Baldur's Gate 3

Baldur's Gate 3

View Stats:
I get frustrated with this game
I swear this game hates me. My party is level 4. A warrior, cleric, barbarian, and fighter. I can have the high ground with my warlock and miss, my barbarian can have a 70% hit chance and misses, then every once in a while I do damage, and it's just 4-6 damage while the enemy almost wipes out my whole party with one spell.

Am I just misunderstanding something with the numbers in this game? If I got a 70% chance shouldn't the majority of my attacks hit? If my spell does 4-13 damage, shouldn't I do at least 4 damage?

I genuinely don't know how I got 80+ hours in this game, because I don't understand this.
< >
Showing 1-14 of 14 comments
jonnin 15 Jun @ 12:15pm 
yes, 70% means more than half, and not quite 3 of 4 attacks will hit. Do you have the borked karma dice setting on? Its bad, turn it off.

damage, depends. Some spells can be avoided for 50% damage or none at all or resisted somewhat and so on. Same for melee, but there isn't as much of that going on early game.

would need specific info, really. Your group makeup is hard to follow, you apparently have 3 melee fighters + a cleric and a warlock, which is 5 total. did you mean warlock and said warrior? what difficulty setting?
Cliff 16 Jun @ 2:20am 
My bad, I meant warlock, not warrior. Don't know why I wrote warrior.

And I don't have the karma dice on, heard that in can bite your ass after helping you a bunch of times so I never activated it. Difficulty is second. I would lower it but my pride says no.
You could just be unlucky y'know. That's the whole point of the karmic dice is to prevent long strings of bad luck for the player. With them off, then you're truly at the mercy of random chance.
Last edited by NYCAirLancer; 17 Jun @ 2:31pm
Cliff 19 Jun @ 10:48am 
Originally posted by NYCAirLancer:
You could just be unlucky y'know. That's the whole point of the karmic dice is to prevent long strings of bad luck for the player. With them off, then you're truly at the mercy of random chance.

Honestly, I believe so. And it's the reason I uninstalled it today. I even rolled a 4 with two die while need a 5. Twice...

I will reinstall it once the evil ending update rolls out.
jonnin 20 Jun @ 1:00am 
Stuff happens. This game is really good about 95% or more of the rolls that you fail not causing too much trouble, though.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3132238843
Originally posted by jonnin:
Stuff happens. This game is really good about 95% or more of the rolls that you fail not causing too much trouble, though.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3132238843
I mean, depending on your course through the game, we can extend that to 100%...people have successfully demonstrated that you can beat BG3, even if you only roll 1s on any dice, including dmg dice:
https://www.youtube.com/watch?v=Y8BNXo3f5Wk
not that I would want to or would have the patience to play that way, though...xD
Last edited by 1337_h4x0r_xXx_deathlord666_xXx; 20 Jun @ 1:10am
Cliff 20 Jun @ 1:54am 
Originally posted by 1337_h4x0r_xXx_deathlord666_xXx:
Originally posted by jonnin:
Stuff happens. This game is really good about 95% or more of the rolls that you fail not causing too much trouble, though.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3132238843
I mean, depending on your course through the game, we can extend that to 100%...people have successfully demonstrated that you can beat BG3, even if you only roll 1s on any dice, including dmg dice:
https://www.youtube.com/watch?v=Y8BNXo3f5Wk
not that I would want to or would have the patience to play that way, though...xD
That's possible, but it still sucks if I have to redo a fight over and over again because my character doesn't hits, or gets a debuff they should be able to withstand, or the party gets wiped out because my rogue can't disarm a trap.

I wouldn't mind if I was at least smart enough to find other ways to overcome these fails -:-
jonnin 20 Jun @ 12:40pm 
Originally posted by Cliff:
Originally posted by 1337_h4x0r_xXx_deathlord666_xXx:
I mean, depending on your course through the game, we can extend that to 100%...people have successfully demonstrated that you can beat BG3, even if you only roll 1s on any dice, including dmg dice:
https://www.youtube.com/watch?v=Y8BNXo3f5Wk
not that I would want to or would have the patience to play that way, though...xD
That's possible, but it still sucks if I have to redo a fight over and over again because my character doesn't hits, or gets a debuff they should be able to withstand, or the party gets wiped out because my rogue can't disarm a trap.

