Should I read or not?

Hi,
I am just starting Baldur's Gate EE, first time playing this series and even though I read some Dragonlance books I never read any Forgotten Realms books so I am compeletely new to this universe. (and never played a D&D game as video game or not).
So I opened the tutorial which seems fairly long and didn't finished it yet and there were a few things that I didn't understand so I searched them and found the answers but in the way I came across a few guides which suggested that I should read Unofficial Baldur's Gate EE manual. Usually I never read a manual to game just tutorial is enough. However I started to reading a few pages and noticed that manual gives a lot of information about universe.
Now my problem is that for me a catching point of a game or book or anyother storytelling piece is story and universe and if I learn about them before the game or etc. I am afraid that I won't be enjoying the game since I will be already know about Friendly Arm Inn etc. I love that when story comes by piece by piece in games or books. I don't like that somebody comes before I watch LoTR movies and tells me "Well, this is Middle Earth and there is a bad guy named Sauron at eastern side of this continent and there are humans, dwarfs..... and there is Gondor and Rohan...." it takes the excitement of learning a new thing about that driving story.
So should I read the manual and risk the losing excitement of this story or should I jump in the game after playing tutorial with less knowledge about mechanics and some important stuff?
This maybe an unimportant question to some of people but for me, I am really excited about this universe since it is so recommend from a lot of people about its story and mechanics. ( I am kind of a player that loves The Witcher since it has a great story and atmosphere even gameplay is sucks.)
So please help me at this dilemma xD.
Thank you very much of your time, sorry about some grammar or phrase mistakes, English is not my native language ^^.
Sincerely Mithra (king of gods :P)
I am just starting Baldur's Gate EE, first time playing this series and even though I read some Dragonlance books I never read any Forgotten Realms books so I am compeletely new to this universe. (and never played a D&D game as video game or not).
So I opened the tutorial which seems fairly long and didn't finished it yet and there were a few things that I didn't understand so I searched them and found the answers but in the way I came across a few guides which suggested that I should read Unofficial Baldur's Gate EE manual. Usually I never read a manual to game just tutorial is enough. However I started to reading a few pages and noticed that manual gives a lot of information about universe.
Now my problem is that for me a catching point of a game or book or anyother storytelling piece is story and universe and if I learn about them before the game or etc. I am afraid that I won't be enjoying the game since I will be already know about Friendly Arm Inn etc. I love that when story comes by piece by piece in games or books. I don't like that somebody comes before I watch LoTR movies and tells me "Well, this is Middle Earth and there is a bad guy named Sauron at eastern side of this continent and there are humans, dwarfs..... and there is Gondor and Rohan...." it takes the excitement of learning a new thing about that driving story.
So should I read the manual and risk the losing excitement of this story or should I jump in the game after playing tutorial with less knowledge about mechanics and some important stuff?
This maybe an unimportant question to some of people but for me, I am really excited about this universe since it is so recommend from a lot of people about its story and mechanics. ( I am kind of a player that loves The Witcher since it has a great story and atmosphere even gameplay is sucks.)
So please help me at this dilemma xD.
Thank you very much of your time, sorry about some grammar or phrase mistakes, English is not my native language ^^.
Sincerely Mithra (king of gods :P)
0
Comments
Here's one such party creation guide on Gamefaqs you could look at for information on building your character. Just as a spoiler alert, avoid reading anything on the joinable NPCs and stuff if you don't want to be spoiled for anything. I also wouldn't read any of the spell sections either. Just read the stuff for races and classes you can do for your character, and you'll glean a lot of info from that which can help you out.
http://www.gamefaqs.com/pc/663933-baldurs-gate-enhanced-edition/faqs/65403
Now if all you want to read up on is just the Dungeons & Dragons type stuff with the rules and different aspects of those kinds of games, then skip reading that party creation FAQ entirely if you want to go into the game completely blind outside of understanding the game's rules. This FAQ will go ahead and fill you in on all the Dungeons & Dragons type of rules you'd need to be familiar with so you can play the game and understand stuff better.
http://www.gamefaqs.com/pc/75251-baldurs-gate/faqs/8566
Hope that this post helps you out.
