Posted October 25, 2013
Can I just point out to some of the respondents here that they are not being very helpful in using D&D lingo? Explaining the spellcasting abilities of one class by comparing it to another probably doesn't much to a beginner, apart from that one class is inferior to another, to a small or great degree. I can't imagine "Fallen Paladin" meaning a whole lot to them either.
Now, on to my two cents.
First of all, people have been suggesting to make a Fighter for your first playthrough. That's a good idea. Using ranged weapons (for every character) is an even better one. You can get away with swords and axes later on, but bows and slings are pretty much mandatory in the beginning, especially so because many low-level enemies are armed with such weapons themselves; they will turn you into Swiss cheese long before a swordsman can close the distance.
Baldur's Gate (and D&D in general, come to think of it) is infamous for the high mortality rate among low-level characters because enemies will hit you relatively often, and many of them can kill any of your characters in one or two lucky hits, perhaps three for the Fighter and Paladin. A critical hit (5% chance, double damage IIRC) early in the game pretty much warrants a kill, and because you often find yourself outnumbered, you will be receiving more criticals than dishing them out yourself. Helmets (easy to come by) negate critical hits altogether, but not all character classes can wear them, so be on your toes anyway. In any case, Baldur's Gate becomes much more forgiving once you hit level 4 or so - until then you'll just have to tolerate the constant presence of death.
Alignment is a curious system in D&D, and one that I'm not very fond of. It does have some game-mechanical applications: for instance, certain items can only be used by, say, Evil characters, or Lawful Good or something. I wouldn't worry too much about that, at least on your first go. Certain classes require a certain alignment or prevent others, which is more a nuisance than a real concern. Some weapons and spells damage creatures of a certain alignment more than others, and so on. It also acts as a guideline to a character's behaviour in pen-and-paper games, but this function is nulled in the video games for greater player freedom, and as a result your alignment doesn't really matter.
The exact mechanisms of AD&D are so long-winded that it would be impractical to explain them here. However, this quickstart thing that I found might be helpful in getting you started. It mentions Kits under character classes: these were introduced in Baldur's Gate 2 (and EE, apparently), so they are irrelevant for now.
By the way, there are a few Thief companions available. There is no shame in using Stealth mode and sending them to scout what lies ahead.
EDIT: Also, Baldur's Gate is not an easy game to get into IMO. Restarting a few times is perfectly normal for a beginner.
Now, on to my two cents.
First of all, people have been suggesting to make a Fighter for your first playthrough. That's a good idea. Using ranged weapons (for every character) is an even better one. You can get away with swords and axes later on, but bows and slings are pretty much mandatory in the beginning, especially so because many low-level enemies are armed with such weapons themselves; they will turn you into Swiss cheese long before a swordsman can close the distance.
Baldur's Gate (and D&D in general, come to think of it) is infamous for the high mortality rate among low-level characters because enemies will hit you relatively often, and many of them can kill any of your characters in one or two lucky hits, perhaps three for the Fighter and Paladin. A critical hit (5% chance, double damage IIRC) early in the game pretty much warrants a kill, and because you often find yourself outnumbered, you will be receiving more criticals than dishing them out yourself. Helmets (easy to come by) negate critical hits altogether, but not all character classes can wear them, so be on your toes anyway. In any case, Baldur's Gate becomes much more forgiving once you hit level 4 or so - until then you'll just have to tolerate the constant presence of death.
Alignment is a curious system in D&D, and one that I'm not very fond of. It does have some game-mechanical applications: for instance, certain items can only be used by, say, Evil characters, or Lawful Good or something. I wouldn't worry too much about that, at least on your first go. Certain classes require a certain alignment or prevent others, which is more a nuisance than a real concern. Some weapons and spells damage creatures of a certain alignment more than others, and so on. It also acts as a guideline to a character's behaviour in pen-and-paper games, but this function is nulled in the video games for greater player freedom, and as a result your alignment doesn't really matter.
The exact mechanisms of AD&D are so long-winded that it would be impractical to explain them here. However, this quickstart thing that I found might be helpful in getting you started. It mentions Kits under character classes: these were introduced in Baldur's Gate 2 (and EE, apparently), so they are irrelevant for now.
By the way, there are a few Thief companions available. There is no shame in using Stealth mode and sending them to scout what lies ahead.
EDIT: Also, Baldur's Gate is not an easy game to get into IMO. Restarting a few times is perfectly normal for a beginner.
Post edited October 25, 2013 by AlKim