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Baldurs Gate III - Any tips?
Posted on 1/5/24 at 4:19 pm
Posted on 1/5/24 at 4:19 pm
So, I created a human rogue, I'm level 2 and just made it to the grove. This is the first CRPG/D&D-style game I've ever played and it's a lot to take in.
Any tips for a newbie?
Any tips for a newbie?
Posted on 1/5/24 at 4:36 pm to Tom288
Save scum. Once you’re about to get into anything serious, or you’re progressing the story, or about to make a roll, save. I’m still pushing through Act 2. Act 1 is huge.
This post was edited on 1/5/24 at 4:37 pm
Posted on 1/5/24 at 4:55 pm to lsuguy84
quote:
Save scum
this x 10000
Posted on 1/5/24 at 4:59 pm to Tom288
Save scum. Touch everything. Save scum. Talk to everyone. Save scum. Go everywhere. Save scum. Leave the "honor" playthrough for the future when you have your feet better underneath.
When it comes to your attributes, only even numbers matter. Every two points gives you a +1 to relevant checks. Now, that doesn't mean you can't do things or pick up items to boost those attributes in a way that an odd number can be pushed to an even number later, but just something to keep in mind.
You can utterly respec your character at any time for a small fee, once you find a certain character. See: point 1.
Rolling "with advantage" means you roll twice the number of normal die and take the higher of the two rolls. Rolling "with disadvantage" is the opposite, roll two sets and take the lower roll.
You can't get more than a set amount of "inspiration" which lets you re-do rolls, so use it frequently, but try to keep one in your pocket just in case (also save scum).
Most quests won't autofail if you leave them for a while except for when you finish up an Act. Do everything before finishing that Act. Exceptions: if an NPC is clearly in immediate peril, you get close enough to trigger the quest, and you leave, that quest will likely fail.
You're going to find a magic portal early in Act 1. Save and touch it.
Don't reject companions when you meet them. Just send them to camp. Everyone has a use, an interesting story, or both.
There are no cloaks/capes until Act 2. Don't go looking for them.
Your character does not always have to be the face of the party. Take control of and initiate interactions with whoever will be best suited for it.
You've saved recently, right?
As a newbie, try not to get too cute and try to keep a balanced party. With that said, unless you're playing on a higher difficulty than normal, you should be fine keeping your favorites around assuming you keep at least one tank (it should be Karlach, because Karlach is the very bestest).
Crowd control spells and AOE attacks are very powerful.
I'm sure I'll come up with more later, but that should get you going.
When it comes to your attributes, only even numbers matter. Every two points gives you a +1 to relevant checks. Now, that doesn't mean you can't do things or pick up items to boost those attributes in a way that an odd number can be pushed to an even number later, but just something to keep in mind.
You can utterly respec your character at any time for a small fee, once you find a certain character. See: point 1.
Rolling "with advantage" means you roll twice the number of normal die and take the higher of the two rolls. Rolling "with disadvantage" is the opposite, roll two sets and take the lower roll.
You can't get more than a set amount of "inspiration" which lets you re-do rolls, so use it frequently, but try to keep one in your pocket just in case (also save scum).
Most quests won't autofail if you leave them for a while except for when you finish up an Act. Do everything before finishing that Act. Exceptions: if an NPC is clearly in immediate peril, you get close enough to trigger the quest, and you leave, that quest will likely fail.
You're going to find a magic portal early in Act 1. Save and touch it.
Don't reject companions when you meet them. Just send them to camp. Everyone has a use, an interesting story, or both.
There are no cloaks/capes until Act 2. Don't go looking for them.
Your character does not always have to be the face of the party. Take control of and initiate interactions with whoever will be best suited for it.
You've saved recently, right?
As a newbie, try not to get too cute and try to keep a balanced party. With that said, unless you're playing on a higher difficulty than normal, you should be fine keeping your favorites around assuming you keep at least one tank (it should be Karlach, because Karlach is the very bestest).
Crowd control spells and AOE attacks are very powerful.
I'm sure I'll come up with more later, but that should get you going.
Posted on 1/5/24 at 5:14 pm to Tom288
Give yourself a big cock and frick everyone
Posted on 1/5/24 at 7:14 pm to Tom288
Along with what others have mentioned...
- Do side quests. Do all the side quests. Stop the main quest to do side quests. Not only are they fun and add a little something extra story-wise, you can get some decent loot from many of them and you get extra xp from all of them (which then makes boss fights and big battles a bit easier).
- Hoard health potions even if you have a healer in your group. At some point you will get into a situation where you will wish a given character had a health potion to help them survive a fight.
- Camp and rest up (which will autosave) after every encounter (if possible, at some points you are not able to camp). There's no penalty for this (even though the story in the game makes you feel like you need to rush).
- Many of the fights are more than just point-click-win, they will take a good strategy. This can come from the terrain itself, placing items (like exploding barrels) in specific spots before a fight, having certain characters and/or abilities in your group, etc.
- Since you mentioned a Rogue, also horde lockpicks and trap triggers (for disarming traps, can't remember the exact name at the moment). Also, there is a pair of gloves you can get access to early on (Act 1, not sure where though) that gives you advantage on lock-picking. My character is a Bard (which is part-rogue) and has these, rarely misses being able to pick a lock.
- Make sure all your characters have both a melee weapon and a ranged weapon (even if they can use magic).
- Do side quests. Do all the side quests. Stop the main quest to do side quests. Not only are they fun and add a little something extra story-wise, you can get some decent loot from many of them and you get extra xp from all of them (which then makes boss fights and big battles a bit easier).
- Hoard health potions even if you have a healer in your group. At some point you will get into a situation where you will wish a given character had a health potion to help them survive a fight.
- Camp and rest up (which will autosave) after every encounter (if possible, at some points you are not able to camp). There's no penalty for this (even though the story in the game makes you feel like you need to rush).
- Many of the fights are more than just point-click-win, they will take a good strategy. This can come from the terrain itself, placing items (like exploding barrels) in specific spots before a fight, having certain characters and/or abilities in your group, etc.
- Since you mentioned a Rogue, also horde lockpicks and trap triggers (for disarming traps, can't remember the exact name at the moment). Also, there is a pair of gloves you can get access to early on (Act 1, not sure where though) that gives you advantage on lock-picking. My character is a Bard (which is part-rogue) and has these, rarely misses being able to pick a lock.
- Make sure all your characters have both a melee weapon and a ranged weapon (even if they can use magic).
Posted on 1/5/24 at 7:21 pm to Tom288
Speedrun to smashing Shadowheart.
Rest often don’t worry about camping supplies.
Try to save your big dmg abilities for when you need them. No need to nuke trash.
Most important…take your time and have fun.
Rest often don’t worry about camping supplies.
Try to save your big dmg abilities for when you need them. No need to nuke trash.
Most important…take your time and have fun.
Posted on 1/5/24 at 7:22 pm to Bard
quote:
- Since you mentioned a Rogue, also horde lockpicks and trap triggers (for disarming traps, can't remember the exact name at the moment). Also, there is a pair of gloves you can get access to early on (Act 1, not sure where though) that gives you advantage on lock-picking. My character is a Bard (which is part-rogue) and has these, rarely misses being able to pick a lock.
Gloves of Power give +1 on sleight of hand checks. Gloves of Thievery give advantage on sleight of hand checks.
Posted on 1/5/24 at 9:28 pm to lsuguy84
quote:
Save scum. Once you’re about to get into anything serious, or you’re progressing the story, or about to make a roll, save. I’m still pushing through Act 2. Act 1 is huge.
You can literally save scum in the middle of battle. It's how I killed the hag.

