The Necromancy of Thay isn’t just another cursed book you loot and forget. It’s Baldur’s Gate 3 quietly asking whether power is worth the price when the bill comes due much later. From the moment you pry it out of a trapped cellar in Act 1, the game starts tracking your curiosity, your restraint, and your willingness to cross lines most heroes won’t.
This is one of those items that feels optional until you realize how deeply it threads into character progression, dialogue checks, and long-term build value. Ignore it, and you miss out on unique mechanics. Embrace it blindly, and you risk consequences that don’t surface until you’re hours deep into your run.
A Thayan Artifact Steeped in D&D History
In Dungeons & Dragons lore, Thay is synonymous with necromancy, tyranny, and Red Wizards who treat life as a consumable resource. The Necromancy of Thay is a forbidden grimoire from that tradition, designed to hoard secrets about death, undeath, and soul manipulation rather than teach them freely.
Baldur’s Gate 3 stays faithful to that legacy. This book isn’t evil because it shoots fireballs or summons zombies on demand. It’s evil because it withholds power, demands sacrifice, and slowly conditions the reader to see death as a tool instead of a boundary.
The Book’s Core Theme: Knowledge With Teeth
Mechanically and narratively, the Necromancy of Thay represents forbidden knowledge as a progression system. You don’t unlock everything at once. Each interaction pushes the player into making deliberate choices: read further, seal it away, destroy it, or postpone the decision entirely.
This mirrors the game’s broader philosophy around illithid powers and tadpole usage. Power in Baldur’s Gate 3 almost always comes with delayed consequences, and this book is one of the earliest, clearest examples of that design ethos.
Why This Book Is More Than Just Flavor
What makes the Necromancy of Thay matter is that it evolves. Early on, it’s a creepy lore object with skill checks and cryptic warnings. Later, it becomes a source of permanent character upgrades, exclusive spells, and unique interactions that certain builds can fully exploit.
Classes that thrive on control, debuffs, or undead synergy feel its impact the most, but even non-casters can extract value depending on how far they’re willing to go. Companions also react to your choices, subtly reinforcing the idea that this decision isn’t happening in a vacuum.
A Decision That Echoes Across the Campaign
The game never labels your interaction with the Necromancy of Thay as a major quest. There’s no flashing warning or journal entry screaming about point-of-no-return consequences. Instead, it quietly remembers what you did, what you read, and how far you were willing to push.
That’s why this book matters. It’s a stress test for your roleplay, your build priorities, and your appetite for risk. Whether you destroy it, exploit it, or let its whispers guide your character arc, the Necromancy of Thay is Baldur’s Gate 3 at its most patient and most dangerous.
How to Obtain and Open the Necromancy of Thay (Locations, Keys, and Skill Checks)
By the time the game lets you understand what the Necromancy of Thay truly represents, you’ve already had to work for it. Baldur’s Gate 3 doesn’t hand this book to you through a quest marker or a clean dialogue chain. It hides it behind exploration, environmental storytelling, and multiple layered locks that test both your build and your patience.
This is intentional. The process of acquiring and opening the book mirrors its theme: forbidden knowledge is never convenient, and it never comes without friction.
Where to Find the Necromancy of Thay
The Necromancy of Thay is located in Act 1 beneath the Blighted Village, inside the Whispering Depths. This is the spider-infested cave system accessible through a well in the village or by breaking through weakened floors in nearby buildings.
Deep in the Whispering Depths, past Ettercaps and phase spiders, you’ll find a hidden area sealed behind a heavy stone door. Inside sits the book on a trapped pedestal, surrounded by necromantic runes and corpses that quietly warn you this isn’t loot meant for casual adventurers.
Triggering the trap without preparation can shred low-level parties, so disarming or carefully triggering it from range is the safest approach. This is your first mechanical check: awareness and positioning matter before you even touch the book.
Why You Can’t Read It Right Away
Picking up the Necromancy of Thay doesn’t mean you can use it. When examined, the book is sealed shut by dark magic, and every attempt to open it ends in failure unless you have the correct key item.
This is where many players get confused and assume the book is unfinished content or purely narrative flavor. In reality, Baldur’s Gate 3 expects you to hold onto it for hours before it becomes relevant again.
The game is deliberately training you to remember unresolved power sources and revisit them when new information or items come into play.
