Baldur's Gate III: Difference between revisions

no edit summary
No edit summary
No edit summary
 
(16 intermediate revisions by one other user not shown)
Line 3: Line 3:
* Do '''''not''''' play Honour Mode on your first run, it's permadeath.
* Do '''''not''''' play Honour Mode on your first run, it's permadeath.


* Origins get unique quests, Custom Origin gets more customization. Think '''''very''''' hard before choosing Dark Urge on your first run.  
* Origins get unique quests and interactions, Custom Origin gets more customization. Think '''''very''''' hard before choosing Dark Urge on your first run.  


* Stick with single-class unless you really like character optimization stuff.
* Stick with single-class unless you really like character optimization stuff.
* Save early, save often.


* There's no objective good/evil alignment system, characters will react to your actions based on their own moral codes.
* There's no objective good/evil alignment system, characters will react to your actions based on their own moral codes.
Line 11: Line 13:
* Try that funny idea you've got, sometimes things work in ways you wouldn't expect.
* Try that funny idea you've got, sometimes things work in ways you wouldn't expect.


* Take random internet advice with a grain of salt, a lot has been changed/fixed since launch.
* Take random internet advice with a grain of salt, a lot has been changed/fixed since launch. [https://bg3.wiki/ BG3.wiki] is reliable.
** Most of the tips on this page came from [https://forums.somethingawful.com/showthread.php?threadid=4049117 the SomethingAwful thread], so if you have a question, that's a good place to ask.


== Getting Started ==
== Getting Started ==
Line 45: Line 48:


* The game seems to make a big guff about time limits, but unless you can see a situation actively happening directly in front of you, there's basically no downside to Long Resting as often as you want.
* The game seems to make a big guff about time limits, but unless you can see a situation actively happening directly in front of you, there's basically no downside to Long Resting as often as you want.
** If anything, you should Long Rest ''more'' often than you think you need to, there are a lot of easily missed camp events with party members if you don't just happen to rest at the right time (i.e. during a certain stage of someone's personal quest).  
** If anything, Long Rest more often than you think you need to; there are a lot of easily missed camp events with party members if you don't just happen to rest at the right time (i.e. during a certain stage of someone's personal quest).  


* To do non-lethal damage, select the "passives" button at the bottom of the toolbar. Anyone who would die from non-lethal damage is instead knocked out until you next Long Rest. (Even healing won't get them back up before then.) Some quests and interactions can go differently if you subdue certain enemies instead of killing them.
* To do non-lethal damage, select the "passives" button at the bottom of the toolbar. Anyone who would die from non-lethal damage is instead knocked out until you next Long Rest. (Even healing won't get them back up before then.) Some quests and interactions can go differently if you subdue certain enemies instead of killing them.
Line 54: Line 57:


* If everyone misses the check for a buried chest you can still select the shovel in your inventory, dig blindly, and find it that way. It's usually a few steps ahead but it's pretty forgiving.
* If everyone misses the check for a buried chest you can still select the shovel in your inventory, dig blindly, and find it that way. It's usually a few steps ahead but it's pretty forgiving.
* Initiative order in BG3 is determined by a 1-4 roll + dexterity modifier. This makes the Alert feat (+5 to initiative & can't be surprised) the best feat in the game, because that +5 bonus is greater than any random roll enemies can get. So, if you have Alert and either decent dexterity or a +initiative item or two on everyone on your team, then everyone is guaranteed to act before any enemies that don't also have Alert (very few do). The fact that Alert also neuters ambushes is just the cherry on top. Every class that doesn't have a similar perk baked in (such as Barbarian at lv 7) loves Alert.
* Dependably going first is big because preventing damage is WAY more effective than healing it, so you want to act first to toss out your crowd control and take out priority targets instead of having your party get beaten half to death before you get to do anything.
* Elixirs of Vigilance do the same thing as the Alert feat on a per-long-rest basis, but it's not likely you'll have enough for everyone, and using them means you're not using powerful elixirs that can't be be replaced with a feat.


