It’s a single-player game, let people enjoy things the way they want to. I personally don’t save-scum the skill and ability checks, but I will save-scum on a tough fight if I’m in a losing position - and I ain’t gonna knock on people who do and don’t do that in a single-player game.
For multi-player, I would discourage it since dealing with your friend’s fuckups is like, half the fun of a tabletop session.
I have fallen into the same trap that I always do with this type of game, and which I begged myself not to this time, to no avail: Roll a character, be having a good time. Suddenly think, "I wonder if there's another way to solve this area if my character were any good at stealth..." Roll another character, replay the same 8-10 hours of the game. Think to myself, "that was interesting, but how would that play out if I took the bad guy path? Or if I was a magic user? Or if I had a mustache?" Replay the same 8-10 hours of the game, ad nauseam.
And this is even after the 100 hrs I sank in Early Access.
Some specific quests have time limits (long rest based ones) but those that do are pretty explicit about it and make a point of warning you before you can unintentionally progress them.
I didn’t get any warning when I missed out on a quest in the Underdark. At least no warning that I recall receiving. It wasn’t big deal, just means that my next playthrough will be different.
I got a warning before I rested (right when I went to camp) that I was going to fail that one (psychic call for help, that they were about to die), I did rest specifically in that area of the underdark though, the scene might not trigger elsewhere? IDK.
Ah, it’s quite possible that is actually what happened as I had fast traveled back to the Myconian village, and did a few other things before returning.
I read in a review that there is talk all the time about getting cured of your problem quickly, there really is no time limit and you can enjoy and explore the game until you finally get a cure.
I have the option to multiclass playing on “normal”. Is it confirmed that they don’t permit it on the “story” difficulty? I ask because the level-up screen could be tweaked a bit in my opinion; it’s not super obvious what you need to click on
Ah gotcha. I’d be interested to hear why they made that choice. On the bright side, there’s already a mod to unlock multiclassing for story . I can’t speak to ease of installation or possible issues obviously, but if you’re comfortable using Vortex (the mod manager from Nexus Mods) it should be pretty straightforward
EDIT: I’ll paste the link here at the bottom since link-naming isn’t displaying correctly on my phone
I'm pretty sure they do it to prove copyright infringement should another dev/publisher copy and paste their exact agreement into their game or service, like how cartographers put fake cities/landmarks on a map to easily prove someone copied their work. I remember an AWS service having a "zombie apocalypse" clause at some point.
Tbh I was never a big fan of how in DOS2 you had to play the "origin" characters in order to get all the good voice lines, I like that they are saying that using a fully custom character of my own is the preferred, intended experience.
Larian made the Divinity Engine. It's very impressive and looks stunning. Replaying Divinity 2 I had forgotten the great music that is in the game. Lovely to listen to while I was exploring.
baldurs_gate_3
Top
This magazine is from a federated server and may be incomplete. Browse more on the original instance.