Baldur's Gate III: Difference between revisions

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* You can jump as a bonus action if you have moved 3 feet or less - move farther and it costs a normal action
* 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.
* By default, each character gets to move and perform one standard action and one bonus action each turn.
 
* 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.
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* If you're going to talk to someone that you've just killed via combat, make sure to change your appearance first (via something like Disguise Self), otherwise the corpse will refuse to talk to you and you won't get another chance.
* If you're going to talk to someone that you've just killed via combat, make sure to change your appearance first (via something like Disguise Self), otherwise the corpse will refuse to talk to you and you won't get another chance.
== Levels and classes ==
* Proficiency bonus is tied to character level, (+2 for levels 1-4, +3 for levels 5-8, +4 for levels 9-12).
* Feats are gained at levels 4, 8, and 12 in a class (Fighters also get a bonus feat at 6, and Rogues get one at 10). So, a character going for the Jack of All Trades achievement (one level in each class without respecs) gains no feats.
* Counterintuitively, damaging Cantrips scale based on character level and not class level. They get a boost at character levels 5 and 11.
* Single class builds in general are good. You especially want to stick to a single class with the major spell-casters (Cleric/Druid/Sorcerer/Wizard) unless you really know what you're doing.
* 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. Like, if your main class gains a big ability at level 9 that you really want, you can take at most 3 levels in additional classes. But some classes or sub-classes are front-loaded with great abilities that absolutely can be worth sacrificing a feat for if they have good synergy with your main class's strengths. As an example, a 3-level dip in Rogue to get the Thief subclass gets you cunning actions, an extra bonus action each turn, and +2-12 damage sneak attacks with finesse and ranged weapons. The extra bonus action is a game-changer for dual-wielders and classes that get a lot out of their bonus actions, and pairs well with the cunning actions (dash, disengage, and hide as bonus actions instead of standard actions), which are good for basically everyone.
* 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.
* Second attacks are based on class level (for the classes that get them) and don't stack, so it's usually best to wait until after you get a second attack to start multi-classing, and tweak the order of your levels later on if it matters for optimization.


[[Category:Games]]
[[Category:Games]]