Baldur's Gate 3 has introduced so many new players to the world of D&D, a lot of whom will have never tried the tabletop game before, and while the two share a lot of similarities, some very clear differences make the experience feel completely distinct. The biggest of these comes in the form of dialogue and the choices around it, as not only are conversations the main driving force at the table, but they are far more complex than in a virtual environment.

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Many BG3 fans are making the jump over to the real world and finding that a lot of their previous decisions don't pan out the way they thought they would. The truth is that there are a huge number of branching outcomes and far more reactive consequences that can turn an otherwise harmless act into a serious problem for the whole party before anyone has had a chance to react.

Persuasion

Charisma Isn't Mind Control

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Details:

  • NPCs have immovable goals
  • High rolls still need to respect logic

Baldur’s Gate 3 conditions players to believe every critical NPC interaction has a persuasion escape hatch. A high roll often bypasses conflict entirely, turning tense narrative moments into situations that can easily be diffused at the click of a button, reinforcing the idea that enough Charisma can dissolve any resistance.

At a real D&D table, persuasion operates within logic, motivation, and stakes. Some NPCs will not give up power, items, or leverage regardless of the roll, and it is often down to the DM to decide whether a player manages to make their dialogue choice work, imposing their own limits on what is possible through speech alone.

Intimidation

Fear Comes With A Price

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Details:

  • Social consequences persist
  • Towns don't easily forget

In BG3, intimidation is often framed as a shortcut to better outcomes. Threatening an NPC and the result is frequently compliance, discounts, or information with minimal long-term impact, as once the conversation ends, the world largely resets.

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Tabletop D&D treats intimidation as an act of escalation, where witnesses and rumours can quickly spread, turning that one decision into a much wider-reaching choice. In a lot of ways, those acts of aggression can be treated as communal events that affect a much wider range of people, rather than an isolated one, forcing players to think twice before threatening that defenceless shopkeeper.

Deception

Memory Is A Powerful Thing

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Details:

  • Callbacks are inevitable
  • The truth surfaces eventually

BG3 often resolves deception cleanly, with players being able to effectively lie their way through the world, so long as they pass the checks. This teaches players to treat deception as a disposable tool that can freely be used to great effect, without any major problems down the line.

In the real world, however, the game really thrives on delayed consequences, where lies echo forward across sessions, resurfacing when NPCs uncover evidence or encounter contradictions that the players never saw coming. A false identity from early sessions can unravel entire arcs later, meaning that if players are going to deceive someone, then they need to keep up that lie right up until the end.

Attack

Violence Is Rarely The Solution

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Details:

  • Reputation can be damaged permanently
  • Plots don't just respawn

BG3 isolates the fallout of sudden violence. Kill an NPC, and the consequences are usually localised to the immediate area, often recoverable through reloads or alternative paths that erase any potential damage caused.

The tabletop game takes a very different approach, as murder is a truly campaign-altering event that should never be taken lightly. Characters play a much bigger role in the wider social context, and erasing one from history can have untold consequences on quests and larger stories, something which can only really be learned through failure itself.

ClassOptions

Automatic Wins Don't Count For Much

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Details:

  • Conversations are far more grey
  • Status must be earned

BG3 presents players with class dialogue options as golden keys. Being a Bard, Paladin, or Warlock often unlocks exclusive solutions that bypass obstacles outright, and they can make otherwise tricky or morally grey options feel pretty easy to get through without much thought at all.

At the table, class identity informs the role-play but does not serve as a cheat code going forward. A Paladin may still face distrust and a Bard may still offend despite their high charisma, meaning that even in situations where a specific player has a distinct dialogue advantage, they will still have to talk their way through the problem or face the consequences that come from poor preparation.

MindRead

Thoughts Can Be Deceiving

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Details:

  • Only surface-level discoveries
  • Detection comes with consequences

BG3 treats mind-reading as a precision tool, often revealing clear truths or confirming suspicions outright. It functions like a narrative shortcut to certainty, and a lot of secret storylines or beliefs can be revealed without much digging at all, removing a lot of the challenge that comes from doing the investigation manually.

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In tabletop D&D, abilities like Detect Thoughts provide fragments of emotions and ideas that still need to be pieced together for them to actually be useful. Mind-reading adds a sense of ambiguity rather than erasing it, turning information gathering into a real puzzle that requires the whole party's knowledge to solve it.

Insight

Far From A Lie Detector

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Details:

  • Intentions aren't absolutes
  • Interpretation matters a lot

In BG3, players can constantly probe minds in various ways, and rather than just peering in and seeing what the person is thinking, they can actually gain the exact information they need by simply clicking a button and clarifying deception or even revealing hidden motives with certainty.

Tabletop insight checks are significantly more grey, giving indicators that are more open to interpretation, which will lead players to a more vague conclusion rather than a definitive one. It reveals nervousness, confidence, or hesitation, but never future absolutes that players can rely on, and misusing Insight as a truth revealer can be a serious mistake that results in plenty of dead ends and costly decisions further into the campaign.

Good/Bad Choice

Morality Is A Messy Thing

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Details:

  • Always a tradeoff
  • Automatic results simply don't exist

BG3 heavily incentivizes moral clarity, and by choosing to do the right or wrong thing, players will be rewarded or punished accordingly. A righteous playthrough comes with immediate rewards, approval, or clean resolutions, while a more evil approach can come with setbacks but also alternative routes that can be just as beneficial to the player.

However, when talking about tabletop D&D, the ethics of the world are far more complex than in a video game. Good deeds can be misunderstood, exploited, or punished, and helping one group may anger another, even when players attempt to help everyone involved. Much like in real life, good and bad choices are not transactional acts that serve as a currency, but they are far more nuanced and dependent on the individuals involved and the impacts that those deeds have on the wider group.

Perception

Observation Is Anything But Clear

Shadowheart in Baldur's Gate 3 (2023) Image via Larian Studios

Details:

  • Limits to information revealed
  • Hints as opposed to instant clarity

BG3 conditions players to treat Perception as a passive spotlight. If something matters, a successful roll will usually highlight it, revealing hidden levers and traps that would otherwise be completely obscured, reinforcing this idea of complete environmental awareness at the touch of a button.

At a real D&D table, Perception is far more limited and contextual. Players will notice what they are actively looking for from their current position, but will often miss things further away or out of line of sight. Passing a check can reveal something, yet the bigger picture will require constant observation and care from the whole group, as even the most important details can remain tucked away, even after several rolls.

Reloads

Committing To A Single Decision

A scene featuring three party members in Baldurs Gate 3

Details:

  • Choices are permanent
  • Bad outcomes contribute to the story

BG3 encourages players to experiment and try new things by giving them the option to save and reload for a completely different outcome. In a lot of the more crucial moments, this makes the choices feel quite temporary and reversible, rather than fixed events that can't be undone.

Tabletop D&D is way more commitment-based, where every decision becomes canon, shaping the shared narrative permanently. Mistakes are things that can be erased or removed, but they are integrated into the fabric of the story, often becoming the most memorable moments of a campaign, and by treating those errors as things that can be undone, a lot of the tension and fun gets completely lost.

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