How to Get the Dark Amethyst Key
To open the Necromancy of Thay, you need a Dark Amethyst. This item is also found in the Whispering Depths, guarded by the Phase Spider Matriarch near the central chasm.
The fight is one of Act 1’s early difficulty spikes, especially on Tactician or Honour Mode. The boss uses teleportation, verticality, and spider adds to overwhelm parties that don’t manage aggro or terrain well.
Once defeated, the Dark Amethyst is found nearby and automatically updates the book’s interaction options. There’s no alternate key and no way to bypass this requirement through skills or dialogue.
The Initial Skill Checks When Opening the Book
With the Dark Amethyst in your inventory, interacting with the Necromancy of Thay triggers a sequence of Wisdom-based saving throws. These checks represent your character resisting the book’s corrupting influence as it opens.
Failing these saves doesn’t lock you out permanently, but it can inflict debuffs like damage or mental strain, making repeated attempts riskier at low levels. High Wisdom characters, clerics, druids, monks, and certain paladin builds have a natural edge here.
Using Guidance, Resistance, or other buff spells before interacting is absolutely worth it. This is one of those moments where pre-fight buff logic applies outside of combat.
Who Should Open It First
Not every character benefits equally from being the one to open the book. The initial checks and later progression strongly favor Wisdom-based or necromancy-adjacent builds.
Gale, Shadowheart, and a custom cleric or druid are mechanically safer choices than a low-Wisdom martial. That said, roleplay-focused players may deliberately choose a less optimal reader to reinforce narrative consequences.
The game doesn’t punish suboptimal choices immediately, but it does remember who took the first step. That detail becomes relevant much later, long after Act 1 is behind you.
All Major Decision Points: Reading, Sealing, or Destroying the Book
Once the Necromancy of Thay is opened, the game quietly shifts from a simple curiosity to a long-term commitment. This isn’t a one-and-done interaction; it’s a branching system with consequences that echo across multiple acts. From here on out, every choice you make locks in future outcomes, companions reactions, and mechanical rewards.
At a high level, you’re faced with three paths: continue reading and embrace the book’s power, attempt to seal it away, or destroy it outright. Each option serves a different type of player, and none of them are cosmetic decisions. This is one of Baldur’s Gate 3’s clearest examples of delayed payoff design.
Choosing to Read the Necromancy of Thay
Reading the book fully is the most mechanically rewarding path, but it’s also the most dangerous. Each successful interaction deepens your connection to the text, requiring additional Wisdom saving throws as the book pushes back harder. Think of it like stacking debuffs in a prolonged boss fight; the longer you stay in, the higher the risk-reward curve climbs.
If you persist, the book eventually grants the Forbidden Knowledge condition, which later evolves into the ability to cast Speak with Dead at will without expending spell slots. This is a massive utility boost, especially for story-focused players who don’t want to constantly prepare or consume resources for dialogue-heavy exploration.
Certain builds benefit far more than others here. Clerics, necromancy wizards, druids, and even Oathbreaker paladins get the most value, both mechanically and narratively. Low-Wisdom characters can still brute-force their way through with buffs, but RNG can punish sloppy preparation, especially on higher difficulties.
Sealing the Book and Resisting Its Influence
Sealing the Necromancy of Thay is the middle-ground option, and it’s easy to misunderstand. You’re not destroying the book, but you are choosing to stop engaging with it for now. This path appeals to cautious players who want to avoid corruption without permanently closing off future possibilities.
Mechanically, sealing the book ends the immediate saving throw chain and prevents further debuffs. However, it also delays access to the book’s deeper rewards, meaning you’re trading long-term power for short-term safety. The game treats this as restraint, not failure.
Narratively, companions with strong moral compasses tend to approve of this choice. It also keeps your options open later, particularly if you decide your character is ready to handle the consequences in a future act.
Destroying the Necromancy of Thay
Destroying the book is the cleanest break and the most final decision. Once it’s gone, all of its potential powers are permanently removed from your playthrough. There’s no hidden workaround, no late-game restoration, and no New Game Plus trickery to undo it.
This option is primarily for roleplayers who prioritize thematic consistency over raw power. Paladins with strict oaths, good-aligned clerics, or characters who see necromancy as an existential threat often land here. From a systems perspective, you’re intentionally walking away from one of Act 1’s strongest utility unlocks.
