[Gaming] Baldur's Gate 3

Dave

Staff member
My question - and I can’t find anything in options - is can you get the dice to roll/finalize faster?
 

GasBandit

Staff member
Beginning of act 3 spoilers:

Snuffles, being a Sorcerer, became an illithid to reap the magical and psionic benefits. He is now STUPID powerful.
I, being an open hand monk, realized that evolving into an illithid would probably mean I'd punched my last face, and elected to remain human. Perhaps not as powerful as Snuffles, but I refused to give up the joy of schnozdecking.
 
Beginning of act 3 spoilers:

Snuffles, being a Sorcerer, became an illithid to reap the magical and psionic benefits. He is now STUPID powerful.
I, being an open hand monk, realized that evolving into an illithid would probably mean I'd punched my last face, and elected to remain human. Perhaps not as powerful as Snuffles, but I refused to give up the joy of schnozdecking.
Take tavern brawler feat and pump your strength as high as possible. Have him cast haste on you. You'll outdps him every turn while having 99% accuracy
 
This game is incredibly good. But WOW is it dense. I feel like I'm just nibbling at the edges most of the time and I'm not 3/4 of the way through Act 1.
The devs themselves have said that they don't expect you to do everything in an area, they expect you to just follow what interests you along the way, but they're not my real dad so they can't tell me what to do!
 
It's about to pass X-Com 2 for my total playtime - that's an impressive game. It's not going to catch RimWorld (1900 hours) or Space Engineers (1669 hours) any time soon, but it's a respectable showing.
 
In my experience, fly is trash compared to just jumping.
How? Fly, specifically the one I referenced, gets me much further even than normal walking, or walking and jumping, rarely provokes opportunity attacks and doesn't cost my bonus action.

Like it's so much better than walking for regular movement I rarely don't fly for my whole movement now while in combat.

Just walking. This character can get 9m in one turn.

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One jump first and then remaining walking, slightly further. Hard to see accurately but the dark spot near the distance marker shows about a 1.5 meter gain in distance over just walking.

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Flying doesn't show a distance marker but is nearly twice the distance. Dunno why it shows as a jump marked but you can see via the hotbar it's the fly activated.

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Just the "spell" description showing cost is just movements speed.

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I can jump from screen edge to screen edge with athlete and the jump spell. It's literally how my gnome paladin gets around. Getting way more distance than fly, which she also has as a multiclass storm sorc. I only use jump on the rest of the party who is slow and weak.

BG3 Fly is just basically trash compared to how it should work imo.
 
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I can jump from screen edge to screen edge with athlete and the jump spell. It's literally how my gnome paladin gets around. Getting way more distance than fly, which she also has as a multiclass storm sorc. I only use jump on the rest of the party who is slow and weak.

BG3 Fly is just basically trash compared to how it should work imo.
Distance isn't the only issue, though I understand in regards to a traversal method that might be the goal, there is more to consider.

Jumping burns bonus actions every turn at minimum to get that distance and maybe an action once per encounter as well to cast it as a spell if that's needed. Plus the feat for athlete, though likely strength or dex characters were getting that anyway.

Distance wise I'll concede the jump set up may be further, I've yet to come across fights where the 18m fly distance was lacking though that could be the case in the future, but losing the action once an encounter to cast if needed if the fight isn't planned and bonus action each turn to jump wouldn't be worth it for me unless I'm not understanding. Different playstyles I suppose.

Again not talking about fly as a spell, that is shit since the action cost(though the same as having to cast jump as a spell), the lack of verticality unless there is somewhere to physically land as well as no hover is a massive downside for it vs traditional flying in 5e or just logically how it should work.

But the illithid flight has no action costs or cost in general save for
the transformation and the tadpoles which I was using anyway.
 
I can jump from screen edge to screen edge with athlete and the jump spell. It's literally how my gnome paladin gets around. Getting way more distance than fly, which she also has as a multiclass storm sorc. I only use jump on the rest of the party who is slow and weak.

BG3 Fly is just basically trash compared to how it should work imo.
Storm sorc fly is different, that's very limited and is basically meant to be used as a disengage. Have you tried using the flight spell, or a potion of flying?
 
Fly in Solasta (another 5e game) works mostly as you would expect. So it was definitely a let down seeing how they implemented it in BG3
This is why I hate fly so much.
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Storm sorc fly is different, that's very limited and is basically meant to be used as a disengage. Have you tried using the flight spell, or a potion of flying?
I used a potion once, and it felt like a waste of time TBH. I don't need it to reach things out of combat, and in combat, I pretty much use a bonus action once to get in melee range and then I'm fine. And ranged people really don't need that much mobility from my experience of playing this game way too much.
 
This is why I hate fly so much.
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I used a potion once, and it felt like a waste of time TBH. I don't need it to reach things out of combat, and in combat, I pretty much use a bonus action once to get in melee range and then I'm fine. And ranged people really don't need that much mobility from my experience of playing this game way too much.
I'm playing on tactician, and being able to fly to higher vantage points is really fucking useful (though on my non-illithid playthrough I'm brewing potions for this).

My bonus action is too precious to use on movement.
 
I'm playing on tactician, and being able to fly to higher vantage points is really fucking useful (though on my non-illithid playthrough I'm brewing potions for this).

My bonus action is too precious to use on movement.
I am also playing on Tactician non-illithid.
 
I'm ALSO playing on tactician and.....

Who am I kidding, I've restarted and played through like half of act 1 like a dozen times now.

I haven't even hit level 5 yet.
 

GasBandit

Staff member
Snuffles and I hit level 12 yesterday. I redid my character out of 12 open hand monk to 9 open hand monk 3 rogue-thief, because that second bonus action for the extra flurry of blows is WAY more useful than waking up with Sanctuary after a long rest and innate poison immunity. Losing the 4.5m of movement from improved unarmored movement is made up for by me STILL wearing the haste helm from act 1 which gives momentum for the first 3 turns of combat, and if I decide I need the range, the extra bonus action can always be put toward a Cunning Action - Dash
 
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GasBandit

Staff member
It's also hilarious that the only companion quests we seem to make any headway on are for the companions we can't stand (Astarion, Gale).
 

Dave

Staff member
Snuffles and I hit level 12 yesterday. I redid my character out of 12 open hand monk to 9 open hand monk 3 rogue-thief, because that second bonus action for the extra flurry of blows is WAY more useful than waking up with Sanctuary after a long rest and innate poison immunity. Losing the 4.5m of movement from improved unarmored movement is made up for by me STILL wearing the haste helm from act 1 which gives momentum for the first 3 turns of combat, and if I decide I need the range, the extra bonus action can always be put toward a Cunning Action - Dash
If you have Gale in the party, make sure he learns Longstrider. It gives +3 meters movement ALWAYS. And if you cast it outside of combat since it's a ritual it takes no spell slots. Oh, and the effect lasts until the next long rest.
 
If you have Gale in the party, make sure he learns Longstrider. It gives +3 meters movement ALWAYS. And if you cast it outside of combat since it's a ritual it takes no spell slots. Oh, and the effect lasts until the next long rest.
You can upcast it as a ritual to hit more people at a time with it, if you don't want to cast it 4 times after every long rest for each party member. Enhanced jump is also a ritual, though has a 10 round limit so you'll want to cast that before entering combat.

All of your half casters like rangers and bards can also learn these spells, as well as druids I believe. They're fantastic.
 
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