JustKneller
Habitué
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TLDR: How can I finish a full saga run of this game?
I've had this game for a very long time. I think it might actually have been my first ever RPG on PC (I played a lot of console JRPGs before this). I have started more saga runs than I could possibly remember and probably have experimented with every race/class combination. One thing that all of these runs have in common is that I have NEVER FINISHED THIS GAME! And, I really want to, just once, so that I can say that I did. I'm currently working through an Icewind Dale challenge run and want to tackle (yet again) BG next. But I need some kind of strategy, method, or new approach, so I don't flake out on the run.
I've played (and finished) the other IE games (Icewind Dale and Planescape: Torment) but just can't seem to get over the hump with this one. This is how I see things. IE games based on 2e D&D are like a pizza. Planescape: Torment is like the signature design gourmet chorizo, onion, and goat cheese pizza that isn't terribly well made, but the flavors are amazing. Icewind Dale is like a cheese pizza, but probably the best made pizza you have ever had. It's a very dependable choice for when you want a satisifying pizza, without worrying about toppings sending the flavor off in a weird direction. Baldur's Gate is like a 42-inch everything pizza. And, by everything, I mean shit that doesn't even belong on a pizza like parsnips, bananas, and scrambled eggs. It's not well made, doesn't taste great, but if you can finish it in one sitting, it's free and you get your picture on the wall of the pizza place. It's not really a meal, it's mostly an accomplishment.
As near as I can figure, I have three main (and possibly more on the side) obstacles here:
1) Magic. I really don't like how magic is built in this game. You get to a certain point and magic is predominantly metamagic and counterspelling. A mage instantly contingencies up some Protection from Magic Weapons, Stoneskin, Immunity: Anything Useful and then your mage has to spend the next few rounds stripping that down. Of course, if the enemy mage pulls off a Time Stop during this, it gets a little more difficult. But, my problem isn't that magic gets to be complex (I actually appreciate complexity). The problem is that playing the magic game just feels like doing my taxes. It's no surprise that most of my runs fall by the wayside shortly after Spellhold when the mage battles start to get more robust.
2) High level ridiculousness. I'm talking the HLAs, the eventual complete irrelevance of armor class, everyone is practically immune to magic (at least anything the allows a save), and all the other wacky stuff that happens at high levels that equates to this game not scaling well. Icewind Dale does a much better job of scaling and it's not really a thing in Planescape. But, Baldur's Gate kinda goes off the rails at a certain point.
3) The writing. I mean, it's not bad, but it's not great. What it lacks in quality content, it makes up for in quantity, that's for sure. There are a fair number of plot holes and weird story logic choices that make some character concepts (or the story in general) not make a whole lot of sense so you just have to handwave and overlook the gaps (though this does impact immersion for me). I can't really play the characters I want to play without having too many ill-fitting moments, and the characters I can create to fit aren't very compelling to me. Also, the #1 reason I play female protagonists in this game is to stop the romance plot lines before they even start. Sorry not sorry, the romances are just terrible. Yeah, there's still Anomen if you're female, but I generally don't bother with him. Hot take, Icewind Dale had better writing. It might have been a simpler story, but it was a tighter one.
4) Character synergy. I absolutely love the canon party (Jaheira, Khalid, Minsc, Imoen in BG1; Jaheira, Minsc, Yoshimo->Imoen in BG1) in this game. Even if there was no "canon party", those are exactly the NPCs I would choose to bring along. But, there are some issues with the synergy here. Imoen's dual has always bothered me. Dualing her at level 7 makes absolutely no sense (and I'm a purist, so I always dual her then). At level 6, you can max out two skills (i.e. Locks and Traps) and get her thief levels back so much quicker (not to mention, still get to level 5 spells in BG1). I prefer grabbing all my NPCs ASAP and not dropping them when I have them, so sticking to canon, Imoen's dual creates a large thief-less gap that is quite annoying to manage. I've found a few (complicated) solutions for this, but it really mucks up the flow of BG1. Another aspect of character synergy is how the protagonist fits in with the party. With some builds, the protagonist is a showboat and the party is almost dead weight. With other builds, the protagonist has to hide behind the party, doesn't have much to do of import, and they don't end up feeling like a main character. It's a fine line.