The upside is peace of mind. No lingering corruption flags, no future checks, and no companion conflict tied to the book’s influence. It’s a hard stop, and Baldur’s Gate 3 respects that commitment.
Why This Decision Matters Long-Term
What makes the Necromancy of Thay special isn’t just the reward, but the memory the game keeps of your choice. Who read it, how far they went, and whether they resisted or embraced its power all feed into later interactions. This is one of those systems that quietly tags your character behind the scenes.
For completionists, reading the book is almost mandatory due to the sheer volume of unique dialogue it unlocks. For build optimizers, at-will Speak with Dead is a no-brainer. But for players deeply invested in roleplay, destroying or sealing the book can feel just as impactful, even if the payoff is less tangible.
There’s no universally correct answer here. The Necromancy of Thay is a mirror held up to your character’s priorities, and Baldur’s Gate 3 fully commits to whatever reflection you choose.
Unlocking the Forbidden Knowledge: Rewards, Curses, and Long-Term Consequences
If you choose to actually read the Necromancy of Thay rather than seal or destroy it, Baldur’s Gate 3 shifts from temptation to consequence-driven design. This is the point where curiosity becomes a mechanical commitment, and the game starts tracking how far you’re willing to go for power.
Unlocking the book’s secrets isn’t a single interaction, but a layered process spread across acts. Each step deepens the reward while quietly escalating the risk, both narratively and systemically.
What You Gain by Reading the Necromancy of Thay
The immediate reward for successfully reading the book in Act 1 is Speak with Dead as a permanent, at-will ability for that character. This is not a spell slot, scroll, or limited-use power. It’s a straight-up utility upgrade that dramatically increases quest clarity, lore access, and alternative solutions throughout the game.
From a systems perspective, this is one of the strongest non-combat rewards in the entire act. Speak with Dead bypasses failed dialogue checks, reveals hidden quest branches, and often provides information you’d otherwise miss due to RNG or combat outcomes. For completionists, it’s borderline mandatory.
The deeper payoff comes later if you continue engaging with the book’s influence. In Act 3, fully embracing the Necromancy of Thay unlocks Danse Macabre, a powerful necromantic ability that summons multiple undead allies. These summons aren’t just thematic flair; they soak aggro, trigger opportunity attacks, and can completely tilt action economy in your favor during difficult encounters.
The Hidden Costs and Curses Behind the Power
What the game doesn’t surface immediately is that reading the book applies long-term flags to the character who engages with it. These aren’t simple debuffs you can cleanse at camp. They influence dialogue, certain saving throws, and how NPCs and companions respond to your growing comfort with forbidden magic.
Failing key Wisdom or Constitution checks while reading can inflict lingering conditions that only escalate if you keep pushing forward. While none of these outright brick a build, they can create friction for characters who rely on mental saves, particularly casters already juggling concentration risks.
Companion reactions also shift over time. Characters with strong moral or religious leanings may tolerate curiosity but react negatively if you fully embrace the book’s power. This doesn’t usually lock content outright, but it can affect approval thresholds and how certain personal quests resolve.
Which Builds and Characters Benefit Most
Wizard builds, especially Necromancy or utility-focused casters, get the most raw value from the book. Speak with Dead synergizes perfectly with high Intelligence characters who already dominate dialogue and investigation checks. Thematically and mechanically, it feels like a natural extension of their toolkit.
Warlocks and morally flexible bards also benefit heavily, particularly if you’re leaning into manipulation, information control, or dark roleplay paths. The undead summons from Danse Macabre complement ranged or control-heavy builds that prefer enemies distracted rather than deleted instantly.
On the other hand, paladins, druids, and good-aligned clerics often experience the sharpest narrative dissonance. While the mechanical rewards are still strong, the roleplay cost is higher, and in some cases directly clashes with oath or belief-driven character arcs.
The Long Game: Why This Choice Echoes Through the Campaign
What ultimately sets the Necromancy of Thay apart is persistence. The game remembers not just that you read it, but how thoroughly you committed. Dialogue options, late-game checks, and certain interactions subtly reference your history with forbidden knowledge.
This makes the book less about raw power and more about identity. Embracing it marks your character as someone willing to trade certainty for control, safety for leverage. Baldur’s Gate 3 doesn’t punish that choice, but it never lets you forget it either.
