Baldur's Gate 3

Baldur's Gate 3

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can i make a control wizard?
ive been playing alot of neverwinter lately(another DND game) and ive grown fond over my control wizard which is basically a cryomancer with some lightning and fire tossed in there with extrenely heavy emphasize on crowd control!

can i make something similar in this game? :3
i want full control over the battlefield >:)
Ultima modifica da Raiden - In Flames 🎵; 3 ago 2021, ore 12:01
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Sort of... I'm going to assume you know how the spells work. Wizards can learn all spells, even healing, with a few exceptions due to level constraints. I have a Wizard with 35 spells learned. Here's a list of those that impose some kind of disadvantage on the enemy or have an aoe effect.

Grease
Thunderwave
Sleep
Fog Cloud
Melf's Acid Arrow
Ray of sickness
Silence
Ray of Enfeeblement
Animal Friendship
Hold Person
Spike Growth
Armor of Agathys
Charm Person
Entangle
Shatter
Web
Blindness
Colour Spray

You also might be interested in these spells: Guiding Bolt, Scorching ray, Magic Missile, Misty Step
Ultima modifica da SnarkOne; 3 ago 2021, ore 12:39
Control wizards are totally doable.

The main thing to learn is what a saving throw is.

A saving throw is a type of defense and different enemies are more susceptible to one vs another.

High armored knights usually have good strength and constitution but suffer in dexterity. This means spells like grease or sleet storm that cause slippery surfaces do well against them

Big hulking bruisers usually have low wisdom and are susceptible to charms like hold person and command.

Spellcasters usually run with low strength so spells that grapple and restrain like web and black tentacles are effective there.

And then there are spells that target total HP like sleep and color spray and later on power word kill, which have no save as long as they're under a certain hp.

A control wizard has to know his enemies weaknesses more than other characters but is incredibly effective.

Action economy is the key to a battle. The team with the most actions usually has a massive advantage. Removing enemy actions is almost as good as outright killing them
So, the way to do it is to go Illusion-Enchantment (generally, there are a few other options as well), but in both D&D TT and BG3 Ilusion and Enchantment are some of the most underwhelming schools of magic, particularly at low levels, simply due to the restrictions placed on most of the low level spells.

For example, Charm Person only improves the attitude of the enemy (not to mention it can only be cast on humanoids) towards the caster, and if any of the caster's companions deal damage to that creature, the spell will break. That enemy, however, can still freely attack the caster's companions, who they are not kindly disposed towards. This creates a situation where it is only really useful for deflecting aggro on a creature away from the caster, but then everyone else also has to avoid hitting that creature lest the spell be broken. Almost seems like it was intended more as a non-combat spell, but then it sorta overlaps with Friends and isn't a cantrip.

Similar issues crop up with illusion spells. At least in tabletop, the Illusion school is flexible enough that creative players and DM's can come up with some off label prescriptions to use it for, but in a video game they generally have to narrow down it's effects to just a few choices.

Take for example, minor illusion. This is the spell description:

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

In BG3 all it does is create a distraction that draws monsters attention for a second (until they investigate it and then it disappears almost instantly).

It's not that useful.

In TT, you can create a pretty wicked character, or team of characters, that combines Illusion, Encantment, and Necromancy, raising the dead to fight for you, disguising them (and their attacks) with Illusions so that they can tear through entire villages with impunity, and Enchanting people to ignore your Army of the Dead. It's a true nightmare what you can do with these three schools, but again, video games tend to ignore them because Evocation and Abjuration are just easier to program.

So, if you want really good control from BG3, then petition Larian to overhaul the Illusion and Encantment schools.

Other than that, you can also go for some Evocation (cold based spells like Ray of Frost to impede movement, and lightning spells to remove reactions, or stun), and sometimes Conjuration (Ensnaring Strike, Web, Entangle, Fog Cloud) and Transmutation (Gust, Earthbind, Maximillians Earthen Grasp).

