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[[File:Deception.png|thumb|A Deception check]] | [[File:Deception.png|thumb|A Deception check]] | ||
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| title = Dice rolls | |||
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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. | |||
Dice rolls are also used to roll for [[Initiative|initiative]] and [[Damage rolls|damage]]. | |||
== D20 == | |||
When a creature roll 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. | |||
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. | |||
=== Dice | 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". | ||
Types of dice are referred to by the number of sides they have: {{DieIcon|d4|Force}} | |||
== Damage rolls == | |||
{{hatnote|For more information, see [[Damage rolls]].}} | |||
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 == | |||
{{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 === | |||
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. | |||
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. | 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 | == 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 frustrating streaks of very low rolls in a row. | When the '''Karmic Dice''' option is enabled (the default), the game will avoid frustrating streaks of very low rolls in a row. | ||
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Karmic Dice was previously referred to as 'Loaded Dice'. | Karmic Dice was previously referred to as 'Loaded Dice'. | ||
== Advantage | == Advantage and disadvantage == | ||
''Main page: [[Advantage]]'' | ''Main page: [[Advantage]]'' | ||
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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. | 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 | == 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 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 | === Attack rolls === | ||
''Main page: [[Attack Roll]]'' | ''Main page: [[Attack Roll]]'' | ||
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<div style="text-align: center;">'''Result = {{InfoBlob|{{D20}} + Ability Score Modifier + Proficiency Bonus}}'''</div> | <div style="text-align: center;">'''Result = {{InfoBlob|{{D20}} + Ability Score Modifier + Proficiency Bonus}}'''</div> | ||
Attacks made with [[Weapons]] always use an | 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. | ||
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). | 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). | ||
A successful | A successful attack roll results in a separate damage roll to determine the amount of damage done to the target. | ||
==== | ==== Criticals ==== | ||
[[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'''. | 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'''. | ||
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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}}). | 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 | ==== 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. | 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. | 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 | === Saving throw === | ||
''Main page: [[Saving | ''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. | 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. | ||
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<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 | ==== 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 [[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. | ||
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Some magical effects and items may also grant bonuses to Saving Throws. | Some magical effects and items may also grant bonuses to Saving Throws. | ||
==== Effect of | ==== 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 | === Ability check === | ||
''Main page: [[Ability | ''Main page: [[Ability check]]'' | ||
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. | 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> | <div style="text-align: center;">'''Result = {{InfoBlob|{{D20}} + Ability Score Modifier + Proficiency Bonus}}'''</div> | ||
Some | 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 ==== | |||
{{hatnote|For more information, see [[Skills]].}} | |||
Most ability checks are associated with a specific [[Skilsl|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. | |||
[[Expertise]] in a skill allows a creature to add double its proficiency bonus. Expertise usually comes from specific class features. | |||
Some | ==== Automatic rolls ==== | ||
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 ==== | |||
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 ==== | ==== Contest ==== | ||
A '''Contest''' is a special type of | 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. | 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. | ||
== Other | == Other rolls == | ||
=== Damage and | === Damage and healing rolls === | ||
''Main page: [[Damage | ''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]]. | 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]]. |