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{{ up to date | 2023-08-19 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->
[[Category:Gameplay Mechanics]]
'''Initiative''' determines the order of turns during combat.
'''Initiative''' determines the order of turns during combat.


== Rolling Initiative ==
== Rolling Initiative ==
When combat begins, every participating combatant rolls <span class="bg3wiki-info-blob">{{DieIcon|d4|Physical}} D4 + [[Dexterity#Dexterity Modifier Chart|Dexterity Modifier]]</span> to determine their position in the initiative order. The participant with the highest roll goes first and the particpant with the lowest roll goes last. If two participants roll the same Initiative result, the one with a higher [[Dexterity]] Score goes first.
When combat begins, every participating combatant rolls <span class="bg3wiki-info-blob">{{DieIcon|d4|Physical}} D4 + [[Dexterity#Dexterity Modifier Chart|Dexterity Modifier]]</span> to determine their position in the initiative order. Participants act in order from highest to lowest Initiative. If two participants roll the same Initiative result, the one with a higher [[Dexterity]] Score goes first, though characters controlled by the same player with the same Initiative effectively act simultaneously: they can use their collective actions, movement and other turn-based resources in any order they choose.


== Surprised ==
== Initiative bonuses ==
'''Surprised''' is a special condition that overrides the initiative roll made by a creature for the first round of combat. When one side of a combat encounter is unaware of the other side, they may be surprised. A surprised creature cannot take any [[Action]]s or [[Reaction]]s for one combat round. Characters with the [[Alert]] feat cannot be surprised.
Many class features, [[feats]], magic items and consumables can improve a character’s initiative by granting additional bonuses to the roll. Many of these are also used by [[Non-Player Characters|NPCs]]. Unlike in tabletop rules, it is NOT considered a skill check, and so initiative is not affected by features or effects like [[Jack of All Trades]] or [[Enhance Ability: Cat's Grace (Condition)]].


Surprise can be achieved when initiating combat by attacking an unaware enemy while [[Hide|Hidden]].
{| class="wikitable sortable"
* Some creatures, even when surprised themselves, may call out to nearby allies to prevent them from being surprised.
|+Sources of Initiative bonuses
* Certain combat encounters are rigged to always surprise either the player's party or the enemy party when the proper conditions are met. For example:
!Source
** The first encounter with the [[Lesser Imp]]s during the [[Prologue]] always grants the player a surprise round.
!Value
** A [[Mimic]] will always surprise the player's party when interacting with the object it's disguised as.
!Type
!Subtype
!Other
|-
|[[Alert]]
| +5
|Feat
| -
|Cannot be Surprised
|-
|[[Elixir of Vigilance]]
| +5
|Consumable
|Elixir
|Cannot be Surprised
|-
|[[Feral Instinct]]
| +3
|Feature
| -
|Cannot be Surprised
|-
|[[Dread Ambusher]]
| +3
|Feature
| -
|
|-
|[[Hellrider Longbow]]
| +3
|Weapon
|Longbow
|
|-
|[[Sentinel Shield]]
| +3
|Shield
| -
|
|-
| [[Assassin of Bhaal Cowl]]
| +2
|Headwear
| -
|
|-
|[[Mask of Soul Perception]]
| +2
|Headwear
| -
|
|-
|[[Soulbreaker Greatsword]]
| +2
|Weapon
|Greatsword
|
|-
|[[Bhaalist Armour]]
| +2
|Armour
|Light Armour
|
|-
|[[Elegant Studded Leather]]
| +2
|Armour
|Light Armour
|
|-
|[[Elven Chain]]
| +2
|Armour
|Medium Armour
|
|-
|[[Flame Enamelled Armour]]
| +1
|Armour
|Medium Armour
|
|-
|[[Ambusher]]
| +1
|Weapon
|Shortsword
|
|-
|[[Bow of Awareness]]
| +1
|Weapon
|Shortbow
|
|-
|[[Fistbreaker Helm]]
| +1
|Headwear
| -
|
|-
| [[Halberd of Vigilance]]
| +1
|Weapon
| Halberd
|
|-
| [[Stalker Gloves]]
| +1
|Handwear
| -
|
|-
|[[Studded Leather Armour +2]]
| +1
|Armour
|Light Armour
|
|-
|[[Hide Armour +2]]
| +1
|Armour
|Medium Armour
|
|-
|[[Scale Mail  +2]]
| +1
|Armour
|Medium Armour
|
|-
|[[Yuan-Ti Scale Mail]]
| +1
|Armour
|Medium Armour
|
|}


{{GameplayNavbox}}
{{:Surprise (Game Mechanic)}}
 
[[Category:Gameplay mechanics]]

Revision as of 21:12, 12 April 2024

Initiative determines the order of turns during combat.

Rolling Initiative

When combat begins, every participating combatant rolls D4 Physical.png D4 + Dexterity Modifier to determine their position in the initiative order. Participants act in order from highest to lowest Initiative. If two participants roll the same Initiative result, the one with a higher Dexterity Score goes first, though characters controlled by the same player with the same Initiative effectively act simultaneously: they can use their collective actions, movement and other turn-based resources in any order they choose.

