
The funniest thing about Baldur’s Gate 3, a game inspired by Dungeons & Dragons and all the combat that it entails, is that not every encounter has to end in violence. In fact, with a high enough Charisma, you can skirt around several fights and diffuse many more.
From bosses to camp moments, there are multiple scenarios where you’re left with a choice: end in bloodshed, or water down the situation entirely in order to keep the peace. Considering you need as many allies as you can get, peace is a smart option whenever it’s possible.
With drama and high tension left and right, many of these situations are tense, but not impossible to diffuse.
There are also several moments where it feels like you have no option but to start a fight, but despite the unlikeliness, things can be resolved peacefully. These are moments where, despite all the odds, peace is genuinely an option.
10 Taking the Githyanki Egg
They Can Just Give it to You
When you first go through the Mountain Pass on the way to Crèche Y’llek, you encounter a woman called Lady Esther on the side of the road. Talking to her, she’ll reveal that she’s with the Society of Brilliance, and how she’s trying to obtain a Githyanki Egg in order to study it and see if violence is inherited or taught.
Obviously, this didn’t go well for her, so naturally, it’s safe to assume that things won’t go well for you either.
When you get to the crèche, however, things are a lot more different than expected. Speaking with the overseer of the hatchery, Varsh Ko’kuu, you’ll learn that an egg hasn’t hatched yet, and it’s scheduled to be destroyed for being seen as weak. However, you can convince him to take it and protect it with a successful Persuasion roll.
Doing so will result in the Githyanki simply letting you take the egg without issue, no fighting to be had whatsoever. Just make sure that you’re wearing Varsh Ko’kuu’s Boots, otherwise that acid pool will hurt. Plus, you can even give the egg to Lae’zel, and she’ll raise the child like one of her own.
9 Save Arabella
You Technically Can Skip Cloakwood
One of the first intense conflicts you encounter is at the Emerald Grove, where you have your first official encounter after the Nautaloid. Once you get into the grove, however, you quickly learn that things are just as tense on the inside as it was on the outside.
When you first meet Kagha, who is acting as the First Druid in Halsin’s absence, she’s not making a good first impression. In fact, it’s a monstrous first impression, considering that she’s threatening the Tiefling child Arabella with a snake, spewing hateful and racist aggressions all the while.
However, you don’t have to jump in swinging — you can simply tell Kagha how ridiculous she’s being and save Arabella with your words. It’s a good thing if you aren’t aggressive back, since the druids will retaliate and kill all the Tieflings as a result.
You can investigate Kagha further and find out that she’s secretly working with Cloakwood, the shadow druids, and that will end up in a combat confrontation, but you technically don’t have to do it. In fact, you don’t even have to talk to Kagha at all after saving Arabella, it won’t affect Halsin’s quest in the slightest.
8 Lump the Enlightened
One of Many Bosses
There are several different bosses that you can just talk your way out of, and Lump the Enlightened is one of the first you can come across that’s like this. Located in the Blighted Village, you can find a group of ogres feasting on a Tiefling, and immediately, they’re starting to think of you as a snack.
However, if you roll a successful Deception check, you can convince Lump that you’re one of the Absolute’s chosen disciples, and he’ll sigh how your meat must go unsavoured.
If you tell the truth or don’t succeed in Deception, you’ll be announced as dinner, and will have to deal with three angry ogres in combat. You’d rather get Lump’s War Horn, which would be tremendous help in the Goblin Camp.
Either way, Lump is a fun character to talk to, endlessly entertaining when he boasts about his intelligence.
7 Stopping Camp Fights
The Girls Are Fighting
There are a few different incidents where the different companions at camp are hostile towards each other, and it’s up to you to confront the fight and stop them. Wyll and Karlach are one example, but the more iconic example of this is Shadowheart and Lae’zel, fighting over the Artifact that Shadowheart is carrying.
Now, of course, you can ignore the conflict, but that will result in either companion being permanently killed, and that’s not ideal when you’re dealing with a mind flayer tadpole.
Thankfully, you don’t have to choose sides, either. You can tell both girls to stand down, and they will for the night — but be ready to tell them to calm down again when they try to fight while you’re asleep. You might think combat is unavoidable at that point, but that couldn’t be further from the case.
Successfully diffusing the situation will prevent any combat, as well as any additional conflict between the two.
6 Saving Minthara
Walk Right Out of Moonrise
If you manage to knock out Minthara at the Goblin Camp rather than killing her outright, you’ll be greeted with a new scene at Moonrise Towers, where Minthara is trying (and failing) to defend herself against Ketheric Thorm.
