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| description = Dice rolls are a central mechanic in Baldur's Gate 3 which determine the outcome of many different situations. | | description = Dice rolls are a central mechanic in Baldur's Gate 3 which determine the outcome of many different situations. | ||
}} | }} | ||
[[File:Deception.png|thumb|A Deception check]] | [[File:Deception.png|thumb|{{noexcerpt|A Deception check}}]] | ||
'''Dice rolls''' are a central game mechanic in ''Baldur's Gate 3''. Dice are rolled 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. | '''Dice rolls''' are a central game mechanic in ''Baldur's Gate 3''. Dice are rolled 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. | ||
{{TOC|limit=3}} | {{TOC|limit=3}} | ||
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* {{D20}}}} | * {{D20}}}} | ||
The number of dice to be rolled is notated immediately before the ''d''. Any applicable '''[[#Modifiers|modifiers]]''' for the roll are given as an addition (if it is a '''bonus''') or subtraction (if is a '''penalty''') after the dice notation. | The number of dice to be rolled is notated immediately before the ''d''. Any applicable '''[[#Modifiers|modifiers]]''' for the roll are given as an addition (if it is a '''bonus''') or subtraction (if it is a '''penalty''') after the dice notation. For example, when a single twenty sided dice (d20) is rolled with no modifiers, it is notated as {{InfoBlob|1d20}}. When two six-sided dice (d6) are rolled with a modifier of +3, the roll is notated as {{InfoBlob|2d6+3}}. | ||
The range of potential results is often given in parentheses, especially for [[#Damage rolls|damage rolls]]. For example, a single dart from a {{SAI|Magic Missile|h=20px}} spell does {{InfoBlob|1d4+1 (2-5) Force damage}}. This means rolling 1d4 and adding 1 to the result, giving a possible total of 2 to 5 points of damage. | The range of potential results is often given in parentheses, especially for [[#Damage rolls|damage rolls]]. For example, a single dart from a {{SAI|Magic Missile|h=20px}} spell does {{InfoBlob|1d4+1 (2-5) Force damage}}. This means rolling 1d4 and adding 1 to the result, giving a possible total of 2 to 5 points of damage. | ||
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; Additional modifiers : Some [[features]] and [[conditions]] add additional modifiers to save DCs and the results of rolls, such as [[Shillelagh]], which allows the caster to add their spellcasting ability modifier to their attack and damage rolls, instead of Strength or Dexterity. | ; Additional modifiers : Some [[features]] and [[conditions]] add additional modifiers to save DCs and the results of rolls, such as [[Shillelagh]], which allows the caster to add their spellcasting ability modifier to their attack and damage rolls, instead of Strength or Dexterity. | ||
When a creature forces an opponent to make a [[#Saving | When a creature forces an opponent to make a [[#Saving throws|saving throw]] against a spell the creature has cast or action they have taken, the applicable modifiers are added to the creature's save DC instead. | ||
== d20 rolls == | == d20 rolls == | ||
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=== Advantage and disadvantage === | === Advantage and disadvantage === | ||
The terms advantage and disadvantage are used in [[Baldur's Gate 3]] with two different meanings: | |||
==== 1. Used with two dice ==== | |||
[[File:Advantage Icon.png|alt=The in-game symbol for advantage.|left]] | [[File:Advantage Icon.png|alt=The in-game symbol for advantage.|left]] | ||
[[File:Disadvantage Icon.png|alt=The in-game symbol for disadvantage|left]] | [[File:Disadvantage Icon.png|alt=The in-game symbol for disadvantage|left]] | ||
A | A number of situations and conditions give creatures advantage or disadvantage on d20 rolls. A creature that makes a roll with advantage rolls two d20 dice separately, and uses the higher of the two results. If they have disadvantage, they choose the lower of the two. | ||
Creatures receive no additional benefit or penalty from having multiple sources of advantage or disadvantage on a dice roll, and still only roll twice. Likewise, creatures that have {{em|both}} advantage and disadvantage on a roll only roll a single die, even if they have multiple sources of either. | Creatures receive no additional benefit or penalty from having multiple sources of advantage or disadvantage on a dice roll, and still only roll twice. Likewise, creatures that have {{em|both}} advantage and disadvantage on a roll only roll a single die, even if they have multiple sources of either. | ||
For an exhaustive list of sources of advantage and disadvantage, see the following pages: | |||
* For attack rolls: [[List_of_sources_of_advantage_and_disadvantage_on_attack_rolls#Advantage_on_attack_rolls|Advantage]] and [[List_of_sources_of_advantage_and_disadvantage_on_attack_rolls#Disadvantage_on_attack_rolls|Disadvantage]] | |||
