Sandi's Ruleset

Sandi's Ruleset

A collection of rules and gameplay changes making BG3 more coherent & logical, fixing bugs, feature balancing, and making others changes that I thought would be a good idea.

[size=4][u][b]V4 Release:[/b][/u][/size]
[b]I've split the mod up into 3 files: Core, Feats, Spells (as you might guess, Feats and Spells just contain feats and spells, the rest is in Core). This is to allow using the Core Ruleset, and pairing it with Feats/Spells rework/rebalance mods by others with minimal compatibility issues.[/b]

[b]Quick overview of main v4 improvements:[/b]
[list]
[]Sneaking no longer gives advantage until your next turn - gets rid of hide-then-immediately-attack-with-advantage cheese, replacing it with a deeper mechanic where you have to think about how to evade detection until next turn to gain advantage.[/]
[]Improvements to the clouds/magical darkness system, fixing the issue where characters with magical darksight didn't benefit from magical darkness.[/]
[]Fixed a bug with how freedom of movement interacted with strength based movement (and fixed various freedom of movement bugs along the way).[/]
[]Feats: improvements to Defensive Duelist and Dungeon Delver (ability score improvements).[/]
[]Spells: Improvements to Acid Splash, Cure Wounds, Shield of Faith, Darkness upcasts. Amendment to previous undocumented change to Flaming Sphere, and documented.[/]
[]Several bug fixes, some from vanilla, some from the mod.[/]
[/list]
[size=6]Sandi's Ruleset[/size]

A collection of rules and gameplay changes to make BG3 more logical & coherent, fix bugs, and create gameplay improvements.

[size=3][u][b]Dependencies[/b][/u][/size]

The mod is intended to be used with [url=https://www.nexusmods.com/baldursgate3/mods/21616]DRS Remover[/url] (available on nexus or mod.io/ingame) and [url=https://mod.io/g/baldursgate3/m/item-and-spell-bug-fixes]Item and Spell Bug Fixes[/url] (available on mod.io or in-game). These are marked as dependencies to automatically handle load order - but the mod will run without them if you prefer.

Disabling the short rest button so that the short rest toggle passive must be used requires an edited Hotbar - available are [url=https://www.nexusmods.com/baldursgate3/mods/21613]Better Hotbar - Vova's Edition - Sandi's Mods Edit[/url] and [url=https://www.nexusmods.com/baldursgate3/mods/22272]Aether's Contextual Action Bar - Sandi's Mods Edit[/url] - use either one, not both (they can't be used together combined, sadly).

Requires Script Extender.

[u][b][size=3]Compatibility[/size][/b][/u]

This mod will be incompatible with some mods that change the same things. I expect this mod to generally be compatible with race and class mods. The Core file alone should be almost entirely compatible with any mods that change feats and spells - of these Core only modifies the duration of Speak with the Dead and Read Thoughts, and modifies the Crossbow Expert feat.

[u][b][size=3]Languages[/size][/b][/u]

The mod has a fair amount of additional or replacement text. Only English is supported.

[u][b][size=3]The Changes:[/size]

[/b][/u][b][u][size=5][Sandi's Ruleset - Core][/size][/u][/b]

[b][size=4]Combat Initiation[/size][/b]

[list]
[]When combat begins, nearby sneaking characters are pulled in to the combat and roll initiative (while remaining hidden). [This ends the BG3 behaviour of those characters remaining in real time mode and being able to move an unlimited amount while those in combat are frozen, and also stops the issue where the enemies roll better initiative and start attacking your characters in combat before you can move the hiding characters to bring them into the fight.] (Credit to [url=https://www.nexusmods.com/baldursgate3/users/6682532]osirisofinternet[/url] and his [url=https://www.nexusmods.com/baldursgate3/mods/13114]Sensible Ambushing[/url] mod. My implementation of this is based on his work.) [b][v3][/b] fixes to this feature to make it work on temporarily hostile enemies, and when invisible in the same way as when sneaking.[/]
[/list]
[size=4][b]Stealth[/b][/size]

[list]
[]Sneaking characters are reduced to 2/3rds movement speed, making their turn based movement similar to their real time movement.[/]
[/list][list]
[][b][v4][/b] Sneaking no longer gives immediate advantage on attacks - the sneaker must remain hidden until the start of their next turn, upon which they gain the "Hidden" status which gives advantage.[/]
[/list][list]
[][b][v4][/b] Fix: Non stealthy actions that don't target a creature now break stealth (previously only actions that targeted a creature, self or other, did).[/]
[/list][list]
[][b][v4][/b] Jumping breaks stealth.[/]
[/list]
[b][size=4]Weapons Rules[/size][/b]

