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Baldur’s Gate 3V4mp Wiki
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Baldur’s Gate 3 Beginner Guide: Your First Party and First Decisions

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Give your first character a clear job

For a first campaign, choose a character whose ordinary turn sounds enjoyable. A Fighter is a useful starting choice if you want to learn movement, weapons and positioning before managing a large spell list. A custom character lets you define your own background; choosing an Origin places you inside that character’s story. The Dark Urge is a separate Origin with its own events, rather than a blank custom character with a different name.

Read your race and background choices before confirming them. Class choices can later be rebuilt through Withers, but that service does not replace your character’s identity. You do not need a complicated multiclass plan to get through the opening.

Build around four useful turns

The normal party limit is four characters, including your protagonist. Recruit companions around the crash site before pushing into larger fights; the companion route shows the early meeting places.

Think about what each person will do when an enemy is too far away to hit. Give your melee character a ranged option, let a caster work from a protected position, and spread healing items across the group. A party that depends on one character to handle every difficult situation becomes fragile when that character is downed or cut off.

Before committing to a fight, decide:

  1. Who can reach the most dangerous enemy without spending their entire turn moving?
  2. Which ally can help if the front character falls?
  3. Where can a ranged character stand without blocking the others?
  4. Which limited ability is worth spending to make this encounter easier?

Learn one character before adding complexity

On a Fighter, Second Wind supplies a personal recovery option from level 1. Level 2 adds Action Surge, giving an additional action on the current turn; its charge returns on a short rest. At level 3, your subclass adds another choice about how you fight. Read each new button when it appears instead of changing several characters’ builds at once.

Use the combat guide when attacks miss or a spell unexpectedly ends. Use the resting guide when the group is healthy but has exhausted its strongest abilities. Those are different problems.

Once your party is comfortable, follow the Act One route. It points out the travel decisions worth finishing local quests before taking.

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