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raw's Introduction

Zerd's Rules As Written for Baldur's Gate 3

DISCLAIMER

  • Since modding BG3 is not yet officially supported by Larian Studios, you might encounter unexpected problems that it's not in their current scope to fix. PLEASE DISABLE AUTOMATIC TELEMETRY and don't post bug reports on their official platforms, as you're playing with an unsuported mod
  • How to disable telemetry:

Discord

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Description

  • This mod's main objective is to modify vanilla content so that it respects D&D 5th edition ruleset. This means removing some of Larian's takes on the ruleset and adapting it to more closely resemble the tabletop experience. As of right now, the guideline followed is the Player's Handbook and Dungeon's Master Guide contents.
  • However, not all original rules are applicable or possible to be implemented on BG3. Therefore, this is my personal take on how better to apply 5e's ruleset to BG3.

Features

  • See all current features here

Installing

Compatibility

  • This mod alters a lot of core mechanics, thus it might not be compatible with saves that were started without it. If possible, start a new game when using this mod
  • There's also various modifications to classes progressions, spells, actions, etc. This means other mods that change the same entries might cause conflict. Using other mods may result in weird interactions and not intended behaviors

Languages

  • In-game content is currently translated to the following languages
    • English
    • German (MichaLHN)
    • Italian (Kilay)
    • Portuguese - Brazilian (Rorerik)

Error

  • IMPORTANT: When opening the launcher, you'll get several notifications telling you about how mods might break and crash your game. Ignore them
  • When loading the game or creating a new one, you'll get a notification regarding an invalid story set-up. Since the mod doesn't have any story files, the fallback to the main story allows the game to load correctly. Tl;dr: ignore the error warning you'll get

Attribution

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raw's Issues

Barrelmancy

Think and implement something to stop barrelmancy
Suggestions are welcome in the comment section

Current possibilities:

  • Increase container's weights
  • Use the ThrownImmunity flag

Fast Hands?

I'm using your Rebalancing mod. When I leveled to 3rd, I had Astarion take the Thief subclass; but the button for Fast Hands never appeared. It's not on my character sheet, nor in my inventory, nor anywhere else.

Light provide light

I believe the Light cantrip isn't providing light for non-darkvision characters. Need to check if that's the case and fix it if necessary. Also, it should turn off the last object after casting again

Fix the OP wizards

Wizards can currently learn spell scrolls from ANY class including cantrips. They should only be allowed to learn Wizard spells of 1st level and higher.

Two-Weapon Fighting Remove reference to mainhand & offhand

RAW Rules do not define a main hand and an off hand. The attack action is made with weapons you hold and Two Weapon Fighting is done with "...a different light melee weapon that you're holding in the other hand."
This is important when the wielded weapons are different and after extra attack is gained.
If L and R are hands, A is Attack Action and B is Two-Weapon Fighting Bonus Action; Attack patterns can look as follows.
Without Extra Attack
A(R) B(L)
A(L) A(R)
With Extra Attack
A(RR) B(L)
A(LL) A(R)
A(R & L) B(R or L)

Shove mechanic

Shove should allow us to shove a creature or get it prone.

Shoving a Creature
Using the Attack action, you can make a Special melee Attack to shove a creature, either to knock it prone or push it away from you. If you’re able to make multiple attacks with the Attack action, this Attack replaces one of them.
The target must be no more than one size larger than you and must be within your reach. Instead of Making an Attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you.

Refund certain actions

Take a look into certain resources that shouldn't be spent in the event the action doesn't go through

  • Ranger's Ensnaring Strike
  • Fighter's Maneuvers

Two-Weapon Fighting Action remove Ability Modifier from damage

Currently (hopefully a bug) off hand attack adds Ability Modifier to damage.
This should only happen with Two-Weapon Fighting Fighting Style.

Two-Weapon Fighting

PHB p195

When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

Fix Rogue sneak attack

Rogue sneak attack is supposed to increase to 2d6 at level 3. It currently stays at 1d6. It's supposed to be more powerful than Hex or Hunter's mark seeing as it can only apply once per turn.

Feat Not Working

Fix Dual Wielder AC bonus, it doesn't work in EA.
Curtesy of View619 on Discord.

Short Rest Limit

I did a thing!
https://www.nexusmods.com/baldursgate3/mods/15
For that I just set to 4 rests

What is the right amount of rests. 5e has a limit... 24 as there are 24 hours in the day.

That said currently the game heals party on every rest.

We may want to implement hit dice if we want large amount of short rests.

TO up the limit just change

line 451 of Public/Shared/Stats/Generated/Data/Data.txt
key "MaxShortRestPoints","1"

Two-Weapon Fighting Action require Attack Action

You are not able to use Two-Weapon Fighting unless you have ALREADY taken the attack action.

Two-Weapon Fighting

PHB p195

When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

Correct enemies AC as an alternative mod

Implementing this will up the game difficulty a lot, but enemies that are using armors should have their AC respecting that, like a leather amor has AC 11 +Dex Bonus.
When no armor it should be natural armor +Dex.

My suggestion is to implement this but as an alternative because it will make the game pretty hard.

Help Action Tweak

Current:
Help a target up. Remove Prone, Downed, Sleep, Enwebbed, and Ensnared.

Possible Implementation:
Add Helped condition similar to Guidance/Resistance. (in that its a buff that wears off on next roll)
being effected by Prone, Downed, Sleep, Enwebbed, or Ensnared overwrites new help to old help.

Help

PHB p192
You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.
Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.