As I've mentioned, I've tried virtually every race/class combination (I should mention that I also build concepts for my characters to align their motivations). However, these are my frequent flyers:
1) The Cavalier. As a class/concept, this one checks all my boxes. More interesting than a fighter. Unique equipment just for this class. Fits in with the premise (growing up in a library full of tales of storybook knights), and provides an ironic twist with the overarching story (spawn of an evil god). The high Charisma requirement makes for a great party leader. And you're the main character so right up front is a good place to be. This character does run a high risk of showboating, though. My Paladins can usually clear entire maps single-handedly before long. This character usually falls apart in BG2 when your choice is between working for the evil thieves or the evil vampires. Going with the lesser of two evils doesn't sit right with me. And, even the mod with the alternative path for Paladins is actually a little evil, too. Now, I don't play Paladins lawful stupid, but you really have to get an uncomfortable level of dirty to move the game along here and that just ruins my Paladins for me.
2) Cleric/Ranger (sometimes a modded Cleric/Stalker with staves). Gameplay-wise, this is a crazy fun class, at least for a bit until you're steamrolling everything and practically invincible. It's a definite showboat before long and a party (aside from a skill monkey) just slows you down. It also makes virtually no sense as a character concept, both in terms of the premise, and really even in general. Not to mention, you have to play a (half) elf to pull it off and I'm not a big fan of elves.
3) Some kind of multi-thief. This covers the Imoen thief gap and I always go multi because single-classed thieves are dull. The downside is that I don't actually like to play thieves. They are mainly skill monkeys, especially since their backstab eventually loses it's luster (a lot of backstab immune enemies later). I don't find them terribly essential to the overall team synergy, they just handle side jobs that nobody else can really do.
4) A Bard. I love bards in IWD, almost never play without one, and often they are my only arcane caster. In BG, it's a different story. They don't really shine in any particular area. They need a lot of buffs to make their way on the A-list, and they are back to junior varsity when their buffs are dispelled or run out. It's a lot of micro, not to do something cool and unique, but just to be decent. They do get what is probably the most interesting stronghold in my book (The Playhouse, Merella's Cabin, and the Planar Sphere are my favorites), but that's a small consolation in light of its other shortcomings.
5) Wild Mage. I don't like magic, as I previously stated, but wild surges are near the top of the list for entertainment for me. Plus the "all bhaalspawn will have chaos run through them" bit of the prophecy fits with the wild surges. It's an easy concept to build with the Candlekeep premise. In general, I don't like Vancian magic (or resting profusely) and my spellcasters are often sitting around waiting for the right time to chuck out a spell. Or, they are in a mage battle and I'm hoping I memorized the right number of Breach's vs. Lower Resistance vs. Warding Whip vs. Pierce Magic vs. etc. In any event, they aren't terribly central to the team and so I get bored, even with wild surges.
6) Cleric/Mage (sometimes a modded Cleric/Wild Mage for the wild effects on all spells). This one can be a bit interesting. The concept is usually a cleric of Oghma with bits and pieces from the Wild mage concept above. Gorion somehow bridged the gap of arcane/divine magic, so that helps. With two spellcasting classes, the spell inventory is rather large and someone works around the Vancian annoyances. I've often built this class as a buff/debuffer/controller. This is partly since their damage is going to be a little nerfed from the multiclassing, and partly because they synergize well with the party by leaning hard into the support role. It gives them plenty to do and some extra spells for all that metamagic nonsense later. With the tactics I use for the Imoen thief-less gap in BG1, this is by far the hardest character with which to pull that off. I'm not sure why this character doesn't make it that far, though. I think it's because my game flow is much more meandering (partly due to Imoen's dual), I just lose interest in the actual MQ. If I have another bash at this game, I would probably be leaning towards this character.
And so, that is where I am at. I have a bit of time before I finish my IWD challenge run, but when I do, I'd like to hop into BG next. Has anyone had this BG fatigue problem and been able to solve it? If so, do you have any tips? Thanks!
