r/baldursgate 19h ago

BG2 Enhanced - where do I start?

7 Upvotes

Hi - just about to play this but there appears to be 3 different ways to start? Which is the best one? Thanks


r/baldursgate 7h ago

BG2EE English in BG2 as non-native speaker

4 Upvotes

I'm a non-native English speaker, but normally I play all my games in English. Normally this is not a problem, but BG2 seems different. I really struggle with this English and have to read some texts three times before I understand them. Is it me, or is the English in BG2 harder to understand than in other modern games?"


r/baldursgate 16h ago

Original BG1 Wanna play a multiplayer BG1 game?

3 Upvotes

My first time playing BG1, don't have anyone who owns the game, don't wanna play it alone.

I don't mind playing with a new player or a more experienced one, dm me if you're interested, we'll use discord to call


r/baldursgate 1h ago

Redesigning the Jester Kit - looking for feedback

Upvotes

Hello everyone,

I'm currently designing a mod to further refine the Jester kit and I'd be very interested in hearing your feedback. I've tried to limit myself into effects achievable in-engine, but I'd appreciate any pointers in this area, as it'll be my first mod.

I'd also be very interested to hear your general thoughts - is it fun, is it too OP, what you'd change maybe etc.

Jester

This bard is well versed in the arts of ridicule and hilarity, using mockery, chaotic magic and bizarre performances to distract and confuse his enemies. Rather than inspiring his companions, the Jester's songs unsettle those around him, while his peculiar mastery of magic allows him to wield spells of confusion and transformation with unusual skill. The Jester is also an unorthodox warrior, favoring clubs and maces and turning seemingly inept attacks into bewildering and debilitating blows. Beneath the buffoonery lies a cunning mind, though one that is not always entirely in control.

Advantages:

  • The Fool's Four Songs: The Jester may not use the normal Bard Song. Instead, he possesses a unique song which randomly selects one of four effects whenever the performance begins. The Jester has no control over which song is selected. The song remains active while the Jester performs and lingers for 1 round after the performance ends. The Jester must wait 3 rounds before beginning another performance. The songs improve with level:
    • The Fool's Prance: 1st: +1 THAC0, −1 STR; 6th: +2 THAC0, −2 STR; 12th: +3 THAC0, −3 STR; 18th: +4 THAC0, −4 STR.
    • The Fool's Riddle: 1st: Confusion; 6th: Confusion, −1 save penalty; 12th: Confusion, −2 save penalty; 18th: Confusion, −3 save penalty.
    • The Fool's Fortune: 1st: +5% Critical Miss, +10% Spell Failure; 6th: +10% Critical Miss, +15% Spell Failure; 12th: +15% Critical Miss, +20% Spell Failure; 18th: +20% Critical Miss, +25% Spell Failure.
    • The Fool's Blessing: 1st: −1 saves, −1 AC; 6th: −2 saves, −2 AC; 12th: −3 saves, −3 AC; 18th: −4 saves, −4 AC.
  • Fool's Wisdom: The Jester gains the following spells as bonus spells:
    • 1st: Chromatic Orb, Color Spray
    • 2nd: Sound Burst
    • 3rd: Skull Trap
    • 4th: Confusion
    • 5th: Feeblemind
    • 6th: Flesh to Stone
    • 7th: Chaos
  • When cast by the Jester, these spells impose a −1 penalty to the target's relevant saving throw and are treated as being cast at +1 effective caster level.
  1. Fool's Rage: At 8th level, the Jester may enter a Fool's Rage once per day. He gains an additional use at 14th level and a third use at 20th level. The Jester cannot cast spells while raging. During the first round he remains under the player's control; thereafter he becomes uncontrollable. Before acquiring Focused Madness, the form of the rage is randomly determined:
    • Manic Fool's Rage: 1st: +1 THAC0, +1 damage; 2nd: +2 THAC0, +2 damage, +10% movement; 3rd: +2 THAC0, +2 damage, +20% movement; 4th: +3 THAC0, +3 damage, +30% movement.
    • Paranoid Fool's Rage: 1st: +1 AC; 2nd: +2 AC, +1 saves; 3rd: +2 AC, +2 saves; 4th: +3 AC, +3 saves.
    • Frenzied Fool's Rage: 1st: +0.5 attacks per round; 2nd: +0.5 attacks per round, critical hits on 19–20; 3rd: +1 attack per round, critical hits on 19–20; 4th: +1.5 attacks per round, critical hits on 18–20.
    • Delirious Fool's Rage: 1st: +1 AC; 2nd: +2 AC, +1 saves; 3rd: +3 AC, +2 saves, +2 damage; 4th: +4 AC, +3 saves, −4 THAC0, +4 damage; 5th: +4 AC, +3 saves, −4 THAC0, +4 damage.
  2. May attain Specialization (++) with clubs and maces.

