Re: POLL: What patch 8 subclasses are you most looking forward to trying?
Taril
29/03/25 02:43 PM
Cavalier wouldn't be doable with the design of the game. Disagree ... Right now im playing in campaign, where one of us play Cavalier Fighter / Ancestral Barbarian ... and while we have no mounts (i asume that was your point?) Cavalier is still quite usefull addition to party. So it would be doable ... Probably it wouldnt be 1:1 with tabletop ... but since Swasbuckler, and Bladesinger are not either ... i would dare to assume Larian wouldnt really mind that.  It would be doable. But one of the main things about Cavalier is the mount. If Larian added a mountless Cavalier to the game, we'd see endless complaints about lacking the subclasses most defining feature. Samurai wouldn't really fit thematically. Disagree again ... As far as i know, there is nothing odd about Samurais in DnD ... Yes, i know we have that word tied in our little minds with feudal Japan ... but that is just same word for something entirely different. :-/ Yes, there's nothing odd about Samurai in DnD. It is still however, tied to Eastern locales in DnD. Which... Baldur's Gate is not. Sure, a PC could be a traveller from the East... But it's still an out of place subclass for the setting of BG3. Rune Knight kind of competes with Giant Barbarian. How? Ok, they both go big ... and?  Rune Knight is quite versatile subclass, while Giant Barbarian is weapon throwing elemental brute ... there is not much simmilarity. Both are focused around becoming large and gaining bonuses for it. They're not identical, but there's some considerable overlap in theme. Something they might have factored in when choosing which subclasses to implement (Of course, they could have picked something else for Barb... Storm Herald or Ancestral Guardian could have been interesting) And if you really mean this as arguing point, then im affraid i have to insist that in that case Arcane Archer competes with Range Ranger ... After all one old DnD joke says: "What is best way to play a Ranger? Play Dex based Fighter instead." Except "Range Ranger" is a playstyle choice, not a class one. No part of Ranger explicitly is about using ranged weapons at all. Even their weapon focuses provides them with mostly melee options. Psi Warrior is basically Battlemaster 2.0 Battlemaster is a dude who is really good with his weapon ... Psi Warrior is a jedi. xD Thematically yes. But in practice, they're both Fighter subclasses that get a unique dice pool to utilize special actions for. It doesn't really bring anything new to the class, it's just "Battlemaster but with different skills" Arcane Archer on the other hand creates this ranged based playstyle. Also ... even if ... disclaimer: i dont agree with it, but lets say for argument purposes ... isnt Psi Warrior quite litterally and by deffinition the MOST FITTING SUBCLASS FOR GITHYANKI?  Not really. It can be an appropriate subclass for them, given their innate psychic abilities and their martial training. But it's not definitevely the "Most fitting" since there will still be a lot of variance in what any individual Githyanki is capable of (Some might have less potent psychic powers, some might have less potent martial prowess, some might have an affinity for the Weave etc) Which is reflected in all the Githyanki we face in game. Not all of them are Fighters. Echo probably being hardest to implement Maybe ... Still, it would be cool.  Aye, for sure. But still, "Being Cool" isn't enough of a reason to choose various subclasses.
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Re: POLL: What patch 8 subclasses are you most looking forward to trying?
RagnarokCzD
29/03/25 01:57 PM
Cavalier wouldn't be doable with the design of the game. Disagree ... Right now im playing in campaign, where one of us play Cavalier Fighter / Ancestral Barbarian ... and while we have no mounts (i asume that was your point?) Cavalier is still quite usefull addition to party. So it would be doable ... Probably it wouldnt be 1:1 with tabletop ... but since Swasbuckler, and Bladesinger are not either ... i would dare to assume Larian wouldnt really mind that.  Also ... Cavalier is basicaly best Fighter Tank ... And this game dont have any dedicated Tanking spec ... so that would bring something "new". Samurai wouldn't really fit thematically. Disagree again ... As far as i know, there is nothing odd about Samurais in DnD ... Yes, i know we have that word tied in our little minds with feudal Japan ... but that is just same word for something entirely different. :-/ Rune Knight kind of competes with Giant Barbarian. How? Ok, they both go big ... and?  Rune Knight is quite versatile subclass, while Giant Barbarian is weapon throwing elemental brute ... there is not much simmilarity. And if you really mean this as arguing point, then im affraid i have to insist that in that case Arcane Archer competes with Range Ranger ... After all one old DnD joke says: "What is best way to play a Ranger? Play Dex based Fighter instead." Psi Warrior is basically Battlemaster 2.0 Battlemaster is a dude who is really good with his weapon ... Psi Warrior is a jedi. xD Also ... even if ... disclaimer: i dont agree with it, but lets say for argument purposes ... isnt Psi Warrior quite litterally and by deffinition the MOST FITTING SUBCLASS FOR GITHYANKI?  Banneret is kind of boring. Yup. No arguments there, they sucks. xD Echo probably being hardest to implement Maybe ... Still, it would be cool.
