Baldur's Gate 3 by Larian Games

Sevens

Log Wizard
4,995
15,230
What the actual fuck...
So I posted above about how my game glitched and I lost ALL my saved games, they were no where to be found. It sucked but I rolled up a rogue and headed out on a new adventure. Log on this morning and hit the "Resume" button and low and behold my old character loads in, right where the last auto save was, In fact all 3 of my old toons are there BUT the new rogue that I had rolled up to replace the lost toons is now gone...no where to be found.
 
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Avatar of Nyx

Molten Core Raider
1,232
460
Think I broke something.
So i went about this shit completely backwards apparently. I freed the captives from the Iron Throne before even going to the Steel Watcher factory. I go inside and convince the watchers im allowed to be there so I can wander unhindered and somehow never triggered the quest with the Gondians. I made my way to the basement, fought the boss and its three watcher friends, killed them all and then went back up top where the gondians were rebelling on their own. I helped clear the place out and escort the little blind dude down to the console, where does nothing. Cant talk to him or interact in any way with the console and apparently cant finish the quest. I guess having the boss dead already doesnt trigger something he's supposed to do or say.
 
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sleevedraw

Revolver Ocelot
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65 hours to get through one (1) act. JFC this game is massive.

Berserker is okay but I never really found too much of a rhythm on it outside of using Frenzied Strike. I think Throwzerker has potential but you will need to play it very deliberately. Feels much more natural on Monk.

Throwzerker is insanely good; I built Karlach as one. TL;DR hit basically every enemy for 20-30 damage 4x per turn when under Haste with about 90-95% odds to hit. Gloves of Uninhibited Kushigo + Ring of Flinging = lol.
 
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velk

Trakanon Raider
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1,126
Berserker is okay but I never really found too much of a rhythm on it outside of using Frenzied Strike. I think Throwzerker has potential but you will need to play it very deliberately. Feels much more natural on Monk.

Throwzerker's main advantage over monk is frenzied throw - you can use your bonus action for extra throwing attacks on heavier than normal items and they will knock enemies prone. You get a stacking accuracy penalty each time you use it, but you are going to be swimming in accuracy and advantage anyway so that's not much of a loss. Plus, there's the fun hilarity of getting kills by throwing enemies into other enemies and having both of them fall into a chasm.
 
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Araxen

Golden Baronet of the Realm
10,246
7,594
I just beat the game after 150 hours. Act 3 is pretty buggy, two NPC's didn't carry over from Act 2 for me. Great game and one of the best ever.
 
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Oblio

Utah
<Gold Donor>
11,280
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I finished my first play through on Friday night with my Dwarf Cleric (Companions Gale Wiz Evo, Laezel Fighter BM & Karlach respeced to Fighter BM. Act 3 was all sorts of fubar, so much so I just kind of rushed to be done with it and start anew. I don't love some of my final choices, but all in all it was still a great experience.

Started a Dark Urge Half Orc Bard on Tactician for my second play through. While the mobs are tougher overall I am having a much easier time in combat because I actually know what XYZ spells do now. I fucked up this play through with my decision in the Grove, but I am just rolling with it because that is part of the fun.

This time I am running with Astarion Rogue Thief, Wyll Warlock Fiend & Shadowheart Cleric War Domain. I think I am going to try and Tank with my Bard so I can run Shadowheart in the Trickery Domain or maybe drop her and add Halsin as tank in act 2.

Thoughts on Bard Tank?
 
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sleevedraw

Revolver Ocelot
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I finished my first play through on Friday night with my Dwarf Cleric (Companions Gale Wiz Evo, Laezel Fighter BM & Karlach respeced to Fighter BM. Act 3 was all sorts of fubar, so much so I just kind of rushed to be done with it and start anew. I don't love some of my final choices, but all in all it was still a great experience.

Started a Dark Urge Half Orc Bard on Tactician for my second play through. While the mobs are tougher overall I am having a much easier time in combat because I actually know what XYZ spells do now. I fucked up this play through with my decision in the Grove, but I am just rolling with it because that is part of the fun.