I wouldn't mind if I was at least smart enough to find other ways to overcome these fails -:-

well, on rogues and traps... this is easy. dexterity should be 16 or better. You should be wearing at least 3 points of skill increase for harder locks and traps: act 1 has a +2 to trickery skill ring and the gloves of power. You should be getting help from your cleric with the buff to skill checks cantrip. At this point you should have a +7 or more to the rolls and not fail too often. If you roll a 1 and fail, that is just how it goes. Typically your rogue disarms out in front of the group so if he fails only one character is damaged by the trap, and rogues usually avoid this damage after a few levels -- getting a little confused on whether BG3 has improved evasion type avoidance though, too many rulesets in my head. Don't forget to use tools on the hardest ones, but try to save those for later and not burn up on the first few locks you find. For locks: look for another way. For example the withers' dungeon has access via 2 difficult (at level 1 or 2) locks and 2 more ways that get to the same place with no locks at all! This is not unusual! For traps, setting them off from afar (some can be shot, etc) or walking around or jumping over can avoid some if you are careful. Disarm what you can but avoid what you can too.

Hitting and being hit or buffs and debuffs have been discussed in great detail many times online and in forums. Those are more complicated so I won't try to repeat all that here, but watch out for darkness (miss more), elevation differences (miss more), and spells you can cast that improve chances to hit or make you harder to be hit.
Last edited by jonnin; 20 Jun @ 12:47pm
Cliff 24 Jun @ 5:04pm 
Originally posted by jonnin:
Originally posted by Cliff:
That's possible, but it still sucks if I have to redo a fight over and over again because my character doesn't hits, or gets a debuff they should be able to withstand, or the party gets wiped out because my rogue can't disarm a trap.

I wouldn't mind if I was at least smart enough to find other ways to overcome these fails -:-

well, on rogues and traps... this is easy. dexterity should be 16 or better. You should be wearing at least 3 points of skill increase for harder locks and traps: act 1 has a +2 to trickery skill ring and the gloves of power. You should be getting help from your cleric with the buff to skill checks cantrip. At this point you should have a +7 or more to the rolls and not fail too often. If you roll a 1 and fail, that is just how it goes. Typically your rogue disarms out in front of the group so if he fails only one character is damaged by the trap, and rogues usually avoid this damage after a few levels -- getting a little confused on whether BG3 has improved evasion type avoidance though, too many rulesets in my head. Don't forget to use tools on the hardest ones, but try to save those for later and not burn up on the first few locks you find. For locks: look for another way. For example the withers' dungeon has access via 2 difficult (at level 1 or 2) locks and 2 more ways that get to the same place with no locks at all! This is not unusual! For traps, setting them off from afar (some can be shot, etc) or walking around or jumping over can avoid some if you are careful. Disarm what you can but avoid what you can too.

Hitting and being hit or buffs and debuffs have been discussed in great detail many times online and in forums. Those are more complicated so I won't try to repeat all that here, but watch out for darkness (miss more), elevation differences (miss more), and spells you can cast that improve chances to hit or make you harder to be hit.
Sorry, but following a guidebook just for traps isn't easier. I don't ask for much, I just want to feel okay if half my throws which reauire a 10 are good or bad. And not the way it's right now with "I am lucky that I got an 11 because I had several single digit rolls in this whole campaign"
Originally posted by Cliff:
Originally posted by jonnin:

well, on rogues and traps... this is easy. dexterity should be 16 or better. You should be wearing at least 3 points of skill increase for harder locks and traps: act 1 has a +2 to trickery skill ring and the gloves of power. You should be getting help from your cleric with the buff to skill checks cantrip. At this point you should have a +7 or more to the rolls and not fail too often. If you roll a 1 and fail, that is just how it goes. Typically your rogue disarms out in front of the group so if he fails only one character is damaged by the trap, and rogues usually avoid this damage after a few levels -- getting a little confused on whether BG3 has improved evasion type avoidance though, too many rulesets in my head. Don't forget to use tools on the hardest ones, but try to save those for later and not burn up on the first few locks you find. For locks: look for another way. For example the withers' dungeon has access via 2 difficult (at level 1 or 2) locks and 2 more ways that get to the same place with no locks at all! This is not unusual! For traps, setting them off from afar (some can be shot, etc) or walking around or jumping over can avoid some if you are careful. Disarm what you can but avoid what you can too.

Hitting and being hit or buffs and debuffs have been discussed in great detail many times online and in forums. Those are more complicated so I won't try to repeat all that here, but watch out for darkness (miss more), elevation differences (miss more), and spells you can cast that improve chances to hit or make you harder to be hit.
Sorry, but following a guidebook just for traps isn't easier. I don't ask for much, I just want to feel okay if half my throws which reauire a 10 are good or bad. And not the way it's right now with "I am lucky that I got an 11 because I had several single digit rolls in this whole campaign"
have you actually counted, though? it's a lot easier to notice and remember when something went wrong than when everything went as expected.
Cliff 29 Jun @ 12:50pm 
Originally posted by MozarteanChaos:
Originally posted by Cliff:
Sorry, but following a guidebook just for traps isn't easier. I don't ask for much, I just want to feel okay if half my throws which reauire a 10 are good or bad. And not the way it's right now with "I am lucky that I got an 11 because I had several single digit rolls in this whole campaign"
have you actually counted, though? it's a lot easier to notice and remember when something went wrong than when everything went as expected.

No, I just threw a dice and it told me that it's half my throws. OF COURSE I COUNTED IT.
Originally posted by Cliff:
I swear this game hates me. My party is level 4. A warrior, cleric, barbarian, and fighter. I can have the high ground with my warlock and miss, my barbarian can have a 70% hit chance and misses, then every once in a while I do damage, and it's just 4-6 damage while the enemy almost wipes out my whole party with one spell.

Am I just misunderstanding something with the numbers in this game? If I got a 70% chance shouldn't the majority of my attacks hit? If my spell does 4-13 damage, shouldn't I do at least 4 damage?

I genuinely don't know how I got 80+ hours in this game, because I don't understand this.

Well, this indeed sounds like you're not understanding how hit probabilities work.

If there's a 70% hit chance, there's a 30% chance you miss and this goes for every single roll as every single roll (except when it's done with advantage) is done on it's own. That's just how it works.

If you need to roll at least a 5 to hit and you're not rolling a 5 or higher, you miss, doesn't matter of it's more probably to roll 5 to 20 compared to rolling 1 to 4 ^^
Originally posted by =M$= Oroberus:
If you need to roll at least a 5 to hit and you're not rolling a 5 or higher, you miss, doesn't matter of it's more probably to roll 5 to 20 compared to rolling 1 to 4 ^^

I think I needed to roll a 5 for something but failed lol game's RNG is a beast.
Stiven 9 Jul @ 12:40pm 
Originally posted by Cliff:
I swear this game hates me. My party is level 4. A warrior, cleric, barbarian, and fighter. I can have the high ground with my warlock and miss, my barbarian can have a 70% hit chance and misses, then every once in a while I do damage, and it's just 4-6 damage while the enemy almost wipes out my whole party with one spell.

Am I just misunderstanding something with the numbers in this game? If I got a 70% chance shouldn't the majority of my attacks hit? If my spell does 4-13 damage, shouldn't I do at least 4 damage?

I genuinely don't know how I got 80+ hours in this game, because I don't understand this.
You have melee martials in your party, that is your first mistake.
< >
Showing 1-14 of 14 comments
Per page: 1530 50