[list]
[]Characters can only equip 2 weapon/shield items at a time (melee + ranged). If a Ranged weapon and a melee weapon or shield are equipped at the same time, one must be a one handed weapon (non versatile). [Allows for believable setups like Bow + Shortswords, but not 2 full setups with instant switching, and prevents gaining free +2 AC by having a shield equipped while using ranged weapons.][/]
[/list][list]
[]Throw range reduced to 9m (from 18m). [Prevents thrown weapons usurping the role of ranged weapons, and differentiates Str and Dex characters.][/]
[/list][list]
[]All melee attacks have a +2 hit bonus. All ranged attacks have a -1 hit penalty. [Melee characters suffered the most changes to weapon equipping and throwing range, plus melee tactics felt a little weak already. These adjustments reward melee characters who commit to close combat with greater effectiveness. Also nicely helps melee spells which were not often used, but now feel like stronger options.][/]
[/list][list]
[]Ranged weapon range tweaks. Longbow/Heavy Crossbow 19.5m, Shortbow/Light Crossbow 16.5m, Hand Crossbow: 13.5m. [Mostly just to bring some of the range variation of weapons from DnD 5e to the game][/]
[/list][list]
[]Hit bonus from height reduced from +2 to +1, and hit penalty for low ground reduced from -2 to -1. I felt that these bonuses were too strong and encouraged repetitive snipe-from-the-high-ground gameplay.[/]
[/list][list]
[]Spears are now Reach, but one handed damage is reduced to D4. Staffs one handed damage also reduced to D4 to match. [b][v4][/b] Tridents now are also reach.[/]
[/list][list]
[]Off hand attacks and bonus action weapon skills (Flourish etc) now can only be used after making a full action main hand attack. Might revert this change in future, but it's here for now.[/]
[/list][list]
[]Rush Attack range reduced from 9m to 5m. Flourish is now lethal instead of non-lethal. Steady/Brace are now single attacks that apply their damage re-roll only to that attack.[/]
[/list][list]
[][b][v3][/b] Two-handed damage for the versatile weapons: Longswords, Battleaxes, and Warhammers increased to D12 to give more viable two handed options. Two handed Trident damage increased from D8 to D10.[/]
[/list][list]
[][b][v3][/b] Maiming attack now reduces the target's movement by [s]1/3rd[/s] [v3.2] 1/2 until healing (why would a maimed creature not be able to move for 2 turns, then be fine again?)[/]
[/list]
[b][size=4]Weapons: Crossbows[/size][/b]

[list]
[]Crossbows must be loaded ([i]action[/i]) before shooting. Characters autoload when equipping a crossbow out of combat, or at the end of combat.[/]
[/list][list]
[]Damage increase from D8 to D10 for Light Crossbows, from D10 to 2D6 for Heavy Crossbows.[/]
[/list][list]
[]Crossbow Expert updated to allow loading a crossbow with a [i]bonus action[/i] instead of an action, in addition to existing effects.[/]
[/list][list]
[][b][v3][/b] Crossbows receive a +1 to hit rolls when wielding in both hands (The player is considered to be able to wield in both hands when they do not have a versatile or two-handed melee weapon equipped).[/]
[/list]The new crossbows are generally inferior for dedicated archer characters, as in 5e. On the other hand the extra accurate and damage makes them useful for assassination, and they can be useful as weapons for characters who have other options to use after firing once, such as spellcasters.


[size=4][b]Common Actions[/b][/size]

[list]
[]Jumping now uses 1.2x jumping distance of movement, does not use a bonus action. Much more logical, and gets rid of the jumping-to-move-further gimmick. A "Jump Down" action with new icon has been added that lets you jump 1m across for a fixed cost of 5m of movement. This is purely a fix for situations where you want to jump down a long distance, but would not be able to because the distance you are jumping down is more than the movement speed your character can have.[/]
[/list][list]
[]Shoving costs a full action, as per 5e. Shove success chance has been boosted to compensate, and because the mod increases fall damage it's more valuable.[/]
[/list][list]
[]Performing (with a musical instrument) now costs an action instead of being free.[/]
[/list][list]
[][b][v3][/b] The weight that characters can throw is now proportional to their strength (instead of strength squared). Enlarged creatures gain 33% capacity for each level, and reduced creatures lose 25% for each level.[/]
[/list]
[b][size=4][v3] Abilities / Skills changes[/size][/b]

[list]
[][b][v3][/b] Each +1 of your Strength Modifier gives +0.5m (1.66ft) movement speed. Mostly to buff the Strength stat to encourage Ability variety for non Str characters.[/]
[/list][list]
[][b][v3][/b] Each +1 of your Acrobatics skill Modifier reduces fall damage by 2.5% of your max HP. The game says Acrobatics helps you "Land on your feet", so why not make that reality?[/]
[/list]
[size=4][b]Initiative[/b][/size]

[list]
[]Initiative roll now uses a D20 (per 5e) instead of a D4. Helps to stop Dex from being so essential, giving more build options.[/]
[/list]
[size=4][b]Immersive Short Resting
[/b][/size]
[b][v3][/b] Fixed the crude implementation from v1 where rest voice lines would play at the start of the rest instead of the end.

