Recently, I started my second campaign in Baldurs Gate in addition to the campaign I play with my wife in co-op. My wife and I opted for the easiest difficulty in our playthrough since neither if us ever played similar game.

This time I felt like it would be such a breeze since I already know a bit more about the game and DnD in general. I opted for the balanced mode with my new character and started going through Act I and boy oh boy do I get wrecked almost everywhere. Multiple of my characters already died and I had to revive them.

Characters

Including Gale, which in turn triggered cool mini-quest to revive him, but the magic aura around his dead body killed Astarion multiple times.

I feel very scared going into each combat and trying to plan as much in advance as possible (keep in mind I mostly know what awaits me there, because I’ve gone through Act I already).

Where I got wrecked

I got wrecked at the church before you get to Whithers, I got wrecked by the hyenas and gnolls by the caravan road, I got absolutly wrecked by the Paladins of Tar and

I just don’t know what am I doing wrong.

My party

I play as high elf paladin and most of my encounters so far I’ve had Astarion, Gale, and Shadow in my party. I feel like the only actually useful member is Astarion. I probably don’t know how to utilize Gale well enough and my Tav paladin just feels like a paper-thin wall between the enemy and the rest of the party.

Are these early encounters in Act I intentionally challenging so that the game “force-teaches” you to utilize everything at your disposal and will it get easier later on or am I just on the wrong path with my character and my party? Honestly, I can’t imagine going through the goblin camp in this state.

10 points

Respec shadowheart into a war or tempest cleric, trickery is without a doubt the worst subclass in the whole game.

Remember that gale grants allies immunity to his evocation spells, so don’t worry about AOE with those

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9 points

one big simple tip i can give you: Respec shadowheart. literally just pick a different type of priest. maybe knock her strength down a little. i like life domain, but plenty of the others are good too.

otherwise, just try to play with the environment more. be ok with not hitting the enemy sometimes. hide around corners and behind doors, shoot from high shadows, use the area of effects as well as you can. sometimes you can cheese the hell out of fights in ways the game encourage.

all that said, paladin starts week, shadowheart’s default loadout just IS week, rogue starts week, and with wizard you gotta find the spells that work for you. some of them are bad and the class starts with so few spell slots…

try getting the staff from the waukeen’s rest quest reward, the amulet of magic missile from blurg and like a couple other “lightning charge” items and give all that to gale and start spamming “magic missile” you’ll feel strong.

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2 points

On the topic of utilizing Gale (or Wyll): The spell Cloud of Daggers is pretty useful early on with a bit of positioning. It won’t get you singlehandedly through every fight, but you can make lots of fights easier by casting that spell in a choke point and forcing enemies to walk into it to get you.

Bonus points if you can upcast, more bonus if you position your paladin or cleric on the other side of the cloud to keep enemies in it or push them back in once they’re through it. Ranged enemies will move into it if they can’t see their targets, so hide your party arong corners to lure them in.

If you have gale and wyll, you can get two clouds going.

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2 points
*

This is a bit off topic because you don’t use her. But there’s a javelin build with karlach that carried me from early act 1 a good ways through act 3. Theoretically should work on any strength character, but best with a barbarian:

Subclass her into the frenzy barbarian. Take tavern brawler as your feat. Find the ring of flinging from the merchant in the Grove.

The javelin base damage is 1d6 + str damage, ring of flinging adds 1d4, and tavern brawler adds your strength again to the attack roll and damage roll. Plus the feat gives +1 str to bump karlach up to 18(+4 modifier).

Then, frenzy allows you to throw a second (and later third) javelin with your bonus action.

Each hit tends to have 95% chance, has considerable range, and reliably puts out about 15/hit with the potential to hit like 28 Twice per turn.

The frenzy hit also has a good chance to knock your target prone for that extra salt.

Then you can buy the pike of returning from the goblin merchant (must be before you agro them) to automatically get it back after you throw it so you don’t need a ton of javelins. And you can also collect the gloves of uninhibited kushido from the myconid colony to bump the damage up even more.

