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Attacking a creature, making a shove attempt, spotting a hidden secret, and picking a lock are all examples of die rolls, which are the main method used to determine character success or failure in BG3. The amount of damage a character deals in combat is also determined by rolling dice. | Attacking a creature, making a shove attempt, spotting a hidden secret, and picking a lock are all examples of die rolls, which are the main method used to determine character success or failure in BG3. The amount of damage a character deals in combat is also determined by rolling dice. | ||
In most circumstances, when a character makes a die roll, their [[Ability Score Modifier]] and [[Proficiency Bonus]] | In most circumstances, when a character makes a die roll, their [[Ability Score Modifier]] and [[Proficiency Bonus]] are added to the roll to determine the final result. The most common exception to this is the [[#Damage Roll|Damage Roll]], which doesn't add a character's proficiency bonus unless explicitly stated. | ||
The various types of dice used in rolls are referred to by the number of sides they have: D4, D6, D8, D10, 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. | The various types of dice used in rolls are referred to by the number of sides they have: D4, D6, D8, D10, 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. | ||
Some rolls need to reach a certain value to be considered a success. This is usually done with a {{D20}}, and the target value is called the Difficulty Class of the roll. Rolling a 1 on a D20 is referred to as a Natural 1 and rolling a 20 is referred to as a Natural 20. On some rolls, these can have special effects, such as automatically failing or succeeding the roll, ignoring Modifiers and Difficulty Class. | Some rolls need to reach a certain value to be considered a success. This is usually done with a {{D20}}, and the target value is called the [[Difficulty Class]] of the roll. Rolling a 1 on a D20 is referred to as a Natural 1 and rolling a 20 is referred to as a Natural 20. On some rolls, these can have special effects, such as automatically failing or succeeding the roll, ignoring Modifiers and Difficulty Class. | ||
[[Category:Gameplay Mechanics]] | [[Category:Gameplay Mechanics]] | ||
== Karmic Dice == | == Karmic Dice == | ||
[[File:karmic dice setting.png|right|thumb|The optional Karmic Dice setting, located in Gameplay Options]] | |||
In Baldur's Gate 3 Early Access, the '''Karmic Dice''' option (previously referred to as 'Loaded Dice') is enabled by default. When this option is enabled, 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. | |||
{{clear}} | |||
== Types of Rolls == | == Types of Rolls == | ||
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==== Critical Miss / Critical Hit ==== | ==== Critical Miss / Critical Hit ==== | ||
As a special case, a roll of 1 means that the attack fails regardless of bonuses | As a special case, a roll of 1 means that the attack fails regardless of bonuses or the target's Armour Class. This is called a Critical Miss. Likewise, a roll of 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. Currently, a critical hit doubles all damage dice involved in the damage roll (including additional dice such as those from Smites or Combat Maneuvers), but not the bonuses from modifiers or other flat damage bonuses such as [[Great Weapon Master: All In]]. | ||
==== Attack Roll Modifiers ==== | ==== Attack Roll Modifiers ==== | ||
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''Main page: [[Saving Throw]]'' | ''Main page: [[Saving Throw]]'' | ||
Various types of danger can be avoided, or their harm reduced, by making a | Various types of danger can be avoided, or their harm reduced, by making a {{SavingThrow}}, also called a save. This could mean trying to avoid damage from a trap that was just activated, trying to resist the poison of a venomous bite, or trying to take cover to reduce damage from an explosion. | ||
The creature rolls a D20, and adds its [[Ability Score Modifier]] and [[Proficiency Bonus]]. The result must reach or exceed the Difficulty Class of the Saving Throw. | The creature rolls a D20, and adds its [[Ability Score Modifier]] and [[Proficiency Bonus]] (if Proficient in that type of saving throw). The result must reach or exceed the Difficulty Class of the Saving Throw. | ||