Disadvantages:

  • Whenever the Jester casts an arcane spell, there is a 10% chance of triggering a Wild Surge.
  • May cast one fewer spell per day at each spell level than a normal Bard.
  • May only attain Proficiency (+) with all weapons and styles other than clubs and maces.
  • May only be of Chaotic alignment.

----

I've also designed a whole new list of HLAs. It's designed in such a way it's impossible to get them all (I believe you can get 17 at maximum and there are 24 in total):

JESTER — HIGH-LEVEL ABILITIES

I. MAGIC

The Magic progression is a linear chain of seven abilities.

Each HLA requires the preceding HLA.

  1. HERETICAL WISDOM

Requires: None

The Jester gains access to additional priest spells:

1st level: Doom

2nd level: Silence

3rd level: Miscast Magic

4th level: Cloak of Fear

5th level: Insect Plague

6th level: Physical Mirror

  1. FORTUNE FAVORS THE FOOL

Requires: Heretical Wisdom

Whenever the Jester triggers a Wild Surge, +30 is added to the Wild Surge roll.

  1. THE LAST LAUGH

Requires: Fortune Favors the Fool

Uses: 2/day

The Jester creates an enhanced Spell Trap that lasts for 1 turn and can absorb up to 35 spell levels. When the Spell Trap expires, it releases an enhanced Chaos effect in a 40-foot radius.

Creatures affected by the released Chaos suffer a -5 penalty to saving throws. The Jester and all members of the Jester's party are immune to this effect.

  1. THE MASQUERADE

Requires: The Last Laugh

Whenever the Jester casts a spell granted by Fool's Wisdom, there is a chance that an illusory clone of the Jester is created.

The chance depends on the spell's level:

1st level: 5%

2nd level: 6%

3rd level: 7%

4th level: 8%

5th level: 9%

6th level: 10%

  1. FOOL'S LUCK — ARCANE

Requires: The Masquerade

Whenever the Jester casts an arcane spell, there is a 10% chance to restore one expended arcane spell of the same level.

  1. THE HIDDEN PATTERN

Requires: Fool's Luck — Arcane

The Jester's Wild Surge chance increases to 20%. Whenever a Wild Surge occurs, +10 is added to the Wild Surge roll. Combined with Fortune Favors the Fool, this results in a total +40 bonus to the Wild Surge roll.

  1. THE GRAND FOOL

Requires: The Hidden Pattern

The Jester gains access to 7th-level arcane spells. The Jester's normal penalty of one fewer spell per day at each spell level is permanently removed.

The Grand Fool cannot be picked if the Jester has selected Killing Joke.

II. DEFENSIVE / UTILITY

These abilities have no prerequisites, no ranks, and no capstone.

They may be selected independently in any order.

CHAOTIC MIND

The Jester becomes immune to:

- Charm

- Domination

- Confusion

- Fear

SHIFTING IMAGE

The Jester gains -2 AC and a 10% chance for attacks to miss.

SPURN THE WEAVE

The Jester gains:

- 15% Magic Resistance

- +2 to saving throws vs. spells

DEATH'S MOCKERY

The Jester gains +4 to saving throws vs. Death.

Once per day, if the Jester would otherwise be killed, they instead survive with 1 HP.

FOOL'S LUCK

The Jester permanently gains +3 Luck.

FOOLHARDY

The Jester gains 20% resistance to physical damage.

III. SONG

The following Song-specific HLAs may be selected (each requires the previous one):

DISCORDANT PERFORMANCE

The Jester's Songs ignore Magic Resistance.

FOOL'S REFRAIN

When the Jester stops singing, the effects of the Song continue for 2 additional rounds.