[b][v3][/b] A toggle passive has been added to start a short rest. Characters will sit down for 6 seconds, before triggering the short rest. Can be cancelled if you change your mind. Using the short rest button in the camp menu will bypass this - to disable this button you can use my [url=https://www.nexusmods.com/baldursgate3/mods/21613]edited hotbar[/url].


[size=4][b]Carrying Capacity[/b][/size]

[list]
[]Carrying capacity has been reduced to a more plausible level, similar to DnD 5e. You'll need to choose the gear you bring with you a little selectively now. For a Str 12 char capacity reduced from 160 kg to 70 kg. To offset the change more gold is available throughout the world, so you can gain wealth primarily from picking up gold and gems, instead of having to pick up and sell lower value items.[/]
[/list][list]
[][b][v3][/b] Light Encumbrance effects penalties have been reduced to 20% less movement, and 30% less jump distance, and characters can run at normal speed out of combat. This makes lightly encumbered a usable middle ground rather than a fairly meaningless distinction from heavily encumbered (think of heavily armoured soldiers on a battlefield who are slower but still effective).[/]
[/list]
[size=4][b]Fall Damage[/b][/size]

[list]
[]Being shoved off a ledge and landing unplanned should hurt more than jumping off a ledge deliberately. To achieve this fall damage has been increased, but during the character's turn, their fall damage is reduced by 60%. Ideally would do some cleverer coding that detects fall damage from movement by the character vs fall damage caused by explosions, spells and action, but this works 99% of the time. Good enough for now.[/]
[/list]
[size=4][b]Potion usage[/b][/size]

[list]
[]Potions no longer apply their effects when breaking near a character!!! Thank god. No more increasing the effectiveness of potions by splashing it on multiple characters' toes instead of drinking it.[/]
[/list][list]
[]Potions can be drunk as normal for a [i]bonus action[/i], or can be administered to another character within 1.5m for a full [i]action[/i]. To do this click on the potion or use it from the inventory as if to drink it, then target yourself to drink, or target another creature to administer to them. You can administer potions to Neutral characters, even though you probably shouldn't be, to preserve the ability to interact with NPCs in ways that might be important to the game. But for enemies you'll have to fight them in other ways.[/]
[/list]
[b][size=4]Starting Equipment[/size][/b]

[list]
[]Starting Equipment has been trimmed down a little - you've just been abducted after all. Sadly could not reduce Origin starting equipment much, as the same gear is used for them whether you meet them in the world, or you play as them. Changes are pretty limited.[/]
[/list][list]
[]Gave Rangers Hide Armour so that it gets some use, as I don't know if anyone ever buys that stuff. It also fits the nature-based-hunter class very well on the character select screen.[/]
[/list]
[size=4][b]Default Stats[/b][/size]

[Updated for v4] Starting stats for each class have been reworked to give solid newbie-friendly starting points (taking into account rules changes):

[code]            Str  Dex  Con  Int  Wis  Cha

Fighter:    16 / 14 / 14 / 12 / 10 / 10
Barbarian:  16 / 14 / 16 / 8  / 10 / 10
Monk:       12 / 16 / 14 / 8  / 14 / 12
Ranger:     12 / 16 / 14 / 10 / 14 / 10
Paladin:    16 / 10 / 16 / 8  / 10 / 14
Rogue:      10 / 16 / 14 / 12 / 10 / 14
Bard:       10 / 16 / 14 / 8  / 10 / 16
Cleric:     14 / 10 / 16 / 8  / 16 / 10
 Knowledge: 12 / 10 / 14 / 14 / 16 / 10
Druid:      10 / 14 / 16 / 8  / 16 / 10
Warlock:    10 / 14 / 16 / 8  / 10 / 16
Wizard:     8  / 14 / 16 / 16 / 10 / 10
Sorcerer:   10 / 14 / 16 / 8  / 10 / 16[/code]

[size=4][b]Fighting Styles
[/b][/size]
[list]
[]Added Offence: +1 damage on melee weapon attacks. [Fighter / Paladin / Ranger][/]
[/list][list]
[]Added Throwing Weapons: +1 to hit and +1 damage on throwing attacks. [Fighter / Ranger][/]
[/list]
[size=4][b]Ungroup After Combat[/b][/size]

Ever had combat end, and your party members decide to run to you through flames/poison/clouds of daggers? Yeah, me too. Now your party is automatically ungrouped at the end of combat so everyone stays right where they are. Remember you can press G to group without having to search for the little button. Unfortunately I have not found a way to do this for summons.


