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DedTuned balance mod for Larian’s Baldur’s Gate 3 [ENG]

About the mod

This mod is a result of my 1500+ hours in BG3, big part of which was played with friends in my party.

Vanilla Honor is too simple IMO (I got Honor achievement with first try, knowing almost nothing about DnD), and also I’m a little bit annoyed that some of my buddies overuse every cheesy mechanics they found and I have to wait when they use EVERY buff from camp :)

The goals of this mod:

  • Make Honor mode slightly harder

  • Eliminate as many abuses as possible

  • Make too weak abilities stronger

  • Make too strong abilities weaker

  • Balance out need of resting for different classes

So this is an attempt to make the game ideal for me, so every change I made reflects my own impressions about game mechanics.
I have no goal to make this mod suitable for everyone, but if you interested I would appreciate if you share your opinion in comments.

Changelist

Exhaustion - new mechanics

A new mechanics which forces party to rest more often.

Details
Exhaustion tooltip

In a combat characters will get Exhaustion stacks, which on some point lead to various consequences:

  • Level 1 (16+ stacks): slight fatigue. A penalty to attack rolls, saving throws, ability checks, skill checks and spell DC

  • Level 2 (24+ stacks): Uncontrollable sleep. Every turn character must perform CON saving throw or will fall asleep for 2 turns

  • Level 3 (40+ stacks): Death.

Long Rest (with supplies) removes all Exhaustion stacks, Short Rest twice a day (you cannot abuse Bard’s rest) removes 10 + a halved character level ( rounded down). Potions of Angelic Reprieve/Slumber has no artificial limitations and always remove stacks.

Note: Not a direct adaptation of dnd5e Exhaustion and I’m not going to make a direct replica. TBH I invented it in my head first and found that dnd already has something like that second.

Experience reward

Required XP per level increased.

Details

Motivation:

  • Do not let player to over-level enemies too much

  • Bring more sense to XP rewards in Act III (in stock game player reaches level 12 at the beginning of Act III and progress stops)

Expected levels:

  • 5 at the Act I before Rosymorn Monastery

  • 6 at the end of Act I

  • 8 at the end of Act II

  • 12 at the end of Act III

Withers services: Respec, Resurrection and Hirelings

  • Respec price is 1500 gold, but only 150 after Full Rest (while you stay in camp).

  • Every origin character has one-time free respec button (via dependency mod Free one-time respec button for Origins mod). I made this mainly to avoid exploiting of (almost free) resource regeneration after respec.

  • Resurrection price is 500 gold.

  • Hirelings does not have a free Revivify scroll anymore.

Pickpocketing

  • You cannot pickpocket Volo and Jergal anymore

  • You cannot endlessly pickpocket one person, you will get a Sleight of Hand debuff (resets on Long Rest)

Vanilla pickpocketing is too easy, and to pickpocket a camp members is nonsense.

Honor mode boost

  • HP boost increased from +30% to range +100-200% (more for high level creatures)

  • Honor attack roll bonus for high level enemies increased from 2 to 3

  • HP for some bosses is increased manually

HP boost should give a chance for enemies to use their abilities and not being slain on first turn.

Multiclassing

Multiclassing is forbidden

Details

First, it’s impossible to balance out Multiclassing with my experience, knowledge and tools. Second, I personally don’t like it as a concept because it looks like an abusing combination of too strong low-level features which are essential for pure class and could not be nerfed too much. Proper multiclassing should include some lore limitations, karma mechanics of something else, which is not the case in BG3.

BUT, if you do not care about my attempts to make things more balanced you can use my DedTuned - Multiclass Enabler mod.

Resting

  • Long rest cost increased to 240.

  • Partial Rest only resets cooldowns (except exploitable abilities and items) and restores 10% HP.

Buffs outside of party

Only your current party members can buff each other. No more buffs from camp hirelings.

Details

All until-long-rest buffs now works only if Caster and Target are in one party. Buff disappears if Caster and Target aren’t in party simultaneously, but Caster always keeps its own buff on itself.

Weapon buffs disappear if caster left party and weapon is in party inventory.

Also fixed vanilla "feature" that such buffs remains after re-spec on any person except caster itself - now re-spec removes them from everyone.

Feats

Feats do not provide Ability increase bonus anymore. Instead, you have a free Ability +2 on level 7 and 11.

I added new and changed some old feats to make different weapon build viable. Duals and single-handed weapon builds are stronger than in vanilla.

