3 hours ago · 7 min read1326 words · Tech · hide · 0 comments

As I stated in the description of my Eberron Artificer mod for Baldur's Gate 3, I was aiming to stay within the tabletop rule margins from Eberron: Forge of the Artificer to the best that I could within BG3's framework, which is both built on an earlier version of 5th edition D&D, and which makes a bunch of its own compromises even with those rules. For the most part I think I succeeded, but there are a few adaptation choices I made that I think are important enough that I want to explain why I made the choice I did. I'm unlikely to change these implementations unless there's a super compelling reason, like a save-bricking bug, etc. Table of Contents: Spell-storing Item Armor Model Weapons Mystra's Spells compatibility "Hey, could you add/why didn't you add...?" Spell-storing ItemIn EFotA, the Artificer's level 11 "Spell-storing Item" feature is enormously powerful, and rules-as-written reads like this: Whenever you finish a Long Rest, you can touch one Simple or Martial weapon or one…

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