BG3 Honour Mode: strategy & tactics (many spoilers)

Black Elk

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Gave it the old college try, but I think we were short by maybe a dozen smoke powder grenades. Our burst knocked him down to about 100 HP and Ravengard down to about 10 HP, but not quite enough for the one shot.

I popped a potion of vigilance beforehand but even with the Dex gloves, not quite enough to come out ahead of the Robots in initiative. I attempted to black hole and jet, since we were only lvl 9 and no Globe Scrolls or Chain Lightnings. We got maimed and exploded and then maimed some more. While a suprising number of Bane's followers killed by his own traps. I thought for a moment that Gortash might end up accidentally killing himself from a wall trap or something, but alas, it wasn't to be. We had to bail on the brawl.

In the end it was down to Shadowheart to save the run. Sanctuary Flight! Moonmaiden guide our toes! lol

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It was maybe for the best that we didn't bring Karlach or Wyll along to witness. Jaheira has probably seen worse.

We didn't manage to thin the horde very much except for all those patriars and such. Using both big kabooms at once was pretty impressive though. I think it would work well enough with like another day shopping for the grenades or with another barrel or two left over. I tried it with the Runpowder Bomb, the Runepowder Barrel, and I think 7 grenades. Next time I'd just drop 20 grenades and it would probably work clean, but he's all hip to our plans throwing up the Bane fists and such. We'll have to team up with Orin now for sure lol
 

Black Elk

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And for a bonus, I noticed that I had a very old HM save from one of the early Red eye'd Dins. From like right after honour mode first dropped I suppose, just ready to roll, down there at the bottom of the savedgames.

It was Xah Din with an X, one of the Bronzy Dragons!

With almost the entire crew too! Well, except for Karlach, I see Wyll wearing the robes, so must have been what happened. Impressively, one of the rare runs where Din somehow managed to romance Shadowheart rather than Lae'zel! lol I didn't think HM saves that old would still fire up, but it was one of the unmodded games before the flying Dins so I guess it still works.

This Din is only lvl 8, but pure Class, with a lot of heart and slightly more money than the Din who just dropped the ball. We may yet get another shot at Gortash for the one shot! Even if Karlach won't be around to hear about it in that one heheh. It's probably a terribly move, just like borking the game with the Wyll stuff, but in this one he probably deserves it anyway. A quick trip to Withers and now we have another Shadow Sorcery Din with Nimbus in tow!

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Score for the Red eyes!
 

Black Elk

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I think we should be pretty good to go now for the Rivington antics. I found 2 more Dins, HM Sorcerer saves from last year. They're both already past the coronation, but least the saves all worked. Takes some of the pressure off when we die or fail to achieve.

:)

Red Eye Din was underlevelled and not very well equipped. I think in that one we must have totally skipped the Ancient Forge, or maybe a few things in Act II, not sure. Our Rings and Amulets were sorta meh, but we divided the kit as best we could. This time I bought a few more Grenades before robbing the Gnomes, and we have a half dozen Smoke Powder Barrels in addition to the big Barrel from Philomeen, I think we might have enough to pull it off without the Runepowder bomb which would be nice. Instead of talking our way across the Bridge right away we took things a bit slower to catch up with Orin and hit lvl 9 doing the run around. I figure probably best to just get it all out of the way, since once we light it up at Wyrm's Rock it might be hard to run back over to this side again. Mainly cause of the spellcasters with counterspell in that room, can make it tough if we're not all invisible or get caught with our guard down. I made sure to consume a few more tadpoles while we detoured for our Black Hole. Took me a while to get everyone sorted and dyed, but I think we're basically there. I went Death for Shadowheart, Stars for Jaheira made Jaheira the radiant dmg dealer with the luminous plate and the gloves, while Shadowheart focuses more necrotic. I kept her with the kick boots and the jump gloves, but her spirit guardians I usually go green now just for flare. Did it that way mainly just so Shadowheart could wear more of her thematic gear. This time I bought an extra Cloud Giant potion so we can try to throw more stuff into the room, also going to try and see if I can get some use out of Olivers ring, for a little trickery callback while we try to get the stuff into position. Hopefully Gortash gets nailed this time! Third time's the charm right?

