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Syrchalis

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Syrchalis

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About this mod

Want to pick something other than Tavern Brawler, Great Weapon Master and Sharp Shooter for a change? Reduces the power of the largest outliers in balance. Optional mod for those that don't just want buffs. Nerfs are relatively light and Feats scale up to be powerful later.

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Rebalance Series
Attempt to rebalance all spells and cantrips to be more even in power.



Essential Series
Attempt to add missing pieces to the game.



Overview
The goal of this mod is to reduce the power of the largest outliers in balance. The target are aspects of the game I couldn't take as baseline for my rebalance mods because if everything was elevated to that level the enemies would need a lot more power as well.

Bringing down these outliers will help make other choices competitive and offer up more interesting build paths rather than picking the S+ tier feats every game or spending your concentration on twinned haste.


Spells



Haste
For now I decided not to touch Haste. The reason being that all haste-related issues are solved by the honour mode ruleset. If I come up with a good alternative that is also compatible with honour mode I might add it. For now, use honour mode rules if you want more reasonable haste effects.



Spirit Guardians

  • Damage reduced from 3d8 to 3d6
  • Upcast damage gain reduced from 1d8 to 1d6
Notes: May not seem like a lot, but dealing on average 3 less damage on every instance of damage quickly adds up, especially when upcast.


Feats


Alert

  • Initiative reduced to +3 from +5
  • Now grants proficiency in perception
Notes: With 1d4 to determine initiative +3 is still a lot. The reason reducing it further is not a good idea is because enemies as well as items have similarly large initiative bonuses and if reduced too much the feat would eventually have too little impact




Great Weapon Master

  • Penalty to attack rolls is now equal to your proficiency bonus (-2 to -4)
  • Adds +1d4 to damage, increased by another +0 to +5 (increases by 1 per 2 levels)
  • For example, at level 4 the damage would be +1d4 +1, at level 10 it would be +1d4 +4
  • The bonus attack is unchanged
Notes: Values can also be viewed in my balancing sheet. As martials tend to have a lot of good uses for bonus actions the opportunity cost for the bonus attack is high and you need to trigger it in the first place, as such I don't believe it is an issue.



Sharpshooter

  • Same exact changes as Great Weapon Master
  • Bonuses and penalties are reduced for off-hand attacks (bonus is always +1d4 and penalty always -2)
Notes: The off-hand change should make hand crossbows less oppressive.



Tavern Brawler
General changes: (these are also included in Druid QoL)

  • No longer causes a seperate damage instance on throw attacks, meaning damage riders won't apply twice
  • Attack roll and damage bonus apply to wild shapes (even in honour mode), not including Myrmidons (except Earth Myrmidon)
  • It can no longer be negative if you have very low STR
Next, the change to how Tavern Brawler works:

  • Attack rolls continue to scale with STR - and also with DEX now
  • Your STR and DEX modifiers are combined and divided by 2, meaning Tavern Brawler now scales with both abilities equally
  • Damage for unarmed attacks is increased by +1d4, increased to +1d6 at level 7 and +2d4 at level 10
  • Damage no longer scales with STR
  • Untying damage from STR allows for much more build variety while still keeping a scaling aspect via the improved attack rolls scaling with STR and DEX
Examples + more info:
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As example a level 10 monk with 18 DEX using Elixir of Cloud Giant Strength for 27 STR:

  • STR modifier: +8
  • DEX modifier: +4
  • (8 + 4) / 2 = 6
  • Attack roll bonus: +6
  • Damage bonus: +2d4 (average of +5)
This means that this monk went from +8/+8 to +6/+2d4 - a substantial decrease. And this is also assuming he has 18 DEX - a lot of other classes may have lower STR or DEX when focusing on one stat.

However, this also means that you will not be as heavily tied to stacking STR (or DEX) anymore and can use different elixirs than Cloud Giant and use different items to greater effect. This will greatly increase versatility for monk and to an extend throw builds.

A few additional notes:

  • The damage is added as dice, which means they are doubled on crit
  • The tooltip cannot display (STR modifier + DEX modifier) / 2 - if I make it display STR modifier / 2 + DEX modifier / 2 it will round down before adding them, which results in a wrong number, so the tooltip will simply display your combined STR and DEX modifier, allowing you to do the dividing and rounding down yourself



Common Effects


Arcane Acuity

  • Taking damage loses you only 1 turn of Arcane Acuity instead of 2
  • Maximum stacks reduced from 10 to 5
+10 Spellsave DC is ridiculous, if you want to hit enemies with saving throw spells, there is a large variety of conditions that lower saving throws or give disadvantage, especially if you are using my rebalance mods



Arcane Synergy

  • Bonus can not be below +2 any longer
  • Bonus is reduced by -2 until level 6 and by -1 until level 10



Radiating Orb

  • Maximum stacks reduced from 10 to 6
  • Effects that apply Radiating Orb now only apply 1 turn if the target is already under the effects of it
  • They continue to apply 2 turns to targets that are not affected by Radiating Orb yet
This change will prevent ridiculous attack roll penalties and stacking Radiating Orb extremely high on multiple enemies - while still making it a potent source to get -2 and -3 to enemy attack rolls. Since this effect has no saving throw it cannot be too powerful.


