Baldur's Gate III: Difference between revisions

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* 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.
== TL;DR ==


* 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.
* Do '''''not''''' play Honour Mode on your first run, it's permadeath.


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


* 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.
* Stick with single-class unless you really like character optimization stuff.


* 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.
* There's no objective good/evil alignment system, characters will react to your actions based on their own moral codes.


* You can jump as a bonus action if you have moved 3 feet or less - move farther and it costs a normal action
* Try that funny idea you've got, sometimes things work in ways you wouldn't expect.


* By default, each character gets to move and perform one standard action and one bonus action each turn.
* Take random internet advice with a grain of salt, a lot has been changed/fixed since launch.


* Throwing a potion applies the affect to everyone in the area, whether it's positive or negative. This applies to healing potions too.
== Getting Started ==


* 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.
* 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.


* Spoiler for time limits: <div class="spoiler">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.</div>
* 'Custom Origin' is your standard RPG character creation, letting you pick whatever race, class, appearance, etc. you want.  


* 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.
* 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.


* 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.
* 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.


* 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.
* 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.)


* 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.
* 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>.


* Wizards can swap out spells in their spellbook without needing to take a long rest, unlike in the tabletop game.
* 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.


* "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.
* Your Dream Guardian is an NPC who shows up partway into Act 1.


* 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.
== General Adventuring ==


* 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.
* 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.)


* Camp supplies (food) can be used from the traveler's chest, so send all of that to camp instead of holding on to it.
* 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.  


* Projectiles including cantrips can be used to activate levers, buttons, etc from a distance.
* 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.


* Inspiration points let you redo failed rolls, but you can only have 4 stored at a time. If a character gains inspiration and you're full, then they'll get some bonus xp, but just them. This is what can cause characters to level up at different times.
* 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.


== Levels and classes ==
* 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).


* Proficiency bonus is tied to character level, (+2 for levels 1-4, +3 for levels 5-8, +4 for levels 9-12).
* 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.


* 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.
* 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.


* Counterintuitively, damaging Cantrips scale based on character level and not class level. They get a boost at character levels 5 and 11.
* 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>.


* 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 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 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.
== 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.


* 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.
* 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.


* 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.
* 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.


* 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.
* ''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.


* Although you can respec any character's class after a certain point in the game, 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:
== 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 (of Trickery)
** Cleric
** Rogue
** Rogue
** Wizard
** Wizard
** Warlock (of a Fiend Patron)
** Warlock
** Barbarian
* '''Non-Origin''' (Join much later)
** 2 Druids
** 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]]