Wot are you playing (video games)

Okay, here’s my (subjective, and other players will disagree) thoughts on classes and spells:

BG3 (like DOS2) wants you to have a balanced party. The things you need are:

  1. High dex and sleight of hand for lockpicking (Rogues are best, but anyone with the skill and buffs can do it)
  2. High charisma and persuasion for dialogue
  3. A melee class with a lot of hit points and high number of attacks
  4. A magic class with area-of-effect and utility spells

Rogues are awesome, you get the dex you need, stealth, skills etc. (In D&D Bards are even better as they get all the same but with full spells and a ton of skill specialisations, but I don’t think they’re the same in BG3). Rogues are however low armour and hp, and if they can’t sneak attack then their damage goes lower (this is the price for all those useful skills, you’re not as good at melee as a fighter). Arcane Trickster is probably the most powerful one in D&D too.

Barbarian = takes half damage from raging and gets automatic advantage from reckless attack. This often works out just as good as the Fighter’s extra attacks from Action Surge (fighters don’t have advantage so miss a bit more often, but have more attacks to keep trying). The half damage from rage and huge hitpoints makes Barbarians excellent tanks.

Fighters have the reputation of doing slightly lower damage per attack than barbarians but being much more reliable over time, and Battlemaster is very useful.

Clerics are very awesome. They don’t get the extra melee attacks at level 5 that Barb/Fighter do, but putting them in melee with Spirit Guardians and Spiritual Weapon does a lot of damage. Spirit Guardians may be their best spell - you can walk around the battlefield catching new enemies in it in the same turn. Healing Word as a bonus action to get people up again mid-fight is essential, Cure Wounds is excellent if you can touch the person. Guidance (and Bless if you have the patience to make that your concentration spell) are so, so powerful. Guiding bolt is great as a range attack, inflict wounds is usually much better damage (and chance to hit) than a melee attack with a weapon, since your Wisdom is usually higher than your Str/Dex. In terms of subclasses in BG3, Light Clerics are insanely good - they get fireball and also “flaring ward” which forces enemies to re-roll hits and maybe miss. In 5e Spirit Guardians is one of their biggest spells.

I never understood Warlocks - their eldritch blast (with agonizing upgrade) is very good, but they’re not the best at anything. The Hexblade is really strong in tabletop D&D, the other subclasses much weaker.

Wizards are maybe the most powerful in D&D (especially at higher levels). Some of their best value is from buffing other party members, not doing straight damage.
For example, when a fighter uses their main action to attack after level 5 they get to do two attacks with that one main action. The Haste spell gives you +1 action, so fighter/barb will get 4 attacks if you cast haste on them. By the time they get 3 attacks a round, that goes to 6 with haste. That can be huge. (This is new in 5e/BG3, haste worked differently before).
Essential spells in BG3: Magic missile, cloud of daggers, hold person, misty step, fly, fireball, mirror image for defence. You can ignore most of the others.

Druids are great fun. In 5e their animal forms have their own hitpoints, so when they go to 0hp the druid pops back to their humanoid form with the druid’s original hitpoints still there. Transform again and you get the new form’s hp again. This means that animal forms are free expendable hitpoints and makes Druids very tanky. Note though: it takes a full turn to transform, so you can’t attack in the same round. That means transforming is ALL you do until the next round, which is very slow. Moon Druid subclass get to transform as a bonus action, so can transform and then charge in and attack immediately. So if you want to be melee instead of a caster, go Moon Druid. They’re VERY strong in 5e tabletop.
Druid spells are fun (but quite weak in BG3 before level 7). Spike growth is surprisingly good, thorn whip can pull enemies off high ledges. Guidance, healing word/cure wounds, heat metal, call lightning is probably better than moonbeam as it can be replaced anywhere in later rounds while moonbeam can only move a short distance.

Sorcerers get a very small number of spells but “metamagic” to modify them. You need to know exactly what you’re going to take, because you can’t get more. (Sorcerers were one of the most powerful in BG2 but are very different in 5e, so I don’t know how well they do in BG3).