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Need help about the Devourer set. Cant find it anywhere.
deathndk
29/03/25 12:20 PM
So the question is simple! I missed the devourers claws(gloves). I cant get back to fort joy. I really want to complete the set but this is my first play through and i did not know about it. Is there a way to add them to my game/inventory? I do have a save editor (GIEd one is called) but i cant seem to mod an item. Also i tried with console commands and the extender but i cant seem to get the right gloves(it gives me some higher level ones that dont fit the set even if the name is the same) i am on act 3. Is there a mod or a way to do this? Even with teleport to fort joy this could work but my quests are set as archived when i do this. Anyone knows anything?
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Re: Sneak attack buff
Sniffinc
29/03/25 12:02 AM
Please consider buffing rogue's sneak attack to once per action like how booming blade works in patch 8 update 3. Rogue's sneak attack in bg3 is once per round which is worse than 5e's once per turn. Pure rogue is one of the weakest martial classes to play because how easily you can stack magic item effects and apply them over and over again with extra attacks. I don't see how this would help pure rogues compete with rogue multiclasses. Unless there's something I'm missing or neglecting, it would also have the effect of making gloom stalker assassin even more powerful. Pure Rogues get stronger Sneak Attacks due to them scaling with Rogue levels (Not character levels) Thus, being able to Sneak Attack more often provides greater benefits for Pure Rogues that have more Sneak Attack damage dice than any multi-classes that will have fewer Sneak Attack damage dice. Of course, it will ALSO benefit Rogue multiclasses, who will still be gaining even more damage from being able to Sneak Attack more often, just it won't benefit them AS MUCH as a Pure Rogue. It's merely a case of "Would this additional benefit that a Pure Rogue gets be able to not only bridge the gap with other builds, but bridge it enough to also cover the bonuses Rogue Multiclasses would be getting from the same change?" That makes sense, I didn't consider the higher bonus. I can't say I'm terribly fond of gloom stalker assassin getting a buff though.
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Re: Sneak attack buff
Taril
28/03/25 11:27 PM
Please consider buffing rogue's sneak attack to once per action like how booming blade works in patch 8 update 3. Rogue's sneak attack in bg3 is once per round which is worse than 5e's once per turn. Pure rogue is one of the weakest martial classes to play because how easily you can stack magic item effects and apply them over and over again with extra attacks. I don't see how this would help pure rogues compete with rogue multiclasses. Unless there's something I'm missing or neglecting, it would also have the effect of making gloom stalker assassin even more powerful. Pure Rogues get stronger Sneak Attacks due to them scaling with Rogue levels (Not character levels) Thus, being able to Sneak Attack more often provides greater benefits for Pure Rogues that have more Sneak Attack damage dice than any multi-classes that will have fewer Sneak Attack damage dice. Of course, it will ALSO benefit Rogue multiclasses, who will still be gaining even more damage from being able to Sneak Attack more often, just it won't benefit them AS MUCH as a Pure Rogue. It's merely a case of "Would this additional benefit that a Pure Rogue gets be able to not only bridge the gap with other builds, but bridge it enough to also cover the bonuses Rogue Multiclasses would be getting from the same change?"
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Re: Sneak attack buff
Sniffinc
28/03/25 10:09 PM
Please consider buffing rogue's sneak attack to once per action like how booming blade works in patch 8 update 3. Rogue's sneak attack in bg3 is once per round which is worse than 5e's once per turn. Pure rogue is one of the weakest martial classes to play because how easily you can stack magic item effects and apply them over and over again with extra attacks. I don't see how this would help pure rogues compete with rogue multiclasses. Unless there's something I'm missing or neglecting, it would also have the effect of making gloom stalker assassin even more powerful.
