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(→‎Classes: rectified the word "spells")
(everything up to "Spellcasting" somewhat rewritten/expanded, will do the rest the coming days)
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|description = Baldur's Gate 3 is a turn-based adventure with a wide variety of gameplay mechanics.
|description = Baldur's Gate 3 is a turn-based adventure with a wide variety of gameplay mechanics.
}}
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{{rewrite}}{{Under construction}}
''Baldur's Gate 3'' is a turn-based adventure with a wide variety of '''gameplay mechanics'''.
''Baldur's Gate 3'' is a turn-based adventure with a wide variety of '''gameplay mechanics'''. Understanding the core mechanics can help the players navigate the challenging world of Baldurs Gate 3.  


== Turns and rounds ==
This page will give a general overview over the most important aspects, to understand certain nuances, reading linked articles might be required.
 
== Difficulty ==
There are five difficulty settings, or modes: the preset Explorer, Balanced, Tactician and Honour modes – as well Custom mode, which lets the player tweak various gameplay elements.
<gallery mode="packed" heights="260px">
Explorer Difficulty.webp|Explorer mode
Balanced Difficulty.webp|Balanced mode
Tactician Difficulty.webp|Tactician mode
Honour Difficulty.webp|Honour mode
</gallery>
{{hatnote|Main article: [[Difficulty]].}}
 
== Combat mechanics ==
The combat mechanics in Baldurs Gate 3 evolve around each character and enemy taking ''turns'', based on their initiative roll at the start of combat, reminiscent of Dungeons & Dragons 5th Edition.
 
=== Turn-based System ===
A ''turn'' is the most basic unit of time in ''Baldur's Gate 3'' gameplay. During combat, each creature takes a turn, usually in sequential order.  When all creatures have taken their turns, a ''round'' has passed.
A ''turn'' is the most basic unit of time in ''Baldur's Gate 3'' gameplay. During combat, each creature takes a turn, usually in sequential order.  When all creatures have taken their turns, a ''round'' has passed.


When two or more allied creatures are in close proximity to each other and would have otherwise taken their turn immediately after each other, they can usually take their turns at the same time.
When two or more allied creatures are in close proximity to each other and would have otherwise taken their turn immediately after each other, they can usually take their turns at the same time.


=== Turn order ===
While turns are primarily featured in combat, a turn-based mode is also available outside of combat, and automatically turns on in certain scenarios, such as when certain traps are activated.
{{hatnote|Main article: [[Turn-based mode]].}}
 
==== Turn order ====
The order in which creatures take their turn (the ''turn order'') is decided by rolling for [[Initiative|initiative]], which is a {{InfoBlob|1d4 + Dex mod}} roll.
The order in which creatures take their turn (the ''turn order'') is decided by rolling for [[Initiative|initiative]], which is a {{InfoBlob|1d4 + Dex mod}} roll.
{{hatnote|Main article: [[Initiative]].}}


If creatures who fight on the same side are adjacent to each other in the turn order they share their turn order position and can act interchangeably. For this matter, creatures who are summoned by the player but not controlled by the player, such as the ghouls from the [[Necromancy of Thay]], are not considered to be on the player's side. The maximum group size for a shared turn order position is 10 creatures.
Adjacent creatures in the turn order they share their turn order position and can act interchangeably. For this matter, creatures who are summoned by the player but not controlled by the player, such as the ghouls from the [[Necromancy of Thay]], are not considered to be on the player's side.  
: The maximum group size for a shared turn order position is 10 creatures.