Ability Improvement

  • Removed from the game.

Abnormal Obstinacy - NEW FEAT

The number you need to roll a Critical Hit reduces by 1 every time you hit the same target in melee. You should not use Two-Handed or Versatile weapon holding it in two hands. The effect lasts until you roll Critical Hit or your turn ends. Stacks up to 5 times.

Ambidextrous - NEW FEAT

Once per turn after making an offhand melee attack can make an additional one for free.

Duelist Mage - NEW FEAT

You can cast a cantrip (except Eldritch Blast) as a bonus action after making a melee attack with weapon you are proficient with. Your left hand should be free.

Tavern Brawler

  • Does not add attack roll bonus

Note: it`s pretty strong damage boost for one feat, an attack roll bonus makes it imbalanced.

Great Weapon Master

  • Attack roll penalty reduced to -3

  • Damage bonus reduced to 6

  • You can use additional attack only once per combat

Note: it is still strong damage boost, but not imbalanced.

Sharpshooter

  • Attack roll penalty removed

  • Works only for weapon in main hand

  • Damage bonus is your DEX modifier

  • Costs 4m of Movement for every shot

Note: now it’s not a copy-paste of GWM, and cannot be abused with one-handed crossbows.

Durable

  • Protects from critical hits

Note: critical hit mechanics forces you to use anti-crit equipment, but it is limited. This feat is an option for those who wants to have extra protection and don’t want to use anti-crit equipment.

Spells

Many spells not do not require concentration, some became stronger.

Details
  • Smite spells: do not require concentration, can be upcasted and deal more damage (except Divine)

  • Divine Favour: does not require concentration

  • Flame Blade: does not require concentration and lasts until Long Rest

  • Shadow Blade (from item): does not require concentration

  • Barkskin: does not require concentration (but works only for party members)

  • Heroism: does not require concentration but lasts only 3 turns

  • Phantasmal Force: does not require concentration but lasts only 5 turns

  • Flaming Sphere: does not require concentration

  • Web: does not require concentration

  • Sleep, Color Spray, Power Word Kill: maximum total target HP increased (x1.5) (because enemies have more HP)

  • Animate Dead: lasts only 10 turns

  • Conjure Elemental: lasts only 10 turns

  • Planar Ally: lasts only 10 turns

  • Longstrider: now an AOE spell

  • Protection From Energy: does not require concentration

  • Grant Flight: does not require concentration

  • Fog Cloud: does not require concentration, lasts 3 turns

  • Faerie Fire: does not require concentration, lasts 3 turns

  • Darkness: does not require concentration, lasts 5 turns, upcast increases area

  • Dancing Lights: does not require concentration

  • Blur: does not require concentration, lasts 2 turns, upcast increases duration by 1 turn

  • Ray Of Enfeeblement: does not require concentration, lasts 5 turns, deals initial 2d8 necrotic damage, upcast increases damage by 1d8

  • Stoneskin: does not require concentration, lasts 10 turns

  • Bestow Curse: does not require concentration

  • Protection From Evil And Good: no concentration, lasts 3 turns, applies in AOE

  • Bless: no concentration, lasts 5 turns

  • Bane: no concentration, lasts 3 turns

  • Beacon Of Hope: no concentration, upcast increases area

  • Resistance: no concentration, lasts 3 turns

  • Guidance: no concentration, lasts 3 turns

  • Dispel Evil And Good: no concentration, lasts until long rest

  • True Strike: no concentration

  • Friends: no concentration

  • Entangle: no concentration

  • Compelled Duel: no concentration

  • Ensnaring Strike: no concentration, lasts 3 turns

  • Expeditious Retreat: no concentration, lasts 10 turns

  • Magic Weapon: no concentration

  • Elemental Weapon: no concentration, once per long rest cooldown

  • Spike Growth: upcast (larger area), lasts 10 turns, gives Bleeding and Gaping Wounds instead of direct damage

  • Hold Monster and Hold Person (and its monk version): do not grant 100% crit, instead remove target AC bonus from DEX

  • Shadow Blade: base damage 1d8+1, upcast on slot 4 and 6 (1d8+2 and 1d8+3)

  • Dirty Trick: Flick o' the Wrist: deals half of weapon damage

  • Booming Blade: replaced with Thunderous Touch (1d4 Thunder + debuff 1d8 if the target moves)

  • Hunger of Hadar: lasts 3 turns

  • Find Familiar: Quasit and Find Familiar: Imp summons now have a Short Rest cooldown for their Invisibility spell

Classes

Fighter Champion

  • Improved Critical passive gives -2 critical threshold instead of -1

Note: this subclass is too weak comparing to Battle Master, so I bring him this buff.

