User:Majorminor50
Basics of Combat
The goal of combat is to reduce your enemies HP (Health Points) to zero (or 1 if you have non-lethal toggled on).
When combat begins, your characters and the enemy will roll Initiative. This is a d20 (1-20) with a characters Dexterity acting as the modifier to this. Based on how characters rolled, they will take turns based on where they fell in that order.
Combat in Baldur's Gate 3 runs on Actions. Every class/enemy/character has at minimum 1 Full Action and 1 Bonus Action during their turn. Certain actions, abilities, items and spells can will cost either a Full Action or a Bonus Action (occasionally alongside a class specific resource like a spell slot).
Certain classes, abilities, potions, items or spells and increase or decrease the amount of actions and bonus actions any given character may get to utilize on their turn.
Actions
Full Action - A costs a character 1 full Action resource. These actions typically commit your character to attacking, buffing themselves or an ally, or debuffing the enemy. Every class has 1 Action per turn (unless under the affects of Haste).
Action | Description |
---|---|
Main hand Attack | Attack with the weapon in your main hand |
Dash | Double your movement speed |
Help | Assist a party member |
Throw | Throw an item |
Bonus Action - Costs a character 1 Bonus action resource. These are typically "less" impactful than full actions, but still powerful. You only get 1 per turn (unless you are a Thief who gets 2, or under the effect of the Helmet of Grit).
Bonus action | Description |
---|---|
Jump | Jump a distance based on your strength. |
Hide | Attempt to hide (If you are the Rogue Class) |
Dip | Dip your weapon in a surface. |
Potions | Drink a potion |
Action Economy
In game systems, players and the enemy run on what is known as the Action Economy. This is the relationship between how many actions the player gets to take on their turn in contrast to the number of actions that the enemy gets to take on their turn. The goal of any given encounter is to incapacitate or reduce your enemies HP to zero. In order to do so, characters take turns using actions and bonus actions to attack, buff party members, and debilitate their opponents.
The economy is how many actions and bonus actions the characters and enemies have at their disposal on any given turn. For example:
Character | Class | # of Actions (per turn) | # of Bonus actions (per turn) |
---|---|---|---|
Shadowheart | Cleric | 1 | 1 |
Astarion | Rogue (Thief) | 1 | 2 |
Lae'Zel | Fighter | 1 | 1 |
Tav | Warlock | 1 | 1 |
Total | 4 Actions | 5 Bonus actions |
Whilst engaged in combat with the enemy goblins below, our party has at their disposal, 4 Full actions, and 5 Bonus actions between them.
Character | # of Actions (per turn) | # of Bonus actions (per turn) |
---|---|---|
Goblin 1 | 1 | 1 |
Goblin 2 | 1 | 1 |
Goblin 3 | 1 | 1 |
Goblin 4 | 1 | 1 |
Total | 4 Actions | 4 Bonus actions |
In contrast, there are 4 Goblins, meaning that at the start of combat the enemy has access to 4 Actions 5 Bonus actions
As combat proceeds, you and the enemy will expend actions to attack/harm/cast spells/buff/debuff enemies and allies until either you or your opponents win. The Action economy is an important tool to understanding your resources as a party, and what you can accomplish as a team.
Positioning
Your position is at is most basic, where your character is on the battlefield. Additionally, your position in relation to your party members and the enemies you are facing. Positioning impacts many aspects of combat and can change rapidly depending on the actions and movement of other party members and enemies.
The class of your character, their equipment, and how you are choosing to play them impacts how effective you will be in any given position, as well as the threat they pose to enemies who approach them.
Some important positions are as follows:
The Front Line
The front line is the line or area in which the front of your party will engage the enemy. Typically, it is made up of classes which excel in melee combat and have the health, armor and weapons to hold a position without being killed easily.
Class | Why? | |
---|---|---|
Fighter | A melee fighter excels at damage solid damage output, along with sustain with abilities like Action Surge and Second Wind. | |
Barbarian | Barbarians utilize the ability known as Rage, giving themselves +2 to damage and often special affects. It will subside unless the Barbarian either makes an attack or is harmed by an attack. Often they wish to be in the thick of the battle maintaining this ability. With their high Health Points and ability to dish out advantaged attacks with their ability Reckless Attack, they can tear their way through enemies. | |
Ranger | Rangers are versatile, and depending on their subclass, can both support the team, and dish out tremendous damage. They have Med. Armour Prof. and | |
Paladin | A paladin does well as a melee attacker. With strong attacks, their Smite ability and support spells, they are able to kill enemies quickly while also providing support when needed. |
The Backline
The back line is the area that is encompassed by characters or classes that require a bit more cover, are further away from the enemy to conserve health, resources and their movement abilities
Class | Why | |
---|---|---|
Wizard | They have lowered heath and cannot wear armor unless granted by a race or feat. Frail, but incredibly versatile. Able to dish out damage and support. | |
Sorcerer | Depending on class, they have typically more AC than the Wizard. But are | |
Warlock |
High Ground
High Ground - Area or space above a given target. When your character is above another in height (on a roof, at the crest of a hill etc. . .) you will have a bonus to your attack rolls known as "high ground".
High ground gives characters a +2 to your attack rolls if you are attacking an opponent that is below you (typically with a ranged attack or throwing weapon).
In contrast, characters attempting to attack an opponent who has high ground above them have a -2 to their attack rolls (typically with a ranged attack or throwing weapon).
High ground is immensely important as a tool to maintain line of sight of the enemy, as well as provide your characters a free bonus to their attacks landing on any enemies below them. Additionally, high ground acts as a form of cover. Should your character need to hide, or leave the line of sight of the enemy as a defensive measure, you can do so.