- Several supports Patch#7 - Several Spells that referenced "Armor Class (AC)" or "defenses"/"resistances" in some way have been modified and added. * This is considered in the testing and balancing phase.
* You can see all the details in the Google Drive document.
Minor Update v2.0.02📝
- The effects of Acid has been modified. - All values have been rebalanced.
* You can see all the details in the Google Drive document.
Minor Update v2.0.01📝
- It seems that Lightning damage amplification to metal shields was not being applied correctly. This has been fixed.
Release v2.0.00 is now avaliable👍
- Magic Absorptions have been added. - All values have been rebalanced.
* You can see all the details in the Google Drive document.
Is there way to make a universal compatible version that works with any modded shields that only turns ac into damage reduction? That way you dont have to classify it by material and stuff
This mod makes all the shields in the game belong to a specific "family" of shields, each with its own characteristics. To achieve this, I created my own internal library. However, there are very few shield types in BG3, so I had to create most of them from zero.
If you install a mod that adds new shields, for example, and the developer of that mod only used the existing shield types in the game, there shouldn’t be any problems in principle. However, two things might happen:
The new shields won’t be affected by this mod.
The new shields will be affected by this mod but might belong to the "wrong" shield families.
I’m not sure if you’re referring to other types of shield mods, but if your goal is to add more shields to the game, and they are shields created from scratch by another modder, one of these two scenarios is likely to occur.
In any case, you can try the mod and see how it works. It won’t break your save. If it doesn’t work as you’d like, you can simply remove it.
- Several supports Patch#7 - Several Spells that referenced "Armor Class (AC)" or "defenses"/"resistances" in some way have been modified and added. * This is considered in the testing and balancing phase.
* You can see all the details in the Google Drive document.
Also, there are several games where shield works exactly the way this mod changes it to, absorbing and reducing the amount of damage you take. For example, World of Warcraft. Blocking an attack reduces the damage by 30% (60% if it 'crits'). And even if it was a novelty, what would be the problem?
Don't like it? Don't use it. Geez.
Cool mod, definitely going to give it a go next playthrough.
I'd also say this misunderstanding of shields/armor/AC in D&D (specifically table-top, but obviously carried over to BG3) is a lack of DM, or Player imagination in describing the roll-reult vs AC. I have a Dagger, and my AC is 14. Goblin rolls 13 to hit and has a Scimitar. I win the defense this round, and choose to catch the blade of the Goblin's Scimitar against the blade/guard of my Dagger.
It's just DM/Player lack of - or a deprived opportunity to use - imagination.
This is kind of what pathfinder 2e does, wearing a shield gives you the option to block with it as a reaction and the block absorbs a set amount of damage based on material and enchantments on the shield.
Been wanting someone to implement similar in 5e for a while.
The mod itself seems hella nice. I'm mostly concerned as to how it works with Statuses, since you'll be easier to hit, its easier to get knocked/frightened/triggered in some way. I may be overthinking this, but attacks that could provoke a status (Gith fight near mountain pass for example) sound like a massive nightmare on this, since your tanks will be CC'ed to death. Perhaps I'm wrong and I'm overanalyzing it, but that's how my brain proceeses the con of this mod. Anyone who has used it detected this issue or similar?
This mod sounds, effectively, like a "realism mod" -- I would assume CC is going to be more of an issue; if that's a concern, I suggest using the buffs from different classes as intended, instead of like a space-holder, and focusing any gear etc. that add bonus' to passing saves (I say this, because this was helpful for me personally after a couple difficulty+ type mods)
"Realism often will deprive you of feeling like the main character" , I guess?
I like this a lot, but besides the problem with statuses others mentioned, I will never install this because of your changes to mage armor. Mages can't use armor. That's why they have mage armor. If your new mage armor also reduced physical damage greatly? Maybe. But not this, never this. Sorry. I loved it, till that.
yea I agree with you but also that spell is bugged with this mod cuz after casting it, it will disapper after 2 seconds instead of until long rest (or maybe it's conflict with my 50+ mods but i'm too lazy to check which one). Also her buff with shield of faith (grant all dmg resistance) is so consistently OP you'd have no reason to run any other concentration spell. I was really sold with this mod for a bit till I tried it.
102 comments
That way you dont have to classify it by material and stuff
Could be possible a fix for that?
Thanks!
I hope you enjoy it.
This mod makes all the shields in the game belong to a specific "family" of shields, each with its own characteristics. To achieve this, I created my own internal library. However, there are very few shield types in BG3, so I had to create most of them from zero.
If you install a mod that adds new shields, for example, and the developer of that mod only used the existing shield types in the game, there shouldn’t be any problems in principle. However, two things might happen:
- The new shields won’t be affected by this mod.
- The new shields will be affected by this mod but might belong to the "wrong" shield families.
I’m not sure if you’re referring to other types of shield mods, but if your goal is to add more shields to the game, and they are shields created from scratch by another modder, one of these two scenarios is likely to occur.In any case, you can try the mod and see how it works. It won’t break your save. If it doesn’t work as you’d like, you can simply remove it.
- Several supports Patch#7
- Several Spells that referenced "Armor Class (AC)" or "defenses"/"resistances" in some way have been modified and added.
* This is considered in the testing and balancing phase.
* You can see all the details in the Google Drive document.
Also, there are several games where shield works exactly the way this mod changes it to, absorbing and reducing the amount of damage you take. For example, World of Warcraft. Blocking an attack reduces the damage by 30% (60% if it 'crits'). And even if it was a novelty, what would be the problem?
Don't like it? Don't use it. Geez.
Cool mod, definitely going to give it a go next playthrough.
I have a Dagger, and my AC is 14.
Goblin rolls 13 to hit and has a Scimitar.
I win the defense this round, and choose to catch the blade of the Goblin's Scimitar against the blade/guard of my Dagger.
It's just DM/Player lack of - or a deprived opportunity to use - imagination.
Been wanting someone to implement similar in 5e for a while.
"Realism often will deprive you of feeling like the main character" , I guess?