This time I am running with Astarion Rogue Thief, Wyll Warlock Fiend & Shadowheart Cleric War Domain. I think I am going to try and Tank with my Bard so I can run Shadowheart in the Trickery Domain or maybe drop her and add Halsin as tank in act 2.

Thoughts on Bard Tank?

Valour looks like it could be pretty good: Extra Attack, Medium Armor + Shield proficiency. Enthral an enemy (can't be resisted/no saving throw/10 turns/no concentration required), then attack.

Swords might be workable too because of Defensive Flourish (AC+4 on hit), but I'd think you'd probably want to multiclass for shields, and I dunno if I'd want to make a significant portion of my defensibility dependent on hit RNG (especially on Tac).

Lore, absolutely not, they are squishy debuffers. I've found with mine that it's better just to forego Light Armor and use Clothing + Mage Armor.
 
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Vorph

Bronze Baronet of the Realm
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Bard tank sounds awful on tactician unless you've got a really good mukticlass plan. I went Lore until 6, a level of wizard for extra spells, then 3 more bard. At L11, respec to 6 Swords / 5 Warlock (GOO + Pact of Blade). Finish it off with a level of wizard again, or take Warlock to 6 for Entropic Ward. Or you can respec the Bard to Swords at 6 and just take the Warlock levels one by one.

I started as Swords, but single attack bard is just way too shitty to put up with, especially with low level gear. Cutting Words was far more useful to have imo, plus the spell selection is fairly decent.
 
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Qhue

Trump's Staff
7,476
4,420
My Tactician playthrough has now caught up to where I am on my regular Bard-based run.

Bard = Gale, Karlach, Wyll
Monk = Asterion, Lae'Zel, Shadowheart

Stronk monk is just crazy good at punching things. Give him a bloodlust elixir and he just mows shit down.
 
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sleevedraw

Revolver Ocelot
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Bard tank sounds awful on tactician unless you've got a really good mukticlass plan. I went Lore until 6, a level of wizard for extra spells, then 3 more bard. At L11, respec to 6 Swords / 5 Warlock (GOO + Pact of Blade). Finish it off with a level of wizard again, or take Warlock to 6 for Entropic Ward. Or you can respec the Bard to Swords at 6 and just take the Warlock levels one by one.

I started as Swords, but single attack bard is just way too shitty to put up with, especially with low level gear. Cutting Words was far more useful to have imo, plus the spell selection is fairly decent.

IMO, Bard in general feels really terrible before Level 5/Font of Inspiration (combat-wise, anyway. The dialog options are S-tier.)
 
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Chanur

Shit Posting Professional
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Finished the game and now doing a Dark Urge Oathbreaker Pally play through. Down to only 4 team members including myself. Having fun.
 
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Cybsled

Avatar of War Slayer
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I like how picking some races makes certain parts easy mode. Like if you pick drow, all the goblins pretty much roll out the red carpet for you in act 1
 
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Chanur

Shit Posting Professional
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Most of these "Super OP builds" are from faggots who seem to long rest after every single encounter so they can continuously drop their combo in every single fight. Which is much worse than even save scumming. Peak faggotry. This particular one requires you to just metamagic/sorcery points each time. But not spell slots so its a bit better.

Now playing my Dark Urge run after going through a good number of classes/combos. My favorites that let you not play like a faggot and can use up your rests/long rests as needed. In no particular order.