* For saving throws: [[List_of_features_and_items_that_affect_saving_throws#Advantage_on_saving_throws|Advantage]] and [[List_of_features_and_items_that_affect_saving_throws#Disadvantage_on_saving_throws|Disadvantage]] | |||
==== 2. Used with contesting ability checks ==== | |||
A contest is a special type of ability check where one creature rolls an ability check against another creature's skill. Rather than rolling, the opposing creature uses a ''passive skill'' value given by {{InfoBlob|10 + skill bonus}} with {{Advantage}} on the relevant skill check adding 5 or {{Disadvantage}} subtracting 5. The passive skill value serves as the [[Difficulty Class]] (DC) of the skill check. | |||
== Ability checks == | == Ability checks == | ||
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Characters add their proficiency bonus to any ability checks they make using skills they are proficient in.{{note|These rolls are often referred to as "skill checks" by the community, although they are not referred to as such in-game.}} | Characters add their proficiency bonus to any ability checks they make using skills they are proficient in.{{note|These rolls are often referred to as "skill checks" by the community, although they are not referred to as such in-game.}} | ||
<center> | |||
{{SkillsTable}} | {{SkillsTable}} | ||
</center> | |||
All characters gain proficiency in two skills based on their chosen [[background]] during character creation, and can choose 2-4 more skills to be proficient in from a list of skills determined by their [[class]]. | All characters gain proficiency in two skills based on their chosen [[background]] during character creation, and can choose 2-4 more skills to be proficient in from a list of skills determined by their [[class]]. | ||
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* The [[Actor]] feat gives expertise in [[Deception]] and [[Performance]]. | * The [[Actor]] feat gives expertise in [[Deception]] and [[Performance]]. | ||
* [[Gnome#Rock Gnomes|Rock Gnomes]] have expertise in [[History]]. | * [[Gnome#Rock Gnomes|Rock Gnomes]] have expertise in [[History]]. | ||
* The [[Illithid Expertise]] feature grants expertise in [[Persuasion]], [[Deception]], and [[Intimidation]]. | * The [[Illithid Expertise]] feature grants expertise in [[Persuasion]], [[Deception]], and [[Intimidation]]. | ||
=== Common scenarios === | === Common scenarios === | ||
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; During dialogue | ; During dialogue | ||
: Ability checks are also common during dialogue, where some responses require an 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. | : Ability checks are also common during dialogue, where some responses require an 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. | ||
; Contests | ; Contests{{Anchor|Contests}} | ||
: A contest is a special type of ability check | : A contest is a special type of ability check where one creature rolls an ability check against another creature's skill. Rather than rolling, the opposing creature uses a ''passive skill'' value given by {{InfoBlob|10 + skill bonus}} with {{Advantage}} on the relevant skill check adding 5 or {{Disadvantage}} subtracting 5. The passive skill value serves as the [[Difficulty Class]] (DC) of the skill check. | ||
:: An example of this | :: An example of this with {{SAI|Shove}}. The creature attempting the shove makes an [[Athletics]] check versus the target's passive Athletics {{em|or}} [[Acrobatics]], whichever is higher. | ||
:: Another example is with {{SAI|Hide}} where the sneaking creature makes a [[Stealth]] check against an enemy's passive [[Perception]] while in their cone of vision to avoid being detected. | |||
== Saving throws == | == Saving throws == | ||
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; Spell save DC : The Difficulty Class of a spell that can be saved against is determined through the following formula: | ; Spell save DC : The Difficulty Class of a spell that can be saved against is determined through the following formula: | ||
:: {{InfoBlob|8 + proficiency bonus + spellcasting ability modifier}}. | :: {{InfoBlob|8 + proficiency bonus + spellcasting ability modifier}}. | ||
: Certain [[conditions]] and [[List of | : Certain [[conditions]] and [[List of equipment that affect Spell Save DC|equipment]] worn by the caster can also affect their Spell Save DC. | ||
; Weapon save DC: Most weapons allow proficient users to perform special "weapon actions", which are typically limited to once per short rest (e.g. [[Backbreaker]]). These actions often include the chance to inflict a condition on the target, and these conditions require the target to attempt a Save to avoid them. Each weapon action can grant its own inherent bonus to DC that isn't listed anywhere, but is frequently +2. The Difficulty Class of saves allowed by weapon actions is calculated as follows: | : This value can be checked by the shortcut key "K" and the target's saving throw can be checked by the shortcut key "T". | ||