Available spell slots on the UI

With the removal of weapon spells, there are some empty spaces on the UI to fill with other spells, preferably the default spells added (Shove, Dodge or Disengage)

Sneak attack and advantage

I'm not sure what it is but I very rarely get sneak attack to work whether it be an ally near the enemy or me using it out of hide. Not sure if this is a bug/issue or if I am just greatly missing something.

[Suggestion] Rename mod to something more descriptive of the goal

100% up to you, but I think this mod would benefit from having a title more descriptive of it's goal. Like: Official Rule set, Rule as Written, or Table Top rules, and so on.

The word "rebalancing" could mean anything. It could aim to make the game easier, more difficult, more challenging, etc. And DnD, well, I hope players know that BG3 is about DnD ;)

I think it would make it easier for D&D table top player to find this mod and benefit from it.

[Spell] False life: Duration and HP different from PHB

Seems to me like False life provide a static amount of HP as opposed to the PHB p. 239

You gain 1d4 +4 temporary hit points [...]

Additionally, duration in the game is Until fully rested where in the PBH it's 1 hour.

Two Weapon Fighting - 2nd phase

Hi !
Ty for the dual wield fixes.

There are 2 things that still need to be fixed about Offhand damage:

  1. You substract DexterityModifier on Finesse weapon but if your Strength is better then your Dexterity, the used modifier is the Strength one. So the "SpellSuccess" entry for "Target_OffhandAttack" should be: IF(WieldingFinesseWeapon(context.Source)):DealDamage(max(1,OffhandMeleeWeapon)-max(0, max(StrengthModifier, DexterityModifier)), OffhandMeleeWeaponDamageType); ....
  2. Two-Weapon Fighting style should add Strength/Dexterity modifier to off-hand damage. I'm working on it (maybe using a tag when you get the fighting style), I'll let you know when I get a working fix.

Change High Ground

High Ground should provide half cover against enemies attacking from below (+2 AC) and the usual range extension (which is already given by default).
The Advantage on attack rolls should be removed, together with the Disadvantage from Low Ground

Expertise

Try and implement Expertise (for Rogues, at the time)

Feat Bugged

Fix Dual Wielder AC bonus, it doesn't work in EA.
Curtesy of View619 on Discord.

Produce Flame

Make the hurl part uses Wisdom instead of Intelligence

Fix Weapon Properties

Right now a lot of the important properties of weapons are either inert or downright missing.

Small creatures should be able to wield "Heavy" weapons without disadvantage. This includes Halflings but also Goblins.

Crossbows shouldn't be able to fire more than once a turn because of the "Loading" Property (without a crossbow expert feat), though with Action Surge, Horde Breaker, or potion of speed, I'm pretty sure you can in this game.

You should be able to throw a "Throw" and equipped weapon instead of attacking with it, using the same modifier as the attack would normally have. So normally strength unless the weapon has Finesse.

Fix Astarion UI

Something I modified is causing Astarion's UI to look like this
image

Torch is too good.

The torch does 1d4 damage + 1d4 fire base damage (2d4 with no resistance). It is a simple weapon so can be wielded by pretty much everyone. It stays lit forever so no need to reapply dip. It is light so it can be dual-wielded. It also acts as a light source. It's just better than any other one-handed weapon on a strength build unless you go out of your way to light your weapons every combat.

It should only do 1d4 bludgeoning (improvised weapon) or 1 fire damage when lit (maybe as the special weapon attack). At most, it should only do 1d4 + 1 fire damage.

Inventory Interactions

Characters should not be able to take items from another characters inventory unless they are 2m or less apart and it should cost a action to do so in combat.

Upcasting Spells

To make the Upcasting of any spell feel less clunky adding a popup window that will work in the same way as Arcane Recovery window from Wizard will improve quality of life, instead of 2 versions of the same spell clogging up your Hotbar.

Arcane Ward description

The description for the Arcane Ward skill in the character sheet still shows the vanilla text of 3 hit points instead of what's been changed by the mod.

Jump/Fly as non-action

RAW Jump is not an action but rather a type of movement.

Possible Implementation:
Click the button to activate activate that type of movement. Then next move command is done as a jump/fly.
Possibly make this a toggle on/off.

Jumping

PHB p182
Your Strength determines how far you can jump.
####Long Jump
PHB p182
When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.
This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your DM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it.
When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.
####High Jump
PHB p182
When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow you to make a Strength (Athletics) check to jump higher than you normally can.
You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.

change poison back to 1d4

on page 153 of the Player Handbook it says;

Poison, Basic. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.

Two Weapon Fighting

There are some issues when using 2 weapons:

  1. Even without the Two Weapon Fighting style, ability modifer is added to off-hand damage.
  2. Abitility modifier is not added to off-hand hit chance
  3. Dual Wielder feat doesn't grant +1 AC when dualwielding

For the second point, one way is to substract the ability modifier to off hand damage until you get the fighting style. The only counterpart is the combat log where you'll see "+ X - X + X"

For the third point, it can be fixed like that:
File: Passive.txt

new entry "DualWielder_BonusAC"
type "PassiveData"
data "DisplayName" "Passive_DualWielder_BonusAC_DisplayName"
data "Description" "Passive_DualWielder_BonusAC_Description"
data "Boosts" "IF(FightingStyle_TwoWeapons(context.Source)):AC(1)"

Equipping items in combat.

Right now you can equip/deequip items as you please in combat without using up an action. This can get really OP.

Using a greatsword? Get an extra d6 by equipping two light weapons and doing an offhand attack. Then switch to a shield before you end your turn for a free AC bonus.

Eldritch Invocation Replacement

Allow player to change Invocations upon level up.

Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Dodge Action Implementation

Dodge

PHB p192
 
When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in the appendix) or if your speed drops to 0.

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