![]() I’m often glancing at my toolbar and imagining my more powerful spells locked away behind imaginary glass, to be broken in case of emergency. Suddenly, that’s the case in Baldur’s Gate 3. I’ve been playing Dungeons & Dragons for years, and the system has always annoyed me a little bit, because it turns the cool things your character can do into a finite resource and encourages you to horde them, like how you don’t use your most potent spells just in case you need them later. Each day, you’ll get a small selection of spell slots you can fire off before you need to take a long rest to replenish them. Then there’s also Baldur’s Gate 3’s spell slot system, which is actually D&D’s spell slot system. ![]() When you get to 12, you should be looking for the nearest dungeon or dragon to solo as a show of your power. Bear in mind that in D&D parlance, by the time you get to levels 13-14, you’re just about ready to punch a god in the face. Considering the max level is 12, each level achieved will feel genuinely quite momentous. Not every class was created equally in terms of what they get when they level, but each level feels instantly more interesting than most other games. For Wizards, you get to choose the subclass of magic you want to be really good at. For fighters, you might get to choose the champion subclass, which makes you fantastic at battering people, or the eldritch knight, which gets to add spells to their big fighty repertoire. Similarly, because the tabletop game tries to deliver on the dungeon crawling experience in the smoothest way possible, you won’t actually get to do extraordinary things with your character until level three, which is when your character will choose their specialisation and start to feel like a distinct character.
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