Soloing BG

JustKneller

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I'm thinking about what I would like to run after I finish my current BG Trilogy run. One thing I've never done is solo the whole series as well. From what I've read, any class can basically solo the whole thing, it's just a question of what is one's preferred style. I'm not entirely sure what that means for me, so I don't have a particular class in mind. I figure hashing it out here might help. I know I don't like cheese and want to think through the game in a different way. I also have some ideas on how I would want to approach the run (good RP but completionist, no storage, give gold weight, etc.) but that doesn't get me to a race/class.

The long and the short of it is that I end up starting with a concept, not liking something about it, switching the concept, not liking something about it, and so on. I'm not keen on the arcane magic implementation, but divine spells are a little more low-key, so maybe a Cleric/Ranger (Staves and Slings). I don't really consider getting the druid spells to be that cheesy since any arcane caster can smoke a C/R on an average day. But still, it's pretty OP. Then again, traps are annoying, and thieves have some interesting skills, so maybe a cleric/thief. Then again, why not skip spellcasting entirely and do a F/T. But that doesn't really matter once you get UAI, not to mention traps get silly OP, so how about a C/M? On one hand, losing the thief isn't bad because a C/M has a spell for any trap. Then again, you need to meta to know which spell to use. You could tone that down with a Bard, but I find them to be kinda meh without a party to support. But a Cleric/Ranger is a hardy solo...and so on...

So, for those that do solo what race class combos do you usually take, how do they play for you? Any tips on how I can find the right solo build for me? Thanks!
 

Antimatter

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Soloing has its downsides, and it has its pros. You level up quickly and can over-level all the content except for very few areas / fights. You can reliably use all available wands, scrolls and items with charges. You can buy anything you want. But you also can't commit a mistake or it'll be a gameover from a trap or one CC spell. Some classes can't beat the final ToB battle without cheesing.

I'd say, to stay in the game, you'd need to feel some connection to the character you play. You need to have a concept in mind and stick to it. @Alesia_BH usually does that--even with all the meta play and excellent combat skills, she still has a concept in play that keeps her attached to the character, be it a song or a book.
 

JustKneller

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I think the biggest obstacle for me has always been dealing with traps. Some of them are pretty vicious and can end a solo run. You either have to take a thief (not a class I enjoy) or meta (which breaks immersion for me). Concepts are easy for me, but I can get a little fussy about gameplay.
 

Antimatter

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Well, yeah, I hear you. For many years, I've been thinking that, due to different factors, BioWare kinda insisted on players playing as a rogue in their games. It continued even in Dragon Age: Origins, with some chests in the prologue areas impossible to open unless you're a rogue.

My favourite class in BG, overall, is a F/T. Partially because of this thief issue, and partially because I like how backstabs perform in the game.
 

JustKneller

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My favourite class in BG, overall, is a F/T. Partially because of this thief issue, and partially because I like how backstabs perform in the game.
I actually like thieves (and stealth games in general). Here, something is off in the implementation for me. Maybe it's because HLA traps and UAI jumps the shark, or that you can't find traps while sneaking (relying on invisibility to effectively scout), or that, even with the sneak THAC0 bonus, there's still a high whiff factor for backstabs, or something else. I think if they allowed trapfinding while sneaking and gave a large THAC0 bonus to sneak attacks for thieves, got rid of HLA traps, and reworked UAI to have better fidelity with 2e, I'd be more sold on them.

But yeah, if I had to truly solo this game, I'd likely go with a F/T as well, though I'm not sure how I'd handle the need for invisibility for trapfinding/scouting.
 

Antimatter

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I learned to time that, as you have several seconds while you're still hidden after starting to search for traps (this is more reliable if you lose stealth manually by clicking the search button, instead of just failing a stealth check). It is possible, you'll get used to that. But also, because you're soloing, all items are for you, including the myriad of invis potions and items providing invis.

As for whiffing, again, as you're soloing, the boots of speed are your best friend. Often you can run away very quickly and the enemy won't even notice, or, if they notice you, lose track--and you'll be able to hide again soon.

I personally try to limit metagaming, even when soloing. Such things as HLAs before reaching ToB, for example. It all depends on where your priorities are: do you want to beat the game no-reload, no matter what tactics to use? Or do you want to just play the game, but solo?
 

JustKneller

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I personally try to limit metagaming, even when soloing.

Totally. With cRPGs, even though they're still video games, I try to approach it like I would tabletop. This is what make a Thief (single, multi, dual) work so well for these games. You don't have to screw around with meta for the traps. You can actually just handle it.

But also, because you're soloing, all items are for you, including the myriad of invis potions and items providing invis.
I'm thinking as to how I would plot that out without meta. For example, the invis ring at UB in BG1 can serve you the whole game with recharges but then what reason does one have to go there as soon as they have the money without meta. For a pure solo (i.e. not hitting up the FAI to get Jah's potion of invisibility), I think you can get three potions at High Hedge, which will get you through Ulcaster, Firewine and Nashkel. But if you don't have a reason to hit UB before that, you're out of luck for the spider forest and Cloakwood.

I've been wondering if a Cleric/Thief (wish there were more race options for this) is a stronger solo than a Fighter/Thief. Staves are the best BS weapons anyway. DUHM+RM could make up for the THAC0 gap between fighters and clerics, and lack of specialization for the latter. Then you have all the other useful cleric spells to go with it. Does the fighter bring something to the table over the cleric (aside from THAC0, APR, and specialization) that I'm missing?

I also wish I could kit a multi (without cheating). You technically could in tabletop (with restrictions), though.
 
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