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Random variables in Baldur's Gate 3 are determined by '''dice rolls'''. Whenever a creature makes an attack roll, an ability check or a saving throw, virtual dice are rolled by the game to determine whether the action was a success or failure.
Random variables in ''Baldur's Gate 3'' are determined by '''dice rolls'''. Dice are notated with a ''d'' followed by the number of sides on that specific die. A four-sided die is notated as ''d4'', whereas a twenty-sided die is notated as ''d20''.


Dice rolls are also used to roll for [[Initiative|initiative]] and [[Damage rolls|damage]].
== Mechanics ==
Dice rolls are abbreviated by specifying the amount of dice rolled, followed by the type of dice, and finally, any applicable modifiers.


== D20 ==
When a a single twenty sided die is rolled with no modifiers, it is abbreviated as {{InfoBlob|1d20}}.
When a creature rolls dice to determine success, they roll a twenty-sided die ({{D20}}) and add the relevant [[Ability score modifier|ability score modifier]] and, if applicable, their [[Proficiency bonus|proficiency bonus]] to the result of the roll. Additional potential modifiers include a creature's equipment, spells, potions, or other effects.


Attack rolls are rolled against the target's [[Armour Class]] (AC). If the final result of the attack roll is equal to or exceeds the target's AC, the roll is successful.
When a two six-sided dice (d6) is rolled with a modifier of +2, the roll abbreviated as {{InfoBlob|2d6+2}}.


Ability checks and saving throws are rolled against the Difficulty Class (DC) of the relevant ability check or saving throw. If the final result of the roll exceeds the DC, the roll is successful. Special abilities, spels and certain conditions often have a DC that the target must roll against.
The final result of a dice roll is determined by adding together the the initial result of all the dice rolled, and by adding any applicable modifiers to it:
* Many rolls have an associated ability, and add that creature's respective [[Ability score modifier|ability score modifier]] to the result of the roll.
* Some rolls allow the creature to add its [[Proficiency bonus|proficiency bonus]] to the results of the roll.
* Certain equipment, spells, conditions, potions and class features also add a modifier to specific types of rolls.
* Certain environmental effects or circumstances add a modifier to specific types of rolls.


Rolling a 1 or 20 on a d20 roll is referred to as a "natural 1" or "natural 20". A natural 1 is always an automatic miss, while a natural 20 is always an automatic success, and if the roll was an attack roll, it is also a "critical hit".
The range of results is usually given in parentheses. For example, a single dart from a {{SAI|Magic Missile}} spell does 1d4+1 (2-5) Force damage, meaning it rolls 1d4 and adds 1 to the result, giving a possible total of between 2 and 5 points of damage.


== Damage rolls ==
==== Advantage and disadvantage ====
{{hatnote|For more information, see [[Damage rolls]].}}
A creature may have [[Advantage|advantage]] or disadvantage on a roll. A creature with advantage rolls twice and uses the higher result, whereas a creature with disadvantage rolls twice and uses the lower result. A creature with both advantage and disadvantage only rolls once, even if it has multiple instances of either.
Damage rolls are determined by rolling the weapon's damage dice and adding the relevant ability score modifier to the result of the roll, as well as any other applicable modifiers.


== Initiative rolls ==
Advantage and disadvantage cannot stack. Multiple instances of advantage or disadvantage do not allow a creature to roll {{em|more}} than twice.
{{hatnote|For more information, see [[Initiative]].}}
Initiative rolls are determined by rolling a d4 and adding the creature's {{Ability|Dexterity}} modifier to the result, as well as any other applicable modifiers.


=== Dice notation ===
== D20 rolls ==
Types of dice are referred to by the number of sides they have: {{DieIcon|d4|Force}} d4, {{DieIcon|d6|Radiant}} d6, {{DieIcon|d8|Cold}} d8, {{DieIcon|d10|Poison}} d10, {{DieIcon|d12|Psychic}} d12, and d20. Abbreviations are used to refer to the total number of dice used in a roll, such as 1d6 for rolling one d6 die, 2d4 for rolling two d4 dice, 8d6 for rolling eight d6 dice and so on.
When a creature rolls dice to determine success, they roll a twenty-sided die ({{D20}}) and add the associated ability score modifier to the final results of the roll. If applicable, they also add their proficiency bonus and any other potential modifiers to the result. If the final result equals or exceeds a threshold value, it is considered a success.
 