Paladins are very strong: all the fighter advantages with high charisma and some healing as well, maybe Advantage to hit / more damage with the right subclass.

Okay, I actually have to work now :slight_smile:

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Oh, and a note on concentration spells in 5e: you can only have one active at a time, and if you take damage you have to roll a Constitution saving throw to see if you maintain concentration. If you lose that roll, you drop the spell.

This makes bonuses to constitution good for Clerics / Wizards and other casters, and the “Warcaster” feat very good in BG3 (gives you advantage on that roll). 5e is slightly different (Warcaster is even better) but apart from maybe “Great weapon master” none of the BG3 feats look essential and you’re better getting your primary stat as high as possible with the first option for +2 points instead.

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If you don’t care about any of that, and want some roleplaying (which I suppose in a cRPG just means an interesting narrative to read, and some attempt to make your choices seem significant), does BG3 have that well covered?

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Yeah, set it to “Explorer” mode (easy difficulty) and there’s a LOAD of dialogue to get stuck into instead of fights. It’s very Dragon Age / Mass Effect with full cutscenes and a central plot, npcs have their own problems to solve etc. Apparently your choices are very significant for last Act and the endings.

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I’m tempted to try explorer mode, and might have to if I keep sucking at the combat

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If it helps, it’s definitely not you. The combat is HARD and ridiculously technical, and there is no instruction manual for this game.

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Thanks for the infos especially on my cleric. (She is my main after all and I have been using her Guidance spell a lot)

  • Misty Step is so lovely I have a ring and an amulet with it!
  • Invisibility is awesome as well.
  • I accidentally learned that in BG3 magic missiles can easily dispel the mirror image delusions like so <3
  • Guidance → Charm Person is less useful than a character with high charisma and a Guidance cleric standing behind him

As for the wizard magic I need to figure that out in another play through I think. I also really want to try a druid again.

The fights are very techni-tactical… but quite fun, too when you figure out how to do one. And not every single one is like a boss-fight. There are definitely different types of fights. And as previously stated there are sometimes story-side mitigations possible (my problem was that that was bugged).

It is necessary to think about equipment, about how to distribute your magic items, weapons and possibly armor and which class gets what spells and such. As impatient as I get with other things somehow the puzzly nature of games gives me the ability to try and try and try. The retrying does not feel very RPG-like sometimes.

I always thought the whole series of games hat excellent story-telling but that may be my nostalgia or lack of comparison speaking for the older games (BG1, BG2, Planescape Torment and NWN were the ones I played). I find the story here quite entertaining lots of dialogue and choices to be made. I sometimes feel locked into a certain path though but that is just me because I tend to play chaotic-good no matter what the character backstory is. (Of all the prerolled characters Wyll seems to approve of my choices the most, then Karlach, Laezel and Astarion seem to be least aligned with me and I have rarely taken Gale out of camp so I don‘t really know.)

I chose „normal“ mode, but if the fights were stressing me out any more than they do, I would switch to an easier mode in a heartbeat. I believe you can change this in your on-going savegame (not 100% sure).

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addendum: if I feel the spells get too overwhelming my group is

  • Rogue for stealth attacks
  • Barbarian for whacking everyone twice
  • Fighter for whacking everyone more
  • Cleric for making sure they keep hitting
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Bard is just as great in BG3 as they are in 5e.

I’m running a Lore Bard with a 1 level dip into Life Cleric in my MP game (for the cantrips + bonus to healing). I’m our face, handling all the rogue stuff, handling all the healing, handling Guidance and also have Thamaturgy to buff my intimidation and performance rolls. I also have access to a bunch of good damage (Cloud of Daggers is so good in BG3) and crowd control and Viscous Mockery to debuff any hard hitters, and a crossbow to pick off people from ranged.

The best part, though, is playing my instrument after my turn is over so we get some sweet battle music while everyone else goes after me. Granted, that one isn’t exclusive to bard, they just start with an instrument proficiency.

