Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
One of the most popular mods at Nexus.
Grab an XP progression mod while you're there to make full use of it.
Other people will explain to you why they capped things at 12. I get their reasons. I just too choose to blow past it.
You won't get anything above 6th level spells because they don't exist. But you will get higher level spell slots to upcast those spells.
... just to note, many of the custom classes and subclasses are using "RAW" stuff that only shows up in levels 13-20, fun little perks & abilities, that kinda stuff, so that's one reason why I use ULC. There's so much stuff to TRY above 12 and this is where I have MY fun. "YMMV".
I won't do it, but let people decide for themselves how they want to play. If they come back and claim it was too easy when they hit 20 after leaving the tutorial, their complaint has no validation, but that's on them. If they hit level 20 after leaving the tutorial and enjoyed the game all the same, that's fine, too.
If you use the recommended "smoothing" progression mod, you'll hit 20 right towards the end of the game - just like you would 12 normally. Without the scaling mod, are you starting to get "OP" past the CR 12+ mobs towards the end there? Yeah. Fortunately, it now exists.
Now there's stuff to make progression even faster, and sure, you COULD hit 20 right outside the Nautiloid. Personally, I would find that boring as crap, but "it's your game".
I'm sure certain fights would still be a challenge at higher levels, based on what I've seen.
The last two Netherstone fights were balanced for level 12, but the final companion fights seem to be aimed at higher levels.
Dunno about that. Between all the permanent, non-cheesy buffs you can attain (i.e, no camp casting with hirelings), tadpole powers, and the vast amount of gold and powerful consumables you have access to even without doing things to metagame it by long resting to refresh inventories for example, it's basically up to the player how difficult a lot of the sidequests end up being.
https://www.nexusmods.com/baldursgate3/mods/377
It isn't perfect and a lot of classes are missing features for higher levels but for a mod it is pretty good. Really helps act 3 feel more fulfilling. I think I had a level 15 character by the end of my last playthrough