Highground : no more advantages and disadvantages.
- Ranged increased (range weapons only)
- Options : Flat bonus (0/+1/+2/...)
=> Solved issues : useless features/spells/possibilities
=> Solved issues : missing too much

Backstab : Flat bonus
- Options : (0/+1/+2/...)
=> Solved issues : useless features/spells/possibilities
=> Solved issues : missing too much

Simplified flanking rules implemented

- Advantages if 2 creatures are engaged with 1 (no matter if they're on both sides)
=> Solved issues : lack of synergies between characters

Shove (to push) is an action
- %to hit depending your strength
- distance depending your %to hit
=> Solved issues : shove is too OP and works as a win button

Shove (to prone) is implemented as an action
- %to hit depending your dexterity
=> Solved issues : classes that have 0 strength have a specific actions that could help them to disengage and/or create synergies with other characters

Ready action implemented as an action
=> Solved issues : increase the tactical possibilities

Dodge action implemented as an action
=> Solved issues : increase the tactical possibilities

Hide is an action
=> Solved issues : everyone use hide like a rogue

Disengage is an action

=> Solved issues : melee ennemies have a proper zone of control and our position really matter. Being engaged has real consequences.

Jump is a part of your movement and only cost speed

- Distance depending your strenght (if you can jump further than you can move, you're stuck after you jumped)
- If you jump 5m your speed is reduced by 5m
- Jumping if you're engaged is not possible
=> Solved issues : jumping to move further.
=> Solved issues : jumping like kangaroo for everything

Eating in combats is not possible
=> Solved issues : immersion breaking
=> Solved issues : eating is better than healing potions
=> Solved issues : healing outside combat is easier

Changing equipment from inventory is not possible in combat
=> Solved issues : everyone has a shield during our ennemy's turn
=> Solved issues : everyone can use the best weapons at each turn

Weapons slots fully customizable (no more "1 melee and 1 range")
=> Solved issues : characters that don't want a range weapon can have 2 melee sets

Surfaces damages always trigger a ST
=> Solved issues : concentrations spells are broken too often
=> Solved issues : surfaces damages can be too powerfull

Ennemies don't always have surfaces arrows or potions
=> Solved issues : concentrations spells are broken too often

Arrows +1/+2/+3 are implemented
- We can find/buy them by stacks and some ennemies may have some
=> Solved issues : missing less often with ranged weapons

Surfaces arrows
- No surfaces if you miss
- Better option : you can target a creature to deal elemental damages or target the ground to create a surface (the accuracy should be a thing, you should miss the ground you targeted)
- Less surfaces arrows in the game
- Option : more or less surfaces arrows in the game
=> Solved issues : concentration spells breaked too often
=> Solved issues : no more damages even if you dodge

Proper reactions
- Options : popup / auto trigger
=> Solved issues : players can have a better control on their actions

Using consumables is a bonus action

- A real "bonus action button"
=> Solved issues : there's no more "bonus action buttons!"

Diping require two step

- Using a consumable + dipping in a fire surface (not on items)
- It last 1 more turn than poison
=> Solved issues : dipping is way too easy and way too OP
=> Solved issues : so much immersion breaking


That's something I did very fast so everything is not perfect but this looks to me like better balanced foundations.
It's not Raw and nearly no one would care. I guess even those some could call "D&D purists" would agree with this list.

It would increase the tactical value of the game, it would increase the synergies between our characters, it would open the game to many overshadowed features and spells.

Would players still be able to shove ? Yes, they could even create strength builds to.
Would players still be able to create cocktails inside boxes ? Yes
Would players still be able to use barrels ? Yes
Would players still be able to equip a shield on his characters after their turns ? Yes (if they have a weapon slot that has a shield)

What are other cheeses people are asking for ? Solo'd the game without any lone wolf mode ? No one care.
Even players that only play to cheese the game would still play the same as now.

We don't have enough action / turn in this system ? Just add another slot in the party size.

According to me it's not a matter of "raw" or "cheese" fans.
The game is not balanced at all and everyone's experience suffer from this (too hard, too easy, missing too much, lack of creativity because many options are suboptimal...).
Good foundations with things that can reasonably be custom is what this game need for the sake of all of us.

The "D&D players" and "DoS players" thing harms all of us and won't help BG3 to be a better game

Difficulty options :
- Flat bonus on some mechanics more or less
- Damages more or less
- AC more or less
- HP more or less
- Unlimited rest or not
- Random encounters or not
- ...

This is options that can apply to every game mode and that doesn't require to rebalance everything.

Want a story mode :

- +2 to higround
- +2 to backstab
- ennemies deal 50% damages
- ennemies AC reduced by 2
- unlimited rest
- no random encounter
- +120% HP

Want a normal mode :

- +1 to highground
- +1 to backstab
- ennemies deal 80% damages
- ennemies AC reduced by 1
- 3 short rests / long rest
- random encounters (or not)
- 100% HP

Want a D&D mode :
- +0 to highground
- +0 to backstab
- ennemies deal 100% damages
- Ennemies AC = Larian's base AC
- 2 short rest / long rest
- random encounters (or not)
- 100% HP

Last edited by Maximuuus; 22/04/21 09:40 AM.

French Speaking Youtube Channel with a lot of BG3 videos : https://www.youtube.com/c/maximuuus