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I have also been playing a fair bit of BG3. I’m a wood-elven oath of the ancients paladin - which I thought was somewhat original… until I saw that everyone is playing paladins! They are great in 5e afterall, shouldn’t be that surprising.

Also as I’m completely unable to resist my urge to do multiple playthroughs at once, I also have a tiefling college of swords bard (a bit of an tribute to my favourite BG2 character Haer’Dalis - Haer’Daliat - she’s possibly of some relation, who knows).

Both are still pretty early on, have just started exploring the Underdark with the paladin and still early in Act One with my bard.

Given that I’ve consistently kind of bounced off of the Divinity: OS games, I’m very pleased to be enjoying this one so much. My only qualm perhaps is that there aren’t enough different companions available early on, so my two parties have crossover, which will make exploring their individual backstories a bit redundant. Also I’d love to explore Astarion’s story but man he is hard to please without going a bit evil, which I generally avoid… Maybe I’ll save him for an origins playthrough - then I can play him as less of a dick.

The focus on conversations is also a welcome shift from Pathfinder:WotR (which I’m also mid playthrough of atm), as that one is very much combat focused - still excellent but very different.

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Also in defense of warlocks - they excel at casting high level spells more often than a sorc or wizard because they refresh after short rests. But they don’t get many spells so need to have another way of dealing damage typically - which is either eldritch blast or melee with pact of the blade most of the time. I like them - especially if you just want damage and damn the spell variety :slight_smile:

The implementation of patrons for custom warlocks in BG3 is a bit weak though (from my experimenting) - the patrons never seem to turn up and want stuff. Wyll seems to be a better implementation of how patrons can act in the tabletop version, so if you want a warlock, maybe just bring him along (or play him via origin).

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My biggest issue with Warlocks in BG3 is they made my favorite pact–Tome–weaker and absolutely ruined Book of Ancient secrets, both things that help bring up the Warlock’s utility.

Getting guidance is nice, and depending on party comp is something I’d probably take anyway, but the rest? Meh. Viscous Mockery is great, but generally not at the cost of Eldritch Blast and Thorn Whip … If I’m going Tome, I likely don’t want things close to me. I guess it could pull someone close to an ally.

Other than that, though, I like Warlocks. Sure they lack all the spells of the rest of the full casters, but, most of the time “fuck it, we blast” is a better choice anyway if going the blast route. And at least right now, Blade Lockadins get 3 attacks, which is very broken.

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I can heartily recommend doing an evil playthrough!

Also, you can recruit npcs, keep them in your camp and use Hirelings instead if the npc personalities are getting repetitive. You just put them in your party to do their own quest missions and then back to camp afterwards and get your hirelings back.

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Welcome, and see the previous few posts in this thread…

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Rift Wizard, for people that enjoy a bit of wizarding.

The spellbook is absurd. Like, 4 pages of spells, all of which have multiple upgrade options. Then 2 pages of skills too.

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In my head the second screen is the minigame you play to cast a spell in the main game.

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I’m very tempted by this; it’s been on my wishlist for a while.

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Solid recommend for this, as long as you can get past the intimidating initial play or two.

Caveats:
I generally prefer games where you have to make do with what you find over games where you develop “builds” freely. But there’s a “limited spellbook” challenge where 85% of the spellbook is randomly stripped out, and I like this more than the default game.

Recovery of health and mana is only through using potions you find along the way. This, combined with limited spell charges and perfect knowledge of the next rift to enter (you choose from 2-4 options), gives the game a strong puzzle vibe and a strong incentive to play efficiently/optimally, which can lead to analysis paralysis. The game is more generous with spell charges than it appears though, and generally a loss doesn’t come from mistakes made much earlier on, but rather more immediately from a poor choice of rift, or failure to identify a key threat. Or an inadequate build.

So yeah, good wizzarding. Maybe the best wizzarding, and that counts for a lot.

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I’ve been back to trying my hand at a base in Oxygen not included. I do not really remember much of how it works, just that I need a large water reservoir and some place to put polluted water. No idea where I am going from here :smiley:

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I’m playing so much BG3, so much.

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