For players chasing perfect efficiency, the rewards are undeniable. For story-driven runs, the decision becomes a defining character moment. Either way, once the book is opened, there’s no pretending you didn’t hear what it had to say.
Which Characters and Builds Benefit Most (Class Synergies and Roleplay Paths)
With the long-term consequences in mind, the Necromancy of Thay isn’t a universally optimal pickup. Its value spikes dramatically depending on who reads it, how deep you go into its secrets, and what kind of story you’re trying to tell with that character.
This is where mechanics and roleplay finally intersect. The book rewards characters who thrive on information control, moral flexibility, and indirect combat advantages rather than raw frontloaded DPS.
Wizards (Especially Necromancy and Utility Casters)
Pure Wizards get the cleanest mechanical payoff from the book, no contest. High Intelligence makes the required checks easier, and Speak with Dead fits seamlessly into a caster who already dominates exploration, investigation, and lore-based dialogue.
Necromancy Wizards in particular turn Danse Macabre into a natural extension of their kit. Free undead bodies mean more battlefield clutter, better action economy, and enemies wasting turns on disposable threats while you control the fight.
From a roleplay angle, Wizards also justify the decision better than most. Curiosity, forbidden knowledge, and the belief that power can be mastered rather than feared all align perfectly with embracing the book.
Warlocks and Dark Bards (Control, Manipulation, and Information Builds)
Warlocks benefit heavily, even without Intelligence scaling. The undead summons work best for characters who play from mid-to-long range, relying on control spells, debuffs, or Eldritch Blast spam while enemies are tied up elsewhere.
Bards leaning into deception, intimidation, or morally gray social dominance also get strong narrative value. Speak with Dead opens up dialogue routes that reinforce a manipulator fantasy, while the book itself fits naturally into a “knowledge at any cost” persona.
These classes don’t need the book, but they use it efficiently. The payoff is less about raw damage and more about leverage, positioning, and forcing encounters to play on your terms.
Rogues, Rangers, and Hybrid Skill Monkeys
Skill-focused characters gain surprising utility from the Necromancy of Thay. Speak with Dead can bypass failed checks, missing clues, or locked narrative paths that a Rogue or Ranger might otherwise brute-force or miss entirely.
The undead summons also synergize well with stealth-heavy or ranged builds. Extra bodies drawing aggro create safer openings for Sneak Attack, kiting, or hit-and-run tactics without burning consumables.
Roleplay-wise, this path works best for pragmatic or survival-driven characters. You’re not seeking power for its own sake, just tools that increase your odds in a hostile world.
Companion Synergies: Who Feels “Right” Holding the Book
Gale is the most mechanically and thematically obvious choice. His obsession with magical power, combined with Wizard scaling, makes the book feel like a natural escalation of his arc rather than a derailment.
Astarion also fits surprisingly well. The book reinforces his hunger for autonomy and power without tying him to divine or moral constraints, and the undead summons complement his preference for staying out of direct danger.
Shadowheart can go either way depending on how her personal story unfolds. Early on, the book aligns with secrecy and Shar-adjacent themes, but later choices may create internal tension if you push too far into necromancy.
Who Should Think Twice (Paladins, Druids, and Devout Clerics)
Mechanically, these classes still benefit, but the roleplay cost is higher. Paladins risk oath dissonance, and while the game is forgiving, the thematic clash is hard to ignore if you’re invested in that identity.
Druids and good-aligned clerics face similar friction. Necromancy, corpse manipulation, and binding spirits directly oppose many nature- or faith-driven worldviews, making the book feel like a narrative compromise rather than a triumph.
For these characters, destroying the book or stopping short of full mastery can be the more satisfying choice. You give up raw power, but preserve a character arc that stays internally consistent.
The Necromancy of Thay ultimately rewards players who commit. If your build and roleplay already lean toward control, secrecy, or forbidden knowledge, the book becomes one of the most efficient long-term investments in Baldur’s Gate 3.
Narrative and Companion Reactions: How the Book Shapes Your Story
Once you move past the raw mechanics, the Necromancy of Thay starts pulling real weight in Baldur’s Gate 3’s narrative. This isn’t just a loot decision; it’s a long-term flag that quietly informs how your character relates to power, mortality, and control. The game tracks your commitment to the book across acts, and that persistence matters more than any single dialogue check.