I've had this game for a very long time. I think it might actually have been my first ever RPG on PC (I played a lot of console JRPGs before this). I have started more saga runs than I could possibly remember and probably have experimented with every race/class combination. One thing that all of these runs have in common is that I have NEVER FINISHED THIS GAME! And, I really want to, just once, so that I can say that I did. I'm currently working through an Icewind Dale challenge run and want to tackle (yet again) BG next. But I need some kind of strategy, method, or new approach, so I don't flake out on the run.
I've played (and finished) the other IE games (Icewind Dale and Planescape: Torment) but just can't seem to get over the hump with this one. This is how I see things. IE games based on 2e D&D are like a pizza. Planescape: Torment is like the signature design gourmet chorizo, onion, and goat cheese pizza that isn't terribly well made, but the flavors are amazing. Icewind Dale is like a cheese pizza, but probably the best made pizza you have ever had. It's a very dependable choice for when you want a satisifying pizza, without worrying about toppings sending the flavor off in a weird direction. Baldur's Gate is like a 42-inch everything pizza. And, by everything, I mean shit that doesn't even belong on a pizza like parsnips, bananas, and scrambled eggs. It's not well made, doesn't taste great, but if you can finish it in one sitting, it's free and you get your picture on the wall of the pizza place. It's not really a meal, it's mostly an accomplishment.
As near as I can figure, I have three main (and possibly more on the side) obstacles here:
1) Magic. I really don't like how magic is built in this game. You get to a certain point and magic is predominantly metamagic and counterspelling. A mage instantly contingencies up some Protection from Magic Weapons, Stoneskin, Immunity: Anything Useful and then your mage has to spend the next few rounds stripping that down. Of course, if the enemy mage pulls off a Time Stop during this, it gets a little more difficult. But, my problem isn't that magic gets to be complex (I actually appreciate complexity). The problem is that playing the magic game just feels like doing my taxes. It's no surprise that most of my runs fall by the wayside shortly after Spellhold when the mage battles start to get more robust.
2) High level ridiculousness. I'm talking the HLAs, the eventual complete irrelevance of armor class, everyone is practically immune to magic (at least anything the allows a save), and all the other wacky stuff that happens at high levels that equates to this game not scaling well. Icewind Dale does a much better job of scaling and it's not really a thing in Planescape. But, Baldur's Gate kinda goes off the rails at a certain point.
3) The writing. I mean, it's not bad, but it's not great. What it lacks in quality content, it makes up for in quantity, that's for sure. There are a fair number of plot holes and weird story logic choices that make some character concepts (or the story in general) not make a whole lot of sense so you just have to handwave and overlook the gaps (though this does impact immersion for me). I can't really play the characters I want to play without having too many ill-fitting moments, and the characters I can create to fit aren't very compelling to me. Also, the #1 reason I play female protagonists in this game is to stop the romance plot lines before they even start. Sorry not sorry, the romances are just terrible. Yeah, there's still Anomen if you're female, but I generally don't bother with him. Hot take, Icewind Dale had better writing. It might have been a simpler story, but it was a tighter one.
4) Character synergy. I absolutely love the canon party (Jaheira, Khalid, Minsc, Imoen in BG1; Jaheira, Minsc, Yoshimo->Imoen in BG1) in this game. Even if there was no "canon party", those are exactly the NPCs I would choose to bring along. But, there are some issues with the synergy here. Imoen's dual has always bothered me. Dualing her at level 7 makes absolutely no sense (and I'm a purist, so I always dual her then). At level 6, you can max out two skills (i.e. Locks and Traps) and get her thief levels back so much quicker (not to mention, still get to level 5 spells in BG1). I prefer grabbing all my NPCs ASAP and not dropping them when I have them, so sticking to canon, Imoen's dual creates a large thief-less gap that is quite annoying to manage. I've found a few (complicated) solutions for this, but it really mucks up the flow of BG1. Another aspect of character synergy is how the protagonist fits in with the party. With some builds, the protagonist is a showboat and the party is almost dead weight. With other builds, the protagonist has to hide behind the party, doesn't have much to do of import, and they don't end up feeling like a main character. It's a fine line.