I'll have to find out tomorrow hehe

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We thinned out the herd quite a bit this week, but also found a few we'd saves we'd forgotten, so that's a plus. I knew there was a reason I kept some of those Dins on standby lol.

ps. For the Nautiloid meta I also saw another Melth innovation earlier tonight. Instead of using firebolt to trigger the Cambion trap, he used the mage hand to reposition the Nautiloid tanks right next to the spot where the 2 Cambions first spawn in. Then, by walking to the edge of the tunnel platform with Shadowheart, set off the fire in the far room and made tanks explode that way, just using movement instead of an action. I recall trying to do something similar once, but goofed and accidentally set off an explosion by moving a barrel onto the fire prematurely, but he had it down to a whole method. Like using hide as the last action so as not to get spotted when the Devil's spawn. Looked pretty cool! I think the basic meta there, absent any sort of specific class/race/subclass for the main character, is still built around Shadowheart's Command/Bless, and Lae'zel's Mage Hand and drawing AoOs once she has Zhalk's Sword. The basic series of moves is Command Drop, then bursting Zhalk down, springing the trap vs the other 2 Cambions and then just keeping the Flayer engaged vs the Devils w/ 1 imp alive so he stays green.

I think the level of tedium involved is sorta rough though. Lots of repositioning of objects within the environment and lots of throws and friendly pushes. Mostly vs the Mind Flayer since those always succeed, as long as preview arcs for the shove are showing blue, then positioning Lae'zel to draw the opportunity attacks. Anything beyond that seems sorta hard to plan around in a more general sort of way. He used Hexblade with Booming Blade and Hex and did some pretty sav damage, after getting screwed with like a spike bulb and a skull for the loot drop hehe. Very impressive!

I still feel like something needs to go the party's way, or else it's pretty hard to manage in time. Like a Flayer stun basically, or the hasty potion, or a crit hit or miss, something like that. For my sensibility the idea of building the character completely around just this first fight, with plans to respec later probably wouldn't satisfy me, but it's pretty hard to imagine pulling it off without any sort of cantrips or special moves to even the odds. Like I mean trying to do it as just a regular fighter or whatever, seems like that would be very frustrating. I enjoyed using the Jump meta with Sorcerer mainly because it can be cast on everyone, and also there's a good chance if Shadowheart succeeded with her command, that Lae'zel can then jump and equip the sword all in the first round, which is pretty nice. An extra turn to attack or draw attacks with it, but that only works for Class that can choose Enhanced Leap from their spell list. Longstrider seems like it would also be very nice, but again, just not something that everyone can reliably have at the ready. Unless the main character has a decent way to deal dmg, I guess their best use would probably be to just shove imps and toss health potions, but that's not really the most exciting. Some classes just bring more to the table than others, which is part of why the Nautiloid feels very uneven to me. Some Class/Race combos just get more to work with and there's nothing to offset that really. Like choosing to play as a Fighter rather than a Sorcerer, I don't get any cool extra weapons to balance the scales. A rogue has to work with the same trap setting materials that everyone else uses. Classes with the choice cantrips or rituals seem to have a pretty big leg up vs Classes that don't. STR based classes have the greater jump distance and can hurl shove a bit easier, but the DEX focused classes have more weapons available from the loot pickups and a better chance to get a good order of battle. The lack of decent armor or a shield at the outset is annoying, as is the inability to choose a weapon. They stick us with a Longsword to wield 2 Handed, regardless of what type of fighter we might be imagining.

Like I wish we could just choose to have a Flail or a Maul or whatever else, maybe a Shield or have it priced out to be a choice between cool armor or cool weapons, but with not quite enough gold to buy both. To me that would probably have been more interesting than trying to parse out hella environmental objects, using bulbs and barrels and whatnot. Just the basic weapons with the associated special moves. Choosing the starting kit would have been fun. Having a named weapon, even if it was mundane, but where we get to pick the starting weapons!
 
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Black Elk

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Well 3rd time wasn't the charm lol

Issue this time was that when I flung all the bombs and barrels and whatnot from Shadowheart's inventory half of them scattered to the near side of the pillars. I wanted to reposition the larger kabooms and so drank a potion of invisibility but then got tripped up inside Gortash's sightline I guess and had to do attack from dialogue again. That's pretty hit or miss, like I think it maybe doesn't break as hard that way since all the patriars will start running away and summoning their bodyguards, but Ravengard will still fight to the death, and if Gortash gets his globe shield going it nixes like half the dmg right there.