If a creature that is attacked is unaware of their attackers at the start of combat, the first round of combat is declared a ''surprise round'', during which only the attackers may take actions.
If a creature that is attacked is unaware of their attackers at the start of combat, the first round of combat is declared a ''surprise round'', during which only the attackers may take actions.
{{hatnote|Main article: [[Surprised (Condition)|Surprised]].}}


=== Turn-based mode ===
==== Action economy ====
While turns are primarily featured in combat, a turn-based mode is also available outside of combat, and automatically turns on in certain scenarios, such as when certain traps are activated.
Most creatures are able to take one {{SmallIcon|Action Icon.png}} Action, one {{SmallIcon|Bonus Action Icon.png}} Bonus Action and one {{SmallIcon|Reaction Icon.png}} Reaction per turn, but some equipment and class features give additional or free actions.
{{hatnote|Main article: [[Actions]].}}
{{hatnote|See also: [[Attacks]].}}
Actions, bonus actions and reactions are also represented as [[Resources|resources]] that are replenished at the start of a creature's turn. For example, when a creature takes an action, their action resource is used.
 
==== Resources ====
Most actions require the acting creature to expend one or more resources, usually at least one of the three common resources associated with actions:
{{resource list start}}
{{resource list item
| name = {{SmallIcon|Action Icon.png}} Action
| recharge = turn
| charges = 1
| type = action
| description = Primary combat resource}}
{{resource list item
| name = {{SmallIcon|Bonus Action Icon.png}}  Bonus action
| recharge = turn
| charges = 1
| type = bonus action
| description = Secondary combat resource}}
{{resource list item
| name = {{SmallIcon|Reaction Icon.png}} Reaction
| recharge = turn
| charges = 1
| type = reaction
| description = Used to take reactions}}
{{resource list end}}<br>{{hatnote|Main article: [[Resources]].}}<br/>
 
=== Dice Rolls ===
 
Dice rolls are a central game mechanic to determine the outcome of variety of situations, such as whether a character will succeed at using a particular skill, or if an attack will land and how much damage it will do.
The base dice are as follows:
{{hlist|
* {{DieIcon|d4|Force}} d4
* {{DieIcon|d6|Radiant}} d6
* {{DieIcon|d8|Cold}} d8
* {{DieIcon|d10|Poison}} d10
* {{DieIcon|d12|Psychic}} d12
* {{D20}}}}
Additional modifiers can be applied, which are either bonuses which add to the result, or penalties which are subtracted from it.
{{hatnote|Main article: [[Dice rolls]].}}


=== Action economy ===
==== Advantage ====
Most creatures are able to take one [[Action|action]], one [[Bonus action|bonus action]] and one [[Reaction|reaction]] per turn, but some equipment and class features allow a creature to take more actions than this.
{{Advantage}} and {{Disadvantage}} only apply to {{D20}} rolls for [[Attack Roll]]s, [[Saving Throw]]s, and [[Ability Check]], but never to [[Damage Roll]], greatly affect the outcome of dice rolls.
{{hatnote|Main article: [[Advantage]].}}


Actions, bonus actions and reactions are also represented as [[Resources|resources]] that are replenished at the start of a creature's turn. For example, when a creature takes an action, their action resource is used.
=== Attacks ===
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 making an ''attack roll'' against the target's [[Armour Class|AC]]. If successful, the attack may deal [[damage]] and/or inflict a [[conditions|condition]].
<div style="text-align: center;">'''Result = {{InfoBlob|{{D20}} + Ability score modifier + Proficiency bonus}}'''</div>
{{hatnote|Main article: [[Attacks]].}}


==== Resources ====
==== Critical Hit ====
* Action: The primary resource, used for taking actions, such as [[Main Hand Attack|Attack]], [[Dash]], [[Hide]], [[Throw]], [[Spells|Spellcasting]] etc.
Critical hits occur when a creature [[Dice roll|rolls a natural 20]] on an [[attack roll]]. While initially a mechanic subject purely to the whims of luck, a number of features, abilities, and items allow the player to manipulate the odds of scoring a critical hit.
** Bonus action: A secondary resource a character can use during a turn to take bonus actions, such as [[Jump]].
{{hatnote|Main article: [[Critical hit]].}}
* Some traits or class features allow a creature to take specific actions as bonus actions.
* Reaction: A secondary resource a character can use during a combat round. It primarily allows a creature to take reactions outside their own turn - such as [[Opportunity Attacks]].


