Larian Studios
Posted By: smberg Updated Headband of Intellect - 12/01/22 01:22 AM
I hadn’t seen this mentioned anywhere else, but maybe I missed it. Just picked up the Headband of Intellect. It now changes the wearers Intelligence to 17 instead of 18. That is a good change in my opinion. It’s great for Lae’zel to use as an Eldritch Knight, but would be too weak for a Wizard to use. More appropriate.
Posted By: WebSpyder Re: Updated Headband of Intellect - 12/01/22 01:49 AM
Originally Posted by smberg
I hadn’t seen this mentioned anywhere else, but maybe I missed it. Just picked up the Headband of Intellect. It now changes the wearers Intelligence to 17 instead of 18. That is a good change in my opinion. It’s great for Lae’zel to use as an Eldritch Knight, but would be too weak for a Wizard to use. More appropriate.

It is supposed to be 19... like other stat altering magic items. The idea being that it isn't 20, which is what you would really want it to be as a primary attribute for a class, like wizard in this case.
Posted By: mrfuji3 Re: Updated Headband of Intellect - 12/01/22 02:17 AM
Setting Int to 17 is much more reasonable for a level 1-5 magic item. I also approve of this change.
Posted By: Topgoon Re: Updated Headband of Intellect - 12/01/22 02:54 AM
I think the game's explanation as to why it only sets to 17 instead of the 19 is the fact it's been damaged - i.e. "Warped Headband of Intellect".

Kinda how they justified removing damage reduction from Imps in the tutorial by calling them "lesser imps".
Posted By: WebSpyder Re: Updated Headband of Intellect - 12/01/22 05:21 AM
Originally Posted by mrfuji3
Setting Int to 17 is much more reasonable for a level 1-5 magic item. I also approve of this change.

While they are certainly more than welcome to make lesser versions of magic items if they so desire, the Headband of Intellect and similar magic items are, RAW, uncommon magic items which actually makes them suited for Tier 1 characters (level 1-4) as printed.
Posted By: Dexai Re: Updated Headband of Intellect - 12/01/22 12:35 PM
Yes, I noticed this change when I made an Eldritch knight run a fee months ago. A good change!
Posted By: Tuco Re: Updated Headband of Intellect - 12/01/22 01:22 PM
As I said in the past, items that "set a stat at 18" aren't actually AS POWERFUL as some make them out to be. Which is why they are rated as "uncommon" even in the official material.
They are typically an useful early game crutch, but on the long run it becomes good enough just for secondary stats, as anyone will want to go above 18 on their primary one AND thse items don't stack with your base value or subsequent investments on the same stat.
This means that any wizard that will naturally aim to achieve 20 as natural value for INT will have no use for that type of headband, for instance.
It's another matter for a class that uses it as a secondary stat, like an Eldritch Knight.

And frankly 17 as a odd number makes this item considerably less appealing. For all intents and purposes 17 is pretty much as good as 16, outside of few fringe scenarios.
Posted By: mrfuji3 Re: Updated Headband of Intellect - 12/01/22 04:20 PM
Originally Posted by WebSpyder
While they are certainly more than welcome to make lesser versions of magic items if they so desire, the Headband of Intellect and similar magic items are, RAW, uncommon magic items which actually makes them suited for Tier 1 characters (level 1-4) as printed.
That's fair. I suppose I just don't like the combination of its power, set location, and ease of acquiring. In a typical campaign, you might get a Headband of Intellect at levels 1-4 (likely 4), but it'll be a treasure that you as players can't plan for. It also seems pretty easy to get in BG3; you find some trolls in a house and if you defeat them you get it. It's not at the end of a dungeon or a reward for a difficult quest or anything. All this combined just makes it seem too easy to plan a character around it and then easily acquire the item imo.

All this said, I'm not hugely opposed to it setting Int to 18; I'm just not going to argue for changing it back from 17 to 18. And as @Tuco said, Int of 18 isn't overwhelmingly powerful, even for Int spellcasters.