  • Pact of the Blade Warlock -> You don't need to play like a Hexblade really. It's just a really flexible class that lets you do some range, drop some good spells that refresh on short rests, and do decent melee damage where needed. You can pick any race but since Gith has misty step and super jump in addition to Medium armor proficiency and martial weapons right out of the gate it puts you at a serious advantage in the early game. Also wrecks conversation checks with high Charisma/Deception/etc.(Gith being objectively so good is why previous editions would have given this race various penalties. Which isn't a thing in 5E)
  • Battlemaster Fighter -> Just a rock solid really well designed fighter class that can fit in any group setup. Their superiority dice rolls and battlemaster maneuvers are just so good. Take Trip attack for general CC and take Disarming Attack too for even more! Riposte, Battle Maneuver that can help allies move into position without tripping opportunity attacks. Distracting Attack i found is even more useful because when you use it it puts all your allies into an advantage roll on the enemy.
  • Multiclass 2 Paladin/10 Cleric (Tempest) -> Goes without saying that Tempest Cleric really seems to be the best one all around. Really good AOE damage and very tanky. Where the 2 Paladin comes in here is that you can, once per long rest, use Thunderous Smite to trigger all of the Tempest + Damage Wrath of the Storms stuff on top of eachother for one massive crit. Its really satisfying to use as you can get into position on boss fights then just drop the literal hammer on whoever.
  • Multiclass Monk + Thief -> Still trying out this one but I really like it. Its a lot more fun than Barbarian. Tavern Brawler and such is built right into it but as I said earlier the Thief double bonus actions a turn is just busted in terms of movement. With monk you can get like 8 attacks in a turn THEN use your stupid mobility to run off where they have to chase you. You can also throw stuff just as well as Throwzerker.
  • Wizard seems to be better than Sorcerer in most cases. Metamagic is strong but not as strong as the Wizard versatilities. Sorcerer is better for multiclass though in most cases. Also due to the Metamagic.

Berserker is okay but I never really found too much of a rhythm on it outside of using Frenzied Strike. I think Throwzerker has potential but you will need to play it very deliberately. Feels much more natural on Monk.

I wanted to love the zerker but I think the Elk barbarian is really fun. Just running around plowing people over.
 

Dr.Retarded

<Silver Donator>
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Finished the game and now doing a Dark Urge Oathbreaker Pally play through. Down to only 4 team members including myself. Having fun.
Yeah, I'm still finishing act 3 right now on my monk. Thought I'd wrap up this past weekend, but ended up fishing more despite the heat, grilling, and taking naps.

My plan is to roll the same for dark urge, but may splash some warlock in there.
 
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Chanur

Shit Posting Professional
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Yeah, I'm still finishing act 3 right now on my monk. Thought I'd wrap up this past weekend, but ended up fishing more despite the heat, grilling, and taking naps.

My plan is to roll the same for dark urge, but may splash some warlock in there.
Thinking about multiclassing him into pally cleric like above since I was originally going to play sorcerer/tempest cleric.
 
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Burns

Golden Baronet of the Realm
6,105
12,290
Yeah, I'm still finishing act 3 right now on my monk. Thought I'd wrap up this past weekend, but ended up fishing more despite the heat, grilling, and taking naps.

My plan is to roll the same for dark urge, but may splash some warlock in there.
Funny, I am also doing a Pally Dark Urge run as my second playthrough.

I downloaded the Hexblade and extended PnP spells mods, so trying to have a more PnP type experience with 11 Pally / 1 Lock. Downside so far is that there are no spells that last until long rest, with one of the mods, so Speak with the Dead is a bit more annoying. I am also using the shit out of the Disguise Self, which I also have to recast every 15 or 20 minutes.
 
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Dr.Retarded

<Silver Donator>
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Funny, I am also doing a Pally Dark Urge run as my second playthrough.

I downloaded the Hexblade and extended PnP spells mods, so trying to have a more PnP type experience with 11 Pally / 1 Lock. Downside so far is that there are no spells that last until long rest, with one of the mods, so Speak with the Dead is a bit more annoying. I am also using the shit out of the Disguise Self, which I also have to recast every 15 or 20 minutes.
Think TJT TJT was doing the same thing if I'm not mistaken. Just seems logical from a role playing standpoint, andI
I didn't have anybody specced paladin the first go. Laezel would probably make a decent paladin from her character standpoint though.

Didn't even think about mods that maybe tweak things to be a little bit more aligned with the rules. I may have to mod it up a little bit for the second run.

One thing I kind of irritated me was the stat distribution and not getting a stat point every four levels. I always typically play a human because you get an additional feet at level one and I like the stat points that you can move around. Only benefit is the skill proficiencies and some stupid weapon stuff.

Gith seems just so damn good with their weapon proficiencies, misty step, and jump. I just don't want to play a weird alien.
 

Oblio

Utah
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Mods you say?

Give me this game in Star Wars Skin and I might not ever leave the house again.
 
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