There are minimal spoilers (you only see maps and NPCs you'd run into on the second map, after the "tutorial map" of Candlekeep. It explains the basics of important things and lets you figure out what works best with that knowledge.
In total, that's maybe an hour (if you don't skip parts you don't need). Less than reading the manuals or guides, more efficient.
Don't read anything about universe before at least playing first time (after finishing first time I will read more universe manuals and books -not game books- etc.) but try to read some mechanic guides.
Thanks @KidCarnival , I am downloading videos right now and I will watch them after reading the manuals that @thelovebat gave.
I have a question though, I am reading D&D manual right now but it say
"AC = Armor Class, roughly how difficult a figure is to hit. AC starts
with a base score of 10 and is improved by lowering the number.
Therefore a 0 AC is better than a 10, and a -10 is better still."
and this doesn't make sense, how is it getting lower makes it harder to hit? Shouldn't that be opposite? And this:
" A successful hit is decided when the random roll is greater than the
attacker's THAC0 - enemy AC. If a 15 THAC0 Fighter attacks a 0 AC
goblin then you must roll 15 or greater. (The game itself usually does the
rolling for you, but it still follows these mechanics) Remember that a roll
of 20 will always hit. So, even if the goblin's AC was -400, if you roll a
20 you will still hit it. If the goblin has 10 AC then you need only roll a
5 or better, etc. (THAC0 - EnemyAC = 15 - 10 = 5)"
So the hitting based on THAC0 - EnemeyAC but if the enemy has -400 you need 415 assuming you have 15 THAC0, how can you still hit with getting 20 at dice? And by the way lets say you have 15 THAC0 and EnemyAC is 10 so you need 5 to hit right? How the damage calculated? I mean if you get 5 or 6 or higher number what is the difference?
Damage is its own roll entirely, and it doesn't matter how much you beat the opposing AC by. Lower THAC0 is still better just because that means you get to roll your damage more often, statistically. Damage is generally the weapon damage roll, like 1d6 for a shortsword or 1d8 for a longsword, plus strength bonuses + proficiency bonuses if you're a Warrior class, + enchantment bonuses for magical weapons.
Hope this helped!
One more thing though lets say you get a hit, how do you calculate the damage? Is there any difference between getting 16 or 18 at your dice ( assuming you need 10 for hitting)?
"Half-Elf !rac,halfe-
Overall Rating: 1/4
Available Classes: All single classes except Paladin, Monk, and the following
Specialist Mages: Abjurer, Illusionist, Invoker, and Necromancer.
Multi-Class Combinations: All except Cleric/Thief.
Special: 30% resistance against charm/sleep effects and infravision.
The only reason to be a half-elf is to be a Bard or if you really, really want
to be certain multi-class combinations (especially the triple-class options).
Infravision is pointless otherwise, and enemy sleep effects are so rare as to
be pointless. Half-elves do get better pick-pocket though than humans."
Shouldn't the half-elves gets the strength of humans and intelligence etc. of elves? Seems like they should be much more stronger than humans to me? (Well I never read Forgotten Realms books but in Dragonlance it was like that and as I know Dragonlance series were also based on D&D mechanics -books- ).
Damage is a second calculated die roll. You roll once to hit. If that roll succeeds, the game will roll for damage. What you roll doesnt add to the damage unless you roll a critical hit (natural 20 and with some prof 19) where damage is doubled. There is always a 5% chance to hit an opponent or completely miss an opponent regardless of THAC0 and AC.
However, why that manual " http://www.gamefaqs.com/pc/663933-baldurs-gate-enhanced-edition/faqs/65403 "
says that half-elves are that worst class (it makes kind of scoring the races and only race I saw that got 1/4 is half-elves)? I don't know what to expect but seems like Fighter/Sorcerer seems like a good combination though leveling up slowly will be bad I guess but Half-Elves wouldn't be better choice at this combination than humans?
