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Woolie Wool
Jun 2, 2006


I'm thinking of doing the Baldur's Gate series after I complete Pillars of Eternity (and at 69 hours and still not finished with Act II and the expansions, I'm taking my sweet time with it). I have BG2 Enhanced Edition and have played a bit of it, but I strongly dislike the way it starts for a newbie to BG because you're just dumped into the middle of the story at a high level with a bunch of mechanics you don't understand, at the bottom of a dungeon, and are basically just told "have fun". So I'm probably going to buy BG1 EE and play through them sequentially. What should I, as someone whose RTWP RPG experience comes down to Pillars of Eternity and Dragon Age Origins, know before going into Baldur's Gate 1? I anticipate this game is going to be a lot harder than Pillars of Eternity.

E: what I do remember of BG2 above all is the hideous magic interface where all the spell icons look alike. Is there a mod that makes them look more distinct?

Woolie Wool fucked around with this message at 00:55 on Mar 1, 2016

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Woolie Wool
Jun 2, 2006


bongwizzard posted:

Play it on easy and mash the quicksave all the loving time. It isn't super hard, but not at all hand-holdy so there are a million ways to die without a chance to do much. The game assumes you know about D&D monsters and know when to loving run. I think you are going to be frustrated as poo poo coming form POE, I really recommend reading an LP of BG1 at lest up until the first Mine is cleared to give yourself a little jump start. There are also some hidden items early on that are almost mandatory that you will almost certainly miss your first time.

They are both really great games but are from a time where little concern was given to easing you into the game. It is super likely (and funny as poo poo) that you will die within 45-60 seconds of leaving the tutorial level. Hell, you can die in the tutorial level.

Gotcha. I knew BG had a reputation for total gently caress-you situations as I had read about how one of Pillars of Eternity's primary design decisions was removing most "hard counters" so you could be at a terrible disadvantage against an enemy you're not prepared for but not completely hopeless. Should I buy a second-hand AD&D monster manual?

As for classes, I was just going to play as a paladin...again. How easy is it to gently caress up with choices/actions playing a paladin? For the Kind Wayfarers paladin order in PoE, even with all dialogue hints turned off, I've been pretty good at maximizing the right dispositions and avoiding the wrong ones (basically "don't be a cock to people") but paladins in D&D have a reputation about them.

E: hints off, not on.

Woolie Wool fucked around with this message at 01:56 on Mar 1, 2016

Woolie Wool
Jun 2, 2006


I want a Manbearpig boss fight.

Woolie Wool
Jun 2, 2006


I decided to import my Baldur's Gate II character into BG1 so I wouldn't have to reroll everything, and apparently if I actually continue like this (I just fired up the tutorial) I will start the game at level 8. :stare:

Woolie Wool
Jun 2, 2006


Lemon-Lime posted:

What were you expecting was going to happen when you imported a level 8 character into BG1? :v:

That the game would bust him down to level 1?

Woolie Wool
Jun 2, 2006


Yeah, this would be my first time playing it. I just hosed around with it a bit, I'm not going to start in earnest until I complete Pillars of Eternity (I'm in the final dungeon).

Woolie Wool
Jun 2, 2006


I got the "leave Candlekeep" achievement for starting the tutorial. Maybe it's because I imported my BG2 character.

Woolie Wool
Jun 2, 2006


If I tell my starting party members that I created to leave to make room for new ones, can I get them back later?

Woolie Wool
Jun 2, 2006


So I guess I should go to the Friendly Arm Inn to dump off two of my characters before picking up those two weirdos on the road because I dislike them immediately (lol Chaotic Evil, that necromancer and I are going to have problems) and I will probably throw them out and get my roll-your-own characters back as soon as I do their quest.

Also Pillars of Eternity portraits work perfectly in Baldur's Gate so I made Thaos my cleric. :getin:

Is there a mod that replaces that stupid Ye Olde Calligraphie font with something smaller and more legible?

Woolie Wool fucked around with this message at 20:34 on Mar 12, 2016

Woolie Wool
Jun 2, 2006


What is the typical goon opinion of the removing identification option in BG2 Tweaks? I know it's technically cheating but it seems like removing pointless busywork from what should be a reward (finding a cool item).

