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Clerics get their spells back on long rests, so you have to sleep at camp
I am suppose to backtrack back to my camp each and everytime???
No way!!! ;)
In bg3 you're not supposed to spam spells, plus healing spells are mostly for reviving downed teammates not to as sustain (they're really bad at that). If you're caster the one you spam are your cantrips (spell that don't cost spell slot). It takes time to get used to, I too adapt to that system quite a while since I get antsy seeing my characters not topped off, but that's what short rest are used for. Edit: I read this again and this might cause confsion. Short rest are used for sustain after combat. In combat spells are mainly for helping downed teams
You get spell slots as a cleric. As you level up you get more and more spell slots as a pure caster.
There is no risk to long-resting. In fact, most of the main story beats happen at camp while long resting.
Good rule of thumb is to do a combat, take a short rest, do another combat or a series of social encounters where you cast spell to help out with that, take another short rest, and when you and the other casters are out of spell slots and the martials are out of their abilities like action surge, ki points or rage you take a long rest.
You have a certain amount of "spell slots" (shown as little blue squares over your action bar) of which you get a contingent per rest.
For most classes that is a long rest (sleep at camp). So you gotta budget with that more than you would in other games. The higher level you are the less restrictive it feels.
Yes. All casters, except Warlocks, recharge their spell slots after a long rest.
So in the bottom right of your UI (if using keyboard controls no idea with controller) theres a little campfire icon, clicking it will pull up short rests at top, which you have two charges per long rest that will heal 50% of your current hp and restore certain actions like weapon skills or certain minor stuff, and long rest, which requires resources like supply packs or food items to recover full health and all spell slots.
Of course cantrips can be used willy nilly so you don't need to rest to recharge them, since they're akin to a casters basic attacks.
Happy to help.
The magic system is a vancian magic system, meaning the idea is is that spellcasters put their whole being channeling magic, and they can only ever handle so much magic per day. Pure casters can handle more spells as well as more powerful spells, but once they run low on spell slots they will need to rest.
Warlocks are the only casters who regain spell slots on a short rest and the lore behind that is is that the patron is the source of magic and the channel so the warlock takes less of a toll on the body.
If you would like to read the players handbook and really learn the rules and mechanics of D&D 5e, I can shoot you a game invite on DNDBeyond that has access to 100% of the source/adventure books. You can read as much or as little as you would like and get a better understanding of the game world :)
A large part of dungeons and dragons is resource management. Knowing when and when not to cast your spells. Healing spells are kind of a trap, and you're usually better off just throwing a potion at the person you want to heal in order to save a spell slot. Key word "usually", obviously there will be times when a healing spell is better than a potion, but it's rare.
Cantrips do not require a spell slot to be used, so you can cast those at any time.
After fights can use partial rest to heal the group without going to camp (and warlocks get their spell slots back if you have one). You have two of those before you have to long rest.
Generally if you know mechanics once you get a few levels you can go a few fights without going to camp depending on the fights. But is your choice to unload all spells and abilities in each fight and then go take a long rest after. Course avoiding long rests will miss some dialogues you should see.