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Ability score modifier: Difference between revisions

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(added some info about how modifiers are calculated & how to interpret this in gameplay terms)
m (Now redirects to Abilities#Ability_score_modifiers.)
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{{NoExcerpt|''For a comprehensive summary of the mechanics behind all rolls and modifiers, see [[Die Rolls]].''}}
#REDIRECT [[Abilities#Ability_score_modifiers]]
An '''Ability Score Modifier''' is a [[Die Rolls|Die Roll]] modifier based on an [[Ability Score]] of a creature.  It can affect every type of roll.  Depending on the Ability Score in question, it can be shortened to Strength Modifier, Dexterity Modifier, Constitution Modifier, and so on.
 
== When it's applied ==
 
=== Attack Roll ===
 
During [[Attack Roll]]s with [[Weapons]], the attacking creature's Strength or Dexterity will be used to determine the Modifier.  See the linked Attack Roll and Weapon pages for details.
 
For a spell that uses an Attack Roll, the Ability Score to be used depends on the [[Class]] of the creature casting the spell.  For example, a Wizard uses Intelligence, a Cleric uses Wisdom, and a Sorcerer uses Charisma.  See the Attack Roll page for details.
 
=== Damage Roll ===
 
For [[Damage Roll]]s made with [[Weapons]], the exact same rules apply as for the Attack Roll.
 
For spells, the Ability Score Modifier is normally not used, though there are exceptions.  For example, the class feature [[Eldritch Invocation|Agonising Blast]] allows a [[Warlock]] to add their Charisma Modifier to the damage of [[Eldritch Blast]]; and the spell [[Shillelagh]] imbues a weapon with magic, such that it benefits from the wielder's Wisdom Modifier.
 
=== Saving Throw ===
 
Each [[Saving Throw]] is tied to a certain [[Ability Score]], which determines its type, such as Strength Saving Throw, Dexterity Saving Throw, and so on, which determines the Ability Score Modifier that will be used.
 
=== Ability Check ===
 
The [[Ability Check]] is similar to the Saving Throw in that it's categorized based on the [[Ability Score]] used.  (The clue is in the name.)
 
A special type of Ability Check is the Skill Check, where a specific skill like Athletics, Perception, Sleight of Hand, etc. is used, but each Skill maps to a corresponding Ability Score, so the Ability Score Modifier still applies.  For example, Athletics is based on Strength, whereas Sleight of Hand is based on Dexterity.
 
== Value ==
 
Following is the table for the Ability Score Modifier value based on how high the corresponding Ability Score of a creature is:
 
{{AbilityScoreModifierTable}}Each ability score modifier is calculated according to the following formula {{InfoBlob|1=Modifier = (Score − 10) ÷ 2 <small>''(round down)''</small>}} or more simply put, for every +1 increase to the modifier, the next highest score that is an even number must be reached. Odd-numbered scores provide no modifier increase beyond the even number below e.g. having a score of 13 in Intelligence provides no higher Intelligence modifier than having a score of 12. However, mechanics that are calculated directly based on an ability score (such as [[Carrying Capacity|carrying capacity]]) ''do'' benefit by odd-numbered scores.{{Template:Gameplay}}
 
[[Category:Gameplay mechanics]]

Latest revision as of 07:13, 5 June 2024