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Re: Sneak attack buff
Ewind
28/03/25 05:15 PM
If you land sneak attack on your turn, and afterwards land an Attack of Opportunity, you can apply Sneak Attack twice within the same round.
Unfortunately, if you do apply Sneak attack to an Attack of Opportunity, you won't have it available for the Rogue's next turn.
They could make it so Sneak attack refreshes both at the beginning, and end of the Rogue's turn. That way both the Rogue's turn and their reaction will have access to the Sneak Attack damage.
Currently, Sneak Attack only refreshes at the End of the Rogue's turn, which is where the issue comes from.
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Re: POLL: What patch 8 subclasses are you most looking forward to trying?
Taril
28/03/25 05:05 PM
But who the hells asked for Arcane Archer?  I mean come on ... basicaly any other subclass would be better pick.  Some of them would be limited by overall design/theme of the game. Like, for Fighter; Cavalier wouldn't be doable with the design of the game. Samurai wouldn't really fit thematically. Rune Knight kind of competes with Giant Barbarian. Psi Warrior is basically Battlemaster 2.0 and Banneret is kind of boring. So Arcane Archer or Echo Knight are the most notable options. Echo probably being hardest to implement (It also would end up feeling like an amalgamation of Trickery and War Cleric... Summoning a copy to manipulate the battle and gaining extra attacks) Not to mention the fact that level 12 is the cap means a lot of subclasses don't get their most interesting features (Yes, they can bump some level 14 features down a bit, like they did with Draconic Sorcerer getting their Flight, but in some cases it can end up with the subclass not feeling particularly different to base classes until level 11-12) which can further limit how well some subclasses can be represented.
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Re: stacking effects ?
healcaster
28/03/25 02:46 PM
new playthrough with same friend, a couple days ago i tried something similar but stacking jump with potion of glorious vaulting. iirc it's a custom game but with honor ruleset (so we're not on single save). the potion ended up canceling out the jump spell. i want to say any case of two different affects achieving the same thing (such as enlarge+colossus and jump+vaulting) don't stack in said honor ruleset, but i'd need to check some more
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Re: POLL: What patch 8 subclasses are you most looking forward to trying?
RagnarokCzD
28/03/25 02:25 PM
I dont mind they are homebrewn I dont really mind homebrew either ... But form what have i seen so far (from videos, i didnt get my hands on it ... yet) it dont really seem like good homebrew so far. :-/ And that is just something im a bit affraid of. More like ... If you invide your 12y old cousin to play DnD and he come up with super edgy character called Überboss who is half demon, half angel, and cyborg, and 100% badass ... wields shotgun with infinite ammo, have 55AC, +15 to every roll and saving throw, and if they die they can just return to living for free every short rest.  And you just dont have the heart to tell him no ... and so you suffer this bullshit for whole session, wich you will probably scap afterwards anyway ...  I mean ... sure, sometimes its fun to play with cheats ... for like 20 minutes in my opinion.  But if one of your opinion is objectively ten times stronger than anyone else ... do you really have a choice?  but none of them really click with me That aswell ... I kinda get some of them ... Giant Barbarian is great and brings something potentialy new ... And i certainly understand that Swashbuckler is more popular, than by favourite dagger throwing (wich WOULD be at least different gameplaywise) Soulknife.  But who the hells asked for Arcane Archer?  I mean come on ... basicaly any other subclass would be better pick.
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Need help with devourer set gloves!
deathndk
28/03/25 02:16 PM
So the question is simple! I missed the devourers claws(gloves). I cant get back to fort joy. I really want to complete the set but this is my first play through and i did not know about it. Is there a way to add them to my game/inventory? I do have a save editor (GIEd one is called) but i cant seem to mod an item. Also i tried with console commands and the extender but i cant seem to get the right gloves(it gives me some higher level ones that dont fit the set even if the name is the same) i am on act 3. Is there a mod or a way to do this? Even with teleport to fort joy this could work but my quests are set as archived when i do this. Please i want yhe gloves!!
