I wouldn’t say wrong - but there’s probably some nuance you’re overlooking. As a general rule healing is not super strong in D&D so you may want to forego having a dedicated healer, you also might want to focus on “control” spells that can either take an enemy out for a few turns or otherwise minimize their threat.
With exceptions… I busted healing with speccing Shadowheart as a life domain cleric and picked up some gear along the way - would not have made it through the game without my dedicated healer.
Are you using the terrain to your advantage? All of the fights you described getting wrecked at can become a breeze just by using the environment to your benefit.
Fights solutionsDuring the fight against the skeleton mages before Wither’s coffin, don’t try to fight them in the giant open room, go into Wither’s room and wait for them to come to you while throwing some grease on the stairs before. Have your ranged characters take potshots at them and run back into the room. Same exact strategy for paladins of Tyr, lure them out of the house while dropping nasty surfaces on the exit. Hyenas you want to try to nuke before they turn/run for help, your paladin has Smites for that and Astarion can work his sneak attacks.
General tipsWizards are absolutely busted when paired with melee characters even early game (they only get more and more insane as they gain levels). Sleep is your best friend. Guaranteed hit + critical is lethal when used with a Smite or Sneak attack. Hold Person is a near guaranteed kill on a target if it lands, especially if you have a Hasted melee. In general, your spellcaster’s job is crowd control and AoE damage. Shadowheart’s default Domain is pretty meh, I always respec her into Light for way better spells and abilities. As a paladin, 99% of your spellslots should be spent on Divine Smites. Your spells are generally pretty weak (Heroism is pretty good early game), while Smites are absolutely insane. Potions of Haste are crazy powerful early game, use them on your Paladin whenever you are in a tough fight. Wear good armor/shields, Gale can use a shield with no penalties so slap one on him for free +2 AC. The most important advice is action economy is king. Use any means available to deprive enemies of their actions. Line of sight, surfaces like grease or web, crowd control spells. Make them waste an action to Dash to you while you wait for them with a Fireball ready.
How did you enter the church? You can sneak in the right hand side and avoid two of the fights. You only have to fight the skeletons (which you can disarm).
Also you can talk your way out of the first fight at the church. Or you can kill half the guys there by shooting the giant block hanging over their heads.
Don’t be scared of combat, just use quicksave liberally until you feel more confident. There is almost always a shortcut or easy way out of combat in BG3. My current run i’m trying to solo tactician so you gotta skip as much as you can. I’m at several hundred hours in the game so if you have more specific questions don’t hesitate to ask.
Do you have karmic dice on? On the lowest difficulty with karmic dice the enemies tend to hit and crit more often since they get the same +hit you do. Turning that setting off will make your rolls more random which means you can have good and bad streaks but the enemies are less likely to crit you every other hit.
Nah, sounds pretty close to how I did on my first playtrough as well. All of those are among the hardest fights early on. In my experience it gets a little easier as you level up, but there are still a lot of fights that can absolutely wreck you if you’re not careful or not using all the tools you have available.
A few things that helped me:
pick and choose fights. Many of the harder fights you can skip and come back later
use line of sight (and elevation!) to your advantange. Enemies can’t use ranged attacks on you if they can’t see you, and if you’re above them they have penalty to hit and you get advantage!
use ground effects to create choke points/limit enemy movement. You have grease spell/bottles available early and you get a lot stronger stuff as you progress
use environmental effects when they’re available. There’s a ton of explosive barrels and other things to trigger that can be very helpful
The game starts out hard and then gets easier as you get more tools, but there’s a low-level build that helps you even the odds until your other characters catch up…
Bring Karlach and have her throw things. She gets two attacks a turn at level 3 with the Berserker subclass and Enraged Throw (most other classes have to wait until at least level 5 for a second attack), an enormous boost to her damage and accuracy from Tavern Brawler at level 4, and then a third attack at level 5. Potions of Haste or Elixirs of Bloodlust give her even more attacks, and certain magic items boost throw damage significantly. You can buy a reusable throwing spear for her in the goblin camp, but even before that you will have lots of javelins, axes, and daggers to throw. You just need to pick them all back up after the fight.
(Some people say that throw barbarians make the game boring, but Karlach can pick up and throw small characters like goblins. This never gets old. Imagine that Karlach is about to win the NBA championship for you with a three-pointer, the basketball is a goblin, and the basket is another goblin.)
Try to use the environment. Eg for the church, there is an oil barrel that can cause a lot of damage. For gnolls try to use the high ground and you can turn the boss on the others. Sometimes it’s best just to attack first, Asterion can usually kill an enemy in the first round.
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.
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.
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.
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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