Baldur's Gate 3

I’m soaking this stuff up as I consider myself as only a dabbler in turned-based games :slight_smile:

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Yes, all classes have rules that extend, bend, or break the general rules. Rogues can dash, hide, or retreat with their bonus action instead of their action, and fighters for example can have another action once a day.

At the start of the fight (when you are sneaky) you can use a surprise attack (enemies don’t get actions) so you can effectively attack twice before they can.

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The more I think about it, the more I am considering buying this game for the members of my D&D group, so they can play it and… finally learn the D&D rules that way!

Sure, a few are different from the tabletop, and the tabletop RPG offers a boatload more options in any given situation, but the basic stuff is pretty much there.

I love my group and have had many hours of fun playing D&D with them over the years (we play online these days but all of them are real life friends), but their grasp of the rules is… mediocre at best.

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Please do.

And, please let us know what co-op is like?

So, when should I make camp?

I’ve been waiting as I figured at some point a pop-up would appear suggesting it, maybe with some info but now I’m not sure if anything like that will show up.

Everyone is fine so far, in the middle of a nasty battle at the moment so maybe after that?

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Generally speaking:

You have two rests. Short and long.

Short rest just heals and replenishes a few spell slots for a few classes as well as a few other class abilities.
Use short rest whenever you are missing a few HP but still have plenty of spell lots. Don’t use your spells and abilities for out of combat healing if you still have short rests.

Long rests replenish all abilities (lay on hands for paladins, action surge for fighters, spell slots for all caster classes, rage for barbarians and so on). It is also necessary after some time. You can see the dirt and blood and whatnot on your characters faces after a long adventuring day. There is no day and night cycle but I have heard characters say that they want to rest. Other than that I think there is no indicator.

You should definitely long rest after hard fights when you have spent most of your spell slots and think that you cannot take another such fight without them. A long rest before entering a dungeon is also a good idea, because you don’t know when you can rest inside the dungeon, and you can expect some harder fights in there.

Long rests also often give you the chance to advance the story. Talk to your party members and so on. Sometimes they trigger cutscenes related to the main story or a party member’s stories, such as when ******** tries to **** you.
…ok, that spoiler is too non-specific I guess. You’ll see. :slight_smile:

EDIT: Oh, and long rests take resources. You can rest without them, but only get back half the spell slots and health. But there are plenty of ressources around if you run around and loot everything like I do.

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Awesome, thanks!

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All I will add to what @aginor has said is:

Sometimes characters will tell you that there’s a time limit on their offer. If they refer to “the next day,” that means after your next long rest.

More info here (contains spoilers):

Oh yeah, if you decide you want to do the horizontal tango with another character… that only happens at camp :wink:

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lol. Me too. Sometimes I think I spend as much time managing my inventory as I do everything else. But… so many shiney things to collect :stuck_out_tongue:

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Oooo, that is a lot of shiney stuff Harry

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I am paranoid that I could use the gems for something later so I never sell them.

BTW the sort function is really useful, makes the inventory much less of a hassle to deal with.

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I hear ya.

Usually if I collect more than one of an item they go straight to the sell/trade pile. During most of my EA playthroughs I traded or sold the Soul Coins… Really glad I didn’t this time around, I just discovered at least one use for them and I can’t help but feel they will come in handy at the end?

I’m struggling with combat but learning through trial and error. :grin: The one thing I still can’t figure out is how to determine the class of opponents. I never played tabletop D&D and am unfamiliar with 5e, although I’ve read some older D&D material. I can determine most martial character types simply by the way they attack and their lack of magic. Unfortunately, I can’t determine the classes of spell casters, even after examining them. Am I missing something or is this how the game/rules work?

I’m losing hours per day to the game, something that has not happened since my playthroughs of the original X-Com, Witcher 3, and Mass Effect series. This is easily becoming my all-time favorite game.

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Ran into a bug with the Druid/Tiefling area last night and had to revert to a save that was hours old. If you encounter Mol, it is possible to get her in a state where the entire Tiefling area is, basically, hostile to you. I ended up doing that, and when you leave (maybe take a long rest) and come back to the area, the authorities are pissed off at you. There are some ways around it … like save-scumming the difficulty-20 rolls for each of your party.

Other than that I am enjoying it. Had a few genuine laugh-out-loud moments (anyone that comes across the barn in the abandoned village will know what I mean).

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Really enjoying this one, and trying to squint at any screenshots in this topic, as don’t want to spoil anything.

I’m playing it multiplayer with my two (adult) kids and it sucks some serious time so far. The biggest downside of MP is having to set aside some time at the beginning to do the character creator thing, as you can’t use the single player ones you have. I think you can join an ongoing MP game, but you have to play as a stock character only, and that beginning a new campaign is the only way to get all bespoke ones.

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Right click, select ‘examine’ :wink:

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Im still only halfway through act 1.

Sadly I don’t have half the time to play that I’d like to have. I still haven’t seen most of the content that I saw in early access.

But it is awesome.

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Thanks,

I think I may need to access 5e rules and the monster manual. New side quest: Find a wiki or online manual.

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I haven’t played pen and paper D&D since 3e and personally wouldn’t bother with a copy of the rules unless you really want to know what is going on in the background, the game takes care of that for you.

And even then it takes liberties. Playing as a Drow I should be receiving a ‘light sensitivity’ penalty above ground, but haven’t noticed any de-buff.

A copy of the Monster Manual on the other hand - it will tell you more than right-click, select :slight_smile:

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I think that is what I’m looking for. I need to know more about the enemies I’m fighting so I can develop the best strategies for them. For some reason spell casters and ranged characters are kicking my butt and I seem to be at a constant disadvantage. My hit percentages average around 50+ and I tend to miss more than hit. I’m not the multiple playthrough type so I try to get it right the first time around. If I do a second playthrough I tend to wait until years later. Anyway, I’m slowly starting to figure out how to use terrain and combine objects like grease and fire. Still, the enemies seem to use better tactics than me. :thinking:

Either way, I’m definitely enjoying the game and the process. Act I should be my trial by fire and I feel I’ll be a seasoned adventurer by the next act. BTW, the game has several naughty surprises. The things mine eyes hath seen (NSFW). :grin:

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