload why not just continue on? I mean sure if you want god mode then use this mode but calling it a quality of life feature is a bit funny.
You're conflating RNG with difficulty. The two are strictly mutually exclusive. One determines a random outcome to help spice things up for players, the other presents a challenge for someone to overcome.
You can't overcome RNG, per se, it's just a thing to ensure that you fail sometimes, even if you do the correct thing. Difficulty is something like a powerful attack an enemy does that you can mitigate or avoid with certain abilities. Often times RNG is used in lieu of true difficulty, and this is especially true for a game such as D&D; you can play an encounter out hundreds of times the exact same way and have your method work or fail a percentage of the time, reliant on dice rolls and not tactics or choices. No matter what you do, you will always fail sometimes under this system, which works quite well on a tabletop but not so well in a video game with a "save whenever you want" system, imo.
Ultimately, you just need to realize that people find enjoyment in different things. And yes, your original post was a direct attack, Mr. "Copium maximus" lol. There are so many phrases you could have said that wouldn't be taken negatively, but you clearly had negative intent behind those words. That most certainly wasn't a "mere statement," my guy.
"Lowering difficulty" = "Increasing Accessibility" = "Quality of Life" Here's a quote from a source I got in one Google search: Quality of life (or “QoL”) elements cover a broad range of features that are designed to make games easier to play.
Imagine that. As it would turn out, you're just flat out wrong by the literal definition of QoL, lmao
Also, how in the world is this even remotely close to god mode? No, seriously. That one isn't rhetorical. I'd really like to hear your explanation for that. You can even DM me directly. That's a super wild take.
Let's just use your logic then: "Man, I sure do wish I could finally succeed this dialogue check that I've had bad rolls on 3 full campaign runs in a row. Sure is a shame that the official campaign length time is roughly 100 hours. I'd love to know what they say! Oh well, guess I'll just make a whole new character, grind all the way to Act 3, and hope that it goes better in the next playthrough!"
When you full party wipe, do you delete the save? No? Oh, huh, then why are you the one who gets to draw the line between what is 'cheating' or not?
But please, by all means, keep doubling down when your own arguments are fundamentally flawed. Going out of your way to insult a random mod someone put time and effort into making for people, especially when you've contributed nothing, is just such wack behavior.
Yes, the tactical version is very much needed, but if you can do that, please give me a choice. I don't need to avoid the enemy's critical hits (give the enemy a chance))) and I don't need all the gold in the world. I just want to hit the enemy when I attack him. Thank you for your work.
43 comments
This mod affects player characters only.
It seems you have a bug.
Did you played early access BG3? If so, it's mandatory to delete all files and clean all traces before installing release version of BG3.
(check if you have patch files in Baldurs Gate 3\Data\ folder other than Patch0_Hotfix1.pak Patch0_Hotfix2.pak Patch0_Hotfix3.pak)
I don't think it's an isolated issue, at least some people are/were having the same issue.
https://www.reddit.com/r/BaldursGate3/comments/15hfeki/explorer_difficulty_psa/
https://www.reddit.com/r/BaldursGate3/comments/15jqn0w/explorer_difficulty/
I just saw a level 5 enemy (Hovik) attack with a +9 to hit (it triggered Warding Flare so it showed the hit bonus).
Under normal 5e rules, the Proficiency bonus at level 5 would be +3. But it he has a Proficiency of +7, which would be what your mod is doing (+3 add 4 = +7). Hovik has a Dex of 15, so a +2 to hit. +2 Dex and +7 Proficiency is giving +9 to hit.
https://imgur.com/a/POmV0Gr
Also as a side note, it becomes a +8 on Explorer difficulty.
edit: I think it might be conflicting with the Multiclass unlocker, let me test.
edit: yep, it was just the Multiclass unlocker conflicting.
You can edit file RulesetValues.lsx.
Find this (2nd block):
<node id="RulesetValue">
<attribute id="Modifier" type="guid" value="6b8b28a3-52cf-41e5-817e-0d3226135a7d"/>
<attribute id="Ruleset" type="guid" value="993bc2a5-ab96-4cfe-a240-4e991696af6c"/>
<attribute id="UUID" type="guid" value="924e5e37-6b85-4eb0-a931-6046da461c11"/>
<attribute id="Value" type="LSString" value="false"/>
</node>
And change "false" to "true". That's it.
But beware: any change can break difficulty.
Actual difficulty has huge range in this game, depending:
- your party build and level (the hardest levels 1-4, then it becomes easier and easier)
- your skill and creativity (using candles to boost weapons, using explosive barrels and so on)
- your luck
and so on.
Try to figure out more about combat tricks. It makes huge difference (and also fun).
By 20th level base proficiency check caps out at +6, which means your checks, at best, cap out at +11 barring magical items and or any situational modifiers (proficiency + stat 20). And if you need to hit a 25 AC, then you're still talking about needing to roll at least a 14 on the d20.
If I fail important attack roll - I load savegame.
So what's the difference? Only wasting time on loadscreens by playing "by the rules"?
Besides, Larian has emphasized their belief in mod support, and some people just wanna skip the middle man of save scumming. Why come and attack this mod? Did you really have nothing else to do with your time?
You can't overcome RNG, per se, it's just a thing to ensure that you fail sometimes, even if you do the correct thing. Difficulty is something like a powerful attack an enemy does that you can mitigate or avoid with certain abilities. Often times RNG is used in lieu of true difficulty, and this is especially true for a game such as D&D; you can play an encounter out hundreds of times the exact same way and have your method work or fail a percentage of the time, reliant on dice rolls and not tactics or choices. No matter what you do, you will always fail sometimes under this system, which works quite well on a tabletop but not so well in a video game with a "save whenever you want" system, imo.
Ultimately, you just need to realize that people find enjoyment in different things. And yes, your original post was a direct attack, Mr. "Copium maximus" lol. There are so many phrases you could have said that wouldn't be taken negatively, but you clearly had negative intent behind those words. That most certainly wasn't a "mere statement," my guy.
Here's a quote from a source I got in one Google search: Quality of life (or “QoL”) elements cover a broad range of features that are designed to make games easier to play.
Imagine that. As it would turn out, you're just flat out wrong by the literal definition of QoL, lmao
Also, how in the world is this even remotely close to god mode? No, seriously. That one isn't rhetorical. I'd really like to hear your explanation for that. You can even DM me directly. That's a super wild take.
Let's just use your logic then:
"Man, I sure do wish I could finally succeed this dialogue check that I've had bad rolls on 3 full campaign runs in a row. Sure is a shame that the official campaign length time is roughly 100 hours. I'd love to know what they say! Oh well, guess I'll just make a whole new character, grind all the way to Act 3, and hope that it goes better in the next playthrough!"
When you full party wipe, do you delete the save? No? Oh, huh, then why are you the one who gets to draw the line between what is 'cheating' or not?
But please, by all means, keep doubling down when your own arguments are fundamentally flawed. Going out of your way to insult a random mod someone put time and effort into making for people, especially when you've contributed nothing, is just such wack behavior.
Tell me if you need mod for tactician as well.
No, it affects only player's chars.