The results on multiple dice rolled in this way are added together to give a final total. This notation can also include modifiers, and the range of results is usually given in parentheses. For example, a single dart from a {{SAI|Magic Missile}} spell does 1d4+1 (2-5) Force damage, meaning it rolls 1d4 and adds 1 to the result, giving a possible total of between 2 and 5 points of damage.
 
== Karmic dice ==
[[File:karmic dice setting.png|200px|thumb|The optional Karmic Dice setting, located in Gameplay Options]]
When the '''Karmic Dice''' option is enabled (the default), the game will avoid frustrating streaks of very low rolls in a row.
 
However, Karmic Dice influence all rolls – including those of enemies – and the results will only ever skew toward a positive result for the dice roller. In short, '''the Karmic Dice setting makes combat encounters quicker and deadlier''' for both you and your enemies.  


The exact algorithm for Karmic Dice is not presently known and may be changed between versions of the game.
Rolling a 1 or 20 on a d20 roll is referred to as a "natural 1" or "natural 20". A natural 1 is always an automatic miss, while a natural 20 is always an automatic success.
 
Karmic Dice was previously referred to as 'Loaded Dice'.
 
== Advantage and disadvantage ==
''Main page: [[Advantage]]''
 
In various situations, a creature can have {{Advantage}} or {{Disadvantage}} on a D20 roll.
 
'''Advantage''' means that you make the roll twice and use the higher result. '''Disadvantage''' means you use the lower result.
 
Advantage and Disadvantage cannot stack. In other words, you never roll more than twice. Additionally, they cancel each other out, no matter how many sources of Advantage or Disadvantage you have. For instance, if you had three sources of Advantage and only one source of Disadvantage, they would still cancel each other out, causing you to roll normally.
 
== D20 rolls ==
[[Attack Roll]]s, [[Saving Throw]]s and [[Ability Check]]s all use a {{D20}}, and result in either success or failure. All are modified by a relevant [[Ability Score Modifier]] and [[Proficiency Bonus]], and can be made with {{Advantage}} or {{Disadvantage}}.


=== Attack rolls ===
=== Attack rolls ===
{{hatnote|Main page: [[Attack roll]].}}
When a creature takes an Attack action, they must make an attack roll. Attack rolls are rolled against the target's [[Armour Class]] (AC). If the final result of the attack roll is equal to or exceeds the target's AC, the outcome is a ''hit''. Otherwise, it considered a ''miss''.
An Attack roll is a {{D20}} roll made when one creature attacks another. The Difficulty Class for the roll is the [[Armour Class]] (AC) of the target; if it meets or exceeds the AC, then the attack is a hit. Otherwise, it's a miss. (Fictionally, this need not mean a literal miss; it just means the target will not take any damage from the attack.)


<div style="text-align: center;">'''Result = {{InfoBlob|{{D20}} + Ability Score Modifier + Proficiency Bonus}}'''</div>
Attack actions are often made with [[Weapons|weapons]], but some spells, such as {{SAI|Fire Bolt}} or {{SAI|Eldritch Blast}}, also rely on attack rolls.


Attacks made with [[Weapons]] always use an attack roll to determine success. Some [[spells]] also use an attack roll, usually those that involve beams or projectiles that need to be aimed at a target (such as {{SAI|Fire Bolt}} or {{SAI|Eldritch Blast}}). Creatures or objects conjured by spells (such as {{SAI|Spiritual Weapon}} or {{SAI|Flaming Sphere}}) can often attack on their own turns, and make an Attack Roll to do so.
Melee attacks generally use the creature's Strength modifier, or its Dexterity modifier if the weapon has the Finesse property, and their Dexterity modifier is higher than their Strength modifier. Spellcasters usually use their spellcasting ability modifier for attacks made with spells. Some magical affects, like the spell {{SAI|Shillelagh}} or a Warlock's {{SAI|Pact of the Blade}}, allow spellcasters to use their [[Spells#Spellcasting_Ability_and_Proficiency|spellcasting ability modifier]] for weapon Attack and damage Rolls.


Spells which directly affect a target (such as {{SAI|Hold Person}}) or which cause an effect at a point in space (such as {{SAI|Silence}} or {{SAI|Fireball}}) don't require an Attack Roll, but usually allow affected creatures to make a Saving Throw instead (see below).
The creature's proficiency bonus is added to the results of attack rolls of Attacks actions taken with weapons they are proficient in. Classes capable of spellcasting add their proficiency bonus to the attack rolls of spells they cast.


