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{{PageSeo
''For a comprehensive summary of the mechanics behind all rolls and modifiers, see [[Die Rolls]].''
| title = Attacks
| description = Attacks are attempts at hitting a target, determined by attack rolls made to determine whether an attack was a hit or a miss.}}
{{Redirect
| redirect = Action
| use1 = melee Attack
| article1 = Main Hand Attack
| use2 = ranged Attack
| article2 = Ranged Attack
| use3 = melee bonus Attack
| article3 = Off-Hand Attack (Melee)
| use4 = ranged bonus Attack
| article4 = Off-Hand Attack (Ranged)
| other
| disambig = Attack
}}
'''Attacks''' are attempts by a [[creatures|creature]] at hitting a target, usually with a [[Weapon|weapon]] or a [[Spells|spell]].


The outcome of an attempted attack is determined by the attacker making an '''attack roll''' against the target's [[Armour Class|AC]]. If the attempt is successful, the attack may deal [[damage]] and/or inflict a [[conditions|condition]].
[[Category:Gameplay Mechanics]]


Attacks can be made by taking an '''Attack action''', as well by taking any [[actions|action]] that requires the attacker to make an attack roll.
An '''Attack Roll''' happens when the game wants to decide whether an attack will hit its target.  The Attack Roll uses a D20 and can be affected by [[Die Rolls#Modifiers|Modifiers]] such as the Ability Score Modifier and Proficiency Bonus of the creature making the attack.


'''Spell attacks''' are attack rolls made as part of casting a [[Spells|spell]].
Result = {{D20}} + Ability Score Modifier + (optional) Proficiency Bonus


<div style="text-align: center;">'''Result = {{InfoBlob|{{D20}} + Ability score modifier + Proficiency bonus}}'''</div>
The result of the roll is compared to the [[Armor Class]] of the target.  If the Armor Class is reached or exceeded, the attack is a successful hit, and the game proceeds with a [[Damage Roll]] to determine the amount of damage dealt.


== Attack rolls ==
Attacks done with [[Weapons]] always use an Attack Roll to determine success.  Some spells also use an Attack Roll to determine whether they hit their intended target (such as [[Fire Bolt]] or [[Eldritch Blast]]), though other spells hit the target automatically (such as [[Magic Missile]] or [[Fireball]]).  A spell that hits its target automatically may allow the target to make a [[Saving Throw]] instead.
{{Excerpt|Dice rolls|Attack rolls|subsections=yes|templates=SAI, InfoBlob, note}}
 
== Critical Miss / Critical Hit ==
 
As a special case, a roll of 1 means that the attack fails regardless of bonuses and target Armor Class.  This is called a Critical Miss. Likewise, a roll of 20 means the attack succeeds regardless of the target's Armor Class.  This is called a Critical Hit.  A critical hit also affects the result of the Damage Roll, though the details of how this will be implemented in the finished game are not known yet.


== Modifiers ==
== Modifiers ==
=== Weapons ===
 
Melee and ranged weapon attacks use Strength or Dexterity, depending on the weapon: usually Strength for melee weapons and Dexterity for ranged weapons. The exceptions to this rule are [[Finesse]] weapons, which automatically select Strength or Dexterity, whichever score is higher; and [[Thrown]] weapons, which use Strength for both melee and ranged attacks. If a weapon is both Thrown and Finesse, it uses the higher of Strength and Dexterity for both melee and ranged attacks.
Attack Rolls can be affected by [[Advantage|Advantage / Disadvantage]], by the attacker's [[Ability Score Modifier]], and the attacker's [[Proficiency Bonus]].
 
=== Ability Score Modifier ===
 
A bonus or penalty may be applied to the result of the roll based on an [[Ability Score]].  Which ability is used depends on the type of attack being made.
 