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Re: Sneak attack buff
Rumman
28/03/25 12:46 AM
From the D&D5 Playerbook:
Sneak Attack ---------------- Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemyisn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table [thats 1d6 for every odd level you posess]. yeah it's once per turn in 5e. In Bg3, it's once per round. If you use sneak attack as reaction in Bg3, you cant sneak attack when your turn starts. This is not how it works in 5e. In a game where there is so much homebrew power creep, nerfing sneak attack from base ruleset doesn't make any sense. I'm talking strictly about honor homebrews, when things like the tavern brawler, triple casting leveled spells in a turn(haste + metamagic), double damaging persistent area of effect spells ie spirit guardian, cloud of daggers, moonbeam etc. (once at casters turn, once when opponent's turn starts), arcane acuity stacking, no attunement limit etc. exists, it destroys the baseline power level of that 6d6 sneak attack of 5e. Thats why I asked for the buff, so playing pure rogue doesn't feel like playing a weaker version of another class.
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Cantrips - how do they upgrade?
Kasai
27/03/25 10:43 PM
Edit: Never mind! After comparing the Firebolt cantrip, which upgrades its damage and the Eldritch Blast cantrip, which upgrades the amount of targets, I was actually able to find it, so for everyone interested, here goes: The property I was looking for is called "LevelMapValue". You can find the game's LevelMapValues by opening the "Uuid Object Editor" where it is located in the following folder path: Shared -> Levelmaps -> LevelMapValues So you can either copy one of the existing ones by right clicking, then selecting "Create derived in" and then selecting your own project, or simply navigate to that folder in your project and create one from scratch. Still, thanks to anyone who was about to answer!  _____________________ Hi everyone! I'm finally trying myself at modding and as a first little exercise I want to create a cantrip. I've learned almost all I need to get started, but there's one last piece of info, I could not figure out so far: What property is responsible for upgrading cantrips at character levels 5 and 10? Example: The Firebolt cantrip deals 1d10 points of fire damage by default, then gets an additional d10 at character levels 5 and 10 each for a total of 2d10 and 3d10 respectively. So my questions: 1. Which property "tells" the cantrip to upgrade at character levels 5 and 10? 2. Which property (if it is a different one) defines what those upgrades should look like (i.e. additional damage dice, additional targets, etc.)? If somebody has already figured that out and could tell me, or if there already is a post, which explains that (I didn't find any) and you could point me to it, that would be super appreciated. Thanks in advance to anyone who can help!
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Re: Sneak attack buff
Halycon Styxland
27/03/25 09:24 PM
From the D&D5 Playerbook:
Sneak Attack ---------------- Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemyisn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table [thats 1d6 for every odd level you posess].
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Re: Name Censorship
Halycon Styxland
27/03/25 09:13 PM
Not as a criticism, but hopefully as an inspiration: the point of roleplaying games was never to play yourself.
And about the problem, no I dont understand.
I mean I understand whats going on and that its not Larians fault.
But its still so absolute bonkers, how could anyone ever possibly think this was a good idea in the first place.
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Re: Patch 8 Redeemed Dark Urge
Beetle
27/03/25 07:28 PM
This is something that has been requested since the release of the game by a lot of people (there are quite a few areas where Dark Urge feels incomplete due to lack of companion reactivity) and at this point I just don't think it's ever going to be fixed.
It saddens me since other things have been added with new animation and voice lines (evil endings, better reactions to Astarion running from the sun, new Ansur cutscene) but the Dark Urge stuff was just ignored.