And one more thing what is "kit"? They use this word a lot in guides but never explain.
Kits are something introduced in the Enhanced Edition of Baldur's Gate, and essentially it adds more variety to the different classes you can play, with different unique advantages, restrictions, and penalties over the base classes which would normally be available to you. To my knowledge, things like kits were introduced in 3rd Edition Dungeons & Dragons, but the original Baldur's Gate was made when 2nd Edition was still the thing. Basically if you want a more specialized sort of character, a kit might just be the thing for you. If you plan on doing a 'dual class' with a human race character, then using something like a kit is the preferred method of starting your character, since a second class with 'dual classing' may help to cover up for the disadvantages or double up with the nice things about the previous class.
The Dungeons & Dragons ruleset FAQ can tell you more about the differences between Dual Classing with humans and Multi Classing with the other races. Just as a note, you can't multi class as a kit in Baldur's Gate Enhanced Edition, and only the Gnome race gets to Multi Class as anything other than base classes (they default as mages to Illusionists when being a mage). An Illusionist for example is called a specialist mage, and essentially what happens with them is they get one extra spell for each spell level in their spellbook when it becomes available (so for example if you normally would have Two spell slots available for 2nd level spells, with an Illusionist you'd get an extra third slot for 2nd level spells). The downside to this great advantage is that you'll be restricted from learning any spells of the opposite spell school. So technically you won't be able to learn all of the spells, but you'll be able to cast more spells in a day and this is useful for higher levels of spells with getting additional castings as a free extra basically. There are a number of different spell schools so losing access to just one of them wouldn't be bad since you're only going to need to know a certain amount of them anyway. Just don't be an Enchanter specialist mage as you lose access to a spell school full of fan favorite spells that would make things easier for a new player and are useful as well.
A roll of 20 is called a "critical hit", and a roll of 1 is called a "critical miss". A critical hit always hits, and a critical miss always misses. So, you are right that both 1 and 20 are exceptional rolls that bypass all the mathematical figuring that goes into rolls of 2 to 19.
Critical hits against characters who are not wearing helments do double damage. So, helmets are very important for any characters who fight in melee. Characters who can't wear helments should probably be avoiding melee unless absolutely forced to it.
Did you catch that "Thac0" means "The roll to hit armor class zero"? I've seen a lot of convoluted attempts at explaining AC and Thac0 that forget to mention that one simple piece of information that makes the whole thing make sense.
A Thac0 of 10 means you need a 10 to hit AC0, a 9 to hit AC1, an 8 to hit AC2, etc. You will automatically hit AC10 every single time, unless you roll a critical miss (1).
A Thac0 of 11 means you need an 11 to hit AC0, a 10 to hit AC1, etc.
You can make a table out of this, and in fact, the cardboard dungeon master's screens for tabletop usually have the table for the DM to make a quick reference. The computer program for the game does the same thing.
So, if you are a Fighter, you can't dual class into a different fighter-type. You can become a thief or cleric or mage, but not a Fighter/Ranger.
You can start out as a kitted Fighter, i.e. Berzerker, and then dual class into a cleric, making you a Berzerker/Cleric.
You can not start as a Cleric and dual into a kitted Fighter, so there is no (legal) way to become a Cleric/Berzerker.
Basically, you can only take a kit when creating a character and dual into a generalist of another type.
That said you will not be able to max out your stats so make sure to spend time rolling that perfect character. It's time well spend.
However, there are also a few items in the game which improve certain stats (so long as you keep that item equipped), and there are numerous spells and potions which improve various stats for a limited duration.