Originally Posted by Tuco
And frankly 17 as a odd number makes this item considerably less appealing. For all intents and purposes 17 is pretty much as good as 16, outside of few fringe scenarios.
Less fringe since this campaign seems to revolve around Mind Flayers, although this heavily depends on if Larian will give Intellect Devourers their signature ability. Having a 17 in intelligence is definitely better than 16 when it comes to rolling 3d6 and comparing it against your Int Score to see if you lose all your intelligence.
Posted By: WebSpyder Re: Updated Headband of Intellect - 12/01/22 06:43 PM
Originally Posted by mrfuji3
Originally Posted by WebSpyder
While they are certainly more than welcome to make lesser versions of magic items if they so desire, the Headband of Intellect and similar magic items are, RAW, uncommon magic items which actually makes them suited for Tier 1 characters (level 1-4) as printed.
That's fair. I suppose I just don't like the combination of its power, set location, and ease of acquiring. In a typical campaign, you might get a Headband of Intellect at levels 1-4 (likely 4), but it'll be a treasure that you as players can't plan for. It also seems pretty easy to get in BG3; you find some trolls in a house and if you defeat them you get it. It's not at the end of a dungeon or a reward for a difficult quest or anything. All this combined just makes it seem too easy to plan a character around it and then easily acquire the item imo.

That really all depends on how you play DnD. I would argue that AL (Adventurer's League - Wizards official organized league play for DnD) is far more analogous to a CRPG than the standard homebrew campaign as everyone knows or has access to the details of the approved adventures (or adventure in this case) and can plan for and build around what magic items they intend to encounter.
Posted By: mrfuji3 Re: Updated Headband of Intellect - 12/01/22 07:04 PM
Originally Posted by WebSpyder
That really all depends on how you play DnD. I would argue that AL (Adventurer's League - Wizards official organized league play for DnD) is far more analogous to a CRPG than the standard homebrew campaign as everyone knows or has access to the details of the approved adventures (or adventure in this case) and can plan for and build around what magic items they intend to encounter.
Are you saying that AL players know the adventure module and thus can look up what items (and NPCs and quests and dungeons etc) they'll encounter, or that they're specifically given knowledge about potential loot but not other adventure information besides generic plot hooks relevant to backgrounds? Because the former - reading adventure modules before playing them - sounds like cheating to me.
Posted By: 1varangian Re: Updated Headband of Intellect - 12/01/22 07:37 PM
Being +2 Int instead of a fixed 17 would make the Headband of Intellect actually useful for a Wizard who is an Intelligence class.

On an Eldritch Knight an item like this means the best EK build is counter-intuitively the one with the lowest Intelligence. High Elf Fighters don't get any kind of edge as an EK either.

I just don't like the design.
Posted By: Topgoon Re: Updated Headband of Intellect - 12/01/22 07:37 PM
This is one of those situations where Table Top doesn't translate perfectly into a Videogame.

"Set ability to X" items are more powerful/build-defining in Single Player Games with no loot randomization because you can meta-game it much more easily. The other issue is due to a design choice by Larian. With no item attunement system in place, the game will revolve more around magic items because they can contribute so much more to a character's power.

It probably won't break the game for most normal players, but we'll probably see a lot of min-maxers or speedrunners dump certain stats and rely on these items instead. This existed in BG2 also (ring of human influence, STR belts), and I don't think it was too disruptive, but it does force optimization towards certain metas.
Posted By: WebSpyder Re: Updated Headband of Intellect - 12/01/22 08:04 PM
Originally Posted by mrfuji3
Originally Posted by WebSpyder
That really all depends on how you play DnD. I would argue that AL (Adventurer's League - Wizards official organized league play for DnD) is far more analogous to a CRPG than the standard homebrew campaign as everyone knows or has access to the details of the approved adventures (or adventure in this case) and can plan for and build around what magic items they intend to encounter.
Are you saying that AL players know the adventure module and thus can look up what items (and NPCs and quests and dungeons etc) they'll encounter, or that they're specifically given knowledge about potential loot but not other adventure information besides generic plot hooks relevant to backgrounds? Because the former - reading adventure modules before playing them - sounds like cheating to me.