A successful attack roll results in a separate damage roll to determine the amount of damage done to the target.
When an Attack is determined to be a bit, the creature rolls for damage.


==== Criticals ====
==== Critical hits ====
[[File:critical hit.png|right|thumb|Example of a Critical Hit with a 1d6 Shortsword]]
[[File:critical hit.png|right|thumb|Example of a Critical Hit with a 1d6 Shortsword]]
On Attack Rolls, a Natural 1 means the attack fails regardless of bonuses or the target's Armour Class. This is called a '''Critical Miss'''. 
When a creature rolls a natural 20 on an attack roll, it is also a [[Critical hit|critical hit]]. A critical hit is considered an automatic hit, and the creatures rolls twice the normal number of damage dice rolled to determine damage, including additional dice such as those from smites or combat manoeuvers. Flat damage bonuses from modifiers or other sources (such as {{SAI|Great Weapon Master: All In}}) are not affected by a critical hit.
 
Likewise, a Natural 20 means the attack succeeds regardless of the target's Armour Class. This is called a '''Critical Hit.''' A Critical Hit also affects the result of the Damage Roll: it doubles the normal number of damage dice rolled (including additional dice such as those from Smites or Combat Manoeuvers). Flat damage bonuses from modifiers or other sources (such as {{SAI|Great Weapon Master: All In}}) are not affected by a critical hit.
 
Some class features and other effects can improve Critical Hits, either by making them more likely ({{SAI|Improved Critical Hit}}) or by increasing the extra damage ({{SAI|Brutal Critical}}).
 
==== Attack roll modifiers ====
The [[Ability Score|Ability Score Modifier]] used for an Attack Roll depends on the type of attack being made. Melee and ranged weapon attacks use [[Strength]] or [[Dexterity]], depending on the weapon. Spells use a specific [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability Modifier]] usually determined by the caster's class; see the main [[Attack Roll]] page for details.
 
For weapon attacks, a creature's Proficiency Bonus is added to the roll if it is [[Proficiency|proficient]] with the type of weapon used. For spells, it's based on whether the creature has any innate spell casting capability granted by its class, subclass, or Feats.
 
=== Saving throw ===
''Main page: [[Saving throw]]''


A {{SavingThrow}} (or "save" for short) is a {{D20}} roll made to avoid or reduce the harm from a source of danger. This could mean dodging a dart or burst of flame from a sprung trap, resisting the effects of poisons or mind-altering magic, or trying to take cover to reduce damage from an explosion.
Some equipment, feats and class features allow a creature to roll critical hits on natural 19s or lower. These are also considered automatic hits.


<div style="text-align: center;">'''Result = {{InfoBlob|{{D20}} + Ability Score Modifier + Proficiency Bonus (if Proficient)}}'''</div>
=== Saving throws ===
When a spell, condition or special ability allows a creature to attempt a ''save'' to avoid or reduce its effect, the creature rolls a saving throw against the respective effect's Difficulty Class (DC). If the final result of the roll exceeds the DC, the attempt is successful.


The Difficulty Class (DC) is determined by the source of danger. Traps, dialogue events and other sources of danger controlled by the game have a DC defined by the game, depending on how serious the danger is. '''[[Spells]]''' and '''[[Weapon Actions]]''' use specific formulas to determine the DC:
Spells which directly affect a target, such as {{SAI|Hold Person}}, or which cause an effect at a fixed point in space, such as {{SAI|Silence}} or {{SAI|Fireball}}, allow affected creatures to make a saving throw.


* '''[[Spells|Spell]]''' saves have a DC determined by the creature's '''[[Spells|Spellcasting Ability Modifier]]''':
A creature may add their proficiency bonus to saving throws they make if they are proficient in its associated ability.