Casting enlarge on her helps with that damage output, as well as an elixer of the Hill giant, or anything that bumps str up more.

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8 points
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I mean depends on what you mean by playing “wrong”. If you mean non-optimal, then of course, because almost no one is. If you survive each encounter with at least one alive, then you’re not going game over though, and it’s trivial to resurrect the rest of your characters, just need some money. Perfectly fine way to play the game.

If you want some general tips on how to play fights better:

  • Always always always focus the target that has the worst damage/survivability ratio first, and only that. Enemy wizards. Or ranged enemies. Or small, fast critters. Each enemy does its full damage no matter what its hp is. 10 half-HP enemies are much worse for you than 5 full-HP ones and 5 dead ones. That said, still use your AOE spells with your wizards etc, but then immediately target only one of those damaged ones to go down first.
  • Each combat participant has a threat radius around it, which is the radius in which they can deal damage to something. If the threat radius of 4 enemies overlaps on one of your characters, that character is in big trouble. But in turn, if the threat radius of 4 of your characters overlaps on one enemy that enemy is in huge trouble. So, always create situations in which all your characters can do damage to an enemy, but they can’t do the same to you. For example, positioning your ranged characters on a cliff could make them immune to a bunch of melee enemies and deliberately not running your melees in, waiting for the enenies to come to you and using (sub-optimal compared to melee) range attacks on your melees until then.
  • Use healing word and throwing of potions to pick up downed characters. Don’t heal before they go down, it’s mostly not worth it. If your bonus action is not used, keep drinking healing potions with it in hard fights. If you can, spread around the damage on your characters, like I just said, 4 half-HP characters are damage-wise exactly as strong as 4 full-HP ones, but 2 full-HP and 2 downed ones are much much worse.
  • Use your long rest abilities, like spell slots, liberally. There’s enough resources laying around to rest often.
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1 point

You gave lots of good advice, but I strongly disagree with this point:

Don’t heal before they go down, it’s mostly not worth it.

If you wait until a player is downed then you lose 3 full action rounds, which has a huge impact. You lose the round that the player is down, the action from the player who gets them back up, and then the action from the downed character the turn after they get up. It’s much better to use bonus actions or positioning to keep a player from going down in the first place.

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1 point
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You don’t lose an action to get them back up. Healing Word is a bonus action. Healing before going down actually wastes many many more actions, because yeah you’re spending the actions to heal all the time instead of doing damage/disables and removing enemies from the fight. Damage prevention in killing/disabling enemies is much better than healing against it, since healing spells have so small values compared to damage spells. Just compare Cure Wounds and Chromatic Orb.

In fact I haven’t even said the best benefit of only using healing spells when someone goes down: if an enemy does 30 damage per round and you try to heal against it, you need to heal 30 hp per round, good luck ever achieving that. But if you heal only when someone goes down, you can heal as little as 1hp, with exactly the same effect. Essentially you’re using minimal resources, can do that heal with lvl 1 spell slots, while keeping one strong enemy essentially stunned since they “waste” their turn re-downing the one character that just gets healed by 1hp each round.

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2 points
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I just stacked boxes to jump over the wall of priestess gut’s room to get all the powder and oil barrels and everyone carries 3 or 4 depending on what their capacity is, and if I can’t clear a battle normally I reload to the save before and sneak barrels strategically around and blow them all up from a distance.

As such I don’t feel like there is a right or wrong way. Next play through I’m going to try not to do this but I know I’m inevitably going to try to come up with some really dumb cheese tactics.

Goblin camp you can just let gut drug you and dialogue then done. The drow what’s her name you can sell out the Grove and then shoot the bridge down as she’s leaving. The other guy you can void ball him into the pit next to his throne after the cutscene that makes him sit and invis or tp away with a scroll, or barrel bomb the whole room so no witnesses are left.

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Baldur’s Gate 3 is a story-rich, party-based RPG set in the universe of Dungeons & Dragons, where your choices shape a tale of fellowship and betrayal, survival and sacrifice, and the lure of absolute power. (Website)

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