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<blockquote data-quote="Gladius Legis" data-source="post: 9703813" data-attributes="member: 68748"><p>Off the top of my head:</p><ul> <li data-xf-list-type="ul">Jump is closer to tabletop, as in only costs movement speed rather than a bonus action. Though you can't jump <em>quite </em>as obnoxiously far as you do in the vanilla game unless you cast Enhance Leap. Still useful for jumping over allies for more direct paths to an enemy or dealing with elevation changes.</li> <li data-xf-list-type="ul">The obnoxiously overpowered feats in vanilla BG3 (i.e. Tavern Brawler, Savage Attacker) are no longer a thing, as they are revamped into their 2024 Origin feat versions. But because Weapon Masteries are implemented in full (not perfectly, mind you, but well enough) all martial builds that didn't hinge on those two overpowered feats feel way more capable on the whole. Monks, likewise, feel better despite no longer hinging on vanilla Tavern Brawler. Also note that Thief no longer gives two bonus actions but instead got revamped to bonus-action throw (which IMO should've always been how Fast Hands was implemented).</li> <li data-xf-list-type="ul">This mod also implemented the Dodge action, which is neat.</li> <li data-xf-list-type="ul">2024 Lunging Attack is so, so good. I put that thing on Battle Master Laezel at level 3 and she closes into melee almost without fail on turn 1 now, even on enemies ridiculously far away.</li> <li data-xf-list-type="ul">My Durge is a Devotion Paladin, and just like my 2024 tabletop experience, I found I haven't really missed smiting every hit. Bonus-action Lay on Hands has already come in clutch for me a few times (I'm playing a Custom difficulty which is literally Honour Mode without the single-save part). Popping Sacred Weapon without having to spend an action of any kind (and also with more uses of it) also felt really good. Doubly so in Act 2 where I've been selecting the full radiant damage option and just MELTING 80% of the enemies there, all without smiting. (I've pretty much restricted Divine Smite entirely to crits only, as I do in tabletop 2024 now.) 2024 Divine Favor with no concentration and 10 turns duration is also really nice. Because of all of the above, 2024 Devotion Paladin is also a very strong contender for Radiant Orb abuse.</li> <li data-xf-list-type="ul">As of the mod's current version (hope this doesn't get "fixed" down the road) the Great Weapon Fighting Style feat works on ALL rolled damage riders, making 3 the minimum roll on all of those. Which makes it far better than how it works in the real 2024 rules, where it's the clear worst Fighting Style feat. The mod's version went so well with my Devotion Paladin's Divine Favor + Everburn Blade combo early-game and will only get better with the likes of Strange Conduit Ring, Helldusk Gloves, etc.</li> <li data-xf-list-type="ul">The one thing that kinda sucks though is that Spirit Guardians was changed to hew stricter to RAW, as in if you're evil it's <em>always </em>necrotic damage, and it's always radiant if you're good or neutral. And the way the mod determines if you're good, neutral, or evil is your deity ... [SPOILER]which REALLY sucks for Shadowheart in Act 2. Let's just say I was especially glad I picked Devotion Paladin for my Durge because of this.[/SPOILER]</li> </ul></blockquote><p></p>
[QUOTE="Gladius Legis, post: 9703813, member: 68748"] Off the top of my head: [LIST] [*]Jump is closer to tabletop, as in only costs movement speed rather than a bonus action. Though you can't jump [I]quite [/I]as obnoxiously far as you do in the vanilla game unless you cast Enhance Leap. Still useful for jumping over allies for more direct paths to an enemy or dealing with elevation changes. [*]The obnoxiously overpowered feats in vanilla BG3 (i.e. Tavern Brawler, Savage Attacker) are no longer a thing, as they are revamped into their 2024 Origin feat versions. But because Weapon Masteries are implemented in full (not perfectly, mind you, but well enough) all martial builds that didn't hinge on those two overpowered feats feel way more capable on the whole. Monks, likewise, feel better despite no longer hinging on vanilla Tavern Brawler. Also note that Thief no longer gives two bonus actions but instead got revamped to bonus-action throw (which IMO should've always been how Fast Hands was implemented). [*]This mod also implemented the Dodge action, which is neat. [*]2024 Lunging Attack is so, so good. I put that thing on Battle Master Laezel at level 3 and she closes into melee almost without fail on turn 1 now, even on enemies ridiculously far away. [*]My Durge is a Devotion Paladin, and just like my 2024 tabletop experience, I found I haven't really missed smiting every hit. Bonus-action Lay on Hands has already come in clutch for me a few times (I'm playing a Custom difficulty which is literally Honour Mode without the single-save part). Popping Sacred Weapon without having to spend an action of any kind (and also with more uses of it) also felt really good. Doubly so in Act 2 where I've been selecting the full radiant damage option and just MELTING 80% of the enemies there, all without smiting. (I've pretty much restricted Divine Smite entirely to crits only, as I do in tabletop 2024 now.) 2024 Divine Favor with no concentration and 10 turns duration is also really nice. Because of all of the above, 2024 Devotion Paladin is also a very strong contender for Radiant Orb abuse. [*]As of the mod's current version (hope this doesn't get "fixed" down the road) the Great Weapon Fighting Style feat works on ALL rolled damage riders, making 3 the minimum roll on all of those. Which makes it far better than how it works in the real 2024 rules, where it's the clear worst Fighting Style feat. The mod's version went so well with my Devotion Paladin's Divine Favor + Everburn Blade combo early-game and will only get better with the likes of Strange Conduit Ring, Helldusk Gloves, etc. [*]The one thing that kinda sucks though is that Spirit Guardians was changed to hew stricter to RAW, as in if you're evil it's [I]always [/I]necrotic damage, and it's always radiant if you're good or neutral. And the way the mod determines if you're good, neutral, or evil is your deity ... [SPOILER]which REALLY sucks for Shadowheart in Act 2. Let's just say I was especially glad I picked Devotion Paladin for my Durge because of this.[/SPOILER] [/LIST] [/QUOTE]
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