Traps, dialogue events and other sources of danger controlled by the game have a DC defined by the game, depending on how serious the danger is. '''[[Spells]]''' and '''[[Weapon Actions|weapon actions]]''' use specific formulas to determine the DC:
* '''[[Spells|Spell]]''' saves have a DC determined by the creature's '''[[Spells|spellcasting Ability modifier]]''':
<div style="text-align: center;">'''Difficulty Class = {{InfoBlob|8 + [[Proficiency|Proficiency Bonus]] + [[#Spellcasting Ability and Proficiency|Spellcasting Ability Modifier]]}}'''</div>
<div style="text-align: center;">'''Difficulty Class = {{InfoBlob|8 + [[Proficiency|Proficiency Bonus]] + [[#Spellcasting Ability and Proficiency|Spellcasting Ability Modifier]]}}'''</div>
* [[Weapon Actions|'''Weapon Action''']] saves have a DC determined by the higher of a creature's Dexterity or Strength, plus an inherent bonus for that specific action:
* [[Weapon Actions|'''Weapon Action''']] saves have a DC determined by the higher of a creature's Dexterity or Strength, plus an inherent bonus for that specific action:


<div style="text-align: center;">'''Difficulty Class = {{InfoBlob|10 + [[Strength|Strength]] or [[Dexterity|Dexterity]] + [[Weapon Actions#Melee Weapons|Inherent Weapon Action Bonus DC]]}}'''</div>
<div style="text-align: center;">'''Difficulty Class = {{InfoBlob|10 + [[Strength|Strength]] or [[Dexterity|Dexterity]] + [[Weapon Actions#Melee Weapons|Inherent Weapon Action Bonus DC]]}}'''</div>
==== Saving throw modifiers ====
The [[Ability Score|Ability Score Modifier]] used for a save is determined by the source of danger. For example, evading a spike trap may require Dexterity, whereas trying to resist the effects of a poisonous gas would require Constitution. They are usually referred to by the Ability used, for example "Strength Saving Throw" or "Strength Save". Dexterity, Constitution and Wisdom Saving Throws are much more common than Strength, Intelligence or Charisma Saves.
The Proficiency Bonus is only added if the creature has [[Proficiency]] in the corresponding type of Saving Throw. This is generally granted by a creature's [[Class]], each of which comes with two Saving Throw Proficiencies.
Some magical effects and items may also grant bonuses to Saving Throws.


==== Effect of success ====
==== Effect of success ====
A successful Save can mean completely avoiding negative effects, reducing the damage received (usually by half), or both. For example, successfully saving against a spike trap could mean that a creature takes no damage at all, because it successfully evaded the spikes. On the other hand, if it's caught in the area of effect of a {{SAI|Fireball}}, then a successful save will merely halve the damage. Saving against {{SAI|Thunderwave}} both halves the damage taken, and prevents a creature from being pushed by the spell.
A successful save can mean completely avoiding negative effects, reducing the damage received (usually by half), or both. For example, successfully saving against a spike trap could mean that a creature takes no damage at all, because it successfully evaded the spikes. On the other hand, if it's caught in the area of effect of a {{SAI|Fireball}}, then a successful save will merely halve the damage. Saving against {{SAI|Thunderwave}} both halves the damage taken, and prevents a creature from being pushed by the spell.


Some effects don't allow for a Saving Throw at all, for example the spell {{SAI|Sleep}}.
Some effects don't allow for a Saving Throw at all, for example the spell {{SAI|Sleep}}.


=== Ability check ===
=== Ability checks ===
{{hatnote|Main page: [[Ability check]]}}
An ability check is an attempt to succeed at a specific task, and is rolled against the Difficulty Class (DC) of the relevant task. If the final result of the roll exceeds the DC, the attempt is successful.
Various actions, other than attacking or making a save, still require the creature to make an attempt that may fail.  The creature rolls a D20, and adds its [[Ability Score Modifier]] and possibly its [[Proficiency Bonus]]. The attempted action has a specific [[Difficulty Class]] which the result of the roll must match or exceed.


<div style="text-align: center;">'''Result = {{InfoBlob|{{D20}} + Ability Score Modifier + Proficiency Bonus}}'''</div>
Ability checks can be automatic and are rolled by the game in the background, often in response to some trigger, they may be active actions taken, or options selected under dialogue.
 
Most ability checks have an associated skill. If a creature is proficient with an ability check's associated skill, they may add their proficiency bonus to the results of that roll, in addition to the relevant ability score modifier. These rolls are often referred to as "skill checks" by the community, although they are not referred to as such in-game.