Common Questions
If you ask these questions in the comments I'll not be answering them. You have the ability to write, so you have the ability to read as well. And hopefully the ability to think one step further than just my explanations.

Compatibility
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5e Spells: There should be no conflicts since it only adds spells and doesn't edit vanilla ones.

In general:
The main reason for compatibility issues is two mods editing the same thing. Depending on the exact thing this can be very broad or narrow. You don't have to be a modder or understand these terms, just know there is different kinds of ways the game stores information:

  • Root template: Has to be entirely overwritten to be changed, so two mods changing different things still aren't compatible
  • Stats entry: Can be inherited, merged, changed, if the same thing is changed it'll overwrite, otherwise changes merge (unless the entry is entirely overwritten which a lot of novice modders do)
  • Progressions/list entry: Like root templates, but compatibility framework allows merging changes for proper compatibility


Load Order
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If you are using mods that modify Tavern Brawler (e.g. Druid QoL) they will need to be loaded before this mod. Also load this after the ASI version of Rebalance - Feats to get proper tooltips. Generally load this late (far down) in the load order.

In general:
  • The mod loaded later/further down the list overwrites
  • Example: Mod A (loaded first) changes the field 'AmountOfTargets' on Firebolt to 2 and Mod B (loaded later) has it set to 1 then Firebolt will only hit 1 target
  • If the mods change different fields and use self-inheritance (recommended) then the changes merge - which can be desired or not
  • Example: Mod A (loaded first) changes the field 'AmountOfTargets' on Firebolt to 2 and Mod B (loaded later) changes Firebolt to deal 1d12 damage - if the mods use self-inheritance, you now get a Firebolt that hits 2 targes for 1d12


Feedback
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I appreciate constructive feedback. If you think something is too strong or weak or could be done better you are welcome to comment. Note that I may have a reason (design-wise or functionality wise) why something is the way it is. Also please be aware that maybe your +300% health playthrough with 17 custom classes/races and 15 turn combats of running away and letting enemies rot from damage over time is maybe not the average player experience.

Please try to provide feedback as 'user story'. Tell me what happened, the circumstances, what fight, what difficulty etc. - otherwise its fairly hard for me to judge whether something I designed is problematic in general or just in specific scenarios. That information is very important for me to understand the nature of the issue.

As example: "Your rebalanced blight is way too strong!" is not nearly as helpful as "Blight carried my fight against X entirely by itself, because I lured the enemy out of the room, they clumped up and every hit dealt 3-5 damage to 8+ enemies" - even though the second is still just a single sentence.


Work involved
Rebalance - Nerfs took around 12h to make. This is despite me being fairly experienced and efficient. You can multiply this time by x5 to x10 for a novice.
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Often I get questions like "Can you make a version without X?" - I can, but I will not. There is a few things about BG3 mods one might not think about right away. The work involved is high and modders usually make a mod for themselves with the courtesy to make it available to others and maybe spend extra hours to maximize compatibility and make it more broadly appealing.

An additional version means probably at least 1h or 2h of making that alternate version and uploading it, and then several hours maintaining that version, as now every change made to the original mod has the be copied over to that version. Every upload takes twice the effort (packing two files, updating version, updating description, updating changelog, ensuring you are overwriting the correct file etc.).

There is a lot of unfortunately quite popular mods on nexus that are the lowest effort stat overwrites that don't care about any of: Compatibility, fixing tooltips, adding new mechanics, designing well, making anything new or properly testing - they just slap existing passives on something that already exists. Updates aren't required or don't happen. Of course they can have 10 versions of that mod, because it took them almost longer to upload that version than make it and they aren't going to maintain it.

So before you ask "Can you make a seperate version" ask yourself - what are you asking exactly? A stranger to spend multiple hours of their time for free to make a version that barely appeals to a fraction of people over the original mod and even less people that didn't download the original but would download the other version (= minimal gain in quality and popularity).

More importantly, you are asking the person to take that time away from making a new mod, something that far more people would enjoy far more (probably even you).

Now lets talk money for a second. Depending on how passionate a modder is about your request they might make it for free (since they would have done it themselves anyway) or ask a reasonable price of say 40€ (=44$) an hour. Now look at the highlighted numbers again and do the math. An alternate version is most definitely not the former (something the modder is passionate about) or it would exist already. Are you willing to pay that? A fraction of it?

That is all to say, I still appreciate constructive feedback. Many good changes and additions have come from comments. All I want is for people to stop and think for a moment what they are asking.



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