Result = {{D20}} + Ability Score Modifier + Proficiency Bonus | Result = {{D20}} + Ability Score Modifier + Proficiency Bonus (if Proficient) | ||
==== Saving Throw Modifiers ==== | ==== Saving Throw Modifiers ==== | ||
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== Modifiers == | == Modifiers == | ||
Rolls can be | Rolls can be modified by various bonuses and penalties. These can take the form of adding or subtracting a value from the result, or requiring two rolls instead of one and taking the lower or higher of the two values. | ||
=== Advantage / Disadvantage === | === Advantage / Disadvantage === | ||
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''Main page: [[Advantage]]'' | ''Main page: [[Advantage]]'' | ||
In various situations, a creature can have Advantage or Disadvantage on an Attack Roll, Saving Throw, or Ability Check. | In various situations, a creature can have {{Advantage}} or {{Disadvantage}} on an Attack Roll, Saving Throw, or Ability Check. | ||
Advantage | 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, | 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. | ||
=== Ability Score Modifier === | === Ability Score Modifier === | ||
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==== For Saving Throws ==== | ==== For Saving Throws ==== | ||
For saves against various threats, the threat in question determines which Ability Score is used to make the save. For example, the [[Web]] spell requires you to make a Dexterity Save, whereas [[Crown of Madness]] requires a Wisdom Save. | For saves against various threats, the threat in question determines which Ability Score is used to make the save. For example, the {{SmallIcon|Web_Spell_Icon_2.png}} [[Web]] spell requires you to make a Dexterity Save, whereas {{SmallIcon|Crown of Madness Icon.png}} [[Crown of Madness]] requires a Wisdom Save. | ||
An Ability Score Modifier is also used when a creature imposes a Saving Throw on another, such as by casting a spell. The Modifier affects the Difficulty Class (DC) of the Save imposed on the target, using the formula: {{code|<nowiki>Spell Save DC = 8 + Spellcasting Ability Modifier + Proficiency Bonus</nowiki>}}. This allows spellcasters to increase the effectiveness of their spells by increasing their [[Spells#Spellcasting_Ability_Modifier|Spellcasting Ability Modifier]], even when those spells do not involve Attack Rolls. | |||
Note: The Ability Score used to determine the Spell Save DC is not necessarily the same as the type of Saving Throw imposed on targets. Instead, much like for Attack Rolls, it uses the caster's [[Spells#Spellcasting_Ability_Modifier|Spellcasting Ability Modifier]]. For example, a [[Wizard]]'s Spell Save DC is determined by their Intelligence modifier, but a creature targeted by a {{SmallIcon|Web_Spell_Icon_2.png}} [[Web]] spell cast by a Wizard must still make a ''Dexterity'' Save. | |||
==== For Ability Checks ==== | ==== For Ability Checks ==== | ||
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''Main page: [[Proficiency Bonus]]'' | ''Main page: [[Proficiency Bonus]]'' | ||
Creatures can have Proficiency in a number of | Creatures can have Proficiency in a number of different areas, allowing them to add their {{SmallIcon|Proficiency Icon.png}} [[Proficiency Bonus]] to related rolls. Proficiencies can be granted by a creature's [[Background]], [[Race]], [[Class]], and [[Feats]] chosen when leveling up. | ||
==== For Attack Rolls ==== | ==== For Attack Rolls ==== | ||
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==== For Saving Throws ==== | ==== For Saving Throws ==== | ||
A creature can have Proficiency in a specific type of Saving Throw, like Strength Saving Throws or Dexterity Saving Throws. Each [[Class]] gains Proficiency in two such types of Saving Throw at level 1, and can add their Proficiency Bonus to those types of Saving Throws. | |||
A creature's Proficiency Bonus also affects the Difficulty Class of the Saving Throw that enemies must roll when affected by that creature's spells (and some non-spell abilities). The formula for this is: {{code|<nowiki>Spell Save DC = 8 + Spellcasting Ability Modifier + Proficiency Bonus</nowiki>}}. | |||
==== For Ability Checks ==== | ==== For Ability Checks ==== |