Baldur's Gate III: Difference between revisions

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* 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.
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* 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 ==
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* 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.