Not so much reading them (though that is possible if you buy the modules - and while I agree with it being "cheating" how is that any different than looking up all the game details online for a CRPG) but after you've played them once you know them... kind of like a CRPG, yet there is always replayability with other characters and parties... kind of like a CRPG.
Posted By: WebSpyder Re: Updated Headband of Intellect - 12/01/22 08:05 PM
Originally Posted by Topgoon
This is one of those situations where Table Top doesn't translate perfectly into a Videogame.

"Set ability to X" items are more powerful/build-defining in Single Player Games with no loot randomization because you can meta-game it much more easily. The other issue is due to a design choice by Larian. With no item attunement system in place, the game will revolve more around magic items because they can contribute so much more to a character's power.

It probably won't break the game for most normal players, but we'll probably see a lot of min-maxers or speedrunners dump certain stats and rely on these items instead. This existed in BG2 also (ring of human influence, STR belts), and I don't think it was too disruptive, but it does force optimization towards certain metas.

As I previously mentioned... you can meta-game it EXACTLY the same playing in AL. Direct translation from tabletop to CRPG in this instance.

As for the attunement issue... this is yet another mistake Larian has made (imho). The game (5e DnD) is balanced around the majority of magic items requiring attunement and thus leading to decisions on the part of the player as to what items to stack on their character. Simply not implementing attunement is basically the equivalent of them not deciding to include concentration... we're rushing back toward the 2nd edition days opposed to faithfully implementing 5e. Solasta did it easily enough. I'm not seeing the upside to ignoring attunement.
Posted By: 1varangian Re: Updated Headband of Intellect - 12/01/22 08:19 PM
Originally Posted by Topgoon
This is one of those situations where Table Top doesn't translate perfectly into a Videogame.

"Set ability to X" items are more powerful/build-defining in Single Player Games with no loot randomization because you can meta-game it much more easily. The other issue is due to a design choice by Larian. With no item attunement system in place, the game will revolve more around magic items because they can contribute so much more to a character's power.

It probably won't break the game for most normal players, but we'll probably see a lot of min-maxers or speedrunners dump certain stats and rely on these items instead. This existed in BG2 also (ring of human influence, STR belts), and I don't think it was too disruptive, but it does force optimization towards certain metas.
Yep. Since Larian are so much about "what works in a videogame" they should identify these kinds of items as something that don't.

Unlike tabletop, the headband is always available and it's going to be part of builds. And the stupid kind of builds that no sane person would ever make in tabletop like the 8 Int Wizard. And then a stupid build becomes OP, and it's just... stupid.

I'd much rather play a High Elf EK who is naturally intelligent, and could use such an item to enhance their ability, not replace it or to become on par with another EK with 8 Intelligence (who of course would also have higher stats elsewhere).
Posted By: WebSpyder Re: Updated Headband of Intellect - 12/01/22 08:59 PM
Originally Posted by 1varangian
Originally Posted by Topgoon
This is one of those situations where Table Top doesn't translate perfectly into a Videogame.

"Set ability to X" items are more powerful/build-defining in Single Player Games with no loot randomization because you can meta-game it much more easily. The other issue is due to a design choice by Larian. With no item attunement system in place, the game will revolve more around magic items because they can contribute so much more to a character's power.

It probably won't break the game for most normal players, but we'll probably see a lot of min-maxers or speedrunners dump certain stats and rely on these items instead. This existed in BG2 also (ring of human influence, STR belts), and I don't think it was too disruptive, but it does force optimization towards certain metas.
Yep. Since Larian are so much about "what works in a videogame" they should identify these kinds of items as something that don't.