Initiative bonuses

Many class features, feats, magic items and consumables can improve a character’s initiative by granting additional bonuses to the roll. Many of these are also used by NPCs. Unlike in tabletop rules, it is NOT considered a skill check, and so initiative is not affected by features or effects like Jack of All Trades or Enhance Ability: Cat's Grace (Condition).

Sources of Initiative bonuses
Source Value Type Subtype Other
Alert +5 Feat - Cannot be Surprised
Elixir of Vigilance +5 Consumable Elixir Cannot be Surprised
Feral Instinct +3 Feature - Cannot be Surprised
Dread Ambusher +3 Feature -
Hellrider Longbow +3 Weapon Longbow
Sentinel Shield +3 Shield -
Assassin of Bhaal Cowl +2 Headwear -
Mask of Soul Perception +2 Headwear -
Soulbreaker Greatsword +2 Weapon Greatsword
Bhaalist Armour +2 Armour Light Armour
Elegant Studded Leather +2 Armour Light Armour
Elven Chain +2 Armour Medium Armour
Flame Enamelled Armour +1 Armour Medium Armour
Ambusher +1 Weapon Shortsword
Bow of Awareness +1 Weapon Shortbow
Fistbreaker Helm +1 Headwear -
Halberd of Vigilance +1 Weapon Halberd
Stalker Gloves +1 Handwear -
Studded Leather Armour +2 +1 Armour Light Armour
Hide Armour +2 +1 Armour Medium Armour
Scale Mail +2 +1 Armour Medium Armour
Yuan-Ti Scale Mail +1 Armour Medium Armour

Surprised Surprised is a special condition that can affect creatures during the first round of combat.

Overview

When one side of a combat encounter is unaware of the other side, they may be Surprised. A Surprised creature cannot take any Actions or Reactions for one combat round. Characters with the Alert Alert feat, the Feral Instinct Feral Instinct feature or specific items (such as the Elixir of Vigilance) cannot be Surprised.

Certain combat encounters, especially ones that occur after an in-game cutscene, are set to always Surprise Surprise the party. These can usually be countered by utilizing the aforementioned features or else conditions such as Invisible Invisible or hiding in heavily obscured areas with spells such as Darkness Darkness before triggering them.

How to Surprise Enemies

The key to surprising surprising enemies is line of sight: they must have a clear line of sight to the character surprising them. If they do not, then they will begin searching for that character and will NOT be surprised surprised once they find them and begin combat.

This can make it challenging and counter-intuitive to successfully surprise a group of enemies. Precautions such as the following may aid in the process:

  • 1) Use Hide Hide to put the ENTIRE party into stealth, including pets.
  • 2) Ungroup the party, including pets, then select one party member as the ambusher and move them into position to trigger the surprise.
  • 3) Keep the other party members and pets some distance away while the ambusher approaches the enemy from outside their vision cones. If they cross a vision cone in a Clear Area Clear Area then they will instantly be spotted, but if they are Lightly Obscured Lightly Obscured or Heavily Obscured Heavily Obscured then they must succeed a Stealth roll against the enemy's Perception check. On a successful roll the enemies will not notice the character, but on a failed roll they will initiate combat without being surprised surprised.
  • 4) The ambusher MUST initiate combat from within line of sight of the enemy. If they do, then the enemy should be surprised surprised. However, if they are out of line of sight then the enemies will begin searching for the party member and will NOT be surprised surprised once they find them and begin combat.
  • 5) Once the enemy is surprised surprised, the rest of the party can be moved into position to join the fight. They will be drawn into the fight once they either enter an enemy's vision cone or attack them.

If a character's Stealth is high enough then enemies will sometimes fail to notice them even as their allies are being attacked and killed from a distance. This can even work with Area of Effect spells such as Fireball Fireball as long as the party member casting it remains hidden. The enemies will run around in a desperate search for the party member but be unable to find them. This can be accomplished with a high Dexterity score, Proficiency and Expertise in stealth, Advantage Icon.png Advantage in dexterity or stealth checks, and certain spells and abilities such as Pass Without Trace Pass Without Trace.

Triggering Surprised from Invisibility

The most reliable way to surprise surprise an enemy is to become Invisible Invisible and attack them. This invisibility can come from any source (e.g Potion of Invisibility, Invisibility Invisibility, Greater Invisibility Greater Invisibility, or Shadow of Menzoberranzan). The Quasit and Imp pets will also work, as will Wild Shape: Panther Wild Shape: Panther.

List of Surprise encounters

Act 1

Act 2

  • In the Shadow-Cursed Lands, 3 separate encounters with Blights can Surprise Surprise the party if they get too close to them.
  • In Moonrise Towers, attacking the Mimic will always Surprise Surprise the party when interacting with them in their disguised form. Attacking them from range will start the battle without being surprised.

Act 3