== Social Interaction ==
== Social Interaction ==
Line 63: Line 72:
* There are animals everywhere and you miss some funny/good interactions and plot by not having speak with animals, so think seriously about having some way of doing it at-will. (Druid, Bard, Ranger, etc.) There are potions in a pinch but probably not enough for all the animals you run into.
* There are animals everywhere and you miss some funny/good interactions and plot by not having speak with animals, so think seriously about having some way of doing it at-will. (Druid, Bard, Ranger, etc.) There are potions in a pinch but probably not enough for all the animals you run into.


* ''Speak with Dead'' lets you try to talk to any corpse, but only certain ones will actually talk. After you cast it once (succeed or fail), corpses that will talk to you will be highlighted in green, and then you can use the action "Recast Speak with Dead" to use the spell again for free.
* ''Speak with Dead'' lets you try to talk to any corpse, but only certain ones will actually talk. After you cast it once (succeed or fail), corpses that will talk to you will be highlighted in green until your next long rest, and you can use the action "Recast Speak with Dead" to use the spell again for free.
** If you're going to talk to someone that you've just killed via combat, make sure to change your appearance first (via ''Disguise Self''), otherwise the corpse will refuse to talk to you.
** If you're going to talk to someone that you've just killed via combat, make sure to change your appearance first (via ''Disguise Self''), otherwise the corpse will refuse to talk to you.


Line 77: Line 86:


* That being said, not only can you respec at any time for a nominal fee once a certain NPC joins your camp, <div class="spoiler">he doesn't even care if you pickpocket the gold right back</div>. So don't feel like you're ever at risk of 'ruining' a character permanently.
* That being said, not only can you respec at any time for a nominal fee once a certain NPC joins your camp, <div class="spoiler">he doesn't even care if you pickpocket the gold right back</div>. So don't feel like you're ever at risk of 'ruining' a character permanently.
* Soon after you unlock respecs, you also unlock the ability to make generic henchmen companions, who can be guinea pigs for weird builds or fill in a spot if you missed a companion, they left from low approval, or if you just hate their personality.


* Proficiency bonus and cantrip damage scale based on character level. Everything else scales by the level of the class.
* Proficiency bonus and cantrip damage scale based on character level. Everything else scales by the level of the class.


* Thus, if you're going to multi-class, you need to weigh what each level of an additional class will gain you vs what it will cost you, especially with regard to things like spell levels for casters, feats (lvl 4, 8, and 12), and Extra Attack (level 5 on most martials). Extra Attack from two different classes doesn't stack.
* Thus, if you're going to multi-class, you need to weigh what each level of an additional class will gain you vs what it will cost you, especially with regard to things like feats (lvl 4, 8, and 12), spell levels for primary casters (every odd level), and Extra Attack (level 5 on most martials).  
** What order you take the multi-classes in also matters if you care about heavy armor. Because while you get proficiency with all armor types if you start from level 1 as a Fighter or Paladin, if you grab your first Fighter or Paladin level later on it won't give you heavy armor proficiency, only light, medium, and shield proficiencies. Clerics with domains that grant the use of heavy armor do still gain the proficiency if they first take the class later on.
** Extra Attack from two different classes doesn't stack. Spell slots stack in a weird and unintuitive way that takes some getting used to.
** What order you take the multi-classes in also matters in certain circumstances, namely Heavy Armor Proficiency and Skill Proficiencies. While you get proficiency with all armor types if you start from level 1 as a Fighter or Paladin, if you grab your first Fighter or Paladin level later on it won't give you heavy armor proficiency, only light, medium, and shield proficiency. (Clerics with domains that grant the use of heavy armor do still gain the proficiency if they first take the class later on.)
 
* That being said, there are definitely small one-level dips that can be worth it. Wizards can still cast in full armor and shields unimpeded if they got that proficiency from a level in another class, the Warlock's Eldritch Blast is a great fallback option for a Bard who doesn't want to get into melee, a single level in Rogue can give a character both proficiency and expertise in Sleight of Hand for dealing with locks and traps, etc.


* When planning a build, remember that you don't need to suffer through something unfun and suboptimal now to play the fun version of it in three more levels, just respec once you actually reach that goal.
** The only exception to this is the 'one level in every class' achievement, which needs to be done without ever respeccing, but that's a gimmick run.


[[Category:Games|Baldur’s Gate 3]]
[[Category:Games|Baldur’s Gate 3]]