103 ^^
I opened a elven archer,
18/04 STR
19 DEX
17 CONS
16 INT
15 WIS
18 CHAR
Though I think I made a mistake. You know at the beginning of the game there is a mage and some kind of funny guy gave you health poiton and ask you to escort them to some mines I rejected them since with the thief and two guys from inn that will join me and them, party gonna be six person and i kind of hesitated and rejected them now I am thinking that I don't have a mage. Shoud I accepted their quest or can I find them and accept the quest or will I find new and more powerfull mage follower and no need to find those two?
Even when I'm playing a Good character, I usually let those two join the party temporarily, until I find some more suitable recruits.
Nevertheless, there are plenty of other companions available to you, including several whom you will meet fairly early, so don't worry about missing those two.
Yes, it's very useful to have a Mage (or two!) in your party, but Mages are rather weak for the first few levels, so you're not missing out on too much by not having one immediately. There's another Mage whom you'll very likely meet in Chapter One, and also a Bard (who can also cast spells like a Mage once he reaches level 2), both of whom are Neutral (and thereby can work with any alignment). Then there's another Mage (another Evil one) whom you'll meet early in Chapter Two, and two more Mages (a Good one and another Neutral one) whom you can find before the end of Chapter Two.
I'd say if you know nothing of the world, then wait to read up on it until after you've played the games. The games have a lot of Forgotten Realms-nerd fan-service in them, that you might appreciate more by playing first and then reading.
In the I.T. helpdesk support business, we have a favourite saying, which we frequently mutter under our breath but only occasionally say out loud to users: READ THE ****ING MANUAL! (It's usually abbreviated to just RTFM, because we mutter it so often.) I strongly recommend that you read the manual, to learn how to control your party effectively. It doesn't contain spoilers for the story. Well, obviously I don't know with what other games you're comparing this. However, lots more locations appear on the map as they become accessible to you, I'd say it's a pretty big area when you can see it all. Total playing time from start to completion will obviously vary considerably, depending upon your playing-style and experience, but it's certainly a great deal more than "a couple hours". Perhaps a hundred times more than that.
But, even though I click Neera away from combat after a sec she sturts running again with her quarterstaff to enemies. I didn't know that I can disable the AI which I will thanks for that ^^.
About the other games, e.g. The Witcher series, or WoW (I know this is unfair :P), or Elder Scroll series, or Mass Effect series, or Dragon Age Origins, or Diablo (not exactly RPG I know), Titan's Quest, Torchlight etc. All of them had a really huge world but when I play BG:EE ( I am still going to mines at south I haven't reach there yet.) it felt like much more smaller. I don't know it just felt like that.
One quick note. Having a spellcaster like Neera use an auto-attack script with her equipped weapon doesn't stop or interrupt her from casting spells, so you won't have to worry about her trying to attack in the middle of casting a spell. The only thing it interrupts to my knowledge is trying to use turn undead with a Paladin or a Cleric, but as a new player I don't think you'll be doing any of that at all (I've gotten along great without ever utilizing it). If you want to turn undead with that kind of NPC, then turn the script off for that character when the time comes, but for Neera and other mages you have nothing to worry about. It's probably better for a good deal of the early and mid game to have her with an auto attack script so she's at least attacking automatically with her sling and switching onto new targets when an enemy dies. When she has a far bigger selection of spells later in the game you may not need this, but as a ranged attacker she can still be useful for trying to interrupt the enemy's spells they cast. There should be a +1 magical sling in Beregost you can buy, I'd get that for Neera right away and after she gains a few levels use a proficiency point for her in slings.
Her 17 of Dexterity is already pretty good for using slings, giving her around a +3 attack bonus, so definitely have her using slings for a while. There will be a hefty penalty cus her only proficiency point is in staffs right now, but later when you get her skilled in slings then she'll be a decent ranged attacker with a sling.
Just because a script has a different class in the name doesn't mean you can't use it. You can put a cleric script on a mage or a fighter script on a druid and what not. The characters will only use the parts that apply. If they have no healing spells, they won't try to heal allies if you give them a paladin script, but they will do all the things listed in the script that apply (i.e. choice of weapons, use of potions, melee/ranged).