Some ability checks are based only on the base Ability Score. A common example is exerting willpower to use the Tadpole's influence on other characters during dialogue. Checks like this have no applicable proficiency, and never add a proficiency bonus.
Some ability checks are based only on the base Ability Score. A common example is exerting willpower to use the Tadpole's influence on other characters during dialogue. Checks like this have no applicable proficiency, and never add a proficiency bonus.


==== Skill check ====
== Damage rolls ==
{{hatnote|For more information, see [[Skills]].}}
{{hatnote|See also: [[Damage mechanics]].}}
Most ability checks are associated with a specific [[Skills|skill]]. If a creature is proficient with an ability check's associated skill, they may add their proficiency bonus to the results of that roll, in addition to the relevant ability score modifier. These rolls are often referred to as "skill checks" by the community, although they are not referred to as such in-game.
[[Damage rolls]] are used in the calculation of damage dealt by [[Weapons|weapons]], [[Spells|spells]] and certain special abilities, and use a {{DieIcon|d4|Force}} d4, {{DieIcon|d6|Radiant}} d6, {{DieIcon|d8|Cold}} d8, {{DieIcon|d10|Poison}} d10, or a {{DieIcon|d12|Psychic}} d12, adding any relevant modifiers to the results.


[[Expertise]] in a skill allows a creature to add double its proficiency bonus. Expertise usually comes from specific class features.
Damage rolls always have an associated [[Damage type|damage type]]. For example, a [[Daggers|dagger]] typically deals {{DamageText|1d4|Piercing}} damage.


==== Automatic rolls ====
Damage rolled after a successful Attacks with weapons typically add the same ability score modifier as the attack roll of the Attack, but some equipment, spells and class feature bypass this.
Some ability checks are automatic. For example, when a creature approaches an unactivated trap, the game rolls a [[Perception]] ability check to determine whether the creation notices the trap. Perception is a Wisdom Skill, so the character adds their Wisdom modifier and, if proficient in Perception, their proficiency bonus to the ability check. Once the trap is discovered, the character can interact with it to attempt to [[Disarm]] it, which requires a successful [[Sleight of Hand]] check, a Dexterity Skill.


==== Ability checks during dialogue ====
Damage rolled after a successful Attacks with spell may or may not add a modifier, depending on the spell, the caster's class, and whether they have the necessary class features. For example, the [[Warlock|warlock]]'s {{SAI|Agonising Blast}} invocation allows the warlock to add its Charisma modifier to the damage rolls of its {{SAI|Eldritch Blast}}.
Ability checks are also common during dialogue, where some responses require a ability check to determine the outcome. Examples include using Charisma-based skills like [[Persuasion]], [[Deception]] or [[Intimidation]] to influence others, or Intelligence-based Skills like [[Investigation]], [[History]] or [[Religion]] to determine or remember facts.


==== Contest ====
Magic items, especially weapons, frequently add bonuses to damage, either as additional dice or flat modifiers. Many class features, feats and other effects can increase damage as well, and some (such as {{SAI|Ray of Enfeeblement}}) can reduce the damage as well.
A '''Contest''' is a special type of ability check in which two creatures both roll an ability check to oppose each other, and one wins over the other. The creatures don't necessarily roll the same type of check.


An example of this is the {{SAI|Shove}} action. The creature attempting the Shove rolls Athletics, and the defending creature rolls either Athletics or Acrobatics (the game chooses the Skill with the highest bonus) to contest the Shove. If the attacker's roll is higher than the defender's, the Shove succeeds; otherwise it fails.
Healing Rolls may also add modifiers, but these are usually fixed and determined by the source of the healing. For example, a [[Potion of Healing]] restores {{DamageText|2d4+2|Healing}}. There are many magic items, class features and other effects which also provide bonuses to healing, for example the {{Class|Life Domain}}'s {{SAI|Disciple of Life}} feature.
Heals work similarly to damage rolls, but instead restore a target's [[Hit points|hit points]].


== Other rolls ==
== Rolls for initiative ==
=== Damage and healing rolls ===
When combat starts, all combatants roll for [[Initiative|initiative]] to determine the turn order. These rolls are determined by rolling a single d4 and adding the creature's Dexterity modifier to the results of the roll.
''Main page: [[Damage roll]]''


A '''Damage Roll''' is made when an attack is successful, a spell hits a target, a trap is activated, and so on. The result determines the damage dealt to an affected creature or object, measured in [[Hit Points]]. This roll can involve any size (up to D12) and number of dice, determined by the source of the damage. When a creature takes damage, its current Hit Points are reduced by the result of the roll. Damage rolls also have a [[Damage Types|Damage Type]].
Creatures with the highest rolls act first. Allied player-controlled characters with the same Initiative result effectively act simultaneously; the player can switch between them to coordinate their actions, and the game waits until all such characters have ended their turns to move on to the next creature.