[b][size=4]Effect Durations[/size][/b]

Some effects of spells, actions and potions have reduced durations, to make these effects more exclusive and unique.

When an effect lasts until short rest it will be marked as having a duration of 100000 - this is just a code because I don't know if I can make the UI say "until short rest". Once the effect is applied the duration will be removed and it will last until short rest as promised.

[list]
[]Speak with Animals (potions) - Until Short Rest[/]
[/list][list]
[]Speak with the Dead (spells/actions) - Until Short Rest[/]
[/list][list]
[]Elixir of Hill Giant Strength - 10 turns, now a Potion (can be used at the same time as an Elixir)[/]
[/list][list]
[]Elixir of Cloud Giant Strength - 10 turns, now a Potion (can be used at the same time as an Elixir)[/]
[/list]
[size=4][b]Items[/b][/size]

[list]
[]Spiked Bulb now inflicts bleeding (2 damage per turn) for 2 turns instead of 1. Why so wimpy Larian?[/]
[/list][list]
[]Camp Supply Packs now provide only 20 supplies instead of 40, also with half weight and cost. This is simply so they are not annoying when playing with 20/60/100 long rest costs. Supplies will be just a little rarer than before on the same settings.[/]
[/list][list]
[]Item value adjustments: The value of books has generally been reduced. The value of goblin weapons has been reduced below regular weapons. The value of some trash items such as bones has been reduced to 0.[/]
[/list][list]
[]Tweaks to stats of some armours. Padded armour much heavier - this is the cheaper alternative to Leather armour, in DnD has disadvantage to stealth, but Larian removed this because Astarion starts wearing padded armour. As an alternative I just made it very heavy. Scale Mail a little heavier, closer to 5e rules. Ring Mail (AC 14 heavy armour) much cheaper, because it sucks and didn't deserve the high price.[/]
[/list][list]
[]"Light of Creation" is now properly considered a Glaive not a Halberd.[/]
[/list][list]
[]Phalar Aluve's Sing/Shriek now only costs a Bonus Action instead of a full action.[/]
[/list][list]
[][b][v3][/b] Adjustments to Grymforge forged items to roughly balance them (weapons improved, shield nerfed).[/]
[/list][list]
[][b][v3][/b] Weight of camp supplies reduced to 0. (chore reduction)[/]
[/list][list]
[][b][v3][/b] Values of some weapons modified to make more sense - e.g. a halberd is no longer worth 6.5 times more than a pike.[/]
[/list]
[b][size=4]Objects[/size][/b]

Standard breakable walls are no longer vulnerable to Force (pure magical energy) - they are now equally neutral to Bludgeoning, Thunder (shock wave/vibration), and Force. Immunity to Acid changed to Resistance to Acid.


[size=4][b]Explosions[/b][/size]

[list]
[]The damage from some explosions has been changed from Force (pure magical energy in DnD) to Bludgeoning.[/]
[/list][list]
[]Damage from exploding oil and firewine barrels greatly reduced. I can understand the contents of these things burning, but I don't see them exploding. Some explosion damage has been retained to avoid harming existing level/scenario designs.[/]
[/list]
[b][size=4]Misc[/size][/b]

[list]
[]Stacking of Extra Attack removed[/]
[/list][list]
[]Reverts Honour mode's blocking of Extra Attack during the Haste/Speed extra action (5e lets a hastened character make a dash, disengage, hide or single attack, most benefitting martials - vanilla BG3 gives an extra action - Larian Honour gives an extra action that can do everything except make multi attacks with Extra Attack, making it best for casters. It was a very weird choice.)[/]
[/list][list]
[]Stepping in Acid now reduces AC for 1 turn, instead of the debuff being lost as soon as the character walks out of the acid. Makes Acid surfaces a little more relevant.[/]
[/list][list]
[]A few less scrolls and throwables will be found when looting, to reduce consumable overload.[/]
[/list][list]
[][b][v?][/b] Withers eats your gold when paid.[/]
[/list][list]
[][b][v?][/b] Withers Resurrection Cost increased to 1,000.[/]
[/list][list]
[][b][v3][/b] Stacking Enlarge/Reduce, Giant Rage, and Elixir of The Colossus is allowed (in vanilla the Elixir stacks, while the other two are exclusive of each other, except in honour where none stack).[/]
[/list][list]
[][b][v3][/b] Scratch's summon cannot join combat - scratch is a mortal creature so shouldn't really exist as a summon that can be resummoned after death - preventing Scratch joining combat is a compromise that lets you still take Scratch out on your adventures.[/]
[/list]
[b][size=4]Creatures[/size][/b]

