Baldur's Gate III: Difference between revisions
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* You can go to and from your camp without resting at any non-combat time, so don't horde junk in your inventory, just send your 50 daggers to your camp til it's time to sell them. | * You can go to and from your camp without resting at any non-combat time, so don't horde junk in your inventory, just send your 50 daggers to your camp til it's time to sell them. | ||
* As you pick up magic items, keep some decent spare items in the stash for new party members. Doesn't need to be a lot. | |||
* Don't underestimate the power of bonus actions. Shove and any spell or ability that can be used as a bonus action is well worth using. | |||
* You can jump as a bonus action if you have moved 3 feet or less - move farther and it costs a normal action | |||
* Each class gets a feat at level 4 and +1 to proficiency at level 5. So if you want to multi-class, wait until those breakpoints. | |||
* A single class character is plenty good, no need to multi-class metagame unless you want to do it for roleplaying reasons or flavour. | |||
* Throwing a potion applies the affect to everyone in the area, whether it's positive or negative. This applies to healing potions too. | * Throwing a potion applies the affect to everyone in the area, whether it's positive or negative. This applies to healing potions too. |
Revision as of 18:56, 27 September 2023
- Pay attention to the tooltips for spells to see if they have a "ritual" tag on them--if they do, you can cast them outside of combat for free, meaning there's little to no downside to using certain spells like Detect Thoughts or Talk with Animals, which makes interactions with NPCs a lot more fun. Just be wary of Concentration spells since you can only have one on at a time.
- There is a lot you can do mechanically that is both useful and not immediately apparent. Furniture can be moved and stacked to climb up on stuff. Pushing and jumping are actions available to everyone and used constantly. Spells or items that spread something on the floor can often be comboed with other spells. Make sure you look over what you have in your bag and around you before just charging into a fight.
- You can go to and from your camp without resting at any non-combat time, so don't horde junk in your inventory, just send your 50 daggers to your camp til it's time to sell them.
- As you pick up magic items, keep some decent spare items in the stash for new party members. Doesn't need to be a lot.
- Don't underestimate the power of bonus actions. Shove and any spell or ability that can be used as a bonus action is well worth using.
- You can jump as a bonus action if you have moved 3 feet or less - move farther and it costs a normal action
- Each class gets a feat at level 4 and +1 to proficiency at level 5. So if you want to multi-class, wait until those breakpoints.
- A single class character is plenty good, no need to multi-class metagame unless you want to do it for roleplaying reasons or flavour.
- Throwing a potion applies the affect to everyone in the area, whether it's positive or negative. This applies to healing potions too.
- You can talk to someone with one character and then switch to another to do other things that the NPC isn't supposed to see you doing.
- Spoiler for time limits: Despite what the game tells you, there isn't an actual time limit except for occasions where someone says something will happen the next day. Long Rest at will.
- You can re-spec every character at any time for 100g once you get a character very early at camp so expect to experiment. The only thing you can’t change currently is your appearance and race. Stats, classes, feats are all changeable and mechanically you do character creation again and then level back up to where you were.
- To do non-lethal damage, select the "passives" button at the bottom of the toolbar. Your passives should appear (and likely the only one is non-lethal) which you can then toggle on and off. It is not necessary to unequip weapons.
- 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. Some ways are a L2 warlock invocation, druid, bard, ranger, paladin oath, nature cleric. There are potions in a pinch but probably not enough for all the animals you run into.
- You can increase hotbar size by hitting the + in the lower right; you'll likely end up with a 4 row bar by the end because you'll eventually get a lot of abilities. You can't drag icons from item descriptions but you can hit K and drag the icons from the various ability tabs to your hotbar to populate it. Auto-population options are in the settings if you don't want, say, every potion you pick up to show up on the thing.
- Use pouches/backpacks to organize your stuff, you can put potions in pouches and drag the bags to your hotbar and open them, just like divinity.
- Wizards can swap out spells in their spellbook without needing to take a long rest, unlike in the tabletop game.