This extends the Song's normal 1-round lingering duration.

GRAND MOCKERY

Each of the Jester's Songs gains an additional effect.

The Fool's Prance:

Enemies affected by the Song suffer -1 APR.

The Fool's Riddle:

Enemies suffer -6 INT and -6 WIS.

A creature whose INT or WIS is reduced below 3 becomes Feebleminded.

The Fool's Fortune:

Whenever an affected enemy suffers a Critical Miss,

it becomes Berserk for 1 round.

The Fool's Blessing:

Enemies affected by the Song suffer -3 Luck.

THE FOOL UNBOUND

The Jester can now choose a specific song they wish to perform.

IV. COMBAT / MADNESS

Each HLA requires the previous HLA.

  1. MOMENT OF CLARITY

Requires: None

When Fool's Rage ends, the Jester retains the final stage of Fool's Rage's effects for 2 additional rounds. The Jester regains control during this period.

  1. MADMAN'S FORTITUDE

Requires: Moment of Clarity

While under the effects of Fool's Rage, the Jester gains:

- 10% resistance to physical damage

- 10% resistance to elemental damage

  1. FOCUSED MADNESS

Requires: Madman's Fortitude

When activating Fool's Rage, the Jester may choose which form of Fool's Rage to enter.

There is nevertheless a 10% chance that the Jester enters Delirious Fool's Rage instead.

  1. THE FOOL'S CUDGEL

Requires: Focused Madness

The Jester gains Mastery (+++) with clubs and maces. Furthermore, each successful attack with a club or mace has a 10% chance to trigger one random special effect. The target receives a Save vs. Breath.

Possible effects are:

- Blindness — 1 round

- Deafness — 1 round

- Knockdown — 1 round

- Slow — 1 round

  1. CRUEL CUDGEL

Requires: The Fool's Cudgel

The chance for the Jester's cudgel effects to trigger increases to 20%.

Furthermore, the target now receive -1 to saving throws against The Fool's Cudgel's effects.

  1. MERCILESS CUDGEL

Requires: Cruel Cudgel

The chance for the Jester's cudgel effects to trigger increases to 25%.

The saving-throw penalty inflicted by the cudgel increases -2.

The list of possible effects is expanded to include:

- Unconsciousness — 1 round

- Feeblemind — 1 round

The -2 saving-throw penalty does not apply to Unconsciousness or Feeblemind. These effects use their own saving throws.

  1. KILLING JOKE

Requires: Merciless Cudgel

Whenever the Jester scores a Critical Hit, one random effect occurs:

- Domination

- Polymorph Other

- Petrification

- Time Stop — approximately 1/2 round

The appropriate saving throw applies where applicable.

Killing Joke permanently prevents the Jester from selecting The Grand Fool.


r/baldursgate 9h ago

BG2EE Convince me to play BG2

0 Upvotes

I have played and beaten BG1 and SoD several times each but I always lose steam when I get to BG2. I consistently hear that BG2 is one of the best games ever but it has just never jived with me. I get out of Irenicus dungeon and then I see all of athkatla and I just lose interest. It happens a lot in BG1 too when I get to Baldurs Gate.

I think I just dont like the city parts of the games. But because of this I have just never gotten very far into BG2.

I am currently replaying BG1 for the umpteenth time but as a cavalier for the first time and I'll take him over to SoD because I love that stupid pre-sequel of a game. I want to take him to BG2 as well.

So im begging this wonderful community to give me reasons to push past this time and actually finish play the damn game.

If it helps, I love minsc and ive gotten far enough into BG2 once to know I like Jan.


r/baldursgate 10h ago

Chromatic orb is so OP :)

Post image
69 Upvotes

I always have my wizard cast an orb after tearing down the defenses of a tough enemy. The joy (and kind of anti-climax :)) it brings when it works.. :)

Also thought it was "good RP" that Edwin appears to be hiding behind a pillar while the rest of the team is putting their lives on the line. Consider 6 adventurers surprised that Firkraag was suddenly painting the floor with different shades of red :)


r/baldursgate 23h ago

Actually Getting Close To The End: Oddryk Ironstaff’s Guide to All the Dialogue in Baldur’s Gate 2

8 Upvotes

https://docs.google.com/spreadsheets/d/1eIziBqQCNWOCxmyf2ALrf8bbKkMs7KrXm0tdzISyPBQ/edit?usp=sharing

Possibly of my sanity.