Unlike tabletop, the headband is always available and it's going to be part of builds. And the stupid kind of builds that no sane person would ever make in tabletop like the 8 Int Wizard. And then a stupid build becomes OP, and it's just... stupid.

I'd much rather play a High Elf EK who is naturally intelligent, and could use such an item to enhance their ability, not replace it or to become on par with another EK with 8 Intelligence (who of course would also have higher stats elsewhere).

So play what you would much rather play. How does what someone else plays have any impact on you at all? This isn't an MMO! And yes... builds exactly like that show up in tabletop all the time. It seems like no one here has ever heard of AL.
Posted By: Tuco Re: Updated Headband of Intellect - 13/01/22 02:09 AM
Originally Posted by 1varangian
Being +2 Int instead of a fixed 17 would make the Headband of Intellect actually useful for a Wizard who is an Intelligence class
It would make it TOO useful, which is precisely the problem: it’s supposed to be an “entry level” magic item that looks absolutely amazing at first but turns so-so in the long run. Making it a flat + would make it amazing no matter what.

It’s an item meant to boost int on a character that uses it as a secondary stat… Or before the recent nerf a good placeholder for a low level mage before he would raise his NATIVE Int value.

And yeah, attunement would need to be brought in as a mechanic, anyway.

Also, I absolutely don’t believe in the bullshit about “Pen & paper mechanics that don’t work in videogames”.
There’s no such a thing, just poor or partial implementations.

Recreating the vibe of a pen and paper session is precisely what GOOD CRPGs should strive for.
Every time designers come up with some variation of “Well, it’s a videogame so we’ll use some mechanic that will feel adequately game-y” it turns out to be an abortion.

The randomized loot/lucky charm and the armor system of DOS 2 come to mind.

Even the best videogame-specific systems I can think of in this genre (which is something rare to begin with) were the ones that tries the hardest to capture the p&p feeling. Microprose’s Darklands or Fallout 1and 2 ( which were parroting GURPS after losing the official license) come to mind.
Posted By: dwig Re: Updated Headband of Intellect - 13/01/22 04:24 AM
If it becomes a part of some peoples builds SO WHAT? The builds this opens up are hardly overpowered. In fact, I'd argue that most of them are weaker than just building a wizard with high intelligence and spending a few level ups on raising it to 20. The headband allows a few meme builds, but mostly people will use those to have a little fun with something weird (like maybe roll a really stupid half-orc that "just happened" to find the headband and become a wizard).

I suppose you could use it to make an eldritch knight with decent spell attack power, but that would probably still be weaker than a battlemaster.
Posted By: ash elemental Re: Updated Headband of Intellect - 13/01/22 08:59 AM
Imo the circlet is fine as it is. A +2 intelligence bonus would likely not be enough to turn Lump into the enlightened businessman that he is. laugh
Posted By: TomReneth Re: Updated Headband of Intellect - 13/01/22 10:08 AM
Easy fix; use attunement slots.

Medium fix; nerf the overall powerlevel of certain items to compensate for no attunement.
Posted By: 1varangian Re: Updated Headband of Intellect - 13/01/22 11:27 AM
Originally Posted by Tuco
Originally Posted by 1varangian
Being +2 Int instead of a fixed 17 would make the Headband of Intellect actually useful for a Wizard who is an Intelligence class
It would make it TOO useful, which is precisely the problem: it’s supposed to be an “entry level” magic item that looks absolutely amazing at first but turns so-so in the long run. Making it a flat + would make it amazing no matter what.

Still, +2 is far less than +9 when you go from 8 to 17. Dumping Int leaves you a lot of points to put into Str/Dex/Con which is the main source of OP here.

