Minor Update v1.0.2📝 - All values have been rebalanced.
Release v1.0.0 is now avaliable👍
Now this mod have 4 versión:
1. NO blood recovery but all changes below are. 2. Recover Constitution _Modifier*10 of blood and all changes below. (Do not use with a negative Constitution multiplier) 3. Recover 25% + Constitution_Modifier total blood and all changes below. 4. Recover 50% + Constitution_Modifier total blood and all changes below.
Almost all values have also been rebalanced, and a more precise explanation has been detailed.
🩸Blood Restored (HP) → 25% + Contitution_Modifier * You also have the other versions mentioned above.
Level 1 Spell Slots → 38% * If you have max Spell Slots (4), you will recover 1 slot at first Short Rest, and 2 more slots at second Short Rest. 3 Spell Slots in total.
Level 2 Spell Slots → 34% * If you have max Spell Slots (3), you will recover 1 slot at first Short Rest, and 1 more slot at second Short Rest. 2 Spell Slots in total.
Level 3 Spell Slots → 17% * If you have max Spell Slots (3), you will no recover slots at first Short Rest, but 1 slot at second Short Rest. 1 Spell Slot in total.
Level 4~6 Spell Slots → 0% * You will no recover any Level 4~6 Spell Slots.
Warlock Level 1~6 Spell Slots → 100% * You will recover all your Warlock Spell Slots in each Short Rest.
Sorcery Point → 20% * If you have +5 Sorcery Points, you will recover 1 point in each Short Rest. 2 Sorcery Points in total. * If you have +10 Sorcery Points, you will recover 2 points in each Short Rest. 4 Sorcery Points in total.
Superiority Dice → 100% * You will recover all your Superiority Dice in each Short Rest.
Rage Charge → 20% * If you have +3 Rage Charges, you will no recover charges at first Short Rest, but 1 charge at second Short Rest. 1 Rage Charges in total. * If you have +5 Rage Charges, you will recover 1 charge in each Short Rest. 2 Rage Charges in total.
Ki Point → 100% * You will recover all your Ki Points in each Short Rest.
Wild Shape Charge → 100% * You will recover all your Wild Shapes in each Short Rest.
Natural Recovery Charge → 17% * If you have +3 Natural Recovery Charges, you will no recover charges at first Short Rest, but 1 charge at second Short Rest. 1 Natural Recovery Charges in total. * If you have +6 Natural Recovery Charges, you will recover 1 charge in each Short Rest. 2 Natural Recovery Charges in total.
Bardic Inspiration → 20% * If you have +3 Bardic Inspiration Charges, you will no recover charges at first Short Rest, but 1 charge at second Short Rest. 1 Bardic Inspiration charge in total. * If you have +5 Bardic Inspiration Charges, you will recover 1 charge in each Short Rest. 2 Bardic Inspiration Charges in total.
Lay on Hands → 30% * If you have +3 Lay on Hands Charges, you will no recover charges at first Short Rest, but 1 charge at second Short Rest. 1 Lay on Hands Charges in total. * If you have +4 Lay on Hands Charges, you will recover 1 charge at first Short Rest, and 1 more charge at second Short Rest. 2 Lay on Hands Charges in total. * If you have +5 Lay on Hands Charges, you will recover 1 charge at first Short Rest, and 2 more charges at second Short Rest. 3 Lay on Hands Charges in total.
Channel Divinity → 100% * You will recover all your Channel Divinities in each Short Rest.
Channel Oath Charge → 100% * You will recover all your Channel Oath Charges in each Short Rest.
Fungal Infestation → 1 Charge * You will recover 1 Fungal Infestation Charge in each Short Rest.
Lucky (Feat) → 1 Charge * You will recover 1 Lucky Charge in each Short Rest.
I'm not sure what happened. I think after hotfix 7? My rage recovery goes up in decimals after short rest? Was this intended because I didn't notice this happening before.
Good question, since it will help others who have the same problem.
This is intentional since breaks accumulate. If you read the description of the mod, you will see that sometimes 1 point of a resource is recovered with the first short rest, and 2 points with the second short rest, making a total of 3 points. This happens because the resources recovered from short rests accumulate until you complete an extra resource point.
This is for anyone looking to make this mod work again. You just need to open the mod with LSLib Toolkit and change the UUID on the meta.lsx file. Google "UUID generator" to find a new one. This can be applied to any mods that the Mod Manager calls "Invalid".
I hope you're doing well VargrNekrode, love your work mate.
The primary benefit to warlock spell slots is that they recover on short rest, and to balance that, Warlocks only have 2 slots from lvls 1-10, and 3 later. +They are less inclined to spend slots for attack spells due to having the Eldritch Blast cantrip & Pact of the Blade invocation. With short rests they effectively have 6-9 max lvl slots per long rest.
Other casters have more (lower lvl) slots than warlocks, and Sorcs can recover some if they spend sorcery points (not worth it in most cases), while Wizards have arcane recovery charges that work somewhat similarly, but are more limited per long rest.
