I am finding out many things late. Sometimes by chance, sometimes by google. So much content I missed the first time as well. I am going through three times - Tiefling Warlock, Drow Ranger, Half-Elf Rogue ... and finding new stuff as I do.
I am avoiding tips and tricks related to quests and the like as they would be too spoilerish. These are just general things.
Anyhow I never knew how to change character direction w/out moving in combat - which is important. So a few things I have picked up - if I think of more will add them.
- Use CTRL to change the direction your character faces in combat
- If you want to take screenshots it seems to work best in DX11
- When in stealth it will remove all non-stealth characters from moving with you. This is important if you take your rogue fairly far and then get into combat .. and you wonder why none of your companions have your back!
- Crowd control, movement spells, healing ... I find these give you a great edge in combat. I love the feather fall and triple jump spells to really cover distance (without falling prone in the process).
- Use stealth to get surprise when you can, you get a free round. Remember to bring your teammates into combat as well.
- Save all the time. Especially before sleeping at camp.
- You get 2, not 1, ability points to spend at level 4. That may affect your ability points initially selected (like maybe have a 15 and 17 you want to make 16 and 18 ... or save them to boost one ability into a new modifer base).
- The "Sleight of Hand" skill is used for traps and lock picking, not just what it says in the description. My Ranger took the urban ranger and urchin background and was able to pick locks.
- It pays to explore and notice your passive die rolls when you do. I also make sure all the companions check with their skills (i.e. bring them along). Found a few secret areas I had missed the first time.
Not really a tip and more an annoyance. I couldn't find any post about how the ranger's animal companion works. I had hoped it would be a true companion. Alas finally got my ranger to level 3 and come to find out it is just a summons spell. Can't even name them. Pretty much killed most of my desire to even play a Ranger.
On the plus side I can have my Rogue and Warlock select "Folk Hero" background to get the animal handling skill. The warlock can also get the speak with animals ability. I think the rogue can later on as well depending on what sub-class you go with. Will know soon.
QUESTIONS:
Anyone figure out how to actually chose the ability to apply guidance to? Maybe its not fully implemented yet:
Guidance – Target receives a d4 bonus to an ability check of its choosing
I cast it but never gets asked what ability. I vaguely remember once casting another type of spell that adds to an ability and seeing a pop up row - but I couldn't select it and never saw it again. Forget which spell it was to try it again though.
I am avoiding tips and tricks related to quests and the like as they would be too spoilerish. These are just general things.
Anyhow I never knew how to change character direction w/out moving in combat - which is important. So a few things I have picked up - if I think of more will add them.
- Use CTRL to change the direction your character faces in combat
- If you want to take screenshots it seems to work best in DX11
- When in stealth it will remove all non-stealth characters from moving with you. This is important if you take your rogue fairly far and then get into combat .. and you wonder why none of your companions have your back!
- Crowd control, movement spells, healing ... I find these give you a great edge in combat. I love the feather fall and triple jump spells to really cover distance (without falling prone in the process).
- Use stealth to get surprise when you can, you get a free round. Remember to bring your teammates into combat as well.
- Save all the time. Especially before sleeping at camp.
- You get 2, not 1, ability points to spend at level 4. That may affect your ability points initially selected (like maybe have a 15 and 17 you want to make 16 and 18 ... or save them to boost one ability into a new modifer base).
- The "Sleight of Hand" skill is used for traps and lock picking, not just what it says in the description. My Ranger took the urban ranger and urchin background and was able to pick locks.
- It pays to explore and notice your passive die rolls when you do. I also make sure all the companions check with their skills (i.e. bring them along). Found a few secret areas I had missed the first time.
Not really a tip and more an annoyance. I couldn't find any post about how the ranger's animal companion works. I had hoped it would be a true companion. Alas finally got my ranger to level 3 and come to find out it is just a summons spell. Can't even name them. Pretty much killed most of my desire to even play a Ranger.
On the plus side I can have my Rogue and Warlock select "Folk Hero" background to get the animal handling skill. The warlock can also get the speak with animals ability. I think the rogue can later on as well depending on what sub-class you go with. Will know soon.
QUESTIONS:
Anyone figure out how to actually chose the ability to apply guidance to? Maybe its not fully implemented yet:
Guidance – Target receives a d4 bonus to an ability check of its choosing
I cast it but never gets asked what ability. I vaguely remember once casting another type of spell that adds to an ability and seeing a pop up row - but I couldn't select it and never saw it again. Forget which spell it was to try it again though.