; Weapon save DC: Most weapons allow proficient users to perform special "[[Weapon_actions|weapon actions]]", which are typically limited to once per short rest (e.g. [[Backbreaker]]). These actions often include the chance to inflict a condition on the target, and these conditions require the target to attempt a Save to avoid them. Each weapon action can grant its own inherent bonus to DC that isn't listed anywhere, but is frequently +2. The Difficulty Class of saves allowed by weapon actions is calculated as follows: | |||
:: {{InfoBlob|1=Weapon Action DC = 8 + proficiency bonus + [[Strength]] or [[Dexterity]] modifier + inherent weapon action bonus DC}} | :: {{InfoBlob|1=Weapon Action DC = 8 + proficiency bonus + [[Strength]] or [[Dexterity]] modifier + inherent weapon action bonus DC}} | ||
: Certain weapon actions, notably [[Concussive Smash]], instead allow the acting creature to either use their Spell Save DC or weapon action DC with a +2 bonus, whichever is higher. | : Certain weapon actions, notably [[Concussive Smash]], instead allow the acting creature to either use their Spell Save DC or weapon action DC with a +2 bonus, whichever is higher. | ||
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* Attacks made with ranged weapons add the creature's Dexterity modifier. | * Attacks made with ranged weapons add the creature's Dexterity modifier. | ||
* Spell attacks add the caster's [[Spells#Spellcasting|spellcasting ability modifier]], generally determined by their [[Class|class]]. | * Spell attacks add the caster's [[Spells#Spellcasting|spellcasting ability modifier]], generally determined by their [[Class|class]]. | ||
* If the attacker is using an [[Enchantment|enchanted]] weapon, the enchantment value is added. | |||
* If the attacker is proficient with the weapon they are wielding, or if the attack is a spell attack or unarmed attack, they also add their [[proficiency]] bonus. | |||
* According to the [[High Ground Rules]], if the attack is from above, a +2 bonus to the Attack roll is added. When attacking from below, there is a -2 penalty added. | |||
Attack rolls are also modified by: | |||
* Class [[Features]] - e.g. [[Archery]] | |||
* [[Feats]] - e.g. [[Sharpshooter]] | |||
* [[Items]] - e.g. [[Gloves of Dexterity]] | |||
* [[Spells]] - e.g. [[Bless]] | |||
* [[Consumables]] - e.g. [[Diluted Oil of Sharpness]] | |||
* Conditions - e.g. [[Lightning Charges (Condition)|Lightning Charges]] | |||
See [[list of features and items that affect attack rolls]]. | |||
=== Critical hits === | === Critical hits === | ||
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Which ability score modifier is added to a damage roll depends on the attack: | Which ability score modifier is added to a damage roll depends on the attack: | ||
* When making weapon attacks, the attacking creature usually adds | * When making weapon attacks, the attacking creature usually adds their ability score modifier to the attack roll. | ||
* Ability score modifiers are not normally added to damage rolls dealt by spells or spell attacks, unless specifically stated otherwise in the spell's description, or if enabled by some feature, such as {{SAI|Agonising Blast|h=20px}}. | * Ability score modifiers are not normally added to damage rolls dealt by spells or spell attacks, unless specifically stated otherwise in the spell's description, or if enabled by some feature, such as {{SAI|Agonising Blast|h=20px}}. | ||
Proficiency bonuses are | Proficiency bonuses are ''not'' added to damage rolls unless the attack being used (e.g. [[Shadowsoaked Blow]]) says so. | ||
== Other rolls == | == Other rolls == | ||
; Healing : [[Healing]] restores a target's [[hit points]] similarly to damage rolls. Healing rolls may also add modifiers, but there's no general rule for this; any bonuses are 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 | ; Healing : [[Healing]] restores a target's [[hit points]] similarly to damage rolls. Healing rolls may also add modifiers, but there's no general rule for this; any bonuses are 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 [[Life Domain]] [[Cleric]]'s {{SAI|Disciple of Life}} feature. | ||
; Wild Magic : When a Wild Magic sorcerer casts a leveled spell, a d20 is rolled to determine if they will trigger a Wild Magic Surge. A surge is triggered only when the outcome is 20. The resulting effect, and Wild Magic Barbarian surge effects for Rage: Wild Magic, are also determined with dice rolls. | ; Wild Magic : When a Wild Magic sorcerer casts a leveled spell, a d20 is rolled to determine if they will trigger a Wild Magic Surge. A surge is triggered only when the outcome is 20. The resulting effect, and Wild Magic Barbarian surge effects for Rage: Wild Magic, are also determined with dice rolls. | ||
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== Footnotes == | == Footnotes == | ||
{{notelist}} | {{notelist}} | ||
[[Category:Gameplay mechanics]] | |||
{{NavGameplay/Mechanics}} | {{NavGameplay/Mechanics}} |