What makes the book stand out is that it doesn’t immediately punish or reward you in obvious ways. Instead, it slowly reshapes how companions read your intentions, how certain scenes are framed, and how comfortable your character becomes with crossing lines that can’t be uncrossed.
Companion Approval and Disapproval: Subtle, But Persistent
Companion reactions to the Necromancy of Thay are rarely explosive, but they are consistent. Characters who already flirt with moral ambiguity tend to approve or remain neutral, interpreting your actions as strategic rather than cruel. This reinforces the idea that power itself isn’t judged, only the reasons you pursue it.
More idealistic companions don’t always confront you directly, but their discomfort shows through lowered approval or guarded dialogue. Over time, this can change how willing they are to trust your leadership in morally gray situations. It’s less about one bad choice and more about the pattern you establish.
Destroying the Book: A Statement of Identity
Choosing to destroy the Necromancy of Thay is one of the clearest roleplay declarations you can make. Narratively, it frames your character as someone who recognizes temptation and actively rejects it, even at a real mechanical cost. The game treats this as restraint, not cowardice.
Companions aligned with faith, balance, or personal codes tend to respect this choice, even if they never say it outright. You won’t gain unique powers, but you preserve narrative clarity, especially for characters whose arcs hinge on resisting corruption rather than mastering it.
Partial Use vs Full Mastery: Where the Story Forks
Stopping short of full mastery creates a middle path that feels cautious but unresolved. Your character has tasted forbidden knowledge, and the game reflects that with lingering dialogue implications and unfinished business. It’s a choice that suits characters who dabble in darkness without fully embracing it.
Fully unlocking the book’s secrets, especially in later acts, signals commitment. At that point, the story treats necromancy as part of your identity, not a temporary tool. Companions react accordingly, and future interactions assume you’re comfortable making hard, often unsettling decisions if they lead to control or survival.
Act Progression and Long-Term Narrative Weight
The Necromancy of Thay gains narrative gravity the longer you keep it. Early on, it’s a curiosity; by the mid-to-late game, it becomes a symbol of how far you’re willing to go. NPC reactions don’t always name the book, but they respond to the mindset it represents.
This slow burn is what makes the book memorable. Baldur’s Gate 3 doesn’t punish you with sudden betrayals or lockouts, but it does remember. By the time endgame choices arrive, the Necromancy of Thay has already helped define whether your character is a reluctant survivor, a calculated pragmatist, or someone who truly embraced dark power when it was offered.
Endgame Implications: The Necromancy of Thay in Acts 2 and 3
By the time you reach Acts 2 and 3, the Necromancy of Thay stops being a curiosity and starts acting like a character sheet modifier for your entire playthrough. The game assumes you’ve already made peace with what the book represents, and it begins paying that off in both mechanical power and narrative framing. This is where earlier restraint, hesitation, or obsession finally cashes out.
Unlocking the Book’s True Power in Act 3
If you’ve kept the Necromancy of Thay intact and pushed far enough into its secrets, Act 3 is where it fully opens up. Completing its final progression rewards you with Danse Macabre, a once-per-long-rest ability that summons multiple ghouls under your control. These aren’t cosmetic summons; they apply real battlefield pressure with paralysis, flanking potential, and aggro manipulation.
From a systems standpoint, this is one of the strongest action-economy tools available to casters or hybrid builds. The ghouls soak hits, disrupt enemy formations, and create advantage windows that make boss fights far more manageable. For tactician and honor mode players, this single ability can swing encounters that would otherwise hinge on perfect RNG.
Who Actually Benefits From Mastery
Necromancy-focused Wizards are the obvious winners, especially those stacking Undead Thralls and minion-scaling passives. Warlocks with a control-heavy playstyle also get immense value, using summons to lock down space while Eldritch Blast cleans up. Even some melee-oriented builds benefit indirectly, since the ghouls function as disposable frontline units that protect squishier party members.
That said, not every character wants this power. Paladins, Clerics devoted to life or light, and characters built around moral authority often feel mechanically rewarded but narratively dissonant. Baldur’s Gate 3 allows that friction, but it doesn’t ignore it, and later dialogue reflects the contradiction.
Companion Reactions and Silent Judgments
Acts 2 and 3 don’t always trigger loud confrontations about the book, but companions absolutely track your relationship with it. Characters sensitive to corruption, divine balance, or personal autonomy react more cautiously to your decisions, even if approval numbers don’t nosedive. The tone of conversations shifts, framing you as someone who chooses control over restraint.