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Re: Sneak attack buff
Taril
27/03/25 06:22 PM
Every power build gets 3 levels in rogue for its subclass features and then ignores the class because sneak attacks do not scale. They do scale. Their damage die increases with every other Rogue level (I.e. Levels 1, 3, 5, 7, 9 and 11). Meaning they go from 1d6 at level 1 to 6d6 at level 11. The only major drawback to Rogue is in regards to Haste, where Larian's homebrew on non-Honour Mode difficulties makes other classes exceedingly broken. I.e. Instead of the actual 5e Haste that grants one additional weapon attack. Larian's Haste gives one additional Standard Action - Meaning that Extra Attack martials gets 2-3 extra attacks and Casters get an extra spell cast. This is compounded upon by the ever prevalent Elixirs of Strength, so each of these extra attacks are getting massive Str modifier bonuses (While Sneak Attacks don't have any stat modifiers included). Honour Mode helps bring this back in line by only providing Martials with one extra attack (Though Casters still get their bonus spell cast unlike true 5e Haste) Ironically, even the reason why everyone multiclasses Thief is due to Larian's homebrew too. Where Fast Hands is granting straight up extra Bonus Action compared to 5e's actual rules that simply lets a Thief use certain items with a Bonus Action (Which would still be pretty strong in BG3 given the abundance of Smokepowder Bombs/Satchels they'd be able to throw with a Bonus Action. Where normal campaigns don't have such available items and would instead rely on things like Alchemist's Fire, Acid Vials and Caltrops) While the reason why leveling Thief beyond 3 is not done being because everyone is going Str builds because of Elixirs, so Sneak Attacks don't even function because they require Finesse weapons (As there's no Thug subclass in PHB that provides Sneak Attack functionality for non-Finesse weapons) Essentially, Sneak Attacks and as a consequence, Pure Rogue, only feels weak due to Larian's homebrew massively powering up other builds. They could add more homebrew to boost Rogues, though this could result in having Rogues feel broken compared to non-busted builds (Not everyone powergames with Hasted Fighters/Monks with perma-Cloud Giant Elixirs or Bards tossing out Arrows of Many Targets Flourishes or whatever other min/maxed builds you can think of. Within the context of "Normal" builds, Rogue is fine comparatively)
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Re: BG3 Fan Fiction SPOILERS and POTENTIAL SPOILERS
GM4Him
27/03/25 04:11 PM
Updated BG3 blog. Book 4: Ascension of the Mastermind, Part 3, Chapter 28. Witch War. Hope you enjoy it. It is the final book in the Baldur's Gate 3 The Afflicted fan fiction. At last, the Afflicted have arrived at Baldur's Gate, but they quickly learn that there is SO much more going on than the Cult of the Absolute. Numerous schemes, conspiracies, and intrigues quickly entangle them and threaten to enslave or destroy them. Will the Afflicted stay united? Will they survive? Will they overcome? Or will the greatest mastermind succeed and ascend to absolute godhood? This story is free on the blog site to all who wish to read the Baldur's Gate 3 story using characters I created as the protagonists. MAJOR SPOILERS if you plan on playing the video game. Hope you enjoy. https://baldursgate3theafflicted.blogspot.com/2021/08/home.htmlBook 4: Ascension of the Mastermind (MAJOR SPOILERS!!! It is highly recommended you play the video game first. This story is based on choices and decisions I made while playing the game as well as on what I thought the characters would do if they weren't restricted by the video game. Also, SPOILERS for the Demon Hunters story as it is the prequel to the Afflicted story. Three of the characters from Demon Hunters - Aelun, Vlynrifane, and Fiovay - are among the main characters of this story. There are other characters from Baldur's Gate 3 that are in Demon Hunters, so the two stories are closely tied together. As before, I will be releasing portions of this story as I complete them, so watch for updates regularly.
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Sneak attack buff
Rumman
27/03/25 04:09 PM
Please consider buffing rogue's sneak attack to once per action like how booming blade works in patch 8 update 3. Rogue's sneak attack in bg3 is once per round which is worse than 5e's once per turn. Pure rogue is one of the weakest martial classes to play because how easily you can stack magic item effects and apply them over and over again with extra attacks. Every power build gets 3 levels in rogue for its subclass features and then ignores the class because sneak attacks do not scale.
Changing it to once per action will help pure rogues realize its assassin fantasy without making the class feel like fighter/barbarian/ranger. I highly doubt it will even make the class as good as some current strong builds like sword bard or sorlock. Now that shadowblade can give casters 4d8 weapon that can be dual wielded and warlock,bladesinger even gets extra attack with them, pure rogues will be even worst than it is right now. So please consider making this change.
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Need help creating a Passive in the BG3 Toolkit
WlfVenom
27/03/25 03:04 PM
So I am in the process of making a new class using the BG3 toolkit and I seem to have hit a wall.
The problem is I am trying to create a passive feature that can be toggled on during combat with the following properties
If you get a killing blow it
1. restores your action point
2. lets you move up to half your speed
And it will do this until you no longer get a killing blow at which point it toggles off and you need a long rest.
I should also say I know nothing about coding, so any help getting this to work using the Stats and Uuid Object editors would be greatly appreciated.
I have tried copying a passive that restores an action point and telling it to activate OnDamage and IsKillingBlow() but when I try it I don't get the action point back.
Anyone have any ideas on what I can do to get it to work?
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