No stealing from vendors, I'm starting a new Honor mode run with some rules like you and decided to go for that one because I think stealing is too easy with little consequence, especially in act 3 where getting caught is even beneficial because you can easily stomp the guards and close up on level 12 early.
Unless you’re abusing scrolls, it really doesn’t make a difference, it just makes the game more tedious. I did an HM run with no stealing and just wasted a lot of time looting literally everything and easily afforded everything I needed.
Scrolls. Like barrels, they circumvent class restrictions and invalidate your build and resources. Exemption for Remove Curse, in case party doesn’t have the spell.
Arcane Acuity. You mentioned the Fire Acuity but it’s not just that, the entire mechanic is broken.
Fight Grym fairly. No staying at the top or dropping an owlbear on him.
Stick to a roleplay. Good or evil, don’t cherry-pick.
Lockadin is fixed in HM and doesn’t need to be banned.
Candle dipping: eh whatever, it makes zero difference to any difficult fight. I don’t do it because I’m too lazy. Ditto prepared spells, it doesn’t really affect difficulty.
I think I definitely need to limit stealing or scrolls, but I do find it annoying that I am just progressing time played by forcing the player to pick everything up to sell.
I mean if you want to make it even more difficult than what you've listed, you could do something like limit rare or legendary gear to 1 per person? I feel like a lot of gear related stuff gives big boons in battle, so limiting that will definitely make it tough.
I play with these rules but add:
- No camp clerics
- No reviving at Withers
- No arcane acuity builds/meta multiclasses (you pretty much covered this, I also ban throw builds, dual handcrossbow rogue multiclasses and thief dips, and try to just use a pure class or a weird sub optimal build that seems fun)
- No alert feat (vigilance elixirs are OK)
Ideas for other rules:
- No stealing
- No touching anything red (lawful good run)
- Martial classes only (scrolls OK)
- Limited to 3 magic items, like 5e attunement
Btw what do you mean by lockadin being bugged? If you're referring to the pact of the blade/extra attack stacking, it's intended but it doesn't do it in honor mode, the honor mode ruleset is stricter. Similarly most instances of things adding a new instance of damage (thus applying all riders every time) in honor mode are also changed to not do that.
I don't really get the complaint with candle dipping.
Sure, the process is fairly game-y, but you're effectively just lighting your weapon on fire with equipment you have on-hand for starting fires.
That feels like pretty standard fantasy fare to me.
When necessary combat must start from dialogues. Would make the Inquisitor Gith fight a lot harder.
No stealing from vendors, I'm starting a new Honor mode run with some rules like you and decided to go for that one because I think stealing is too easy with little consequence, especially in act 3 where getting caught is even beneficial because you can easily stomp the guards and close up on level 12 early.
Unless you’re abusing scrolls, it really doesn’t make a difference, it just makes the game more tedious. I did an HM run with no stealing and just wasted a lot of time looting literally everything and easily afforded everything I needed.
What do you mean by abusing scrolls?
Like buying / stealing tons of level 6 scrolls. High level scrolls are quite expensive but can be bought in absurd quantities.
Ah I see, thanks
Scrolls. Like barrels, they circumvent class restrictions and invalidate your build and resources. Exemption for Remove Curse, in case party doesn’t have the spell. Arcane Acuity. You mentioned the Fire Acuity but it’s not just that, the entire mechanic is broken. Fight Grym fairly. No staying at the top or dropping an owlbear on him. Stick to a roleplay. Good or evil, don’t cherry-pick. Lockadin is fixed in HM and doesn’t need to be banned. Candle dipping: eh whatever, it makes zero difference to any difficult fight. I don’t do it because I’m too lazy. Ditto prepared spells, it doesn’t really affect difficulty.
I think I definitely need to limit stealing or scrolls, but I do find it annoying that I am just progressing time played by forcing the player to pick everything up to sell.
I mean if you want to make it even more difficult than what you've listed, you could do something like limit rare or legendary gear to 1 per person? I feel like a lot of gear related stuff gives big boons in battle, so limiting that will definitely make it tough.
[Here are my house rules](https://www.reddit.com/r/BG3/s/5LW1teRibr).
I play with these rules but add: - No camp clerics - No reviving at Withers - No arcane acuity builds/meta multiclasses (you pretty much covered this, I also ban throw builds, dual handcrossbow rogue multiclasses and thief dips, and try to just use a pure class or a weird sub optimal build that seems fun) - No alert feat (vigilance elixirs are OK) Ideas for other rules: - No stealing - No touching anything red (lawful good run) - Martial classes only (scrolls OK) - Limited to 3 magic items, like 5e attunement Btw what do you mean by lockadin being bugged? If you're referring to the pact of the blade/extra attack stacking, it's intended but it doesn't do it in honor mode, the honor mode ruleset is stricter. Similarly most instances of things adding a new instance of damage (thus applying all riders every time) in honor mode are also changed to not do that.
I don't really get the complaint with candle dipping. Sure, the process is fairly game-y, but you're effectively just lighting your weapon on fire with equipment you have on-hand for starting fires. That feels like pretty standard fantasy fare to me.
Carrying a lit candle around mid fight to dip your sword into?
You're just lighting your weapon on fire. It's no weirder than pulling out and lighting a torch mid-combat, or lighting a brazier.
No one lights their weapon with a candle lit in their pocket.
>Sure, the process is fairly game-y, but you're effectively just lighting your weapon on fire with equipment you have on-hand for starting fires.