So when I first played the game I got my butt handed to me a bunch, until I figured out all the things I was doing wrong. This game, like all Larian games, has a learning curve.

Just for context I don't use barrelmancy, or throw (potions or people) and I try to play as close to 5E rules as possible. People will say you "have to" abuse those mechanics and the truth is you really don't.

However it also depends on how you define "game" for some people a game is simply an interactive experience with a story. For others a game is something that challenges them to learn, grow and do better AND has a compelling story. Larian falls heavily on the latter definition when they create games. I am not saying objectively that either is better, most games though fall under the former definition.

I find it helps to play with other people, so if you get a chance and don't mind being social I would encourage you head to the Larian discord and join a multiplayer game.

Anyway, I wrote up this list for new players some time ago and its based on all the mistakes I made when I first started.

1) Using True Strike. Don't do it. Its worthless at low levels.

2) Using the Gloves of the Absolute without the Mark of the Absolute branded into you. This casts Bane on yourself, over and over. You get the Mark
from priestess Gut

3) Odd attribute levels - like 13, 15, 17. Useless. 17 is the worst. With a few minor exceptions (Warlock + Volo's Eye for example) its a huge waste of points.

4) Using weapons you are not proficient in or not ideal for the character. Example: Shadowheart, throw her mace away and give her a dagger/shield and a Light Crossbow. Make sure you are proficient in everything you equip.

5) Ending my turn facing away from mobs (you are giving them free advantage on you) - I see this a lot with new players.

6) Not taking the high ground and holding it or attacking from high ground and Not using stealth to scout out areas to find the best area.

7) Ending my turn with my ranged weapon in hand instead of my shield (if I have one) and melee weapon because 1) you don't get an Attack of Opportunity against another mob that moves past you or away unless you have a melee weapon equipped - and 2) a shield only protects you if you are holding it and not your ranged weapon- there is a little switch that lets you toggle what you are currently holding.

8) Not understanding the Attribute that affects to-hit values the most; for Finesse/ranged weapons Dexterity, For all other weapons - Strength. Cleric spells Wisdom, Wizard Spells Intelligence, Warlock spells Charisma, Druid spells Wisdom

9) Understanding how Concentration works when casting spells.

10) Not understanding the importance of Darkvision in to-hit and who has Darkvision and who does not (Elves, Half Elves, Drow, Dwarves, tieflings have it and Humans, Githyanki*, Halflings do NOT have it) Sunwalkers gift (Ring, Underdark vendor) gives you Darkvision, Warlocks can choose it at 2nd level as an invocation (Devils sight), Wizards can cast it on themselves or others and it lasts until long rest (No concentration)

11) Its important to know that breaking a chest usually destroys its contents. Don't do that.

12) If you are a Warlock or Beast master Ranger make sure you summon your familiar outside of combat so you can use it in combat.


Blackheifer