I beat him somehow in initiative, thought we'd try for it anyway since I brought twice as many grenades and half dozen smoke powder barrels, but also had to sacrifice Shadowheart in the process. In the end we did less damage than the previous 2 attempts despite bringing way more runepowder lol.

I think the obvious choice would be to first assemble the super runepowder kabooms into one giant kaboom, and toss it that way. Or just bring Lae'zel I suppose for the mage hand. Didn't think of that in the moment, even though I'd just been trying it on the nautiloid again. Somehow I didn't put 2 and 2 together there till just now. But that will have to wait for another Din, since we used all the big kabooms right there.

Probably should have foot dragged it a bit harder in Rivington. Like I'm sure we could have just cloudkilled to hit lvl 10 or 11 on one of the main thoroughfares or the circus, but I was also worried we'd get labelled as enemies of justice and somehow screw the approach to Wyrm's Rock with Jaheira.

As it happened, didn't really matter. We had to teach Big Bird how to fly the hard way, with like 68 hp in falling damage...

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Shadowheart woke up from the explosion and decided to learn how to swim, so I guess everyone was trying to take a leap of faith after that fiasco

:)
 

Black Elk

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BG3 Damage Chromatics

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Tried to create some oppositional binaries for a visual aid table. A simplified unified equation, so that it would all make more sense... Force in contraposition to psychic, radiant to necrotic, fire to cold, thunder/sonic to lighting/electric that sort of thing. Poison/venom and acid/caustic brine a little harder to get in the matrix there, but then the healing is sorta all the same. Basically the Draconic Prism effect, like when all the dragons use their breath attacks at the same time, and it combines somehow into pure healing. Of course under our more modern interpretation of Quantum Draconic string theory, we now know that Healing sometimes behaves like a wave that makes you say "ah" and other times like a high speed projectile: commonly known as the Volon. After Volo's famed headthumpcollider experiments, where we just throw stuff against other stuff to see what happens.

Lately we're getting back into Scryence and the Scryentific Method, thinking about just playing a good old fashioned Wizard Dragon maybe, but I'm a little rusty so we had to consult some of our old charts.

:)

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Black Elk

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Oh wow, I just found what is surely the first ever concept Din!

Din 1999! With the trusty number 2 pencil!

He was hiding in a big trunk full of old high school drawings, in my mother's garage!!! lol Clearly at this stage in his development, Din was still a 'mostly humanoid' draconic whatever, modelled on the Shredder... (also unearthed in the same trunk) cause like who can be bothered with drawing faces? lol

Except here we also got the Frazetta horns, some Spike growth pauldrons, and a General Kael sword. I'm actually pretty impressed with the foreshortening there! A pretty nice amalgamation of everything my teenage self would have prioritized heheh.

Someone had the good sense to stick him in a plastic frame from Aaron brothers so he could be preserved for posterity, like a lich king.

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Phylactery factory! Also, speaking of flashy pauldron's, even Lae'zel's seemed shocked and amazed, as if to say, 'oh wow, oh wow'

I'm fairly certain he made the cut in every single ultimate NWN1 portrait pack I ever assembled.

Good times!
 

Black Elk

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Hehe great question!

So a din is a loud and clamorous noise, with connotations of being somehow particularly ominous and incessant. It's a tumultuous sound, that assails the ears and stuns the listener. Combining ideas like the braying of horses or trumpets with other such uproars, all coming together to form a sort of amorphous sound blob. To me it's the kind of noise created by not just one thing, but whole collective ruckus.

As a movement it would surely be turbulent, weltering, or even confused, so with that idea of a discordant soundscape pressing in from all sides. To create a din, one might look to things like traffic, or a crowd, or dragons! hehe A bit archaic, so in Shakespeare you might get a line like "Think you a little din can daunt mine ears?" Or in Milton, when the devils are all gathered around the underthrone in "Paradise Lost" ...

"Dreadful was the din
Of hissing through the hall, thick-swarming now
With complicated monsters, head and tail."
(Book X., lines 521—523.)

That one is the most notable I think, at least for me, since Gustave Doré used it as the title for his famous etching illustrating the scene...


Paladins can also work though! Mons Palatine! There it means a palace knight, or really any palace official I guess, but you know, we could probably hold court on a hill. Whatever works! hehe

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