About this mod
Overhauls BG 3 Weapon mechanics, separating accuracy and armor penetration, and provides various weapon types with more unique gameplay.
- Requirements
- Permissions and credits
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Translations
- Spanish
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- Changelogs
BG 3 has a huge variety of different weapons. However, this variety is mostly aesthetical and the gameplay effects are basically the same. The problem is that both accuracy and armor penetration are entangled into unified concept "Attack Roll". This makes the system less interesting than it could have been. Where there could've been different opportunity costs, some weapons are clearly just superior to the others: there is no reason to use a Longsword in both hands when the same proficiency with martial weapons allows you to fight with a Greatsword. It also encourages Strength/Dexterity minimaxing: you need only one ability score for attack rolls and damage and it's more beneficial to max it while dumping the other, than have them balanced. Classes, such as Ranger, that potentially rely on both, have to either pick one or be mediocre in both. The difference between Strength-based and Dexterity-based weapons also isn't very significant.
Description
This mod overhauls weapon mechanics, and provides various weapon types with more unique gameplay. It's made to conceptually complement Armor Overhaul, but can also work well as a standalone. Attack rolls now fully represent accuracy with which characters hit, allowing for some weapons to be more or less accurate. Different weapon types depends on Strength and Dexterity scores in different ways.
- Simple non-finesse melee weapons, such as clubs, maces, javelins and quarterstaves are weak but easy to use. They can use either Strength or Dexterity for Attack Rolls and always use Strength for Damage. This means that low Strength but moderate Dexterity characters, such as Wizards, can still successfully land a hit with their quarterstaff even if the damage isn't going to be high. As previously, such weapons have low damage dice and do not have any other special bonuses.
- Finesse weapons are made with precision in mind and have good balance, allowing to effectively utilize Dexterity score of the wielder. Attack rolls with them have flat bonuses and always use Dexterity, even if your Strength score is higher. Damage with them still depends on either Dexterity or Strength. Finesse weapons are optimal for fighting high AC targets, while being mediocre against characters with damage resistance, due to their inferior damage dice compared to non-finesse martial weapons.
- Martial non-finesse weapons such as flails, battle axes, warhammers and greatswords have considerable weight so even holding them requires decent Strength. This allows them to deal huge damage, but at the cost of accuracy. They use Strength for both Damage and Attack rolls. Moreover, attack rolls with them have flat penalty, while their damage dice is further increased, proportionally to this penalty. Most one handed weapons of this category have -1/1d10, Greatswords: -2/2d8, Mauls: -3/3d6, Greataxes: -3/1d12+1d6. This makes them a sub-optimal choice against high AC targets, however a good choice against enemies with lots of HP and physical damage resistance.
- Martial semi-finesse weapons - a new category for weapons in between the previous two. It includes longswords, tridents, glaives and pikes. They have both the superior accuracy of the finesse weapons and good damage die and martial weapons. However they require the wielder to be both Dexterous and Strong at the same time, always using Dexterity for attack rolls and Strength for Damage. Existence of such weapons makes balanced STR/DEX build more viable which is especially helpful for Rangers but also benefits Barbarians and Medium Armor using Fighters.
- Extra Reach weapons in addition to all the previous effects receive -1 penalty to attack rolls giving them a bit of opportunity cost for their unique advantage.
- Bows always use Dexterity for attack rolls and Damage. Short bows have extra +1 to attack rolls. Longbows can partially benefit from character's Strength Modifier, adding half of it to damage in addition to Dexterity.
- Crossbows always use Dexterity for attack rolls and damage. They are less demanding to the ability of the user but also can't take full advantage of it: they have flat bonus to Attack Rolls but add only Half of Dexterity Modifier to them. This means that they are more accurate than bows for characters with low Dexterity Score (12 and below), about as accurate for characters with medium Dexterity Score (14-16) and are less accurate for characters with High Dexterity Score (18 and more). Heavy Crossbow has less accuracy than Hand and Light Crossbow.
Requirements and Compatibility
Weapon Overhaul requires the latest version of Equipment Library. Make sure to update it.
Armor Overhaul is fully compatible and recommended to be used with Weapon Overhaul as they both perfectly complement each other.
Mobility Overhaul is also fully compatible and recommended to be used with Weapon Overhaul
Shields Overhaul likewise fully compatible and recommended to be used with Weapon Overhaul
Arsenal Overhaul is not compatible. On a reflection I decided that compatibility between the two mods will not worth it as there is a lot of overlap between their features.
Finesse Longswords and other mods that change weapon properties are not compatible as Weapon Overhaul already uses its own mechanics for different weapon types