This mod allows you to recover 50% of lvl 1-2 spell slots and 25% of lvl 3-4 slots per short rest. This is roughly doubling the amount of lvl 1-2 slots and increasing lvl 3-4s by 50% per long rest. Realistically, it's a little less than that due to rounding down.
In conclusion, this change makes Warlock spell slots even more inferior to normal spell slots, at least below lvl 4-5 slots. But in all cases, the amount of casts per long rest gap is widened, since the amount of warlock spell slots remained the same, while the others increased.
Agreed, short rest classes like warlock, fighter, bard, monk become nerfed in favour of classes that were previously balanced for Long Rests now gaining their resources on Short Rest.
Yeah, Monks were completely taken off the table completely with this. They were already barely worth investing into overall, limited largely in their Ki supply which is terribly strangling as is.
This mod adding any sort of addition spells to Casters is one of the most game unintentional game breaking ideas I've seen. No judgement to the original Author. I understand what we wanted to do, and appreciate trying to balance the idea of "Short rest" by definition, but the truth is, its never going to work because Casters are already miles ahead of any Martial pound for pound.
Funny enough this just made Sorc's the end all most powerful full caster. They were already the most damaging superior choice in the game and giving them any means of regaining Sorc points ontop of more fuel to do so threw all balancing factors out the window completely.
I'm curious what kind of monk do you play? my first play through on release was on Tactician with strength Monk abusing Tavern Brawler feat and unarmed attacks/Flurry of Blows, multi classed later into thief. With a couple items, the damage got absurd very fast. I actually never touched monk again because of how broken it was lol
Hope the author dosn't take this conversation too seriously, as your arguments more or less are only applicable for actual dnd scenarios and campagnes and not for BG3. The fact, that you can do a long rest more or less when ever you want and that the ressources you need for it are more or less infinite in the game results in only a question of "Do I want to invest 30 sec of time for a long rest + optional buffing afterwards, or just click short rest?" to prepare for the next fight. In terms of dnd fights, yeah you are write with spell slots on short rests for all would be game breaking, but in BG3 it really does not matter at all.
And actually, this mod goes really nice with the "Companions AI" mod because all casters just throw every spell slot they have on easy enemies and you would need to take a long rest for EVERY fight if you are underleveled/geared. Therefor an actually nice combination of mods.
You can already long rest your wait to every single encounter in the game, these mods that restore all your spells etc just remove the boring steps. I had like 2K surplus camp supplies by act 3, it's such a wasted mechanic to add to this game just because it's based on DnD, Divinity did it better with simple cooldowns.
Agreed, short rest classes like warlock, fighter, bard, monk become nerfed in favour of classes that were previously balanced for Long Rests now gaining their resources on Short Rest.
Short rest classes are WAY stronger than long rest classes if you actually use short rests instead of just long resting between every fight with the endless supplies you find - warlock can be good as new after a short rest whereas a sorceror might be useless until a long rest if it was a heavy battle.
To me, the point of this mod is it just allows you to actually use short rests to benefit your whole party equally instead of choosing between A) short rest and have your warlock + fighter good as new while your sorc + cleric are still dead weight, or B) long rest and recover everything, which conversely makes your sorc, cleric, wizard etc. utterly overpowered compared to the fighter types. Both of these options feel bad and make half of the classes feel trash compared to the other half depending on how you choose to use (or not use) short vs. long rests. Whereas, with this mod, now you can actually short rest and recover your entire party in a comparable amount without worrying about making half your party feel like dead weight because vanilla long rests are too strong yet vanilla short rests are too weak.
That's how I see it anyways and I'm excited to try this because I've been stuck trying not to make the game too easy on myself with too many long rests, but maaaan I really wish I had just a few more spells with that sorc for the next fight, don't need all of them back just like 1-2 more... hope this helps some others reading to get some fun out of this similarly! :)
49 comments
- Now Supports Patch#7
Minor Update v1.0.2📝
- All values have been rebalanced.
Release v1.0.0 is now avaliable👍
Now this mod have 4 versión:
1. NO blood recovery but all changes below are.
2. Recover Constitution _Modifier*10 of blood and all changes below. (Do not use with a negative Constitution multiplier)
3. Recover 25% + Constitution_Modifier total blood and all changes below.
4. Recover 50% + Constitution_Modifier total blood and all changes below.
Almost all values have also been rebalanced, and a more precise explanation has been detailed.
🩸Blood Restored (HP) → 25% + Contitution_Modifier
* You also have the other versions mentioned above.
* If you have max Spell Slots (4), you will recover 1 slot at first Short Rest, and 2 more slots at second Short Rest. 3 Spell Slots in total.
* If you have max Spell Slots (3), you will recover 1 slot at first Short Rest, and 1 more slot at second Short Rest. 2 Spell Slots in total.
* If you have max Spell Slots (3), you will no recover slots at first Short Rest, but 1 slot at second Short Rest. 1 Spell Slot in total.
* You will no recover any Level 4~6 Spell Slots.
* You will recover all your Warlock Spell Slots in each Short Rest.