Woolie Wool
Jun 2, 2006


My roll-your-own necromancer follower levels up sooooo slooooow. All my party members are level 2 except him, with his FOUR loving HITPOINTS and his two lovely casts and his complete loving uselessness. Imoen will be level 3 and my assassin and priest not far behind by the time his rear end levels up. How long until this guy is not a drag? And where can I find some sort of ranged weapon for him?

E: Slings. 22 THAC0 with a +1 hahahaha holy poo poo this is terrible.

Woolie Wool fucked around with this message at 10:23 on Mar 13, 2016

Woolie Wool
Jun 2, 2006


Guess I might have to turn on Story Mode occasionally to pull this idiot out of the fryer then. I've had to reload from several of his deaths already. Man, loving low-level Aloth in Pillars of Eternity, who is himself practically a dead weight until level 5 or so, might as well be Merlin himself next to this. Also Pillars of Eternity characters have a dual HP system so they don't instantly die, that always helps with low level wizards.

Woolie Wool fucked around with this message at 10:27 on Mar 13, 2016

Woolie Wool
Jun 2, 2006


Wizard Styles posted:

Nah, you get there before Cloakwood, which may not be low level but is still before the halfway point. If you level-grind against Basilisks and maybe Sirines you can reach level 3 spells before the Bandit Camp without doing too much else.


e: Actually, more importantly, what spells did you pick, Woolie Wool?

The default necromancer spell and Magic Missile. The default necro spell because it refused to not let me pick it, and Magic Missile because everyone needs a basic "make people die" spell. I wonder if I should have endured an even longer level 1 time by rolling him as a thief and then dual-classing at his first level-up to necromancer so he could have a lot more hitpoints and leather armor (but then I'd have to make him a human, not an elf, and take the chance from the tweakpack that a few of my spells will fail). I do have Sleep now, after I found a scroll for it and had him write it to his spellbook.

Sleep of Bronze posted:

22 THAC0 indicates a penalty of some sort. No one should have greater than 20. Have you dumped a stat hard, or not given him the proper proficiency or something?

He doesn't have a weapon proficiency in slings. If you use a weapon your character is not proficient in you get a penalty. I rolled a melee-heavy party (two of my party members are built as sword and board dudes and the other was an ill-advised attempt to build an assassin as a dual-wield melee DPS guy) so when I discovered that bows are the only real weapon you can use without dying all the time until a few levels in I basically had to accept that my THAC0s are mostly going to suck. I actually did have a real archer character at the start, with the actual Archer class no less and two proficiency points in longbows, but I had to dump him to let Imoen in because I felt I had to, and if I were to go get him, he would be 2000 exp behind.

And then people tell me to do things like roll a necro with 18 CON and DEX instead of 18 INT like I did. This game wants me to do things that are from an RP perspective totally retarded.

Woolie Wool fucked around with this message at 16:07 on Mar 13, 2016

Woolie Wool
Jun 2, 2006


Also what exactly are thieves good at besides opening locks and finding traps? They seem to lack the murder potential of rogues from other games.

Also is my party completely broken from too much common sense and should I start over? Are specialist kits just bad compared to their base classes because that's the general impression I'm getting Cavaliers are worse than paladins (fortunately I discovered that in the tutorial), necromancers are worse than plain wizards, assassins suck at the things you would use a thief for but also suck at ganking people because they're D&D thieves.

Woolie Wool fucked around with this message at 16:12 on Mar 13, 2016

Woolie Wool
Jun 2, 2006


So what should I do for "uses two weapons to kill people really fast at the expense of tanking potential", if that is even possible in AD&D/at low levels.

Woolie Wool
Jun 2, 2006


Anyway, this was my starting party, minus the archer because he's no longer in the party:

Human paladin
STR 16
DEX 11
CON 17
INT 13
WIS 13
CHR 17

Dwarf fighter
STR 18/69 (gently caress this system, it should just be 18)
DEX 13
CON 19
INT 11
WIS 13
CHR 13

Human cleric
STR 12
DEX 10
CON 13
INT 17
WIS 18
CHR 14

Elf assassin
STR 16
DEX 18
CON 11
INT 15
WIS 12
CHR 11

Elf necromancer
STR 11
DEX 16
CON 11
INT 18
WIS 16
CHR 11

Woolie Wool
Jun 2, 2006


Dyna Soar posted:

Basically single class thieves are just utility characters and scouts with rudimentary combat skills. Give them a bow and let them just plink away. Their thaco is too high to score a backstab, really so unless you want to savescum you can't really count on backstabbing.