Could also be +1 Int because that one is damaged. Or +1 with a bonus spell slot or an Arcane Recovery type ability to make it relevant even if the +1 Int does nothing.
Posted By: Tuco Re: Updated Headband of Intellect - 13/01/22 12:35 PM
Yeah, but the point that has already explained multiple times across the months is that this "+9" is applied mostly on character that will use INT as a secondary stat (where its benefits are vastly reduced) because no one who will have it as a primary will want to rely on it. Both because the native stat will climb even higher than that value (and bonuses don't stuck, so a mage with base INT at 12 and the circlet who will spend two stat points on int will go up to 14, not 20) AND because chances are they'll want special items that do more than just raising the base stat in that slot.

In case people forgot, there are supposed to be "stat setting items" that are even more powerful at higher level ranges. Chances are we will cross even stuff like "Belt of the giant" setting STR at 20+ or similar shit.
And yes, they ARE meant to be powerful. But you can't exactly call them game-breaking.

"Man, I could have made my warrior with STR at 8 if I know about that belt". But that would also mean: 1) going half of the game with a useless character 2) missing the chance to have a competent warrior AND another companion with an increased STR stat later on (i.e. a cleric or Paladin).



Also, worries about people "relying on knowing these items exist to plan their builds" are hilarious, because THAT'S EXACTLY THE POINT and one of the most entertaining things to do in these games in subsequent playthroughs after the first one: leveraging your knowledge of the game to take advantage of it as much as possible.
Posted By: RagnarokCzD Re: Updated Headband of Intellect - 13/01/22 01:16 PM
I wonder if anyone tested this Headband in combat, what bonus it gives?
Since if you wear it and try to make any Int roll ... it first take your own modififer (-1 if you dumped it, knowing about the Headband) and then it gives you +3 ... wich effectively means you only gets +2 ...

I wonder if it works the same in combat. O_o
Posted By: Tuco Re: Updated Headband of Intellect - 13/01/22 01:25 PM
The headband does not add or subtract any bonus, so the starting value does not matter a single bit. It makes it so that your native INT is handled as a 18 when making rolls and checks.
Well, as a 17 now.
Posted By: Sigi98 Re: Updated Headband of Intellect - 13/01/22 01:28 PM
Originally Posted by Tuco
The headband does not add or subtract any bonus, so the starting value does not matter a single bit. It makes it so that your native INT is handled as a 18 when making rolls and checks.
Well, as a 17 now.

that's how it SHOULD work, but I started a new playthrough yesterday, and in dialog Intelligence rolls, it actually depicts my -1 I have because I have 8 Int, and then, weirdly, a +4 from the Headband. It's really strange, and not how it should work.
Posted By: TomReneth Re: Updated Headband of Intellect - 13/01/22 01:34 PM
Some characters might not want to use the Headband at all, even if it was a full Headband of Intellect, which should put the Int value to 19, not 18. Especially not in BG3, where they have imported one of the old school rules; some helmets negate the critical damage bonus or carry other benefits.

This being a Mindflayer story, however, it will definitely see a lot of use in my parties to help with Int saves and make it less likely Intellect Devourers 2 shot my characters.
Posted By: jfutral Re: Updated Headband of Intellect - 13/01/22 02:07 PM
Originally Posted by Sigi98
Originally Posted by Tuco
The headband does not add or subtract any bonus, so the starting value does not matter a single bit. It makes it so that your native INT is handled as a 18 when making rolls and checks.
Well, as a 17 now.

that's how it SHOULD work, but I started a new playthrough yesterday, and in dialog Intelligence rolls, it actually depicts my -1 I have because I have 8 Int, and then, weirdly, a +4 from the Headband. It's really strange, and not how it should work.

Yeah, I noticed that, too with my elf ranger. Obviously cheap hardware. I'll need to get it replaced with something more effective in the future. Probably only 10k gold anyway. If that. Hafling made, too. Bleh.

Joe
Posted By: RagnarokCzD Re: Updated Headband of Intellect - 13/01/22 02:59 PM
Originally Posted by Sigi98
that's how it SHOULD work
Yup. ^_^
Posted By: Niara Re: Updated Headband of Intellect - 14/01/22 12:02 AM
Originally Posted by jfutral
Hafling made, too. Bleh.

