Nobody was sworn to carry your burdens.
"You killed Connor. You killed him. A little boy, how could you do that?" Whenever I think about companions in RPGs, these words stick in my head. They're not from the mouth of any of's cast—instead, they come from Alistair, a companion character in BioWare's classic RPG Dragon Age: Origins.
Since Connor's possession had killed so many already, I made that choice, and Alistair rightly ripped me a new one for it. Much to my annoyance I later found out that there wasn't a timer or anything—you could totally make the trip there and back without issue. In the moment, though? It felt awesome to be forced into that choice and to have a companion refuse to stand for it. Horrible, but awesome.
When I say 'Baldur's Gate 3's companions get in your way', this magic item-hungry wizard probably misty stepped to the front of your mind. You're not wrong—it is a pain that Gale needs to chomp through your year. It's the first companion tax you're forced to pay, and it uses in-game items to do it, but the rest of your camp's far from innocent.
Gale's hunger for magic stuff is a great way to build tension between the player and the game's story—but the scene that really sticks with me comes from Shadowheart's storyline in Act 2.for the end of Act 2 here. That's your last warning, adventurer. If you want to talk her back from the edge, you need to succeed on either a whopping DC 30 or a DC 21 persuasion check. If you can't do that, you either need to kill her, let her leave your party for good, or allow her to go through with spearing the Nightsong. None of those options are great, especially since that last one drops the shield over Light's Hope Inn, killing everyone inside.
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