== Creatures ==
== NPCs ==
{{hatnote|See also: [[Creatures]]}}
Non-player characters are characters not controlled by the player. They have pre-determined behaviours and defined [[ability score]]s, [[class action]]s, and inventories.
All characters, animals and monsters are ''creatures''. Every creature has a [[Race|race]] and a [[Creature type|creature type]], and may have racial [[Traits|traits]].
NPCs can be divided into a number of archetypes that are not necessarily mutually exclusive, such as Traders and Bosses.
{{hatnote|Main article: [[Non-player characters]].}}


== Classes ==
== Classes ==
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Classes may also grant access to [[Spells|spells]] and [[Feats|feats]].
Classes may also grant access to [[Spells|spells]] and [[Feats|feats]].
{{hatnote|Main article: [[Classes]].}}


=== Spellcasting ===
=== Spellcasting ===
{{hatnote|Main article: [[Spellcasting]].}}
 
While all classes are capable of casting spells, some classes are proficient in spellcasting, and automatically learn spells. These classes may cast these learned spells using ''spell slots''.
While all classes are capable of casting spells, some classes are proficient in spellcasting, and automatically learn spells. These classes may cast these learned spells using ''spell slots''.


Spell slots are a replenishable resource, and are usually replenished on a long rest. Warlocks are able replenish spell slots on short rests, and wizards and [[Circle of the Land]] druids have class features that allow a limited amount of spell slots to replenished without a rest.
Every class – including those without the Spellcasting feature – has a designated [[Ability scores|ability]] known as their ''spellcasting ability''
{{table list|
; {{Ability|Intelligence}} : [[Fighter]], [[Rogue]], [[Wizard]].
; {{Ability|Wisdom}} : [[Cleric]], [[Druid]], [[Monk]], [[Ranger]].
; {{Ability|Charisma}} : [[Barbarian]], [[Bard]], [[Paladin]], [[Sorcerer]], [[Warlock]].
}}


Some classes can cast any spell they know at any given time (such as bards, sorcerers, warlocks), as long as they have available spell slots, whereas others must prepare spells – either from a list of spells known (wizards), or from a list of class spells (clerics, druids, paladins, rangers).
Spells are created from the Weave, the magical energies of the multiverse. They are conjured through experience, knowledge, or innate ability, or via the use of scrolls and magical items.
{{hatnote|Main article: [[Spellcasting]].}}


=== Stats ===
=== Stats ===

Revision as of 00:09, 13 July 2024

Baldur's Gate 3 is a turn-based adventure with a wide variety of gameplay mechanics. Understanding the core mechanics can help the players navigate the challenging world of Baldurs Gate 3.

This page will give a general overview over the most important aspects, to understand certain nuances, reading linked articles might be required.

Difficulty

There are five difficulty settings, or modes: the preset Explorer, Balanced, Tactician and Honour modes – as well Custom mode, which lets the player tweak various gameplay elements.

Main article: Difficulty.

Combat mechanics

The combat mechanics in Baldurs Gate 3 evolve around each character and enemy taking turns, based on their initiative roll at the start of combat, reminiscent of Dungeons & Dragons 5th Edition.

Turn-based System

A turn is the most basic unit of time in Baldur's Gate 3 gameplay. During combat, each creature takes a turn, usually in sequential order. When all creatures have taken their turns, a round has passed.

When two or more allied creatures are in close proximity to each other and would have otherwise taken their turn immediately after each other, they can usually take their turns at the same time.

While turns are primarily featured in combat, a turn-based mode is also available outside of combat, and automatically turns on in certain scenarios, such as when certain traps are activated.

Main article: Turn-based mode.

Turn order

The order in which creatures take their turn (the turn order) is decided by rolling for initiative, which is a 1d4 + Dex mod roll.