More pragmatic or power-driven companions are less judgmental, sometimes even impressed. The game doesn’t reduce this to good versus evil; it treats necromancy as a philosophy. By the endgame, companions speak to you as someone who has already crossed lines and learned to live with the consequences.
Choosing to Destroy or Abandon It Late
Destroying the Necromancy of Thay in Acts 2 or 3 is still possible, but it reads very differently than doing so early. At this stage, it’s an act of rejection after understanding the full scope of what you’re giving up. You lose access to one of the most efficient summon tools in the game, with no mechanical replacement.
Narratively, though, this choice carries weight. NPCs and companions frame it as a deliberate renunciation, not ignorance. For characters pursuing redemption arcs or attempting to course-correct before the final act, this can be one of the strongest thematic moments Baldur’s Gate 3 offers.
The Book’s Role in the Final Act
By the time endgame decisions arrive, the Necromancy of Thay has already done its job. It doesn’t unlock a unique ending, but it heavily influences how your character is perceived during climactic moments. Leaders, gods, and enemies alike respond to the confidence and ruthlessness implied by mastering forbidden knowledge.
Mechanically, its impact is front-loaded into combat efficiency and survivability. Narratively, it reinforces who you’ve been all along. Whether you wield it, reject it, or stop halfway, the game treats the book as proof of how you handle power when no one is forcing your hand.
Optimal Choices by Playstyle: Power-Gaming, Story Integrity, and Completionism
By this point, the Necromancy of Thay isn’t just a creepy side item. It’s a long-term commitment that shapes combat efficiency, companion perception, and how your Tav or Dark Urge relates to power itself. The “right” choice depends entirely on what you value most during a Baldur’s Gate 3 run.
Below is the cleanest breakdown by playstyle, with no moral fluff and no wasted steps.
Power-Gaming: Take the Power, Accept the Cost
If you care about raw combat value, the optimal choice is simple: fully unlock the Necromancy of Thay and keep it. Danse Macabre is one of the strongest non-concentration summons in the game, adding free bodies that soak aggro, apply pressure, and tilt action economy in your favor.
This is especially dominant on Tactician and Honor Mode, where every enemy action matters. The ghouls scale well enough to stay relevant through Act 3, and their paralysis procs can swing boss fights harder than many spell slots.
Best users are Wizards (especially Necromancy), Warlocks who want disposable frontline units, and any build that thrives when enemies are distracted. There’s no hidden mechanical downside for finishing the book, just narrative consequences you’ve already accepted by this point.
Story Integrity: Destroy It Early or Reject It Late
For players prioritizing character consistency, the book is less about stats and more about intent. Destroying it in Act 1 defines your character as someone who refuses forbidden power on principle, even when it’s tempting and mechanically useful.
Rejecting it later, after unlocking some of its secrets, tells a different story. That version frames your character as someone who learned the cost of control and chose restraint anyway, which pairs extremely well with redemption arcs, cleric or paladin roleplay, and certain companion journeys.
You will lose combat efficiency, and the game does not compensate you for that choice. What you gain instead is narrative clarity. Baldur’s Gate 3 respects that decision and reflects it in how others speak to you, especially near the finale.
Completionism: Unlock Everything, Then Decide
If your goal is to see all content and future-proof your save, the optimal route is to fully unlock the Necromancy of Thay before making any irreversible decisions. Read it, pass the checks, acquire Danse Macabre, and let the game flag all related states.
From there, you can still choose to destroy or abandon the book in Acts 2 or 3. This preserves maximum dialogue coverage, companion reactions, and mechanical exposure while leaving your final stance flexible.
Completionists should note that destroying the book early locks you out of multiple scenes and abilities permanently. There is no New Game Plus safety net here. If you want everything, delay the moral stand until you’ve seen what you’re standing against.
So, What Should You Actually Do?
The Necromancy of Thay is one of Baldur’s Gate 3’s best examples of player-driven consequence. It rewards curiosity, punishes hesitation, and never tells you which choice is correct.
If you want power, take it and own it. If you want thematic consistency, make your stand and accept the loss. If you want everything, learn first, judge later.
That philosophy is Baldur’s Gate 3 in a nutshell. The game doesn’t care what you choose. It cares that you chose it knowingly.