Posted on 1/6/24 at 1:43 pm to DownSouthCrawfish
quote:Did this and I missed so much shite
Speedrun to smashing Shadowheart. Rest often don’t worry about camping supplies.

I just got into Act 3 and I have been a “good guy” but I feel like an a-hole because I abandoned so many side quest where people needed my help
Posted on 1/6/24 at 4:25 pm to Henry Jones Jr
Appreciate all of the help, fellas. 

Posted on 1/7/24 at 12:25 am to Tom288
I’m starting also and intimidated
Posted on 1/7/24 at 8:03 am to JamalMurry27
I just downloaded it lol, I dont even know which class to go with. Prolly paladin or sorc
Posted on 1/7/24 at 8:44 am to Lucky_Stryke
quote:
I just downloaded it lol, I dont even know which class to go with. Prolly paladin or sorc
Be careful about going Pally. Their oaths can be tough to navigate for a newbie.
Posted on 1/7/24 at 9:46 am to Tom288
One big one is you can throw potions at party members or enemies and get their effect. And throw is a bonus action, too.
ETA: you can carry barrels around and throw them as aoe weapons. You can also store corpses in the camp chest if you have a necromancer.
One I never mastered is ungrouping a party member, walk the others into combat and have that party member able to move in real-time instead of turn based.
Here’s a big list:
Reddit mega-tips thread
ETA: you can carry barrels around and throw them as aoe weapons. You can also store corpses in the camp chest if you have a necromancer.
One I never mastered is ungrouping a party member, walk the others into combat and have that party member able to move in real-time instead of turn based.
Here’s a big list:
Reddit mega-tips thread
This post was edited on 1/7/24 at 9:54 am
Posted on 1/7/24 at 9:57 am to shspanthers
quote:
One I never mastered is ungrouping a party member, walk the others into combat and have that party member able to move in real-time instead of turn based.
Trapped that fat frick Balthazar in a convo then used bae Karlach to push his fat arse into the grand abyss.

Posted on 1/7/24 at 10:41 am to shspanthers
quote:
You can also store corpses in the camp chest if you have a necromancer.
#1,432 of shite I never would have thought to do. This game is too much. I need a D&D/CRPG Skillshare class.


Posted on 1/7/24 at 12:37 pm to Lucky_Stryke
quote:
Well frick lol
Just remember that paladins get their “powers” from their deity. If they break their oath, their deity turns their back on them and they lose their powers. You should interpret the oath you choose very, very literally when you make decisions.
Or just respec if shite goes sideways

Posted on 1/7/24 at 12:59 pm to shspanthers
quote:
You can also store corpses in the camp chest if you have a necromancer.
Is there a benefit to doing this or just for shits and giggles? We are about to climb up to the brain (which I’m assuming is the very end) and I read stuff like this that I would have never considered lol.
At one point my character was becoming encumbered easily and I didn’t realize that I was carrying around a dead dog in my inventory
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