Druid's and Ranger's also have access to some control spells (Spike Growth is a really good one right now).
At this exact moment in the game's development, I think that a High Elf Warlock with Repelling Blast and Ray of Frost (obtained from your racial cantrip) alongside a Druid might be the best control combo. Or at least up there in the top two. Unfortunately, you can't currently make that party without workarounds, but if you could then you could use your Moon Druid to lay down Spike Growths for damage and movement penalties, and then shift into a Spider to spit webs and restrain those enemies (and the webs can also be set on fire), while the Warlock uses Repelling Blast to shove enemies away and Ray of Frost to slow them down.

With a few movement buffs (Longstrider, Crusher's Ring, Boots of Speed) you can kite and slow and knockback enemies all day. And those aren't even your only options.
There is absolutely nothing in this game that even remotely resembles the control wizard from Neverwinter. That game is a dumbed down real-money grindfest with 'action MMO' crap tacked on.

This game actually follows, or at least tries to follow, the 5th edition ruleset which Neverwinter threw in the garbage and lit on fire.

That being said, you CAN make a Wizard that uses 'control' spells like sleep or grease or what have you but it's not going to be a flashy 'gather them up and nuke them' gameplay like you're asking about. It's different enough not to even be comparable.
It depends on what you mean by "controlling". For general solutions - see the post just after the first one; but please keep in mind that the quality of such controlling wizard is tied to the "quality of magic", which in turn has two components to it - first, how good the magic itself is and second - how susceptible enemies are to that. And on both accounts the game currently lacks.

The magic itself isn't too goo, at least not yet - only up to tier 2 level magic is available, so you get it. And also the enemies - they are known to have saves way above what they would normally have. This means that currently magic isn't as good as you might expect.

Especially if you compare it to stuff like Neverwinter. If you hope for stuff like Bigbi's <Something> Hand / Gust Of Wind / Evard's Black Tentacles / Balagarn's Iron Horn / Any clouds (like Cloudkill) then you'd be sorely disappointed. That level of power is yet unattainable - and I don't think it will be when the game releases simply on an account that NWN is 3.5e and BG3 is 5e of DND.
Ultima modifica da id795078477; 3 ago 2021, ore 14:23
concentration limit is lame in 5e so good luck with it

EA more or less limits you to spells like
Grease / Grease bottle to save on slots... - firebolt explosion
Thunderwave - shatter aoe blasting
Sleep
Blind - Colour Spray
Bood and Ray of Frost combo
Then you got other stuff cos of concentration.

But if you throw cleric into the mix you can do stuff.
But again concentration takes alot of fun away from casting in this video game.
Ultima modifica da dolby; 3 ago 2021, ore 17:58
No, you can not do this at the moment.
The spells you mention are "elemental" and not crowd control. And I gather you want them AoE too?
Some actual crowd control, as the others described accurately, is possible through illusion, etc.

In d&d, these(cryomancy, lightning, fire) are usually invocation/evocation spells. And the masters of this, evokers, just like all mage subclasses, are very weak at lower levels. And we have only Act 1(max level:4?) in our hands until release.
However, there are still so many barrels and environmental effect junk laying around(worth billions of gold d&d-wise, i must add), you could use most mage cantrips to create explosions and other effects if you are a good tactician.
Messaggio originale di Mosey:
There is absolutely nothing in this game that even remotely resembles the control wizard from Neverwinter. That game is a dumbed down real-money grindfest with 'action MMO' crap tacked on.

This game actually follows, or at least tries to follow, the 5th edition ruleset which Neverwinter threw in the garbage and lit on fire.

Funniest post ive seen in a long while considering it come from someone defending dnd 5e... the ultimate streamlined edition that threw 3.5 ruleset in the garbage and lit it on fire.

At the end of the day let the people enjoy what they want because you sure arent any better than them.
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Data di pubblicazione: 3 ago 2021, ore 12:00
Messaggi: 9