I love this mod but I'm sad that the slashing flourishes can't attack 2 targets anymore. I really wanted to make a knife throwing build that can hit a couple of people each turn.
Might be out of the scope of this mod but could the animations of Dual Wielding bards be fixed? They don't do the bow animation when pre casting a flourish.
Will try this hoping it won't conflict with the Bard Fixes and Tweaks mod in a bad way.
PS. Your newest changelog: "Defensive Flourish now scales with bardic inspiration die" contradict your description: "Also, I raised the AC bonus for Defensive Flourish to 5 since it's stuck being a static number, and I didn't want to implement 3 different levels though I might eventually".
Still hardly started my first playthrough yet so not sure how any of it is implemented. One of the features listed on that mod is being able to use flourishes as reactions however. AFAIK only Mobile Flourish is usable as a reaction according to 5e rules, Defensive Flourish would have been much more useful though.
oh they probably mean interrupts (the game's internal term for spells that can be used in response to something like hitting) when they say reaction. RAW they all only trigger off hits when you take the Attack Action, but mobile flourish is the only one that would actually consume your reaction if you use the movement. i'm pretty sure the other mod works mostly raw too.
Yeah, it's not supposed to. It allows you to make an attack against a creature within 5ft. of you not your target. When you use it, you get a temporary spell that goes away if you move or cast something else.
If you click on any of the little interrupt icons just above the hotbar on the right-hand side, it should take you directly to your interrupt menu where you should be able to set all the toggles. It's also possible a recent patch broke something as I haven't tested this mod in a bit. I seem to remember them changing something about the way interrupt toggling works. It shouldn't have broken anything, but you never know.
Edit: Also, I think they're on the same trigger (but it's been a while since I've looked at Divine Smite) so you won't be able to use both on the same attack unless you use one through its corresponding spell.
Hello, I was wondering if you could also increase the damage of flourish. Also have flourishes critical hits add another bonus action, allowing it to be used in succession. Dual wielding, should feel similar to unarmed monk play. Should feel similar to other weapon masters.
*Optional to add this critical feature to the "dual wielder" feat. To mirror the "Great Weapon Master" Feat.
you know... now that you mention it, that might be why so many things that "should" be interrupts aren't. they might have prioritized smite and sneak attack and not wanted to conflict with those. i'll see what can be done.
Odd their other mod for the battle master maneuvers I was able to use the maneuvers along with paladin smite. Though I have not tested it with the sword flourishes yet.
are you using the Smite ability from the action bar, Drago? because that should work, but they have two interrupts coded for smite as well and they are probably mutually exclusive with other interrupts (at least on the same or nearby triggers) like the ones in these mods. i'm going to add the spell versions back and just make sure you can't use an equivalent ability as an interrupt with them to give the player options.
They aren't "reactions" in the sense that they use your Reaction in tabletop (ReactionActionPoint in BG3). They are reactions in the sense that you know if you hit or not before you use them. Larian handled this by not consuming resources on miss for a lot of "spells." The problem is that those spells are mutually exclusive with other spells. It seems interrupts are mutually exclusive as well, so there are trade-offs, but the main appeal is being able to use these abilities with blade cantrips if you have a mod for those.
yeah, looks like all my changes are also in that mod. i didn't realize it existed when i made this. someone asked on my battle master maneuvers mod, so i went for it.
there are some minor differences, so i'll probably keep working on this anyway, but they're definitely further along than i am.
I haven't played a bard yet, only looked through mods, so I don't know what these minor differences are. But maybe you could work together with that other guy? Just a suggestion :) Anyway, thank you a lot for your mods!
no, it's handled as tabletop RAW. you can do the flourish damage to a target within 5 ft of you and i just had it use your melee weapon damage type though i should probably change that back to main weapon in case you're not holding a melee weapon.
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PS. Your newest changelog: "Defensive Flourish now scales with bardic inspiration die" contradict your description: "Also, I raised the AC bonus for Defensive Flourish to 5 since it's stuck being a static number, and I didn't want to implement 3 different levels though I might eventually".
Slashing Flourish (Ranged). Can attack non-hostile creature unlike vanilla. However, does not allow a second target to be included.
Edit: Also, I think they're on the same trigger (but it's been a while since I've looked at Divine Smite) so you won't be able to use both on the same attack unless you use one through its corresponding spell.
Dual wielding, should feel similar to unarmed monk play. Should feel similar to other weapon masters.*Optional to add this critical feature to the "dual wielder" feat. To mirror the "Great Weapon Master" Feat.
there are some minor differences, so i'll probably keep working on this anyway, but they're definitely further along than i am.