Just crossed the 1800 hrs mark... lol
I'm not sure BG3 was really created to sustain that sort of continuous play hehe (I mean it's pretty much an SP thing for me after all) but that's not half bad for a Baldur's Gate entry. I think a more realistic assessment is that the game has enough juice for maybe 4 to 6 runs. So you got 1 solid Tav campaign, 1 solid Durge campaign at varying difficulties, along with the mix and max on the active party with the romances and such, pursuing the villainous path rather than the heroic, or resist the Urge stuff. Probably a half a dozen campaign attempts all told before it starts fraying and the seams begin to show. Still pretty decent though, I'm continually surprised by it.
This time we opted not to off the Nightsong. Just too many variables and moving parts to do the Dark Justiciar Shadowheart thing. In Tactician Enhanced it's very difficult to keep some of the neutral characters alive.
I took the feat Alert at lvl 6 with Lae'zel so we wouldn't get caught flat footed. Instead of nerfing myself by keeping Shadowheart as a Trickery Cleric, instead we went Life Domain. Thematically it makes sense to do that towards the end of Act II, but mechanically its awkward because if you respec from Cleric back into Cleric, it will rework her stat block to the defaults there. I think it's like 15 STR 10 DEX, instead of her 13 STR 13 DEX vanilla before respec. Radically altering her Attribute spread seems weird to me, even if her starting stats aren't optimized really for her Class/Sub-Class, so I left those the same.
Changing her Domain at lvl 3 when Withers is unlocked, matches up with the other Characters who get to choose a Sub-Class as they progress at lvl 2 or lvl 3, and makes her much more reliable. Not that Trickery can't be fun, but you have to micromanage way more to make it payoff, and gaming in and out stealth or initiative can feel like a chore, just because of the way party movement is handled. Life Cleric I think makes sense, especially because of that note we found about her initial Mission to retrieve the Artifact where it lists her as the group's "Healer." So basically Shar had her duped into the team's medic drawing on her Selunite background but twisting it around. Makes a certain sense. I think she could rep any Domain really. I tried Nature, it's a bit weird though, and there aren't really many Plants and Animals to charm with the Subclass action. Otherwise Nature Clerics got a vibe very similar to Druids, just with slightly different kit and a few more classic clerical options like Sanctuary or the endgame summons. War and Storm Clerics I think are more fun to use, since they're more attack oriented. Life Cleric can do the big AoE heals though with a quick click, and it pairs well with any of the items that boost the heals, like the Hellrider's gloves. I think when the chips are down probably the most useful, so that's what we went with this time.
We detoured to the Creche a bit longer than usual so we could be sure to hit lvl 9 at the Illithid Colony instead of after the big Ketheric fight. Plan was to bring Elementals and couple lvl 5 Ghouls instead of lvl 3 Skeletons, but first had to get there.
For the Last Light battle, we left 2 skeleton archers and Zombie, Scratch and Shovel to protect Jaheira downstairs. Then I drank two potions of Vigilance with the plan to cast Greater Invisibility on Isobel so she wouldn't get killed immediately. I did the Karniss fight first before going upstairs to trigger the Last Light, tried to save Rolan as well, but he ended up getting killed by Shadows before we could reach him, even with longstrider and wings. Like they just merc'd him outright. We'll have to do without the Arcane canons this time I guess, but priority number 1 was Jaheira and she's still alive so that's a plus. I wish they'd fix Shadowhearts Platinum portrait with the hair updated and such, but I guess we take what we can get...
For the "more" that I would have wished for, I think it begins with the idea of a Character Sheet and the whole import/export thing. The promise of BG1 that we'd be able to export our character for continuing adventures in campaigns to come. Or to import our previous character from the older games, like bringing the BG1 into BG3, or even going back to the Gold Boxes maybe, but at least to BG1. Obviously it'd be hard to recreate the whole campaign (although that would be fun) I think they could do something a bit like a highlight reel. Essentially a way to get caught up.
Even though the areas are compact and carnival arcade style in BG3, the down time is still pretty zen and not dissimilar from how I remember BG1 or BG2 . Like there are all these timeout moments to just zone and listen to the ambient music while trying to refigure the inventory or manage a hotbar or chat up an NPC for whatever. All that stuff is done well and reminds me of similar moments in BG1 or BG2, where the you're not really playing all there, but just sort of admiring the party and flipping through the character sheets, redoing the color coordination to match the latest items and such. The story is more incidental, it could almost be anything really. The fun part of the gameplay is more the nuts and bolts stuff trying to route around the areas and tease out the combat encounters, or doing the little min max optimization thing, but usually with some random nerfs to work around from a more aesthetic/cosmetic direction. I think the BG difference between a BG and regular D&D is that in BG the player assumes the role of the entire party. I'd like more to tool around with there.
I think much more could be done for the Twilight Zone dollhouse aspect of it, where we push and prod the other characters and that then results in markedly different story outcomes for whoever is in the active party. You can do this in a few places with certain Companions and also by using the worm, but it's all sort of directed at the main character and their relationship with each of the other Companions 1 to 1. Rather than a whole intraparty dynamic. I could imagine more stuff where if the player chooses to say, spurn character X or piss of character Y or refuse to whatever quests in such and such an order, that then we get little factions and breakdowns or teamups within the group. Like a power struggle to determine who is the real leader of the party. I think more companions with a potential to party break over various things would be fun, especially if they were to take another piece off the board when they left. So similar to the way that choosing to side with the Goblins and Minthara is meant to lock off Karlach and Wyll and force a party break there, but instead of having that be a campaign pathing outcome, it might be handled through the party camp interactions over a more extended period. Options to persuade them to remain, but for certain costs or requirements and a roll maybe. That way the party leadership thing could be more engaging. So for example, maybe when Wyll threatens to bail, we can put him in charge and placate him that way, while secretly working to undermine his leadership with one of the other characters. I also think Party formations and such would have been fun, with Leadership barks and 1 liners. It'll be interesting to see what people cook up over time for that.
I think I'd like to see a BG3 NPC project similar to the BG1 NPC project, to flesh out some of the bit characters. Like just using the material that's already there for some of my favs hehe. That would be fun!