What you should do is to either choose a multiclass or dual class. If you want an elf and need a PC with thief skills straight away a multiclass would be much better than a single class thief. A mage/thief will be really useful after you hit lvl 5 with your mage class. A fighter/thief will be really useful for the whole game and you actually have a good chance to land a backstab now and then, too.

Dual classing is a bit gamey but it's how you actually get the most powerful character combinations. A let's say Thief 7/Mage x dual class can do all the useful utility stuff you really need a thief for and you get a single class mage on top.


The closest to a glass cannon rogue you can get is the bard kit Blade. They can be both a super tank or a glass cannon, depending on which of their innate spin abilities you use. They can buff themselves, too. A really fun class to play.

Specialist mages are a bit of a hit or miss. Some are really good, some are gimped compared to the better ones or even a single classed mage. Assasins are crazy powerful at high levels but at lower levels they're pretty much useless yeah. You have to remember that all of the specialist kits were impletented for BG2 and Bioware gave no thought whatsoever for balance on lower levels.

What about an elf multi-class thief/mage? The 10% miscast chance with leather armor sucks and only one cast at level 1 sucks even more but he might be able to survive being hit once.

I'm probably going to start again, and import my PC paladin, even with his slightly sub-optimal stats, because having a level 2 character right off the bat is nice and he's sitting on a bunch of expensive gear that I can use or sell.

Woolie Wool fucked around with this message at 17:05 on Mar 13, 2016

Woolie Wool
Jun 2, 2006


Now I feel kind of overwhelmed--am I really the right sort of person to be playing these games? I liked Pillars of Eternity but I liked it for a reason that seems to make BG grognards on RPG Codex and other terrible places despise it--that you can manage character creation and combat decisions mostly through common sense. Every class is viable, every skill does something, and you win by playing to the strengths of what you have rather than having the best thing from the beginning.

Woolie Wool fucked around with this message at 17:52 on Mar 13, 2016

Woolie Wool
Jun 2, 2006


So could I just power through with the party I have and be able to hold my own after the initial 4-5 level shittiness?

Woolie Wool
Jun 2, 2006


Dyna Soar posted:

You just as well could, although your class choices will make the game a bit harder than with the default npc's.

Huh, that's odd because I thought it would make the game easier. A full set of party members with radically divergent abilities who hopefully complement each other. Unfortunately half of them turned out to be really lovely.

Woolie Wool
Jun 2, 2006


Yeah I'm probably going to use EEKeeper to rejigger my party (and probably give my wizard ludicrous CON). I'm not very bullish on the named NPC companions because most of them seem so broadly drawn and badly acted that I find them immediately obnoxious.

Woolie Wool
Jun 2, 2006


Sleep of Bronze posted:

BG's definitely built on a more rigid system than PoE. Choosing proficiencies and thief skills at level up is totally different to the continuous customisation through skills and feats that modern games offer. Especially without an inbuilt respec option, that means character creation does play a much more significant part in your campaign. It's hard to totally screw yourself, but there are definitely less optimal choices (which people have gone ahead and beaten the game with anyway, because it's still a very solvable problem).

That said, common sense is still a pretty good guide, I think. I used to play this game multiplayer with friends when we were all six, and I know that on at least one run we got to the Gate itself before we started spawning Drizzt clones on top of all the enemies. If you're going to have someone wield a weapon - especially if you're not a martial class - then, yes, they'll need training in it to hit enemies on anything but a 20. Low HP characters are totally viable, but you have to keep them away from getting hurt, by physical distance or by protection buffs. Whatever your class and HP status, don't fight a bear close up if you've never been outside your fortress monastery in your life before.

