I finished up a full playthrough of BG3 just a few nights ago. This time I played
a Drow named Kalma. She is a break from recent tradition, as I usually play literary characters whom I port over to video games these days. But I wanted to try out playing a Drow in this game. I read that the reason Drow are their own race, rather than a subrace of Elf is because there were so many dialogue tags that were Drow specific, it was just easier to make them separate. So I wanted to see what that was like. Besides, ever since Drizzt Dourden, hasn't everyone wanted to play a Drow?
There are two Drow subraces to choose from: Lolth-Sworn and Seldarine. As far as I can tell the stats and bonuses each receives are the same. But the reactions you get from people are different. Playing a Lolth-Sworn had a lot of people thinking you were going to either murder or enslave them, and plenty of options to threaten and intimidate people. I started as one, but soon decided to go back and restart as a Seldarine. You still get people confusing you for a Lolth Drow, but the game gives you options to say that you are not evil like the Lolth-Sworn are.
The game still plays basically the same. You can still do all the same quests and the like. It is mainly just the flavor of some of your interactions that change. Often people remark on your race and then move on, with the same end result. I found it was like that playing a Tiefling as well. However, one difference was in Act 1, at Waukeen's Rest. If you go past the burning buildings to the barn out back, there is an ox that will automatically attack if a Drow character comes near. There is no option to calm it, even with the Animal Friendship ability. You have to fight it no matter what. Unless you steer far clear.
I played her as a Paladin, which is definitely my favorite class in BG3, and most games these days. I like the blend of magic and physical combat. I went with an Oath of Vengeance Paladin this time however. Where I always played January as an Oath of the Ancients. The Vengeance have number of different abilities, almost all are geared to combat. Which I found to be a downside, because there were just more than I could use in a fight, so I ended up never using about 75% of them. In the end I used Hunter's Mark almost exclusively, and pretty much ignored the rest.
OTOH, it seems to be a lot harder to break your oath as a Vengeance Paladin than the other sub-classes. But by now I have a good idea of what choices will trigger a broken oath as well. Such as attacking a monster without engaging them in dialogue first, and finding an option to Attack there to start combat. (Otherwise the game counts it as murder, even if it is a goblin that is literally bragging about eating someone, surrounded by the viscera).
This time in the circus I called out the Djinn for cheating, and stole the ring he was using to fix his spinning wheel. He sent me to this neat little jungle area that I had to fight my way out of alone.
Now I can honestly tell Dr. Ian Malcom that yes, there are dinosaurs on this dinosaur tour. It was a really tough grind, as the dinos just keep coming at you.
There is a new addition to the end of the game thanks to the recent updates. Now after all the usual end slides, you get teleported back to camp to meet and talk to all your companions one last time. That was nice. But it kind of just dragged things out.
In the end it took 80 hours and change, and looking back, I realized that I missed a few quests in Act 3, like the grown up githyanki hatchling in the Society of Brilliance, and the newspaper.
Just because he is such a looker, a Spectator, the Beholder's baby brotherI also accidentally experimented with the quest to get Minsc as a companion. This time once I got to the city I went down in the sewers. I found the area that he and his cultist keepers are laired, went inside, and killed them all. Thankfully Minsc was not there however. I was afraid that might break his quest, but thankfully not.
Then afterward I found a secret entrance into the thieves guild headquarters. They instantly went hostile and attacked me. Instead of reloading an older save, I went with it. It was an amazing fight! I had to retreat a little to get a better position, as 20 or so thieves came at me. In the end I killed the leader of the guild, and all but a handful of its members who did not turn hostile, like Mol and the kid who is a merchant.
I was afraid that might break the Minsc quest as well, since the guild leader gives you the quest to stop the Stone Lord at the bank. I think I found a note about it though, which advanced the quest. So I was still able to go to the bank and get down to the vault. That played out normally. Then afterward I went back to the lair I originally found in the sewers and this time Minsc was there with just a few other cultists. It was a much easier fight than normal. Afterward I was still able to save him and recruit him as normal.
I am glad they took into account that this stuff could accidentally be done out of order. It is often not like that in this game. For example, if you attack Moonrise Towers before you rescue the captured tieflings in the dungeon, they all automatically die. And the game never tells you that you have to do it in the order of rescue first, kill Ketheric second.
Likewise, the game does warn you before you enter the water to face the Nightsong that you will be locked out of certain quests. But it does not tell you what quests. Freeing the tieflings is one. Basically you need to free the captives asap. Do every quest and search every location in Act 2. Then go down into the Gauntlet of Shar and face the Nightsong. That locks you in the endgame of Act 2 and takes you to the assault on Moonrise and Ketheric.
I tried out a new leveling mod this time -
UnlockLevelCurve - Level 13-20 I PATCH 6. The game normally caps character levels at 12. This opens it up to 20. There are a number of options for it. I went with the one that uses the original XP progression, rather than making it quicker. Though I did use the submod that evens out the progression in the mid-levels, which are notoriously slow.
Unlike the previous mod I was using, this one allows you to go over level 12 in a single class. With the last mod if you were at level 12 in one class and tried to level up it would crash the game, as it did not have any level 13 data to load. Instead you had to multiclass all your additional levels beyond 11. Which was ok. But the new one is simpler, and allows my mages to keep getting more spell slots.
I wound up finishing the game at level 16, even not doing every single quest. My guess is you can probably reach level 17 using the vanilla XP progression like I did, if you do every single thing in the game. Maybe even 18 if you really grind.
Subnote. I also started using
Avariel Elf Race by Ren. It adds the Avariel as a subrace of Elf. You get wings, and permanent use of the Fly spell/ability. Which I find I like a lot in this game. It does not add any new racial tags for dialogue for you. The other characters just treat you as a High Elf. It also allows you to pick wings for the High Elves and Wood Elves. But they are just for show. You don't get the Fly ability with them unless you are an Avariel.
Finally, it also has a bug where it changes Gale and Wyll to High Elves. Their appearance still remains human. But for some reason they get the High Elf race tag, and all the abilities that come with it. When you look at their character sheets, it will say they are High Elves. It is not a deal-breaker. The characters play the same, except now they start with a fire bolt cantrip. So it is no big deal. Just something to be aware of if you play an Avariel.
SubSubNote: I recently discovered that with at least the current game version, you can press the F10 key to remove the game's UI. This makes taking screenshots much easier.
SubSubSubNote: This time I respeced Jaheria as a College of Swords Bard using dual hand crossbows. She
is the High Harper after all. I really liked her a lot this way. It feels odd how BG3 throws two Druid companions at you - Halsin and Jaheria. This evens that out. Plus a Bard is always a handy support character to have in a party.