
The Witcher 3: Wild Hunt
An open-world RPG about monster hunter Geralt searching for his adopted daughter.
2015

PC #41 · PS5 #43 · Series X|S #74 · 2023 · M
A party RPG about companions infected by a mind flayer and the choices that follow.
Larian Studios · 80–120 hrs
A D&D 5e campaign where short-rest warlocks, surprise rounds, and a single Speak with Dead corpse change entire acts. Don't hoard the good scrolls for a boss you will then forget to use them on.
Camp scenes are a lot of Act 1. A warlock wants a short rest every fight; a wizard wants the long rest after two. Food is plentiful; don't skip camp because the camp supplies number looked small.
Shove is a bonus action with the right build and a full action without it; either way, the Goblin Camp rafters will demonstrate why. Jump is a bonus action with Step of the Wind or a strength character. Always take the high ground.
A stealthed character starting combat can surprise the room. Darkness plus Devil's Sight, Sanctuary on the face character, and Hunger of Hadar on a choke are the Act 2 kit. Don't spread every spell slot on a first round of cantrips.
Withers respecs for 100 gold. A 2-level dip (Fighter for Action Surge, Warlock for Agonizing Blast, Cleric for Spirit Guardians) is a build, not a roleplay failure. Hirelings exist if you need a dedicated cleric and don't like Shadowheart's domain.
The Underdark and the Mountain Pass are two different Act 1 exits; you can do a lot of both. Speak with Dead and Speak with Animals are not jokes. The Zhent hideout, the Arcane Tower, and Auntie Ethel's extra deals are the loot.
The iron flask in the chest by the gnolls is a later fight you can throw. Paladin oathbreaks are real and silent until the cutscene. The githyanki crèche is a creche, an Inquisitor, and a chance to lose a companion if you sleepwalk the dialogue.
Kill the necromites, stay off the mind-flayer's stun, and don't stand in the void from the Apostle. Inquisitor W'wargaz and Orin are legendary-action style fights; save the big smite for the turn they already used a reaction.
Tavern Brawler on a throwing barbarian or an open-hand monk is a broken-in-a-fun-way Act 1, and Gloom Stalker 5 / Assassin 3 / Champion 4 is the surprise round. Fire Acuity hats plus Scorching Ray is the caster clear — pick one, don't dip all three.
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