User:HarveyPekar/Differences between Tactician and Balanced: Difference between revisions
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Revision as of 17:18, 29 December 2023
Tactician difficulty is the game's hardest difficulty option and carries with it a variety of changes from Balanced difficulty. Since the game's release, some of these changes have been changed across patches. These differences are occasionally marked by a "Difficulty: Tactician" tag in the game's combat log and/or examine feature, but this is sometimes not the case. This is a list of all currently known differences between Tactician and Balanced.
Universal increases
These are changes that are consistently implemented across all enemies in the game.
Attack Rolls and Difficulty Class
Accuracy for opponents' spells and attacks are universally boosted. All of attack rolls and Difficulty Class rolls against the party are increased by a flat +2.
Camp Supplies
Full Long Rests require 80 camp supplies instead of 40.
Traders hate you
one weird trick!!!!
Flat increases
These are clearly defined changes that are implemented across classes of enemies, or upon individual enemies.
Racial bonuses
These are bonuses implemented to every member of a specific playable or non-playable race. Some specific creatures or characters encountered within those races may gain additional bonuses, as detailed later.
Race | Bonuses |
---|---|
Intellect Devourers | |
Phase spiders | +1, +1. |
Goblins | |
Ogres | +1 |
Bugbears | |
Minotaurs | , |
Kobolds | +2, |
Giant Eagles | |
Meenlocks | +1, +4 |
Githyanki | [note 1] |
Giant eagle: +2 str? possible +2 wis
- ↑ Gith that already had this ability on Balanced or Explorer, such as Kith'rak Voss, retain the ability. Playable gith such as Lae'zel do not gain this ability.
Group Bonuses
Some subsets of enemies within a race get bonuses applied to multiple individuals within a group. For example, all githyanki NPC's who wield a crossbow - generically called a "Githyanki Raider" - in Act One can expect to get the same Tactician bonuses. These apply in addition to any other racial or individual bonuses.
Group Bonuses on Tactician | |
---|---|
Group | Bonuses |
Githyanki Raiders (Level 5) | |
Githyanki Gish (Level 5) | , |
Githyanki Warriors (Level 5) | |
Githyanki Ardent (Level 5) | |
Redcap Blood Sage | +3, |
Agile Guardian | |
Robust Guardian | |
Unique individual bonuses
For any uniquely named NPC that gets their own bonuses.
Group Bonuses on Tactician | |
---|---|
Group | Bonuses |
Commander Zhalk | |
Gandrel | |
Hyena[note 1] | x2, for a total +11 Initiative |
Dror Ragzlin | |
Buthir | provides physical resistances |
Varsh Ko'kuu |
|
Sa'varsh Kethk | |
Death Shepherd | revives targets with full HP |
- Commander Zhalk: extra attack, opportunity attack
- Redcap Blood Mage: +3 Wisdom DAMN, and War Caster: Concentration (affects BOOOOOAL)
- Gandrel: Scar of the Dunes
- Agile Guardian: Colossus Slayer
- Robust Guardian: Improved Critical Hit
- That One Hyena: DOUBLE ALERT
- Dror Ragzlin: extra attack
- Buthir: phys res when angry
- Bulette: phys rezzes, dual acid res? (or is this honour?)
- Mimic: phys rezzes
- merregon legionnaire: sentinel passives (possibly racial?)
- Death Shepherd: No Rest for the Wicked revived with full HP
Act 2
Act 3
- Viconia DeVir: Sentinel buffs + protector, Tenacity 5
- Houndmaster Pol, Zina, Rocky, and Gordis: Hunter's Camouflage. The dogs also get Evasion.
Cross-Act
- Voss: +2 str, +1 dex
Exception(s)
The enemies in one specific encounter, the goblin raiding party at the Druid Grove gate, are exempt from buffs. The goblins, led by Za'Krug, and the bugbear are missing the passive bonuses that are found elsewhere on otherwise identical creatures on Tactician. They retain, however, the Tactician HP bonus.
Variable increases
These are changes that are implemented to varying or uncertain degrees across enemies in the game.
Health
It's all over the place man it's just all over the place
Behavior Changes in AI
Is there any actual documentation on this or is it hearsay
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