this post was submitted on 08 Jul 2023
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Dungeons & Dragons

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I'm not sure if this is the right magazine to ask this because it doesn't pertain to pen and paper game.

With Baldur's Gate 3 release closing in I would like to learn how to make a mechanically sound character. How to distribute points, what abilities to take, why take them etc. Up to this point with cRPGs I was winging it and basing on gut feeling and brief in game description but for this one I would like to construct a proper character.

I've tried googling but everything I've been able to find either focuses on "make a backstory" and glosses over "here toss in those points" or is a full on dissertation about mechanics.

I'm looking for something lighter and easier to digest

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[–] ftl@kbin.social 4 points 1 year ago (5 children)

Any class in particular you're looking for? It might be hard to give advice that's super general for all classes. Are you building the character with point buy, or standard array of stats, or rolling for it?

In general, the D&D players' handbook (or, I guess, the video game?) when describing the class tells you what the most important stat for that class is. E.g. Intelligence for wizards, Wisdom for druids, dexterity for rogues. Some classes rely on two main stats; e.g. barbarian probably needs STR and CON, fighter can either do CON and STR or CON and DEX. Pick a race to go with the class, one that increases the stats you care about by 1 or 2. Make sure those stats are decently high to start. E.g. after racial bonuses, your top 2 most important stats should be at least 16 and 14 if using standard array.

If you're optimizing with point buy instead of using standard array, it's possible to do better; I think with point buy you could either get a starting stat to 18 (after racial bonuses) or get two starting stats up to 16, at the expense of having more dump stats at -1 or +0.

If you're looking for a safe build, don't multiclass. You can't really go too wrong by going single-class and then picking a subclass, there shouldn't be any "trap" choices.

Other than that, lots of things are class-dependent. If you've got just one primary stat you care about, later on in levels it's important to get it up to 20 ASAP. Other characters are more flexible and should detour for some feats. Etc.

5e really feels pretty idiot-proof to me, if you do the obvious things you'll end up with a pretty good character IMO.

[–] spite@kbin.social 1 points 1 year ago (4 children)

I mostly want somewhat tanky, damage focused paladin.
I’m not sure what point distribution system there will be, but I wager the one where you “buy” stats and the higher stat goes the more it costs.
I’m mostly having trouble and second guessing in regards to point distribution. Like do I just dump into one, should I invest some in constitution? Etc

[–] ftl@kbin.social 2 points 1 year ago

Paladin: you'll want a few stats, probably CHA (for spellcasting), STR (for hitting things), and CON (to survive being hit, since you'll be in melee). All three pretty important. I think STR is most important, because as paladin you'll spend a lot of time hitting things with a melee weapon, you don't get enough spell slots to primarily spend your time casting things. So you want to start with 16 STR, and probably 14 or 16 of the other two.

Races: Dragonborn is pretty nice since that gives +2 STR and +1 CHA. Mountain dwarf looks like it gives you +2 STR/ +2 Con, that's pretty awesome? Half-orc is good too, +2 STR and +1 CON.

E.g. with dragonborn paladin and point buy, you could get 16 STR, 16 CHA, 14 con, 10 DEX and WIS, and 8 INT if you feel like being unbalanced. With Mountain Dwarf paladin you could get 16 STR, 16 CON, 14 CHA, 12 DEX, 10 WIS, 8 INT. That's a pretty nice spread, and probably fits the "tanky, damage-focused" archetype you want.

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