* If you have +5 Sorcery Points, you will recover 1 point in each Short Rest. 2 Sorcery Points in total.
* If you have +10 Sorcery Points, you will recover 2 points in each Short Rest. 4 Sorcery Points in total.
* You will recover all your Superiority Dice in each Short Rest.
* If you have +3 Rage Charges, you will no recover charges at first Short Rest, but 1 charge at second Short Rest. 1 Rage Charges in total.
* If you have +5 Rage Charges, you will recover 1 charge in each Short Rest. 2 Rage Charges in total.
* You will recover all your Ki Points in each Short Rest.
* You will recover all your Wild Shapes in each Short Rest.
* If you have +3 Natural Recovery Charges, you will no recover charges at first Short Rest, but 1 charge at second Short Rest. 1 Natural Recovery Charges in total.
* If you have +6 Natural Recovery Charges, you will recover 1 charge in each Short Rest. 2 Natural Recovery Charges in total.
* If you have +3 Bardic Inspiration Charges, you will no recover charges at first Short Rest, but 1 charge at second Short Rest. 1 Bardic Inspiration charge in total.
* If you have +5 Bardic Inspiration Charges, you will recover 1 charge in each Short Rest. 2 Bardic Inspiration Charges in total.
* If you have +3 Lay on Hands Charges, you will no recover charges at first Short Rest, but 1 charge at second Short Rest. 1 Lay on Hands Charges in total.
* If you have +4 Lay on Hands Charges, you will recover 1 charge at first Short Rest, and 1 more charge at second Short Rest. 2 Lay on Hands Charges in total.
* If you have +5 Lay on Hands Charges, you will recover 1 charge at first Short Rest, and 2 more charges at second Short Rest. 3 Lay on Hands Charges in total.
* You will recover all your Channel Divinities in each Short Rest.
* You will recover all your Channel Oath Charges in each Short Rest.
* You will recover 1 Fungal Infestation Charge in each Short Rest.
* You will recover 1 Lucky Charge in each Short Rest.
I'm using the 25% version if that helps.
This is intentional since breaks accumulate. If you read the description of the mod, you will see that sometimes 1 point of a resource is recovered with the first short rest, and 2 points with the second short rest, making a total of 3 points. This happens because the resources recovered from short rests accumulate until you complete an extra resource point.
Shame I didn't get to try this before updating, seems like an amazing idea!
I hope you're doing well VargrNekrode, love your work mate.
- Now Supports Patch#7
Other casters have more (lower lvl) slots than warlocks, and Sorcs can recover some if they spend sorcery points (not worth it in most cases), while Wizards have arcane recovery charges that work somewhat similarly, but are more limited per long rest.
This mod allows you to recover 50% of lvl 1-2 spell slots and 25% of lvl 3-4 slots per short rest. This is roughly doubling the amount of lvl 1-2 slots
and increasing lvl 3-4s by 50%per long rest. Realistically, it's a little less than that due to rounding down.In conclusion, this change makes Warlock spell slots even more inferior to normal spell slots, at least below lvl 4-5 slots. But in all cases, the amount of casts per long rest gap is widened, since the amount of warlock spell slots remained the same, while the others increased.
This mod adding any sort of addition spells to Casters is one of the most game unintentional game breaking ideas I've seen. No judgement to the original Author. I understand what we wanted to do, and appreciate trying to balance the idea of "Short rest" by definition, but the truth is, its never going to work because Casters are already miles ahead of any Martial pound for pound.
Funny enough this just made Sorc's the end all most powerful full caster. They were already the most damaging superior choice in the game and giving them any means of regaining Sorc points ontop of more fuel to do so threw all balancing factors out the window completely.
And actually, this mod goes really nice with the "Companions AI" mod because all casters just throw every spell slot they have on easy enemies and you would need to take a long rest for EVERY fight if you are underleveled/geared. Therefor an actually nice combination of mods.
Short rest classes are WAY stronger than long rest classes if you actually use short rests instead of just long resting between every fight with the endless supplies you find - warlock can be good as new after a short rest whereas a sorceror might be useless until a long rest if it was a heavy battle.
To me, the point of this mod is it just allows you to actually use short rests to benefit your whole party equally instead of choosing between A) short rest and have your warlock + fighter good as new while your sorc + cleric are still dead weight, or B) long rest and recover everything, which conversely makes your sorc, cleric, wizard etc. utterly overpowered compared to the fighter types. Both of these options feel bad and make half of the classes feel trash compared to the other half depending on how you choose to use (or not use) short vs. long rests. Whereas, with this mod, now you can actually short rest and recover your entire party in a comparable amount without worrying about making half your party feel like dead weight because vanilla long rests are too strong yet vanilla short rests are too weak.
That's how I see it anyways and I'm excited to try this because I've been stuck trying not to make the game too easy on myself with too many long rests, but maaaan I really wish I had just a few more spells with that sorc for the next fight, don't need all of them back just like 1-2 more... hope this helps some others reading to get some fun out of this similarly! :)