File information

Last updated

Original upload

Created by

VitruvianGuar

Uploaded by

VitruvianGuar

Virus scan

Safe to use

About this mod

Game mechanics Overhaul, fixing multiple balance issues related to characters mobility. Body armor slows down characters, Acrobatic Checks on jumps and falls, and some improvements for Rogues and Monks.

Requirements
Permissions and credits
Translations
  • Spanish
  • Russian
Changelogs
Introduction

BG 3 mobility system is weird. Huge part of it is based on Jump ability, which itself is based on Strength stat and Athlete feat. While making sense on paper, this leads to immersion breaking situations, where characters, whose gimmick is supposed to be mobility, such as Rogues and Monks, are left in the dust by Heavy Armored Figthers and Paladins flying over the battlefield due to their higher Strength score.

This also affects other game mechanics systems, making Heavy Armor just better than all the other armor types without any disadvantages. Which is bad because getting Heavy Armor proficiency is as easy as selecting one Level of Fighter.

Description


This mod fixes these issues ensuring that characters mobility makes more sense through rebalance and new gameplay features:

  • Armor Affects Mobility. Wearing Medium and Heavy armor body parts slows the character down, reducing their movement speed by 10%/20%  and jumping distance by 15%/30% for Medium and Heavy Armor correspondingly. This makes armor choice more meaningful with it's own consequences and ensures that Heavy Armored characters do not fly through the battlefield without magic. Fighters have a reason not to entirely dump Dexterity and use Medium instead of Heavy Armor. Barbarians have a reason to use their Unarmored Defense feature instead of Medium Armor. Dwarves are not affected by movement speed reduction, but still reduce their jump distance. Heavy Armour Master feat also removes movement speed reduction from Medium Armor.
  • Acrobatic Check on Jump. All things being equal, strong characters jump longer distances, but Dexterous ones are more consistent with successful landing.  On every jump, characters have to pass Acrobatics check with DC 10 or become off balanced for one round on landing. This is not going to be significantly noticeable while exploring, but still make jumping less of a no brainer in combat. Creatures affected by Feather Fall do not need to pass this check and do not loose balance while jumping.
  • Acrobatic Check on Fall Damage. Every time a character takes fall damage, they have to pass Acrobatics check with DC 15 or fall prone. However, if they passed, they will immediately stand up from prone, imposed due to being shoved or thrown, without spending any movement points. Voluntary jumps that lead to taking fall damage require to pass both DC 10 and DC 15 checks. This provides another reason to be more careful with jumps in combat, another advantage for characters with high Dexterity and makes Acrobatics a more important skill.
  • Jumps Interrupt Sneaking. Initially a side effect of the implementation of one of a previous features, which is itself a good thing. Makes Sneaking harder, requiring to actually pass the check instead of just jumping over enemies cone of vision.
  • Agile Jump for Thieves. A new ability based on 5e rules for Thief subclass of Rogue is unlocked at level 3. It is a version of Jump that scales with Dexterity, doesn't require Acrobatics check and doesn't interrupt Sneaking. Gives the Thief the mobility that it was previously missing and an extra thematic sneak advantage.
  • Unarnored Movement Jump Rescale. Monk's Unarmored Movement Feature, instead of giving +6m Jumping Distance on Level 9, provides +2m on Level 2, then additionally +1m on Level 6, +2 on Level 9 and +1 on Level 10. Such more gradual scaling of jump distance allows Monks to enjoy superior mobility throughout the game, not just close to its end. As a result even low Strength Monks can make decent jumps, comparable and superior to Stronger characters in Armor.
  • Slow Fall Improvement. In 5e Monks can ignore nearly all falling damage. In BG 3 Slow Fall is a worse version of Second-Story Work, as it requires a reaction and is gained one level later. Now it has it's own advantage: it reduce 75% of falling damage instead of 50%.

Requirements and Compatibility

Mobility Overhaul requires Equipment Library so that Armor Affects Mobility and Acrobatic Check on Fall Damage functions worked correctly. It uses

EqLib_MediumBody_Passive
EqLib_HeavyBody_Passive
EqLib_Uni1_Passive
If your mod also uses these passives from Equipment Library and you want to achieve compatibility with Mobility Overhaul, please contact me and we will develop a patch.

Armor Overhaul is fully compatible and even recommended to be used together with Mobility Overhaul, as it adds another interesting gameplay distinction between armor types