[list]
[]Gave Nautiloid Imps and Hellsboars their fire resistance back - it's the tutorial, good time to learn about resistances. Also gave Nautiloid Imps their normal AC (defence is still greatly reduced because they have nerfed Dex). Not sure why Larian nerfed the Nautiloid Imps so much, but not the Nautiloid Hellsboars.[/]
[/list][list]
[]Mild reduction on the stats of the Harpies, so they aren't quite so brutal if met at level 2.[/]
[/list][list]
[][b][v3][/b] NPC Spiders have fall damage resistance like the player wildshape spider.[/]
[/list][list]
[][b][v3][/b] Summoned Crab's attack now does 1d4 bludgeoning damage instead of a weird Slashing + Piercing combo.[/]
[/list][list]
[][b][v3][/b] Creatures that are permanently flying (e.g. small birds) no longer move further using the Fly action compared to moving normally. Base movement speeds have been increased instead where appropriate.[/]
[/list]
[size=4][b]Difficulty Defaults Changes[/b][/size]

[list]
[]Hide NPC Health: On[/]
[/list][list]
[]Hide Failed Perception Rolls: On[/]
[/list][list]
[]Hide Passive Rolls in Dialogues: On[/]
[/list][list]
[]Always Prompt Reaction: On[/]
[/list][list]
[][b][v3][/b] Subtle Charms like the Friends cantrip trigger crimes on Balanced mode, as if it was Tactician mode.[/]
[/list]
Turn these off with Custom Mode or difficulty setting mid campaign if you want to.


[size=4][b][v3/v4] Rebuilt clouds/darkness system[/b][/size]

[i]Clouds, darkness, and vision in general in vanilla are extremely odd. There's a concept of "sight" that is needed to cast most non attack spells, which is blocked by Fog Clouds and Darkness clouds, but isn't affected by natural darkness or other clouds. All clouds and magical darkness create "obscuration" which can give disadvantage on ranged attack in or advantage on ranged attacks out - but this follows darkness rules with no penalty for being inside the cloud, and darkvision can negate this when they shouldn't be able to see through the cloud. Lastly they use blinding to penalise those in the cloud, which is fine until some has an item giving immunity to blindness, which now in effect lets that character see through the cloud when inside it (but not outside it). And of course, magical darkness is a shot blocker physically stopping projectiles from entering it, for some reason.[/i]

[i]Ruleset features a new system, based on a mixture of 5e and BG3, almost entirely built from the ground up.[/i]

[list]
[]When a creature is in a cloud or magical darkness, without the ability to see through it (Blindsight/Devil's Sight/Eyes of the Dark/etc), it has disadvantage on attacks, and attacks against it have advantage (can't see the attack coming).[/]
[]When a creature inside a cloud or magical darkness attacks a creature that does not have the ability to see through it, it has advantage (target can't see the attack coming).[/]
[]When a creature attacks a creature inside a cloud of magical darkness that it cannot see through, it has disadvantage.[/]
[]A creature cannot use Target spells (mostly, non attack roll spells like Sleep or Sacred Flame) against enemies it can't see due to clouds on the caster or the target (basically the same as BG3).[/]
[]Creatures can use ground target spells from/through clouds without a problem (changed from BG3)[/]
[]When a creature is in a cloud/darkness it cannot see through, its vision stealth detection range is reduced to 2m.[/]
[]When a creature in a cloud/darkness makes a stealth check, it automatically succeed if the target trying to spot it cannot see through the cloud/darkness.[/]
[/list]
The general consequence of this is that when both creatures without the ability to see through cloud/darkness fight each other with at least one person clouded, the advantage and disadvantage cancel out (as is the way in 5e), target spells on each other are blocked, and sneaking characters largely go undetected. If one can see through the cloud and the other cannot they will get advantage on attacks, and the other will get disadvantage.

These rules apply consistently to [b]Fog Cloud[/b] (similar in vanilla, but could be negated by darkvision, and a bug meant that magical darksight let characters cast target spells through Fog as well as Darkness), [b]Stinking Cloud[/b] (negated by darkvision, didn't block target spells), [b]Cloudkill[/b] (negated by darkvision, didn't block target spells), and [b]Darkness[/b] (used to be a full shot blocker, making no sense when it should just affect vision).