For example, a [[Dagger]] deals {{DamageText|1d4|Piercing}} damage. When used by a character with a Strength or Dexterity modifier of +3, the game expresses this as "1d4+3 (4-7) damage - {{DamageType|Piercing}}". Most weapons use a single die, though [[Greatswords]] and some other weapons deal 2d6 damage. Spells usually deal multiple dice of damage but without any modifiers; for example, being caught in a {{SAI|Fireball}} will cause {{DamageText|8d6|Fire}} damage, though a successful Saving Throw (see above) can reduce the total taken to half the result of the roll.
== Karmic Dice ==
[[File:karmic dice setting.png|200px|thumb|The optional Karmic Dice setting, located in Gameplay Options]]
When the Karmic Dice option is enabled (the default), the game will avoid streaks of very low or very high rolls in a row.


Scoring a Critical Hit with an Attack Roll doubles the number of dice rolled to determine damage.
However, Karmic Dice influence all rolls – including those of enemies – and the results will only ever skew toward a positive result for the dice roller. In short, '''the Karmic Dice setting makes combat encounters quicker and deadlier''' for both you and your enemies.  


A '''Healing Roll''' works basically the same way, but targets of spells, potions and other sources of healing add the rolled total to their current Hit Points. They are denoted as "healing" instead of having a damage type; for example the spell {{SAI|Healing Word}} restores {{DamageText|1d4|Healing}}.
Karmic Dice was previously referred to as "Loaded Dice".
 
==== Damage and Healing Roll Modifiers ====
Attacks made with weapons always add the attacking creature's [[Ability Score Modifier]], generally [[Strength]] or [[Dexterity]] (whichever was used for the Attack Roll). Spell attacks generally do not add such a modifier, except when explicitly granted by a magical item or class feature, such as the [[Warlock]]'s {{SAI|Agonising Blast}} invocation. Some magical affects, like the spell {{SAI|Shillelagh}} or a Warlock's {{SAI|Pact of the Blade}}, allow spellcasters to use their [[Spells#Spellcasting_Ability_and_Proficiency|Spellcasting Ability Modifier]] for weapon Attack and Damage Rolls.
 
Magic items, especially weapons, frequently add bonuses to damage, either as additional dice or flat modifiers. Many class features, feats and other effects can increase damage as well, and some (such as {{SAI|Ray of Enfeeblement}}) can reduce the damage as well.
 
Healing Rolls may also add modifiers, but these are usually fixed and determined by the source of the healing. For example, a [[Potion of Healing]] restores {{DamageText|2d4+2|Healing}}. There are many magic items, class features and other effects which also provide bonuses to healing, for example the {{Class|Life Domain}}'s {{SAI|Disciple of Life}} feature.
 
=== Initiative ===
''Main page: [[Initiative]]''
 
When combat starts, all combatants make an Initiative roll to determine the turn order. This is effectively a Dexterity Ability Check, but is made using a D4 instead of a D20 ([[D&D 5e Rule Changes|a departure from D&D tabletop rules]]). Proficiency does not normally apply, but some class features, spells and magical items can provide bonuses to the Initiative roll.
 
Creatures with the highest rolls act first. Allied player-controlled characters with the same Initiative result effectively act simultaneously; the player can switch between them to coordinate their actions, and the game waits until all such characters have ended their turns to move on to the next creature.


=== Random Results ===
=== Random Results ===
Some class features, spells and other, usually magical effects are selected randomly from a list of possibilities. The dice rolled for these varies, but is usually a single die, meaning each option has equal chance of occuring. Effects that work this way include:
The results of [[Wild Magic (Subclass Feature)|Wild Magic]] feature of the {{Class|Wild Magic}} and the [[Rage: Wild Magic]] feature of the {{Class|Wild Magic Barbarian}} are also determined with dice rolls.
* The [[Wild Magic (Subclass Feature)|Wild Magic]] feature of the {{Class|Wild Magic}}
* The [[Rage: Wild Magic]] feature of the {{Class|Wild Magic Barbarian}}


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Revision as of 16:06, 28 October 2023

A Deception check

Random variables in Baldur's Gate 3 are determined by dice rolls. Dice are notated with a d followed by the number of sides on that specific die. A four-sided die is notated as d4, whereas a twenty-sided die is notated as d20.