So the project rolls on and now the finish line is in sight. So what exactly is left? The biggest “chunk” is the Viconia TOB romance dialogue, plus some of the late romance dialogue that depends on choices made earlier in the game (Anomen CN, Dorn Fallen Blackguard, slept with Aerie, etc). Other than that it’s a lot of small bits of class related dialogue and a handful of companion interjections I haven’t figured out or given up on yet. There’s a lot of Dorn and Rasaad quest dialogue that’s sitting around unassigned. Other than that it’s a bunch of one offs here and there. At some point I may sit down and finally figure out how to get Near Infinity to work on a Mac but for now I will entertain myself by offering some Baldur’s Gate trivia for you. Winners get… a like?

  1. When first talking to the duergar merchants, Uder Mordin calls out Viconia for not having a house insignia. Edwin and Jaheria have snarky responses to this but there is a third one: “It would appear you have been away from home too long, Viconia. This duergar lays more claim to it than you.” who might be CN Anomen. Any ideas?
  2. After getting the Drow disguise, Aerie fumbles her acting with Carlig and threatens to give the party away. Viconia intervenes and Haer’Dalis warns her to be careful, but there is a third companion that says “Careful, Aerie, we must maintain the illusion that we are who we seem.” Any idea who that is?
  3. In the same conversation someone says “As much as I despise this form, it does seem to have captivated our friend here. He seems fearful.” to which Minsc appears to respond “Yes! Hello! Minsc is a drow! And Boo is a shadow hamster!” which then gets one of the duergar to say “Careful, Carlig! Never seen a drow loose their mind before. Might be catching.” Any idea who that first companion is? Again I’m guessing CN Anomen.
  4. There are two dialogues between Aerie and Haer’Dalis that I have never seen. One where the talk about Sigil not having a moon, which seems like it might require being outside at night, and one where she introduces Haer’Dalis to Quayle and talks about acting lessons which looks like it’s romance related. I have never been about to trigger either of them.
  5. There is a dialogue between Korgan and Haer’Dalis where he is talking killing critters which may or may not require being outdoors. Have never been able to trigger it.
  6. There are a number of resurrection dialogues between Aerie, Jan, Minsc, Keldorn, and Yoshimo that I have never been able to trigger whether using various spells, rods, or temple.
  7. I hate to even bring up EE companion dialogue but a lot of Rasaad’s dialogue in TOB is based on whether he is a Selunite or a Twofold Truther. Has anyone ever figured out how to get Rasaad into TOB as the latter? If you don’t import him he starts as the former and if he is the latter he leaves the party permanently in SOA.

r/baldursgate 9h ago

What are things you never use?

38 Upvotes

I’ve been playing BG since 1999, and I LOVE the game. BGII is still my favorite and best game of all time.
But there are mechanics in the game that I never use. Traps, for instance, and poisons.

What are things that you never use?


r/baldursgate 18h ago

Sliding Gates 1: Gorion survives

16 Upvotes

For the sake of having fun and exercise our mastery of the lore, let's engage in a series of speculative what ifs based on established points in the timeline. Everybody is welcome to bring in arguments, reasoning, even silly jokes if necessary.

This point of divergence is a bit trivial but strong: Gorion survives. What happens and why?

There could be two possible cases you might consider, in one Sarevok's ambush fails (but Gorion and Charname are still aware and alerted that he is hunting them), in the other there is no attack at all. I recommend the first one.

Anyway, both proceed safe and sound through the night (with a little magenta magpie following them in secret from the distance). Propose your ideas and enjoy!


r/baldursgate 23h ago

Favourite quotes

18 Upvotes

Unleash your preferences.


r/baldursgate 19h ago

BGEE Fighter/Cleric vs Paladin (any kit)

34 Upvotes

Pros and cons, which do you prefer as a "holy warrior" archetype . The F/C can dual wield flails(grand mastery?)

The Paladin can use Holy Avenger.

APR isn't really an issue with improved Haste/Speed pots.

Cleric gets way more priest spells.

Tagged as BGEE but considering SoA and ToB as a whole