As I've mentioned, I've tried virtually every race/class combination (I should mention that I also build concepts for my characters to align their motivations). However, these are my frequent flyers:
1) The Cavalier. As a class/concept, this one checks all my boxes. More interesting than a fighter. Unique equipment just for this class. Fits in with the premise (growing up in a library full of tales of storybook knights), and provides an ironic twist with the overarching story (spawn of an evil god). The high Charisma requirement makes for a great party leader. And you're the main character so right up front is a good place to be. This character does run a high risk of showboating, though. My Paladins can usually clear entire maps single-handedly before long. This character usually falls apart in BG2 when your choice is between working for the evil thieves or the evil vampires. Going with the lesser of two evils doesn't sit right with me. And, even the mod with the alternative path for Paladins is actually a little evil, too. Now, I don't play Paladins lawful stupid, but you really have to get an uncomfortable level of dirty to move the game along here and that just ruins my Paladins for me.
2) Cleric/Ranger (sometimes a modded Cleric/Stalker with staves). Gameplay-wise, this is a crazy fun class, at least for a bit until you're steamrolling everything and practically invincible. It's a definite showboat before long and a party (aside from a skill monkey) just slows you down. It also makes virtually no sense as a character concept, both in terms of the premise, and really even in general. Not to mention, you have to play a (half) elf to pull it off and I'm not a big fan of elves.
3) Some kind of multi-thief. This covers the Imoen thief gap and I always go multi because single-classed thieves are dull. The downside is that I don't actually like to play thieves. They are mainly skill monkeys, especially since their backstab eventually loses it's luster (a lot of backstab immune enemies later). I don't find them terribly essential to the overall team synergy, they just handle side jobs that nobody else can really do.
4) A Bard. I love bards in IWD, almost never play without one, and often they are my only arcane caster. In BG, it's a different story. They don't really shine in any particular area. They need a lot of buffs to make their way on the A-list, and they are back to junior varsity when their buffs are dispelled or run out. It's a lot of micro, not to do something cool and unique, but just to be decent. They do get what is probably the most interesting stronghold in my book (The Playhouse, Merella's Cabin, and the Planar Sphere are my favorites), but that's a small consolation in light of its other shortcomings.
5) Wild Mage. I don't like magic, as I previously stated, but wild surges are near the top of the list for entertainment for me. Plus the "all bhaalspawn will have chaos run through them" bit of the prophecy fits with the wild surges. It's an easy concept to build with the Candlekeep premise. In general, I don't like Vancian magic (or resting profusely) and my spellcasters are often sitting around waiting for the right time to chuck out a spell. Or, they are in a mage battle and I'm hoping I memorized the right number of Breach's vs. Lower Resistance vs. Warding Whip vs. Pierce Magic vs. etc. In any event, they aren't terribly central to the team and so I get bored, even with wild surges.
6) Cleric/Mage (sometimes a modded Cleric/Wild Mage for the wild effects on all spells). This one can be a bit interesting. The concept is usually a cleric of Oghma with bits and pieces from the Wild mage concept above. Gorion somehow bridged the gap of arcane/divine magic, so that helps. With two spellcasting classes, the spell inventory is rather large and someone works around the Vancian annoyances. I've often built this class as a buff/debuffer/controller. This is partly since their damage is going to be a little nerfed from the multiclassing, and partly because they synergize well with the party by leaning hard into the support role. It gives them plenty to do and some extra spells for all that metamagic nonsense later. With the tactics I use for the Imoen thief-less gap in BG1, this is by far the hardest character with which to pull that off. I'm not sure why this character doesn't make it that far, though. I think it's because my game flow is much more meandering (partly due to Imoen's dual), I just lose interest in the actual MQ. If I have another bash at this game, I would probably be leaning towards this character.
And so, that is where I am at. I have a bit of time before I finish my IWD challenge run, but when I do, I'd like to hop into BG next. Has anyone had this BG fatigue problem and been able to solve it? If so, do you have any tips? Thanks!