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Just guessing.
Morningstars are in the game. Literally every Bugbear in Act 1 uses one.
https://bg3.wiki/wiki/Morningstars
I am usually not someone who would like modding BG3, but this is one mod I would immediately use. That one change could make Shield + Weapon War Clerics kinda playable.
Huh. I somehow completely forgot.
In that case, yeah, that makes no sense. Maces only do 1d6 damage versus morningstar's 1d8. It's not like The Blood is an incredibly OP weapon to begin with.
In other news, I found a mod that does exactly what you're asking:
https://www.nexusmods.com/baldursgate3/mods/1878/
The difference between the average roll on a d6 and a d8 is only 1 damage per attack, after all. It's a nice bonus, but it's not going to determine if a build is viable or not.
To be clear, I agree it is a little odd that it's not a Morningstar, and there's not any reason not to use a small mod to make it one. I'm just noting that if a War cleric with a Morningstar version is viable, the exact same build using the default mace version will work too.
I agree, against shadows it is very busted. Probably best in slot for Clerics during that time. After Act 2, it falls off a bit unless you're doing Radiant Orb build.
I just wouldn't call it overpowered because you really should not be using the mace as your main action. Even with Radiant Orb, you probably won't be using it to attack all that often. There are better choices for melee weapon damage.
There's the Rapier you get for saving Vanra, but apart from that?
Blood of Lathander, the Mace you get for casing Divine Intervention (but why, when you can use Divine Intervention to clear all of Raphaels allies in one swoop)
Voss Longsword is really niche, there is no Legendary Warhammer apart from the Orphic Hammer.
So why would I ever play a 1handed War Cleric when I can go 2handed, pick up GWM and get +10 damage to all my attacks?
its the same for the flay of age +3
iconic BG 1 and 2 item, and just leftover junk sold in act 3 like wtf
That would probably ruin the balance of the game. The DLC/expansion for the first two games added new powerful weapons that basically broke the game. Like the shield that made you immune to beholder attacks.
Well, if you're looking for maximum melee damage, you wouldn't.
The thing is, you still wouldn't even if there were a bunch of +2 or +3 1d8 melee weapons available, because GWM would still out-damage them. That's just how the 5e D&D rules shake out, GWM is by far the best option for melee damage. That would still be true even if the Blood of Lathander were a morningstar.
Now, I agree there could be a few more +2 one handed weapons, and I can see why people would use mods to add some. In fact, I actually have a few in my mod list.
But even without them, there's a handful of +1 and +2 weapons that also do +1d4 non-physical damage available in late Act 2/early Act 3, and those are more than enough to get the job done. I honestly think the extra die of damage probably helps more than an extra +1 would.
E.g. I used https://bg3.wiki/wiki/The_Sacred_Star as my Paladin Tav's weapon through most of Act 3 on a Tactician game, and I never felt like the character wasn't pulling their weight in fights.
Divine Smite is a Hell of a Drug.
The bigger point still stands, though. GWM builds aren't dominant because there aren't enough good one-handed weapons. They're dominant because they do a lot more damage than other builds, assuming weapons with approximately equal bonuses on them, and the game generally rewards builds that kill enemies rapidly.
GWM is very nice. But dual wield shines when you have a lot of attacks (4 per turn standard on most anything/thief3 builds) that each add a lot of dies from itemization (+4d4 per hit late game, 2 rings, neck, and gloves at the minimum).
the 2h gwm is pulling +20 raw damage from the feat (2 attacks, 3 if barb (early game) or fighter late game). Assuming 3 attacks, 30 damage, and that is if you hit with all that -5 going on. 4d4 averages 8 per hit and 4 shots averages 32 -- its about the same. That didn't account for the 2h guy having the same d4 adds over his 2 shots though, so its a net 16ish damage less per round... ouch! The DW guy gets his str or dex added more times, but the same thing happens again.. the 2h guy gets that twice, the dw guy gets it 4x, but the 2h guy is still ahead.
So what happened there? ^^
5e rules happened. Older rules added attacks for the offhand (granted by higher tier feats in two weapon fighting, each feat added another offhand attack) and mainhand both as you leveled up. Older rules let you have big stats (30+ easily at high levels) so those per turn str bonuses piled on too. The new action economy and attacks per round design and very few feats changes all hit the DW players very hard. Its really just that simple... DW isn't as good under the new rules due to bad balance.