Mechanics

Dice rolls are abbreviated by specifying the amount of dice rolled, followed by the type of dice, and finally, any applicable modifiers.

When a a single twenty sided die is rolled with no modifiers, it is abbreviated as 1d20.

When a two six-sided dice (d6) is rolled with a modifier of +2, the roll abbreviated as 2d6+2.

The final result of a dice roll is determined by adding together the the initial result of all the dice rolled, and by adding any applicable modifiers to it:

  • Many rolls have an associated ability, and add that creature's respective ability score modifier to the result of the roll.
  • Some rolls allow the creature to add its proficiency bonus to the results of the roll.
  • Certain equipment, spells, conditions, potions and class features also add a modifier to specific types of rolls.
  • Certain environmental effects or circumstances add a modifier to specific types of rolls.

The range of results is usually given in parentheses. For example, a single dart from a Magic Missile Magic Missile spell does 1d4+1 (2-5) Force damage, meaning it rolls 1d4 and adds 1 to the result, giving a possible total of between 2 and 5 points of damage.

Advantage and disadvantage

A creature may have advantage or disadvantage on a roll. A creature with advantage rolls twice and uses the higher result, whereas a creature with disadvantage rolls twice and uses the lower result. A creature with both advantage and disadvantage only rolls once, even if it has multiple instances of either.

Advantage and disadvantage cannot stack. Multiple instances of advantage or disadvantage do not allow a creature to roll more than twice.

D20 rolls

When a creature rolls dice to determine success, they roll a twenty-sided die (D20.png d20) and add the associated ability score modifier to the final results of the roll. If applicable, they also add their proficiency bonus and any other potential modifiers to the result. If the final result equals or exceeds a threshold value, it is considered a success.

Rolling a 1 or 20 on a d20 roll is referred to as a "natural 1" or "natural 20". A natural 1 is always an automatic miss, while a natural 20 is always an automatic success.

Attack rolls

When a creature takes an Attack action, they must make an attack roll. Attack rolls are rolled against the target's Armour Class (AC). If the final result of the attack roll is equal to or exceeds the target's AC, the outcome is a hit. Otherwise, it considered a miss.

Attack actions are often made with weapons, but some spells, such as Fire Bolt Fire Bolt or Eldritch Blast Eldritch Blast, also rely on attack rolls.

Melee attacks generally use the creature's Strength modifier, or its Dexterity modifier if the weapon has the Finesse property, and their Dexterity modifier is higher than their Strength modifier. Spellcasters usually use their spellcasting ability modifier for attacks made with spells. Some magical affects, like the spell Shillelagh Shillelagh or a Warlock's Pact of the Blade Pact of the Blade, allow spellcasters to use their spellcasting ability modifier for weapon Attack and damage Rolls.

The creature's proficiency bonus is added to the results of attack rolls of Attacks actions taken with weapons they are proficient in. Classes capable of spellcasting add their proficiency bonus to the attack rolls of spells they cast.

When an Attack is determined to be a bit, the creature rolls for damage.

Critical hits

Example of a Critical Hit with a 1d6 Shortsword

When a creature rolls a natural 20 on an attack roll, it is also a critical hit. A critical hit is considered an automatic hit, and the creatures rolls twice the normal number of damage dice rolled to determine damage, including additional dice such as those from smites or combat manoeuvers. Flat damage bonuses from modifiers or other sources (such as Great Weapon Master: All In Great Weapon Master: All In) are not affected by a critical hit.

Some equipment, feats and class features allow a creature to roll critical hits on natural 19s or lower. These are also considered automatic hits.

Saving throws

When a spell, condition or special ability allows a creature to attempt a save to avoid or reduce its effect, the creature rolls a saving throw against the respective effect's Difficulty Class (DC). If the final result of the roll exceeds the DC, the attempt is successful.

Spells which directly affect a target, such as Hold Person Hold Person, or which cause an effect at a fixed point in space, such as Silence Silence or Fireball Fireball, allow affected creatures to make a saving throw.

