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TheWailingBard

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  1. bahbus
    bahbus
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    Keeping my eye on this. I've played a lot of tabletop games, a lot of D&D. I've played 2e, 3e, 3.5e, 4e, and some 5e. 4e was my favorite, and I think 5e is mostly awful by comparison, but I make due. Anywho, my absolute favorite thing to do in 4e was to play as a lazylord and just being the absolute laziest. I think I did a bard/warlord hybrid. I look forward to seeing this get fleshed out more (especially Tactician) so I can relieve those days in BG3. At higher levels, my turn was literally just having the crazy DPS/Lockdown/HP tank make anywhere between 2-3 attacks or sliding (best form of forced movement ever) my enemies over to my allies. Understandably, it's difficult to have allies do things on your turn the way BG3 is coded, even if you ended up using script extender.

    Couple ideas, not sure if they are possible (with or without script extender):
    -For extra attacks, instead of providing a full action, perhaps it would be possible to give a new resource. The resource lasts for one turn. If you have this resource, you have access to a new basic melee attack that only costs that resource and no actions. Ideally, if possible, a character couldn't get this resource from multiple different sources or multiple times, but a single instance could add more than 1 of the resource (i.e. a high level once per long rest ability that gives 3 attacks)

    -Instead of granting allies move speed, you could implement it in the form forced short range teleports ("I command you to go here!"). If you can dynamically read a character's current move speed and use that as the teleport distance, great. Otherwise, a standard distance (or maybe scaling with level) would work, too, for balancing since teleports are even more powerful than normal, or even forced, movement.

    -Not sure where this would fit in, but 5e has always been missing significant ways to say "hey, enemy, you better pay attention to me and only me!" And even less in BG3. There are some small ways. Barbarian Ancestral Guardian is one of the better ones, in my opinion (enemy has disadvantage to everyone but me). An ability like target ally and all the enemies with X distance of target ally will attempt to attack target ally for 1 turn. Could be only melee range of target ally and useable often. Could be a bigger range and usable per short or long rest.

    -Maybe options to give out more reactions, not as sure about this one.


    I'll probably add this after your next update depending on where I am in my current test run.
  2. Shadownite90
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    Hey, this mod is super awesome! I really love this class. It's my favorite one in KCLL, and I'm super glad that someone added it, as I've been praying someone add KCLL content since the game came out. I was mostly here to show support, but I also wanted to ask if there was anything I could do to help you continue work on the content? I see all sorts of mod creators mentioning donations and stuff, and this is something I'd totally back, or if there's anything else I can do let me know. I don't really have the first idea of how to make these sorts of things, so I'm extra grateful when somebody else adds exactly the thing I wanted. Regardless, even if I can't do anything physically, I did want to at least thank you for working on this, it's something that I'm incredibly happy for!
    1. TheWailingBard
      TheWailingBard
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      Thanks for the encouragement. To be honest, the main barrier right now is really just me needing to pencil out some free time, sit myself down, and work on it. It's a fairly hefty project and Warlord's subclasses tend to play around with their core mechanics, so I've found it's not something I can as easily tinker with here-and-there as some of the other class stuff I've done. But I would like to at least get levels 1-12 for all the subclasses I've included to a presentable state, and that means hunkering down in a way I'm often bad at.

      On donations: I did recently set up Nexus donations, but I generally haven't enabled them directly on any betas. That's mainly because I'd want people to approach any donations more as a tipping jar for anything I've already done, than a promise for any specific future content. (Strictly speaking, if I approached this as something I was under contract for, I would probably have to fire myself for spending the weekend trying out Infinity Nikki.)
  3. TheWailingBard
    TheWailingBard
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    Did see someone tagged this "AI-Generated Content". This is, I think, a natural thing to be curious about these days, but on record: while I do use some placeholder art within the mod, and this placeholder art can be both pretty rough and frankly a little too close to the reference images I used for my comfort, the mod does not presently contain any AI content.

    That art is lazy art! Done by me in about a minute and really just there to remind myself what sort of icons I wanted later. But not AI. No current plans on adding any AI assets down-the-line, as much as the random blank icons are probably an eyesore.

    Thumbnail art is, as mentioned in the mod description, some art from Kibbles' content drawn by Trung Tin Shinji, and is used under the assumption that I fall under this part of Kibbles' license:
    You can, within reason, do any of the following:
    Use art assets (that are copyright KibblesTasty) [...] when making homebrew versions of my content, or supplements to my content. Within Reason: If publicly posted, credit me and the artist that drew it.

    Hope that helps make clear where everything's coming from.
  4. SannctionBG3
    SannctionBG3
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    Been tracking this since you uploaded it - a description of how you've implemented them either in article form or the mod description would go a long way towards helping us identify if theres any issues. We can't figure out what isn't working if we don't know how you wanted it to work!
    1. TheWailingBard
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      That's fair. When I get the chance I'll try to do a little write-up, or at least a list of whatever changes I've made from tabletop.
    2. SannctionBG3
      SannctionBG3
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      Awesome, looking forward to it!
  5. CrimsonEdge7
    CrimsonEdge7
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    Any possibility of at least adding empty levels up to 20, just so you can continue to single-class after 12 when playing with a higher level cap?
    1. TheWailingBard
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      I've thought about it. There are some later-level features that I'd need to think about how to implement, so full 13-20 support probably won't come for a bit, even if it's not something I'm ruling out. But it probably wouldn't be too hard for me to set up something basic, where you just get a Leadership Die each level and maybe some feats.

      No promises, but I might see if I can throw something together tomorrow. Just be aware it'll probably lack any real features, and that my focus will be on levels 1-12.
    2. CrimsonEdge7
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      Understandable! I wasn't really looking for full functionality, just a way to prevent the game from crashing when hitting 13. :)
    3. TheWailingBard
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      So, there should now be empty levels covering 13-20. I haven't tested this and they should be featureless, but you should get some Leadership Dice and two feats. If anyone runs into problems with this, do let me know, although true support for these levels is still a long way off. But hopefully it should at least mean level-unlocked games don't crash (fingers crossed).
  6. Rider1860
    Rider1860
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    Well, I may actually have to start a new run for you.  Just to see how a class I've wanted to play forever ends up in BG3.  I'm a forever DM getting to play is hard enough without adding homebrew.  My only complaint is that of the subclasses I have characters built for they are the noble, packleader, and tactician.  Looks like a noble run coming up.  Thank you.