One feature has been lost - the ability for clouds between the attacker and target to affect things. In vanilla intervening clouds could stop spotting of sneaking characters, and target spells, and for darkness, all attacks. This vanilla feature suffers from a bug where magical darkvision (Devil's Sight etc) incorrectly affects all clouds, and the intervening clouds don't affect attack rolls, except when fully shot blocking. I've had to drop it - it would need a clever scripted solution to implement properly.

One limitation - the range of magical darkvision or blindsight isn't taken into account (it's the same in vanilla BG3) - this can be added but hasn't made the cut at this time.

Hunger of Hadar: Has not been changed. I'm unsure if I want to implement changes here, my main concern is that the VFX isn't full enough to block vision graphically, so it might look strange to make this a full vision blocker like true clouds and magical darkness. In 5e it should be more vision blocking than anything else, but Larian have not implemented the VFX that way.

[b][v4][/b] Replaced the buggy vanilla light of sight for target spell calculation with the replacement system, and made the positive cloud effects apply to creature that were "immune" to them - i.e. Devil's Sight Warlocks and Shadow Sorcs with Magical Darkness, Blindsight creatures with all clouds.

[size=4][b][v3] Improved Darkvision/Other vision lights[/b][/size]

Vanilla gives characters with darkvision a light in front of them to help the player see what their character can see. These lights have been improved.

Many were simply not working and have been fixed.

The lights are now brighter giving a more noticeable and useful boost, and cast in 360 degrees so you don't need to keep turning the character.

[list]
[]Darkvision lights are turquoise for ambience and readability.[/]
[]Devil's Sight provides a red light.[/]
[]Blindsight provides a purple light - these characters can see without light, so also ignore the negative effects of clouds/darkness.[/]
[/list]Note: there is a vanilla bug where the light is not removed from a character when losing control of them in certain ways - such as ending turn in combat. You'll sometimes see a light linger after a character is no longer selected. This isn't caused by the mod, it's just more noticeable with the stronger lights.


[size=4][b]Other Fixes[/b][/size]

The mod contains a number of fixes for vanilla bugs and poor or incorrect descriptions. Use of [url=https://mod.io/g/baldursgate3/m/item-and-spell-bug-fixes#description]Item and Spell Bug Fixes[/url] is recommended for many more fixes.

[list]
[]Sneak Attack is better explained, and the invalid target error says you need advantage on ally within 1.5m (instead of wrongly saying you need advantage).[/]
[/list][list]
[]Concussive Smash can no longer use the attackers spell casting stat for DC.[/]
[/list][list]
[]Bugbears' (very large) morningstars can no longer be used by players.[/]
[/list][list]
[][[b]v3][/b] Racial speed no longer affects movement speed when shapeshifted (e.g. wildshape).[/]
[/list][list]
[][b][v3][/b] Fixed description of Tenacity on weapons to state that it uses a reaction.[/]
[/list][list]
[][b][v3][/b] Act 1 Halsin's stats have been changed to make him more like an actual level 5 moon druid - he gets to attack twice per action in bear form, attack damage reduced slightly to bring it in line with player wildshapes (still much stronger overall).[/]
[/list][list]
[][b][v4][/b] Fixes to Freedom of Movement so that it now affects missing magical effects including spirit guardians, and no longer effects many non-magical movement reduction effects.[/]
[/list][list]
[][b][v4.1][/b] Reduced Karlach's starting level to 2, to prevent her being higher level than the party after recruitment by a lower level party.[/]
[]And many others[/]
[/list]
[b][u][size=5][Sandi's Ruleset - Feats][/size][/u][/b]

[list]
[]Tavern Brawler: Overhauled, increases unarmed damage to D4, and allows shoving with a bonus action after making an unarmed attack.[/]
[/list][list]
[]Charger: now grants +1 Strength. Weapon attack charge bonus damage reduced from +5 to +4.[/]
[/list][list]
[]Shield Master allows shoving with a bonus action after making an attack.[/]
[/list][list]
[][b][v3][/b] Great Weapon Master: Bonus damage reduced from +10 to +8.[/]
[/list][list]
[][b][v3][/b] Sharpshooter: Bonus damage reduced from +10 to +8.[/]
[/list][list]
[][b][v4][/b] Defensive Duelist now grants +1 Dex in addition to its other effects.[/]
[/list][list]
[][b][v4][/b] Dungeon Delver grants either +1 Dex or +1 Wis in addition to its other effects.[/]
[/list]

[size=5][u][b][Sandi's Ruleset - Spells][/b][/u][/size]

Spell Reworks:

[list]
[][b][v3][/b] True Strike: Costs a bonus action; Guide a chosen weapon, until the end of your turn, add your spellcasting modifier to attack rolls with that weapon. [b][v4][/b] Renamed spell to [b]Guide[/b], separating it from the old True Strike which is still attached to a unique weapon.[/]
[/list][list]
[][b][v3][/b] Phantasmal Force: In addition to causing d6 damage per turn, each turn the target must succeed an intelligence check or become Haunted for 1 turn. Haunted: Can't move or take actions, bonus actions, or reactions. [b][v4][/b] Fix to an Act 3 Larian script that added phantasmal force until long rest, while part of the spell is hardcoded to last only 10 turns. This causes issues with the new version, so this script has been updated it to add it for 10 turns like the spell.[/]
[/list]
Cantrip Changes:

[list]
[]Blade Ward duration increased from 1 to 2 turns, (It says it applies for 2 in vanilla, but it really only lasts until the end of your next turn).[/]
[]Poison Spray damage increased from D12 to 2D6.[/]
[/list][list]
[]Produce Flame has an improved UI. Instead of needing to cast produce, then cast the free action hurl to throw it at enemies, it is now a container that lets you either produce the flame, or produce & hurl it with a single action. New blue icon for throwing the flame added to match the other blue icons used, instead of throw being orange.[/]
[/list][list]
[]Guidance now lasts until long rest (still requires concentration). As it was a free spell, I didn't see much point in the player having to recast it every minute.[/]
[/list][list]
[]Resistance (+D4 to saving throws) now lasts until long rest (still requires concentration). As a rarely used cantrip this makes it a bit more interesting, and matches it to Guidance.[/]
[/list][list]
[]Mage Hand's strength reduced to 3.[/]
[/list][list]
[][b][v2.2][/b] Booming Blade no longer works with Extra Attack. Returned to the 5e design of providing a melee attack option for non extra attack characters.[/]
[/list][list]
[][b][v4][/b] Acid Splash now coats targets that fail their save in Acid for 2 turns.[/]
[/list]
Spell Changes:

[list]
[]Chromatic Orb variants now all do 3d8 damage without creating surfaces. Simplifies this spell into an effective damage dealer. The projectile can still ignite/electrify/freeze etc. Description improved.[/]
[/list][list]
[]Reworked the effects of Hex: Previously hindered skill checks with the targeted stat, which was rather useless as the only skill checks in battle are shoves. Now has an implementation in line with what players expect: Hexing the target's stat reduces that stat by 2, which will reduce their modifier for all attacks/skill checks and saves with the stat by 1. E.g. Hex Strength to hinder melee attackers, hex Dex to reduce the target's AC or hinder archers. Hex Wis to make an opponent weak to spells with Wis saves. Once the hexed target is dead, the Warlock can move the hex (same stat targeted) to a new target.[/]
[/list][list]
[][b][v3][/b] Witch Bolt's re-activation damage now scales up at the same rate as the first cast damage (Spell Level x d12).[/]
[/list][list]
[]Find Familiar range reduced from 18m to 3m to match DnD 5e.[/]
[/list][list]
[]Cloud of Daggers and Moonbeam now only damage a target once per round (in vanilla they damage each time when applied to a target and again on the start of the target's turn)[/]
[/list][list]
[]Gust of Wind can be recast each turn for a Bonus Action without using an extra spell slot for 9 additional turns. If gust is not recast on a turn the spell ends.[/]
[/list][list]
[]Spiritual Weapon now requires concentration. In line with DnD 5.5 changes and just makes more sense. This spell is still viable, but no longer a super obvious choice vs others.[/]
[/list][list]
[]Blink has been refined. A misleading UI message while in Blinked form has been removed, and the 2 actions to return to normal form have been simplified down to 1.[/]
[/list][list]
[][b][v3][/b] Magic Missile changed from 3x D4+1 to just 2x D6+1. Reduces overall damage output to make it a little less dominant, and also reduce the damage rider potential.[/]
[/list][list]
[][b][v3][/b] Misty Step's range no longer increases when targeting lower ground.[/]
[/list][list]
[][b][v3][/b] Daylight can summon new light-orbs without deleting previous ones, and when cast on items the spell lasts until long rest as with other uses.[/]
[/list][list]
[][b][v3][/b] Polymorph now lasts for 10 turns, as in DnD.[/]
[/list][list]
[][b][v4][/b] Shield of Faith AC bonus increased from +2 to +4.[/]
[/list][list]
[][b][v4][/b] Cure Wounds healing increased from D8 + Modifier to D12 + Modifier.[/]
[/list][list]
[][b][v4][/b] darkness gains 1m of radius for each upcast level.[/]
[/list][list]
[][b][v4][/b] Flaming Sphere now knocks targets it rams prone, when they fail their save.[/]
[/list][list]
[][b][v?][/b] Glyph of Warding now creates a glyph with only half the radius, and can only be cast in a 1.5m range. Makes the spell work similar to 5e as a trap you can set, rather than a spell that can be used offensively. [b][v4.2][/b] Multiple glyphs can now be placed simultaneously by a single caster. Glyphs last until long rest.[/]
[/list]
Spell AoE updates:

[list]
[]Faerie Fire, radius reduced from 6m to 4m (In DnD it is a square 3m from center, 6m total. Larian probably mistakenly made it 6m radius. Seemed very large for a decently strong level 1 spell).[/]
[/list][list]
[]Spike Growth radius reduced from 6m to 5m, better matching Larian's scaling from DnD radii (for big spells Larian usually makes the area a little smaller). 5m is more reasonable for this strong spell. This reduction is also designed to make the higher level Plant Growth spell more impressive.[/]
[/list][list]
[]Plant Growth radius increased from 6m to 10m. This has a huge radius in 5e, and felt lacklustre in BG3.[/]
[/list][list]
[]Sleet Storm radius reduced from 9m to 8m.[/]
[/list][list]
[]Ice Storm radius reduced from 6m to 5m to bring it in line with other spells. Range increased to 24m to reflect that in 5e it has a huge range.[/]
[/list][list]
[]Insect Plague radius reduced from 6m to 5m to bring in line with other spells.[/]
[/list][list]
[][b][v3][/b] Cloudkill radius reduced from 6m to 5m to bring in line with other spells.[/]
[/list]
Spell fixes:

[list]
[]Ritual spells say that they are ritual spells in the description, so that you can see this when choosing spells on level up (the UI is bugged and doesn't show that they are ritual spells here)[/]
[/list][list]
[]Sneak Attack is better explained, and the invalid target error says you need advantage on ally within 1.5m (instead of wrongly saying you need advantage).[/]
[/list][list]
[]Hail of Thorns and Lightning Arrow now use an [i]attack roll[/i] for the main roll, showing you the correct hit percentage, and make them work with [i]extra attack[/i] (thematically these are spells that affect an ordinary attack).[/]
[/list][list]
[]Hellish Rebuke spell now uses a reaction point (per 5e and the description), and the description explains that it lets you react to an attack that hits you, rather than wrongly saying it is a spell that lets you react to the next attack against you.[/]
[/list][list]
[]Arms of Hadar description now explains that it damages targets around you, rather than just showing damage and a 3m range without further explanation.[/]
[/list][list]
[]Call Lightning now lists the AoE of its damage in the description, because the spell card for some reason is not displaying the AoE at the bottom.[/]
[/list][list]
[]Description of Speak with the Dead Spell corrected to indicate that it gives the ability to speak with the dead for the duration of the spell.[/]
[/list][list]
[][b][v4][/b] Fix to Divine Favour not being castable without a melee weapon equipped.[/]
[/list]

[size=3][u][b]Credits[/b][/u][/size]

[url=https://www.nexusmods.com/baldursgate3/mods/1329]Zerd's RAW[/url] was a significant influence and technical guide for me, with some changes being based on Zerd's work.

As mentioned, osirisofinternet for his [url=https://www.nexusmods.com/baldursgate3/mods/13114]Sensible Ambushing[/url] mod.

Radick3050's [url=https://www.nexusmods.com/baldursgate3/mods/369]5e Potions[/url] mod for removal of potion splash effects.

And of course Norbyte for his Script Extender, without which many of these changes would have been a lot harder or even impossible.

----

[b]My modset:[/b]
[url=https://www.nexusmods.com/baldursgate3/mods/21616]DRS Remover[/url]
Sandi's Ruleset (this mod)
[url=https://www.nexusmods.com/baldursgate3/mods/21615]Sandi's Races and Personalities[/url]
[url=https://www.nexusmods.com/baldursgate3/mods/21619]Sandi's Re-Turned Classes[/url]
[url=https://www.nexusmods.com/baldursgate3/mods/19884]Sandi's Waypoint Only Fast Travel[/url]
[url=https://www.nexusmods.com/baldursgate3/mods/21613]Better Hotbar - Vova's Edition - Sandi's Mods Edit[/url] or [url=https://www.nexusmods.com/baldursgate3/mods/22272]Aether's Contextual Action Bar - Sandi's Mods Edit[/url]
[url=https://www.nexusmods.com/baldursgate3/mods/15697]Sandi's Hide Quest Markers[/url]
[url=https://www.nexusmods.com/baldursgate3/mods/15666]Sandi's XP Redistribution[/url]