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Dice rolls: Difference between revisions

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reworded summary, minor edits
(reworded summary, minor edits)
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{{PageSeo
{{PageSeo
| title = Dice rolls
| title = Dice rolls
| description = Random variables in Baldur's Gate 3 are decided by dice rolls.
| description = Dice rolls are a central mechanic in Baldur's Gate 3 which determine the outcome of many different situations.
}}
}}
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:  {{DieIcon|d4|Force}} d4, {{DieIcon|d6|Radiant}} d6, {{DieIcon|d8|Cold}} d8, {{DieIcon|d10|Poison}} d10, {{DieIcon|d12|Psychic}} d12 and {{D20}}.
'''Dice rolls''' are an important mechanic in [[Baldur's Gate 3]] which determine the outcome of many different situations. For example, determining whether a character will succeed or not at using a particular skill, or if an attack will land and how much damage it will do.
 
Dice are notated with a ''d'' followed by the number of sides on that specific die:  {{DieIcon|d4|Force}} d4, {{DieIcon|d6|Radiant}} d6, {{DieIcon|d8|Cold}} d8, {{DieIcon|d10|Poison}} d10, {{DieIcon|d12|Psychic}} d12 and {{D20}}.


== Mechanics ==
== Mechanics ==
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==== Advantage and disadvantage ====
==== Advantage and disadvantage ====
A creature may have [[advantage]] or [[disadvantage]] on a d20 roll. A creature with either rolls twice (depicted in the game as two dice rolled simultaneously) and uses the higher result if they have advantage, or the lower result for disadvantage.
A creature may have {{advantage}} or {{disadvantage}} on a d20 roll. A creature with either rolls twice (depicted in the game as two dice rolled simultaneously) and uses the higher result if they have advantage, or the lower result for disadvantage.


Advantage and disadvantage do not stack. If multiple instances of advantage or disadvantage apply to a roll, a creature still only rolls twice.
Advantage and disadvantage do not stack. If multiple instances of advantage or disadvantage apply to a roll, a creature still only rolls twice.
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When a creature rolls dice to determine success, they roll a twenty-sided die ({{D20}}) and add the associated ability score modifier to the result of the roll. If applicable, they also add their proficiency bonus and appropriate modifiers from other sources. If the final result equals or exceeds a threshold value, it is considered a success.
When a creature rolls dice to determine success, they roll a twenty-sided die ({{D20}}) and add the associated ability score modifier to the result of the roll. If applicable, they also add their proficiency bonus and appropriate modifiers from other sources. 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 failure, while a natural 20 is always an automatic success.
Rolling a 1 or 20 on a d20 roll is referred to as a "natural 1" or "natural 20". A natural one is always an automatic failure, while a natural twenty is always an automatic success.


=== Attack rolls ===
=== Attack rolls ===
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=== Saving throws ===
=== Saving throws ===
Traps, many spells, conditions and other sources of harm may allow a creature a chance to avoid or reduce their effect, known as a [[saving throw]] or ''save''. This is a d20 roll, with the relevant Ability and Difficulty Class (DC) determined by the source of the effect. If the final result of the roll equals or exceeds the DC, the save is successful.
Traps, spells, conditions and other sources of harm may allow a creature a chance to avoid or reduce their effect, known as a [[saving throw]] or ''save''. This is a d20 roll, with the relevant Ability and Difficulty Class (DC) determined by the source of the effect. If the final result of the roll equals or exceeds the DC, the save is successful.


A creature can be proficient in saving throws on a per-Ability basis. Player characters are proficient in two saving throws, based on their class. Proficency adds a creature's [[proficiency bonus]] to the saving throw.
A creature can be proficient in saving throws on a per-ability basis. Player characters are proficient in two saving throws, based on their class. Proficency adds a creature's [[proficiency bonus]] to the saving throw.


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:
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:
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==== Death saves ====
==== Death saves ====
When a player character is [[Downed (Condition)|Downed]], they make a special [[Death Saving Throw]] each turn to determine if they slip closer to death. Death saves are not associated with an Ability Score and so don't add any modifiers or the proficiency bonus. They only benefit from bonuses that apply to all saving throws (such as {{SAI|Bless}}) or specifically to death saves.
When a player character is {{cond|Downed}}, they make a special [[Death Saving Throw]] each turn to determine if they slip closer to death. Death saves are not associated with an Ability Score and so don't add any modifiers or the proficiency bonus. They only benefit from bonuses that apply to all saving throws (such as {{SAI|Bless}}) or specifically to death saves.


Death saves are a success on a result of 10 or higher, and otherwise a failure. A character dies when three failures are accumulated, or becomes Stable (they no longer make death saves) when three successes are accumulated, whichever happens first.
Death saves are a success on a result of 10 or higher, and otherwise a failure. A character dies when three failures are accumulated, or becomes Stable (they no longer make death saves) when three successes are accumulated, whichever happens first.
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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.
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]].
Heals work similarly to damage rolls, but instead restore a target's [[Hit points|hit points]].


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== Karmic Dice ==
== Karmic Dice ==
[[File:karmic dice setting.png|200px|thumb|The optional Karmic Dice setting, located in Gameplay Options]]
[[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.
When the Karmic Dice option is enabled (it is by 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.  
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.  

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