Oi! I'd like to see you trusting a non-halfling made bag of holding with your valuables! Hmph.
Posted By: Muldeh Re: Updated Headband of Intellect - 14/01/22 06:28 AM
I don't see why people keep rbinging up EK. The best spells for EK don't get any benefit from intelligence. Shield and absorb elements for level 1. They don't exist in bg3 yet which makes EK a useless subclass. You're always better off using an attack instead of a spell for damage as an EK. Except if you really need to hit.. then you have magic missile which also doesn't care about your intelligence..

Even for wizards, thanks to the sapphire spark you don't really need intelligence in this game. MM is your best damage spell easily at level 1, then for level 2 spells you have Cloud of Daggers.. which does about the same amount of damage as the buffed MM but in an aoe instead of single target. So you're better off giving your wizard high dex and con, giving them a light crossbow to use instead of cantrip when they're out of spell slots, and just use the spells I mentioned above. - Also healing word and aid once you get the scrolls for them sicne you can cast cleric spells as a wizard in this game..
Posted By: WebSpyder Re: Updated Headband of Intellect - 14/01/22 06:47 AM
Originally Posted by Topgoon
I think the game's explanation as to why it only sets to 17 instead of the 19 is the fact it's been damaged - i.e. "Warped Headband of Intellect".

Kinda how they justified removing damage reduction from Imps in the tutorial by calling them "lesser imps".

That wasn't actually a Larian idea. There are lesser imps in the AL module "Escape from Elturgard" and other lesser devils in the various T1 modules in that series.
Posted By: Dexai Re: Updated Headband of Intellect - 14/01/22 10:49 AM
Originally Posted by Muldeh
I don't see why people keep rbinging up EK. The best spells for EK don't get any benefit from intelligence. Shield and absorb elements for level 1. They don't exist in bg3 yet which makes EK a useless subclass. You're always better off using an attack instead of a spell for damage as an EK. Except if you really need to hit.. then you have magic missile which also doesn't care about your intelligence..

Even for wizards, thanks to the sapphire spark you don't really need intelligence in this game. MM is your best damage spell easily at level 1, then for level 2 spells you have Cloud of Daggers.. which does about the same amount of damage as the buffed MM but in an aoe instead of single target. So you're better off giving your wizard high dex and con, giving them a light crossbow to use instead of cantrip when they're out of spell slots, and just use the spells I mentioned above. - Also healing word and aid once you get the scrolls for them sicne you can cast cleric spells as a wizard in this game..

The main reason, unless I'm mistaken, that EK are better of attacking instead of casting spells (aside from spell slots) is that you only get Extra Attacks if you take the Attack action.

As of yet, we don't know how extra attacks will be implemented. I personally, based on current implementation of Haste Attack and Bonus Action Attacks, think that Extra Attacks will be implemented as extra "action points" which the Fighter will be able to spend on any Actions of their choosing. If my hunch turns out to be correct, this means that the EK's "opportunity loss" from casting an Action-costing spell will be much lower, as they will be able to cast a spell and then use their remaining "action points" to attack, or vice versa.

It probably still won't be more useful than just all out attacking (especially because of spell slots), but it will be more powerful than book EK.
Posted By: 1varangian Re: Updated Headband of Intellect - 14/01/22 02:03 PM
Originally Posted by Muldeh
I don't see why people keep rbinging up EK. The best spells for EK don't get any benefit from intelligence. Shield and absorb elements for level 1. They don't exist in bg3 yet which makes EK a useless subclass. You're always better off using an attack instead of a spell for damage as an EK. Except if you really need to hit.. then you have magic missile which also doesn't care about your intelligence..
Not everything is about optimizing your PC's power or playing only the most powerful build available.