There’s no way to prevent her from being taken into the prison, but you can prevent her from being executed while down there. By preventing the deep gnomes from erasing her, you’re able to temporarily recruit Minthara to escape from Moonrise Towers, and for a second, you half expect to fight your way out entirely.
Sure, you can, but it’s significantly easier to talk your way out. Everyone who confronts you for having Minthara with you has a few different ways to get them off your back. You can intimidate, deceive, or just persuade them. Either way, they’ll let you go.
In fact, you can do this with everyone, walking right out of Moonrise without a single scratch on you or your new companion.
5 Gerringothe Thorm, the Tollkeeper
Give the Gold Back
On the way to Moonrise Towers in Act Two, you run across the Reithwin Tollhouse, with the long-cursed toll collector still inside. The cursed toll collector is Gerringothe Thorm, who is in fact related to Ketheric.
It would not be a good idea to get in a boss fight with her, especially if you’re carrying a lot of gold on you. Her weapon does more damage the more gold you have, and let me tell you, that hurts like nothing else when you’re rich.
Thankfully, you can talk your way out of it. First, give her a gold piece, then ask how much she wants exactly. Tell her that you don’t hand out so much gold for so little in return, and then you’ll be given various options on how you can talk her down.
If you succeed in any of the options, she’ll mournfully reach a new conclusion: to give all the gold back, which kills her and her skull companions instantly. You’re not telling her to kill herself, unlike Yurgir, but that’s the solution that she’ll reach on her own.
4 Passing Through the Blighted Village
What’s a Few Goblins?
While walking around Act One, you’ll come into the Blighted Village, an area infested with goblins and secrets around every corner. When you enter, one of the goblins will stop you and threaten you, which you can react in a multitude of ways.
The obvious solution is combat, but you can easily talk your way out of fighting them so you can just walk through peacefully. Or, you can use your Illithid powers for the first time, imposing your will on the goblins to where they have no choice but to obey, and they will without question.
Doing any of these will prevent every goblin in the village turning on you, and that’s ideal for Honour Mode, where the last thing you want to deal with is any unnecessary injuries.
3 The Owlbear Nest
Back Away Slowly
An owlbear is easily one of the most iconic creatures in all of D&D, so it’s no surprise that one made its way into Baldur’s Gate 3. However, it’s not immediately friendly, and frightening players with a potential encounter.
Thankfully, you don’t even need to talk to the beast in order to get her to stand down. She has a cub that she’s trying to protect is all, but if you emphasize that you’re not a threat to her and the cub, she’ll let you walk away — so long as you stay away. If you continue to approach regardless of the deal, she’ll immediately become hostile.
You don’t even need to have Speak with Animals on in order to convince her that you’re not a threat. You can roll a successful Animal Handling check, and your body language will be more than enough.
2 Entering the Zhentarim Hideout
Just Let Them Do Their Thing
While you’re running around the game with your own agenda, you’re not the only one. The Zhentarim have their hands in multiple facets of the story and its characters, and you’re able to find them all the way in Act One.
In fact, you can protect a couple Zhentarim from a pack of gnolls, and they’ll give you a secret passcode to safely enter their secret hideout. When you first find the hideout at Waukeen’s Rest, you’ll be met with hostility, but you don’t need to return it. They’re just trying to rattle you, so don’t let them.
In fact, if you just let them do their thing, you’ll be allowed to come and go without incident. You’ll even be allowed to trade exclusive items with the merchant.
Just make sure that you don’t tell them you opened the shipment if you did. If they learn you did, all cordial agreements would be immediately thrown out the window.
1 Thisobald Thorm’s Drinking Game
Cheers! Explode!
One of the most iconic peaceful solutions to a potential combat encounter is found in Act Two, specifically right around the corner from Moonrise Towers at The Waning Moon. There, you’ll meet another Thorm, Thisobald Thorm — but he just wants to hear a good story.
Instead of immediately attacking or being hostile, players will hop up at the bar and will play a drinking game with Thisobald instead. You just have to tell him stories of your adventures and handle the alcohol you’re being served (which, if you don’t have Resistance active, have Shadowheart cast that on you).
If you fail to tell a story, you’ll be given one more chance to make something up. However, if you can’t contain your alcohol or if you can’t entertain Thisobald, you’ll have to resort to combat. Thankfully, these rolls aren’t the most difficult in the game.
Successfully completing the drinking game will result in Thisobald drinking so much he literally explodes, but nobody else seems to mind, going about their business at the pub like nothing happened at all.
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Author: 360 Technology Group





















