Baldur's Gate 3 Beginner Guide: Stop Overthinking and Just Play

Baldur's Gate 3 Beginner Guide: Stop Overthinking and Just Play

Look, the character creator in this game is a trap. You’ve probably already spent two hours staring at the difference between a High Elf and a Wood Elf, wondering if that +1.5 meters of movement speed is going to haunt your nightmares forty hours from now. It won't. Honestly, the biggest hurdle in any Baldur's Gate 3 beginner guide isn't explaining the math—it’s convincing you that it is perfectly okay to mess up. Larian Studios built this thing to react to your failures just as much as your successes.

You’re going to miss a 90% chance to hit. It’s going to happen. You’ll probably accidentally set your own wizard on fire because you threw a grease bottle and then stepped in it with a torch equipped. That’s not a "Game Over" moment; that’s just the story taking a weird, hilarious turn.

Forget the "Best" Build Right Now

Everyone wants the "meta" build. People search for the highest DPS Warlock or the unkillable Paladin before they’ve even learned how to jump. Here’s the reality: on Balanced or Explorer difficulty, you can beat this game with basically any party composition as long as you aren’t actively trying to sabotage yourself.

The game uses the Dungeons & Dragons 5th Edition ruleset. If you’re coming from Skyrim or The Witcher, the "Action Economy" is going to feel weird. You get one Action, one Bonus Action, and some movement. That’s your currency. Spending your Bonus Action to "Shove" a goblin off a cliff is often more effective than swinging a sword twice.

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If you really hate your class choice after three hours? There’s a guy named Withers. You’ll find him in a crypt very early on. He lets you respec your entire character for 100 gold. That is pocket change. Don't let "analysis paralysis" stop you from leaving the beach.

The Ability Score Secret

When you're looking at your stats, odd numbers are basically useless. If your Strength is 17, it does the exact same thing as a 16. You only get a "bonus" (a modifier) on even numbers. $16 = +3$, $18 = +4$. If you see a 13 or a 15, you’re just wasting a point that could be elsewhere, unless you plan on taking a "half-feat" later to bump it up.

Understanding the "Dice" Behind the Screen

Everything in this game is a dice roll. When you try to pick a lock, the game rolls a D20 (a twenty-sided die). It adds your Dexterity bonus and your Proficiency bonus. If the total beats the "Difficulty Class" (DC), you win.

But combat is where people get frustrated. "Why did I miss?" Check the combat log on the bottom right. It’ll show you the math. Maybe the enemy has High Ground. Maybe you’re trying to use a heavy crossbow while a skeleton is standing right in your face, giving you "Disadvantage."

Disadvantage is the silent killer. It means the game rolls two dice and takes the lowest result. If you have Advantage, it takes the highest. Your entire goal in combat is basically just finding ways to get Advantage. Hide in the shadows. High ground. Prone enemies. Use these.

The Camp is Not Just for Sleeping

New players treat Long Rests like they’re a limited resource. They aren't. While there are a very few time-sensitive quests (like, if a building is literally on fire, don’t go take a nap), most of the time you should be resting way more than you think.

This is where the story happens.

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If you don't Long Rest, you miss the cutscenes where Astarion tries to do... well, Astarion things, or where Gale explains his magical "condition." If you push through with zero spell slots because you're afraid of "wasting time," you’re actually just starving yourself of the best writing in the game. Plus, food is everywhere. Pick up every wheel of cheese and rack of ribs you find. Send it to camp. You'll never run out.

Short Rests vs. Long Rests

  • Short Rests heal you for half your HP and reset certain class abilities (like a Fighter’s Action Surge or a Warlock’s Spell Slots). You get two of these per day.
  • Long Rests reset everything. HP, Spell Slots, and your party's sanity.

Combat Tips That Save Lives

In this Baldur's Gate 3 beginner guide, we need to talk about environmental hazards. The floor is your best friend or your worst enemy.

  1. Water + Lightning = Big Damage. If a group of enemies is standing in a puddle, hit them with a lightning bolt. It spreads.
  2. Grease + Fire = Explosion. Simple, classic, effective.
  3. Blood + Ice = Slipping. If you’ve hacked someone open and then hit the area with a cold spell, the blood freezes. Enemies will fall prone and lose their turn.

Also, look up. See a chandelier? Shoot the hinge. See a giant rock hanging by a rope over a guard? Break the rope. Larian loves verticality. If you play this like a 2D tabletop game, you’re going to get wrecked by archers sitting on rafters.

Talk to Everyone (Even the Dead)

Two spells will change your entire experience: Speak with Animals and Speak with Dead.

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Some of the funniest, most heartbreaking, and most helpful dialogue is locked behind these. The squirrel in the Druid Grove has opinions. The ox has secrets. That corpse you just created? He might tell you where he hid his treasure if you ask nicely (or use a disguise spell so he doesn't recognize his killer).

Haggle with traders. Even if you aren't a "Charisma" character, use someone like Wyll or a Bard to do the talking. Higher Charisma means lower prices. It adds up when you’re trying to buy that +1 plate armor that costs 2,000 gold.

Why Your "Class" Choice Matters Less Than You Think

You have a party of four. If you play a Cleric, you don't need Shadowheart, but you can still bring her. You can change the classes of your companions too. Want Karlach to be a Wizard? Withers can do that. It makes no narrative sense, but the game lets you do it.

Don't feel pressured to be the "Healer." In Baldur's Gate 3, healing is actually kinda weak in combat. It's usually better to kill the guy doing the damage than to try and out-heal the damage he's doing. Healing spells are best used to "rubber band" a companion who has actually dropped to 0 HP. Throw a healing potion at their feet. Yes, you can throw potions. It's a "Bonus Action" for some classes or an "Action" for others, and it works like a splash grenade of health.


Immediate Action Items for Your First 5 Hours

  • Find the Waypoints: See those purple glowing sigils on walls? Click them. They are your fast-travel points. You can fast travel from anywhere (unless you're in a red "no-fly" zone) just by opening your map.
  • Check the "Examine" Tab: Right-click an enemy and hit "Examine." It tells you their resistances. Don't fire an arrow at a skeleton that has "Resistance to Piercing." You’re just wasting a turn. Use a mace instead.
  • Get the Guidance Cantrip: If you aren't playing a Cleric or Druid, make sure Shadowheart is in your party. Guidance adds a D4 to every single dialogue check. It is the single most important spell in the game for beginners.
  • Save Often (F5): "Save scumming" is a divisive topic, but for a first-timer, hit that F5 key before every conversation and every fight. Sometimes the game does something weird, or you misclick and accidentally steal a cup instead of talking to a merchant, turning the whole town hostile. Just reload.
  • Read the Books: Not every book is lore fluff. Some contain recipes, some trigger quests, and some literally give you permanent stat buffs or hidden map markers.

The most important thing to remember is that there is no "wrong" way to play. If you kill a main character, the game continues. If you fail a quest, the world changes. You are writing a story, not trying to get a perfect score on a test. Go get off that beach and find out what that parasite in your head is up to.