I'll also advocate for some of the kits and classes you're having problems with. Thieves are not the glass cannon DPS class that later 'rogues' and all their incarnations became - that's not a preconception you should be coming in with. Outputting persistent damage is for the martial classes. Thieves are pretty much glass missiles. Until you get enough invisibility effects, they pop out of the shadows at an important enemy, gib them, and then run away to plink at things from a distance. (Once you've got some more skill points under your belt, preset traps add another weapon to your arsenal, once particularly good at killing enemies who run after once you've murdered their leader). And while you can't murder lots of people so easily, murdering the one dude can actually be a lot easier in BG, because you get to throw out damage multipliers that most modern game devs don't want anywhere near their system. An Assassin's octuple damage critical backstab in late BG2 is a thing of true beauty. If you want to try to imitate a more modern rogue, then the Swashbuckler kit is available, though, trading that massive backstab spike for more sustained to-hit and damage bonuses.

As for Cavaliers, the lack of ranged weapons can hurt in BG1, where HP levels are low enough that engaging from afar is a real advantage. But slap a big shield and an innate Pro Evil cast on them, and they'll do fine. Better yet, they get immunity to one of the nastiest damage statuses, in poison, and one of the nastiest CC statuses, in fear. Plus they can get rid of fear on everyone else incredibly easily too. There are all kinds of situations where those immunities and abilities make a fight so much easier.

A lot of these kits seem like they would really be better as "prestige classes" that you have the option of choosing at level 8-10 after starting the game as a basic class, like Dragon Age's prestige classes but less disappointing.

Woolie Wool
Jun 2, 2006


So I left the best character by far in my entire party, an archer with huge STR, DEX, and CON, by the side of the road when I met Imoen. Go me. :sadpeanut:

Also someone should make a Duke Nukem sound set for Baldur's Gate for the comedy value.

Woolie Wool fucked around with this message at 19:33 on Mar 13, 2016

Woolie Wool
Jun 2, 2006


I did that, although I might have gone overboard with turning my necromancer into a dual-class fighter/necromancer (one level of fighter, two of necromancer) with a longbow. :unsmigghh:

He won't likely get any better at shooting things but it will be enough shooting until his magical talents develop. 18 THAC0 with a bow beats 22 THAC0 with a sling.

There's not much sense of "growing into" a class in this game. It's not like many more modern games where you start out mediocre at many things and grow to become very good at a couple of things while your other abilities are outpaced by characters and enemies who do those things better.

Woolie Wool fucked around with this message at 21:22 on Mar 13, 2016

Woolie Wool
Jun 2, 2006


I was planning on switching to cavalier through EE Keeper at level 8. Migrating between kits of the same class seems like something you really ought to have one opportunity to do (and Inquisitors should be Lawful Neutral or Lawful Evil).

Woolie Wool fucked around with this message at 22:46 on Mar 13, 2016

Woolie Wool
Jun 2, 2006


OK, revised stats andclasses from my initial playthrough with EEKeeper:

Human paladin
STR 18/78 (I could do it it 18/00 but that would make me feel like an even bigger cheater)
DEX 11
CON 16
INT 11
WIS 13
CHR 17

Elf ranger (formerly elf assassin)
STR 18/66
DEX 17
CON 16
INT 10
WIS 14
CHR 11

Human cleric
STR 17
DEX 10
CON 15
INT 13
WIS 18
CHR 11

Dwarf fighter
STR 18/00 (DWARF SMASH)
DEX 16
CON 19 (DWARF GET SMASHED)
INT 11
WIS 10
CHR 9 (DWARF NOT MUCH OF A TALKER)

Imoen (unchanged)

Elf dual-class (lv. 1 fighter/lv. 2 mage)
STR 18/55
DEX 16
CON 16
INT 18
WIS 10
CHR 9

Woolie Wool
Jun 2, 2006


Well now when I try to enter the Friendly Arm inn again (already completed Nashkel mines), Jaheira approaches me and the game crashes. Well maybe that's the game itself telling me that this is not my kind of game. Guess I shouldn't have even bothered. :smith:

Woolie Wool
Jun 2, 2006


If I decide to try again I might just roll with a single character + a cleric for healing and then dump the cleric when I find another cleric. But that means I'll have to fight loving Mulaney again.