I for one would like to play a High Elf EK with high Intelligence and throw Fireballs and Scorching Rays that don't suck. And I'd like to benefit from the racial Intelligence rather than dump it and wear the same headband as every other EK in BG3 would.
Posted By: Muldeh Re: Updated Headband of Intellect - 14/01/22 03:45 PM
Originally Posted by 1varangian
Not everything is about optimizing your PC's power or playing only the most powerful build available.

I for one would like to play a High Elf EK with high Intelligence and throw Fireballs and Scorching Rays that don't suck. And I'd like to benefit from the racial Intelligence rather than dump it and wear the same headband as every other EK in BG3 would.

Okay, I think that's great.. but if you don't care about optimizing then why do you feel the need to take the headband of intellect if you don't want to?
Posted By: Muldeh Re: Updated Headband of Intellect - 14/01/22 04:15 PM
Originally Posted by Dexai
The main reason, unless I'm mistaken, that EK are better of attacking instead of casting spells (aside from spell slots) is that you only get Extra Attacks if you take the Attack action.

As of yet, we don't know how extra attacks will be implemented. I personally, based on current implementation of Haste Attack and Bonus Action Attacks, think that Extra Attacks will be implemented as extra "action points" which the Fighter will be able to spend on any Actions of their choosing. If my hunch turns out to be correct, this means that the EK's "opportunity loss" from casting an Action-costing spell will be much lower, as they will be able to cast a spell and then use their remaining "action points" to attack, or vice versa.

It probably still won't be more useful than just all out attacking (especially because of spell slots), but it will be more powerful than book EK.

That's a scary thought.. I honestly hadn't realized the potion of speed was so broken.. I have rarely ever used it because I never needed to and didn't want to waste it.

On the other hand.. that's potentially a nerf to extra attack for fighters since action surge would then only give one extra attack not two. Hmm.
Posted By: MrToucan Re: Updated Headband of Intellect - 14/01/22 04:50 PM
Originally Posted by Dexai
As of yet, we don't know how extra attacks will be implemented. I personally, based on current implementation of Haste Attack and Bonus Action Attacks, think that Extra Attacks will be implemented as extra "action points" which the Fighter will be able to spend on any Actions of their choosing. If my hunch turns out to be correct, this means that the EK's "opportunity loss" from casting an Action-costing spell will be much lower, as they will be able to cast a spell and then use their remaining "action points" to attack, or vice versa.

The extra attack is already partially implemented in the game files. From what I've been able to understand, it goes like this:
1. At level 5, you get a passive called 'Extra Attack'.
2. This passive procs once per turn when you attack something and gives you a hidden status buff that lasts 1 turn.
3. This status buff gives you a new kind of resource called 'ExtraActionPoint' and is removed after you attack something.

It doesn't look like anything uses this 'ExtraActionPoint' yet, but we can make guesses. Either the regular attacks will have their costs altered to "1 Action Point OR 1 Extra Action Point" (not sure if that's possible), or it'll be like with the bonus attacks from GWM, after using a regular attack you'll get a new attack "spell" on your hotbar that uses this new resource.
Posted By: smberg Re: Updated Headband of Intellect - 14/01/22 04:55 PM
Originally Posted by Muldeh
I don't see why people keep rbinging up EK. The best spells for EK don't get any benefit from intelligence. Shield and absorb elements for level 1. They don't exist in bg3 yet which makes EK a useless subclass. You're always better off using an attack instead of a spell for damage as an EK. Except if you really need to hit.. then you have magic missile which also doesn't care about your intelligence..