Fighter Eldritch Knight

  • War Magic passive now works on any spell, not only Cantrip

Barbarian

  • Rage and End Rage does not consume Bonus Action

  • Enraged Throw now gives stack of Frenzied Strain as Frenzied Strike always does.

Note: throwing build for Berserker was insanely strong, this change alongside of Tavern Brawler nerf should calm down it a little.

Cleric War Domain

  • War Priest Action Points reset on Short Rest instead of Long Rest Note: additional attack as bonus action isn’t THAT strong.

Warlock The Hexblade

  • Accursed spectres has lower HP and duration

Shadow Magic Sorcerer

  • Hound of Ill Omen - Nimbus lasts until long rest

Consumables

Potions

  • Elixir of Hill Giant Strength now gives +2 STR up to 22

  • Elixir of Cloud Giant Strength now gives +6 STR up to 26

  • All healing potions take an Action for use and could not be thrown to an ally, but you can use it on ally in melee range

Scrolls

  • Scroll of Revivify: price is 150, not usable in combat

  • Scroll of Battle Resurrection: a new scroll, very rare, price is 250, could be used in combat

Arrow of Many Targets

  • Renamed to Arrow of Ricochet

  • Now only affects one additional target in 9 meters range

Smokepowder Arrow

  • Damage changed to 3d4+9 Force + 1d4 Fire (now is identical to Smokepowder bomb)

Smokepowder Bomb and Fireworks

  • Should be USED to make expected effect

  • If thrown with "Throw" spell it just left smokepowder surface

  • Uses the entire Action

  • Added 1d4 fire damage

  • Added 3m push effect (same as smokepowder arrow does)

Equipment

Enraging Heart Garb

Now works :)

Gloves of the Growling Underdog

  • Gives +1 melee attack roll bonus instead of Advantage

  • Always does not count incapacitated enemies (fixed bug)

  • Applies no only to melee weapon attacks, but also to unarmed melee and melee spells as the description says

Hat of Fire Acuity, Hat of Storm Scion’s Power, Helmet of Arcane Acuity, Gloves of Battlemage’s Power

  • Maximum Arcane Acuity stacks are limited to 4

  • Gloves of Battlemage’s Power now work exactly like Helmet of Arcane Acuity (give 2 stacks on weapon damage dealt). Original version do not work, and looks weak anyway.

The Whispering Promise

  • Now increases existing Bless duration by 1 turn, but does not apply it.

Hellrider’s Pride

  • Does not give passive Blade Ward on healed targets, instead grants a new Improved Blade Ward cantrip

The Reviving Hands

  • Does not give passive Blade Ward on healed targets, instead grants a new Improved Blade Ward cantrip (2 targets)

  • Fixed a bug: Revivify spells now correctly apply Death Ward on revived target

Armour of Persistence

  • Gives 3 turn Blade Ward as a bonus action cantrip instead of permanent status

Hamarhraft

  • Passive replaced with spell that has once per turn cooldown

Gloves of Soul Catching

  • Passive now works only when you hit non-dead enemies

  • Fixed a bug: a passive now correctly gives Advantage instead of +5 bonus

  • Fixed a bug: Grasp Essence status should not disappear on taking damage

Boots of Psionic Movement

  • Fly cooldown changed from Long Rest to Short Rest

  • Damage bonus after fly works only once per turn

Shadow Blade, Knife of the Undermountain King, Justiciar’s Scimitar

  • Shadow Blade passive now works only on heavily obscured targets

Justiciar’s Scimitar

  • Fixed Shadow-Blinding - now works in Honour mode

Club of Hill Giant Strength

  • Gives +2 STR up to 18

Warped Headband of Intellect

  • Gives +2 INT up to 18

Gloves of Dexterity

  • Gives +2 DEX up to 20 and do not give an attack bonus

Handmaiden’s Mace

  • Gives +3 STR up to 20

Gauntlets of Hill Giant Strength

  • Gives +3 STR up to 22

Amulet of Greater Health

  • Gives +3 CON up to 22

Risky Ring

  • Instead of Saving Throw disadvantage gives attack roll advantage against you, and -1 AC

Barrels

  • Cannot be picked up