Woolie Wool
Jun 2, 2006


jBrereton posted:

a slog against about billion Mind Flayers.

Aren't those the things that eat your brain and you have to cast some ridiculously high level spell or pay a temple to get your brain fixed? :gonk:

Woolie Wool
Jun 2, 2006


It turned out the bug was an issue I had with BG2Tweaks and I fixed it. How important are the prefab party members anyway? Imoen doesn't seem to have any conversation trees.

Woolie Wool
Jun 2, 2006


Minsc is pretty fun but he will not travel without Dynaheir. I must arrange her death.

Woolie Wool
Jun 2, 2006


Big Sean posted:

Imoen is your thief; I'd probably dual her to mage at level five to minimize downtime (and consider borrowing another thief in the interim). After dual, she is a very effective mage and rounds out the party nicely. Arguably early-dual is non-canon

How high do open locks/detect traps ever get? I'm afraid that if I dual her to mage her thief skills won't be able to keep up with the increasing difficulty of locks and traps.

Woolie Wool
Jun 2, 2006


With 48 HP, an AC of -2, and a THAC0 of 12 with sword and board, is my paladin ready to switch from relying on the bow to face-tanking in melee?

Also I'm only 14 hours into the game, I've started the fourth chapter (and somehow survived having horror cast on half my party by the mage in the boss tent), and I'm at level 4 and I think the original cap was 6. How long is this game and how many sidequests are there?

Woolie Wool
Jun 2, 2006


I can get my fighter up to AC -5 with a THAC0 of 9 by giving her my paladin's equipment but I'm worried that would leave him too vulnerable (AC of 1, THAC0 pretty lovely). Right now they're about equal.

E: I can counter by taking the cleric's DEX gloves away, since he's probably not supposed to tank anyway. Or dump the cleric's CHA and make him a humongous rear end in a top hat, and pump his DEX in EE Keeper, to make the gloves unnecessary.

What is the highest acceptable AC for a melee tank at lower levels?

Woolie Wool fucked around with this message at 06:16 on Mar 14, 2016

Woolie Wool
Jun 2, 2006



So what the gently caress are melee weapons and shields even good for then?

Woolie Wool
Jun 2, 2006


My paladin has 48 HP and my fighter 60 (dwarf, 19 CON) so they're well past the 30s. But why do monsters roll 20s? Surely they should obey the same rules as everyone else.

Woolie Wool
Jun 2, 2006


Oh I see, I thought he said monsters use loaded dice. Every character who can wear a helmet does right now so at least the crits won't totally own them.

Woolie Wool
Jun 2, 2006


Dyna Soar posted:

Thing is, your 60hp dwarf will still die pretty fast if he gets surrounded or made helpless by a spell. What we mean when we say there is no tanking is that at low levels, the combat is so lethal that even the tanks will die pretty fast if you don't play it smart. Naturally you have your meat shields, your casters and your ranged characters but why most people new to the game think it's so hard is because they throw their fighters to the front lines and watch them get cut down by a single wizard with hold person and some darts.

So is the heavy focus of fighters on tanking and the football-like melee shoving matches one of theain reasons why the really old-school players seem to often hate more modern RPGs?

Also how do I know what spells to memorize? I have more casts (5 for my wizard and something like 10 for my priest) but rarely the ones I want in that particular situation.

Woolie Wool
Jun 2, 2006


insanityv2 posted:

In re healing spells:

I never use them, and its not because i metagamed or rested after every fight.

It's because after an hour or two, I was usually up to my nipples in healing potions.

Also Drizzt is ok but he has the only +4 armor in the game so he has to die sorry.

Also also, woolie wool, if you are still having trouble with Mulahey or any other caster boss, try picking up some acid arrows from high hedge. The DOT fucks their spellcasting.

Mulahey kicked the bucket a long time ago. I think I just did the quest too early with a lovely party. But I'll keep that in mind. DoT seems much more effective here than in other games, where it is often useless or nearly so.

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Woolie Wool
Jun 2, 2006


Kind of reminds me of why I rarely used the cone/line of sight spells in Pillars but worse since there is no AoE indicator. Have AoE indicators a la Pillars/Dragon Age been modded into the Infinity Engine?

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