I am really enjoying using Lae’zel this time through as an Eldritch Knight for a change of pace. It gives her more variety instead of just “pound with sword” (not that I don’t enjoy that as well). I enjoy having someone on the front lines with a decent intelligence (from Headband of Intellect) that can decently use the Ring of Color Spray and touch range spells and scrolls. I suppose that I could still do that with her with items and scrolls as a Battlemaster with the Headband of Intellect, but then I feel as if I’m wasting an opportunity to use her Battlemaster skills. For me, making her an Eldritch Knight forces me to think differently about how she responds in different situations. I am enjoying it, which is the whole point.
Posted By: Muldeh Re: Updated Headband of Intellect - 14/01/22 05:11 PM
Originally Posted by smberg
I am really enjoying using Lae’zel this time through as an Eldritch Knight for a change of pace. It gives her more variety instead of just “pound with sword” (not that I don’t enjoy that as well). I enjoy having someone on the front lines with a decent intelligence (from Headband of Intellect) that can decently use the Ring of Color Spray and touch range spells and scrolls. I suppose that I could still do that with her with items and scrolls as a Battlemaster with the Headband of Intellect, but then I feel as if I’m wasting an opportunity to use her Battlemaster skills. For me, making her an Eldritch Knight forces me to think differently about how she responds in different situations. I am enjoying it, which is the whole point.

That's cool.. but color spray is equally effective regardless of your intelligence, and that ring grants it to any character who has the ring. Your point about it not feeling liek a wastesince you don't have battlemaster maneuvers which would normally be better just shows battlemaster is the better subclass.

You can play how you like, that's fine.. but my point is that headband of intellect isn't overpowered in baldurs gate 3 (at the moment - things may change by the end of EA or when it's released) because if you're making use of it, then you're not really playing optimal builds. It may make a bad build okay.. but it doesn't make a good build OP the same way items like sapphire spark and flinds flail do.
Posted By: smberg Re: Updated Headband of Intellect - 14/01/22 05:30 PM
You are correct on the Ring of Color Spray - it is a fixed HP that determines its effectiveness, not an intelligence based saving throw. I don’t know why I had that in my head the other way.

Eventually, I would really like my character to be a classic Fighter/Mage type. I always ended up there in BG1/2, either dual class or multi class. Not having played 5e tabletop, will a multi class fighter mage (after multiclass is implemented in BG3) be what I am looking for, or have the rules changed too much from 2e to 5e to get the same feel without missing out on too much optimization?
Posted By: dwig Re: Updated Headband of Intellect - 14/01/22 05:57 PM
Originally Posted by smberg
You are correct on the Ring of Color Spray - it is a fixed HP that determines its effectiveness, not an intelligence based saving throw. I don’t know why I had that in my head the other way.

Eventually, I would really like my character to be a classic Fighter/Mage type. I always ended up there in BG1/2, either dual class or multi class. Not having played 5e tabletop, will a multi class fighter mage (after multiclass is implemented in BG3) be what I am looking for, or have the rules changed too much from 2e to 5e to get the same feel without missing out on too much optimization?

If you are just looking for the "mechanical" feel of a fighter/mage dual or multiclass then blade pact warlock might be what you are looking for. Blade pact can get double attack at level 5 just like a fighter, but it is also a full caster (sort of, warlocks are a bit odd in 5e).

Alternatively, when bard is added they also get a full spell progression, and one of the subclasses gets double attack at lvl 5 (or 6, I forget) too. (Note that bards get the same spell progression as wizards and clerics in 5e, its not the half progression that they had in earlier versions... level 17 bards can cast lvl 9 spells, the advantage that mage gets over bard in that regard is a much larger selection of spells to choose from).

Either of those options would let you do both melee and magic without a multiclass.
Posted By: Muldeh Re: Updated Headband of Intellect - 14/01/22 06:05 PM
Originally Posted by smberg
You are correct on the Ring of Color Spray - it is a fixed HP that determines its effectiveness, not an intelligence based saving throw. I don’t know why I had that in my head the other way.

Eventually, I would really like my character to be a classic Fighter/Mage type. I always ended up there in BG1/2, either dual class or multi class. Not having played 5e tabletop, will a multi class fighter mage (after multiclass is implemented in BG3) be what I am looking for, or have the rules changed too much from 2e to 5e to get the same feel without missing out on too much optimization?

Short answer - we'll have to see.. long answer I pm'ed you since it was a bit off topic.
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