Divinity: Original Sin 2 – 10 Pro Tips From Dungeons & Dragons Players Can Use

Fans of TTRPGs who play Divinity: Original Sin for the first time might think this game is oddly familiar. Moreover, those who play Larian Studios’ Original Sin sequel will probably compare it to a Dungeons & Dragons game. After all, the dev’s acclaimed Divinity: Original Sin 2 makes a great blend of immersive narrative and engaging gameplay that it may as well be their own take of a D&D campaign.

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In fact, some TTRPG players may want to consider applying some D&D principles when playing their playthrough of Original Sin 2. Some gameplay philosophies applied to TTRPGs might make sense when applied to Original Sin 2. However, just which TTRPG playing “strategies” work in this game?

10 Take Advantage Of The Environment

Thanks to the “freedom” of roleplaying in D&D, doing anything is almost always possible provided it’s within the confines of a character’s skillset. In fact, this situation is the reason why Bards always try to seduce dragons. However, this element means players should try to use everything around them to resolve a situation.

In Original Sin 2, Larian Studios tries to replicate this with an extremely interactive environment. As such, players can create interactive surfaces with barrels, or even break the in-game script with a few teleportation spells.

9 Never Neglect Talking

In narrative-driven RPGs like Original Sin 2, dialogue choices can spell the difference between a good talk or fighting. Thankfully, Original Sin 2 enables players to tinker with these options via Civil Abilities. Unlike Combat Abilities, Civil and Personality Abilities such as Bartering, Charisma, Leadership, and Persuasion can help Intimidate, Charm, or Reason with NPCs.

Likewise, D&D players shouldn’t forget to engage with NPCs even in combat. Calling their attention mid-battle to strike up a conversation can end combat immediately. In fact, characters with good-enough Charisma or Skills in Insight, Deception, Intimidation, and Persuasion can avoid unnecessary battles entirely.

8 It’s Not Always Dialogue Or Combat

In TTRPGs like D&D (and other narrative-driven RPGs), players often remember that diplomacy (or intimidation) usually works to avoid unnecessary combat. However, Original Sin 2 demonstrates that problem resolution isn’t always limited to dialogue or combat. For instance, the game implies that some battles simply “appear” to be inevitable. Interestingly, players can skip some of these encounters by breaking the script.

In one Act 2 encounter, an NPC will inevitably spawn a ton of Voidwoken. However, players can avoid such a situation by not letting that NPC have their turn. Players can painstakingly teleport the NPC away from the field before triggering combat and send them back to their family. In turn, players fight the Magisters in the area under normal circumstances. In D&D, players stuck between a rock and a hard place may still have creative ways of resolving a problem. Sometimes, it’s all about working with details the DM might not have considered in a situation.

7 Don’t Split The Party, Or Just Do It

It’s almost a running gag in D&D tables that splitting the party easily becomes a huge no-no. When the party gets split, one part of the party almost always ends up in trouble. However, more creative parties can use splitting up to their advantage, especially with the right preparation. After all, a well-timed sneak attack from the resident Rogue can eliminate unsuspecting opponents who thought the party is just three instead of four people.

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Players of Original Sin 2 can get more concrete examples of these advantages in combat. Regardless of game mode, players with characters that stick together almost always end up getting TPK’d. Instead, Original Sin 2 almost actively encourages players to split party members before combat so they start from the best vantage points.

6 Always Have Backup

Parties in D&D often fight encounters closely together and then reposition themselves during the first or second round. On paper, this strategy seems reasonable. Interestingly, D&D players who get the opportunity to plan their combat approach often assign tanks to attack first before the ranged specialists, spellcasters, and rogues arrive with Advantage and Surprise.

In turn, Original Sin 2 players can also apply this principle. Remember, Skills and Magic get extremely strong in Original Sin 2, almost to the point of TPK-ing a party that’s extremely close to one another within the first few rounds. As such, D&D players can circumvent this by having stronger or nimbler characters fight first and have the spellcasters and ranged attackers reposition to safer vantage points before entering battle. This strategy especially works with specialized Talents such as Duck Duck Goose or Glass Cannon.

5 Run If Necessary

In D&D, DMs may make it seem that combat encounters need to be settled at that moment in the game session. However, this isn’t always the case. Creative players who end up in these “unwinnable” situations often save the party via teleportation spells, mobility spells, or even negotiation. In fact, players who think of these things in D&D often bring the party to more favorable and interesting situations.

Players of Original Sin 2 can apply the same strategy: there’s no shame in retreat. In Original Sin 2, players can end any combat encounter immediately if they leave the combat zone. That way, the game resumes at its normal pace, players can recover, and they can launch a counter-attack to the enemies that haven’t recovered.

4 Think About Mobility All The Time

Characters in D&D often die if they can’t escape from enemy attacks — be it because they’re flanked, stunned, or incapacitated. However, these happen very rarely as most Classes in D&D often have mobility spells or features that help characters move quickly should the need arise. In Original Sin 2 where most spells can easily turn deadly, mobility easily becomes essential.

RELATED: The 10 Most Useful D&D 5e Spells Players Should Have

In turn, players should ensure their Original Sin 2 characters always have some sort of mobility Skill ready. Fighters using Warfare can rely on Phoenix Dive. Meanwhile, Scoundrels and Huntsmen can rely on Cloak And Dagger as well as Hunter’s Retreat, respectively.

3 Everything Can Be Explored

Unless they’re following a strict adventure progression, D&D players can easily delay the main campaign just to explore various parts of the world they live in — and even make changes that can affect the geopolitical and socioeconomic landscape of the world.

As such, players of Original Sin 2 might get disappointed at first when they learn that each Act in the game has a simple overworld. However, the “non-open-world” setting easily compensates with the worldbuilding present, courtesy of atmosphere and side quests present in each Act. In turn, players should try as much as possible to explore the boundaries of the map in every Act, as treasures and interesting dialogue options end up in nooks and crannies players usually overlook.

2 Get Ready To Cheese

TTRPG Players who overoptimize and end up with Cheese (OP) Builds easily dominate combat, and it becomes an entertaining challenge for the DM to test their mettle. In Original Sin 2, the powerful nature of Magic and Sorcery makes it easy for players to have a go-to build to decimate their foes. Moreover, sudden comebacks from more powerful enemies also motivate players to enhance their build to fix all the kinks.

In terms of Original Sin 2 Cheese Builds, players should almost always have a mobility Skill for retreat, a targetable Skill for direct attacks, as well as ranged and melee AOE Skills for burst damage. Players can then play around with the other Skill options in the game.

1 It’s Canon Until The Next Playthrough

First-timers of RPGs like Original Sin 2 will likely want all the best outcomes in their first playthrough. That way, they can get to another game knowing they maximized Original Sin 2‘s offerings, right? Unfortunately, choices as early as Act I’s Fort Joy will already have players thinking about making a second playthrough.

As such, players might want to take a page off D&D — in the face of difficult decisions, players should pick the option best for them, enjoy the consequences, and treat this timeline as canon. If they want to explore other decisions, that’s where a second playthrough comes in. This advice comes straight from an unspoken rule of D&D — consequences drive the plot forward. Without consequences, there won’t be any growth. After all, what’s the point of a perfect character in an imperfect world?

NEXT: 10 Must-Have NPCs In Dungeons & Dragons Lore To Make Your Campaigns Awesome


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