Main article: Initiative.

Adjacent creatures in the turn order they share their turn order position and can act interchangeably. For this matter, creatures who are summoned by the player but not controlled by the player, such as the ghouls from the Necromancy of Thay, are not considered to be on the player's side.

The maximum group size for a shared turn order position is 10 creatures.

If a creature that is attacked is unaware of their attackers at the start of combat, the first round of combat is declared a surprise round, during which only the attackers may take actions.

Main article: Surprised.

Action economy

Most creatures are able to take one Action, one Bonus Action and one Reaction per turn, but some equipment and class features give additional or free actions.

Main article: Actions.
See also: Attacks.

Actions, bonus actions and reactions are also represented as resources that are replenished at the start of a creature's turn. For example, when a creature takes an action, their action resource is used.

Resources

Most actions require the acting creature to expend one or more resources, usually at least one of the three common resources associated with actions:

Action
Recharge: turn (1 action)
Primary combat resource
Bonus action
Recharge: turn (1 bonus action)
Secondary combat resource
Reaction
Recharge: turn (1 reaction)
Used to take reactions

Main article: Resources.

Dice Rolls

Dice rolls are a central game mechanic to determine the outcome of variety of situations, such as whether a character will succeed at using a particular skill, or if an attack will land and how much damage it will do. The base dice are as follows:

  • D4 Force.png d4
  • D6 Radiant.png d6
  • D8 Cold.png d8
  • D10 Poison.png d10
  • D12 Psychic.png d12
  • D20.png d20

Additional modifiers can be applied, which are either bonuses which add to the result, or penalties which are subtracted from it.

Main article: Dice rolls.

Advantage

Advantage Icon.png Advantage and Disadvantage Icon.png Disadvantage only apply to D20.png d20 rolls for Attack Rolls, Saving Throws, and Ability Check, but never to Damage Roll, greatly affect the outcome of dice rolls.

Main article: Advantage.

Attacks

Attacks are attempts by a creature at hitting a target, usually with a weapon or a spell. The outcome of an attempted attack is determined by making an attack roll against the target's AC. If successful, the attack may deal damage and/or inflict a condition.

Result = D20.png d20 + Ability score modifier + Proficiency bonus
Main article: Attacks.

Critical Hit

Critical hits occur when a creature rolls a natural 20 on an attack roll. While initially a mechanic subject purely to the whims of luck, a number of features, abilities, and items allow the player to manipulate the odds of scoring a critical hit.

Main article: Critical hit.

NPCs

Non-player characters are characters not controlled by the player. They have pre-determined behaviours and defined ability scores, class actions, and inventories. NPCs can be divided into a number of archetypes that are not necessarily mutually exclusive, such as Traders and Bosses.

Main article: Non-player characters.

Classes

All Humanoid creatures, including the player character and all party members, has a class. Player characters and all companions also have a background, and can use equipment. Having levels in a class allows access to class features, which are the features that set classes apart from each other.

Classes may also grant access to spells and feats.

Main article: Classes.


Spellcasting

While all classes are capable of casting spells, some classes are proficient in spellcasting, and automatically learn spells. These classes may cast these learned spells using spell slots.

Every class – including those without the Spellcasting feature – has a designated ability known as their spellcasting ability

Spells are created from the Weave, the magical energies of the multiverse. They are conjured through experience, knowledge, or innate ability, or via the use of scrolls and magical items.

Main article: Spellcasting.

Stats

All creatures have hit points that determine how much damage it can take, and abilities which are used in calculation of dice rolls.

Other important stats include Armour Class, proficiency bonus and resistances.

Conditions

Conditions are the lingering effects of certain spells, class features, equipment or environments. They usually have a set duration, but some may last until the party has taken a long rest.

Equipment

Weapons

Having a weapon equipped grants a character access to special actions only usable while wielding that weapon. These are usually special attacks that can do bonus damage, hit multiple targets, debilitate foes, or move the character