Baldur's Gate III: Difference between revisions
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== TL;DR == | |||
* | * 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. | ||
* | * Stick with single-class unless you really like character optimization stuff. | ||
* | * There's no objective good/evil alignment system, characters will react to your actions based on their own moral codes. | ||
* | * 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. | ||
== Getting Started == | |||
* | * The difficulties are mostly self-explanatory, and the one you think you want (of the main three) is probably the one you actually want. Don't go into Honour Mode blind, though, there are some bullshit ambushes that can kill your run 50+ hours in if you don't know they're coming. | ||
** Custom Difficulty can be used to tweak things further, like adding Tactician and Honour's unique mechanics for bosses, but without permadeath. | |||
* | * 'Custom Origin' is your standard RPG character creation, letting you pick whatever race, class, appearance, etc. you want. | ||
* | * Other Origins give you a selection of 'prebuilt' characters, who each have unique backgrounds, quests, and dialogue. The Origins you don't choose will be available as potential party members, no matter your choice, so you can still experience some of their stuff even without playing as them. | ||
* | * Dark Urge / Haunted One is a special case that ''can'' be customized, while still having unique interactions, but they're not great for a first play because of Reasons. | ||
** The main exception is if you were a big fan of Baldur's Gate 1 and 2 and are genuinely excited about the option to play <div class="spoiler">a Bhaalspawn</div> again. | |||
* | * Since you'll be doing most of the talking, you'll probably want to pick a class that benefits from high Charisma and access to social skills. (i.e. Bard, Paladin, Rogue, Sorcerer, or Warlock.) | ||
* | * Paladins who break their oath lose some of their powers, but can pay to restore it and get their powers back, or <div class="spoiler">talk to a special NPC to go full 'black knight' and become an Oathbreaker Paladin</div>. | ||
* | * You unlock the ability to respec your classes and change your appearance very early on, including your voice and gender, but your race is locked in once you start. | ||
* | * Your Dream Guardian is an NPC who shows up partway into Act 1. | ||
== General Adventuring == | |||
* | * The game is hardest at low level because your characters are squishy and you don't have many options. One bad turn can see your whole party wiped if you get ambushed, so save early and save often. (Quicksave is F5 by default.) | ||
* | * 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, both in and out of combat. 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. | ||
** Try throwing things. Buttons and levers can be activated by hucking something at it, potions can be thrown to apply their effects in a small AoE, etc. Aim for the ground at their feet if you're throwing a healing potion, though, getting hit by broken glass hurts. | |||
* | * 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. | ||
* | * 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. Same story with camp supplies (food), back-up magic items for future party members, etc. | ||
* 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). | |||
* | * 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. | ||
* | * 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. | ||
* | * Once you can summon a familiar or pet with a hotbar ability, they're immortal. If they 'die', you just need to Short Rest so you can use the summon power again. This includes <div class="spoiler">the dog Scratch</div>. | ||
* | * 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. | ||
* | == Social Interaction == | ||
* 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. | |||
* | * 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 Disguise Self, Detect Thoughts, or Speak with Animals, which makes interactions with NPCs a lot more fun. | ||
* | * 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. | ||
** 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. | |||
* | == Leveling and Classes == | ||
* If you'd like to respect the original classes of the characters that can join your party, here are the classes that your party members will be when they first join you, and when: | |||
* '''Origin Companions''' (Join in Act 1) | |||
** Barbarian | |||
** Fighter | ** Fighter | ||
** Cleric | ** Cleric | ||
** Rogue | ** Rogue | ||
** Wizard | ** Wizard | ||
** Warlock ( | ** Warlock | ||
** | * '''Non-Origin''' (Join much later) | ||
** Druid (x2) | |||
** Paladin | ** Paladin | ||
** Ranger | ** Ranger | ||
* If you don't want to fuck around with getting elbow-deep in character optimization, just pick a single class for each character and go all-in. It's easy to screw up multiclassing in a way that ends up with a character who's less than the sum of their parts. | |||
** This is '''''especially''''' true with the primary casters. (Cleric, Druid, Sorcerer, Wizard.) It's very difficult to make a multiclass for them that's worth delaying your access to higher-level spells. | |||
* 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. | |||
* Proficiency bonus and cantrip damage scale based on character level. Everything else scales by the level of the class. | |||
* 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). Feats are gained at levels 4, 8, and 12 in a class, | |||
** 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. | |||
[[Category:Games|Baldur’s Gate 3]] | [[Category:Games|Baldur’s Gate 3]] |