==== Weapons ====
 
Melee and ranged weapon attacks use Strength or Dexterity, depending on the weapon.  Usually, Strength for melee weapons, and Dexterity for ranged weapons. The exceptions are [[Finesse]] weapons, where the higher one of Strength and Dexterity will be used; and [[Thrown]] weapons, which use Strength for both melee and ranged attacks. If a weapon is both Thrown and a Finesse weapon, it will use the higher of Strength and Dexterity both for melee and ranged attacks.


Some examples, to make the possible combinations of Finesse and Thrown easier to understand:
Some examples, to make the possible combinations of Finesse and Thrown easier to understand:
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* Shooting a [[Longbow]] for a ranged attack always uses Dexterity.
* Shooting a [[Longbow]] for a ranged attack always uses Dexterity.
* Throwing a [[Handaxe]] (Thrown) for a ranged attack uses Strength.
* Throwing a [[Handaxe]] (Thrown) for a ranged attack uses Strength.
* Throwing a [[Dagger]] (Finesse & Thrown) for a ranged attack uses Strength or Dexterity, whichever the attacking creature has a higher score in.
* Throwing a [[Dagger]] (Finesse & Thrown) for a ranged attack uses Strength or Dexterity; whichever the attacking creature has a higher score in.
 
If you use a weapon in a way it's not designed for at all, such as throwing a Maul at someone, or hitting someone over the head with a Longbow for a melee attack, then no Ability Score Modifier is applied at all.  That being said, [[Improvised Weapon Proficiency]] can negate this penalty.
 
==== Spells ====


=== Spells ===
For spells, the Ability Score used for the Modifier depends on the class of the caster:
For spells, the Ability Score used for the Modifier depends on the class of the caster:


{{ClassSpellcastingAbilityTable}}
{| class="wikitable" style="width: 75%"
 
|+ Table of classes by which Ability Score they use for spells
In Baldur's Gate 3, the same ability modifiers apply when casting a spell from a [[Scrolls|Scroll]], even when the spell being cast is not normally available to your class. For instance, a [[Sorcerer]] casting {{SmallIcon|Guiding Bolt Icon.png}} [[Guiding Bolt]] (a [[Cleric]]-only spell) from a scroll adds its [[Charisma]] modifier to the Attack Roll of the spell.
! Intelligence !! Wisdom !! Charisma
|-
| style="width: 33%" |
* [[Wizard]]
* [[Arcane Trickster]] (Rogue)
* [[Eldritch Knight]] (Fighter)
| style="width: 33%" |
* [[Cleric]]
* [[Druid]]
* [[Ranger]]
| style="width: 33%" |
* [[Bard]]
* [[Paladin]]
* [[Sorcerer]]
* [[Warlock]]
|}


==== Value of the Modifier ====
==== Value of the Modifier ====
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=== Proficiency Bonus ===
=== Proficiency Bonus ===
The attacking creature's [[Proficiency Bonus]] is added to the result of the roll if the creature has the correct kind of [[Proficiency]] for the attack it's making.
The attacking creature's [[Proficiency Bonus]] is added to the result of the roll if the creature has the correct kind of [[Proficiency]] for the attack it's making.


For [[Weapons|weapon]] attacks, the creature must have proficiency with the weapon it is using to make the attack. For spell attacks, every creature is automatically proficient.  
For [[Weapons|weapon]] attacks, the creature must have proficiency in the weapon it's using to make the attack.


The value of the bonus depends on the attacking creature's Level:
For spell attacks, the creature must have innate spell casting capabilities granted by its [[Class]], [[Subclass]], or [[Feats]].


{{ProficiencyBonusTable}}
The lack of spell casting proficiency is rarely noticed, since any creature innately capable of casting spells has it.  The lack of this proficiency only becomes apparent when items, such as Scrolls, are used to cast spells by a creature which otherwise couldn't cast any spells.


== Footnotes ==
The value of the bonus depends simply on the attacking creature's Level:
{{notelist}}
{{NavGameplay}}


[[Category:Gameplay mechanics]]
{{ProficiencyBonusTable}}
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