A creature may add their proficiency bonus to saving throws they make if they are proficient in its associated ability.

Traps, dialogue events and other sources of danger controlled by the game have a DC defined by the game, depending on how serious the danger is. Spells and weapon actions use specific formulas to determine the DC:

Difficulty Class = 8 + Proficiency Bonus + Spellcasting Ability Modifier
  • Weapon Action saves have a DC determined by the higher of a creature's Dexterity or Strength, plus an inherent bonus for that specific action:
Difficulty Class = 10 + Strength or Dexterity + Inherent Weapon Action Bonus DC

Effect of success

A successful save can mean completely avoiding negative effects, reducing the damage received (usually by half), or both. For example, successfully saving against a spike trap could mean that a creature takes no damage at all, because it successfully evaded the spikes. On the other hand, if it's caught in the area of effect of a Fireball Fireball, then a successful save will merely halve the damage. Saving against Thunderwave Thunderwave both halves the damage taken, and prevents a creature from being pushed by the spell.

Some effects don't allow for a Saving Throw at all, for example the spell Sleep Sleep.

Ability checks

An ability check is an attempt to succeed at a specific task, and is rolled against the Difficulty Class (DC) of the relevant task. If the final result of the roll exceeds the DC, the attempt is successful.

Ability checks can be automatic and are rolled by the game in the background, often in response to some trigger, they may be active actions taken, or options selected under dialogue.

Most ability checks have an associated skill. If a creature is proficient with an ability check's associated skill, they may add their proficiency bonus to the results of that roll, in addition to the relevant ability score modifier. These rolls are often referred to as "skill checks" by the community, although they are not referred to as such in-game.

Some ability checks are based only on the base Ability Score. A common example is exerting willpower to use the Tadpole's influence on other characters during dialogue. Checks like this have no applicable proficiency, and never add a proficiency bonus.

Damage rolls

See also: Damage mechanics.

Damage rolls are used in the calculation of damage dealt by weapons, spells and certain special abilities, and use a D4 Force.png d4, D6 Radiant.png d6, D8 Cold.png d8, D10 Poison.png d10, or a D12 Psychic.png d12, adding any relevant modifiers to the results.

Damage rolls always have an associated damage type. For example, a dagger typically deals 1d4Damage TypesPiercing damage.

Damage rolled after a successful Attacks with weapons typically add the same ability score modifier as the attack roll of the Attack, but some equipment, spells and class feature bypass this.

Damage rolled after a successful Attacks with spell may or may not add a modifier, depending on the spell, the caster's class, and whether they have the necessary class features. For example, the warlock's Agonising Blast Agonising Blast invocation allows the warlock to add its Charisma modifier to the damage rolls of its Eldritch Blast Eldritch Blast.

Magic items, especially weapons, frequently add bonuses to damage, either as additional dice or flat modifiers. Many class features, feats and other effects can increase damage as well, and some (such as Ray of Enfeeblement Ray of Enfeeblement) can reduce the damage as well.

Healing Rolls may also add modifiers, but these are usually fixed and determined by the source of the healing. For example, a Potion of Healing restores 2d4+2hit points. There are many magic items, class features and other effects which also provide bonuses to healing, for example the Life Domain Life Domain's Disciple of Life Disciple of Life feature.

Heals work similarly to damage rolls, but instead restore a target's hit points.

Rolls for initiative

When combat starts, all combatants roll for initiative to determine the turn order. These rolls are determined by rolling a single d4 and adding the creature's Dexterity modifier to the results of the roll.

Creatures with the highest rolls act first. Allied player-controlled characters with the same Initiative result effectively act simultaneously; the player can switch between them to coordinate their actions, and the game waits until all such characters have ended their turns to move on to the next creature.

Karmic Dice

The optional Karmic Dice setting, located in Gameplay Options

When the Karmic Dice option is enabled (the default), the game will avoid streaks of very low or very high rolls in a row.

However, Karmic Dice influence all rolls – including those of enemies – and the results will only ever skew toward a positive result for the dice roller. In short, the Karmic Dice setting makes combat encounters quicker and deadlier for both you and your enemies.

Karmic Dice was previously referred to as "Loaded Dice".

Random Results

The results of Wild Magic feature of the Wild Magic and the Rage: Wild Magic feature of the Wild Magic Barbarian Wild Magic Barbarian are also determined with dice rolls.