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{{NoExcerpt|''For a comprehensive summary of the mechanics behind all rolls and modifiers, see [[Die Rolls]].''}}
{{PageSeo
| 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 = Attack
| 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]].


[[Category:Gameplay Mechanics]]
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]].


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.
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.


<div style="text-align: center;">'''Result = {{InfoBlob|{{D20}} + Ability Score Modifier + (optional) Proficiency Bonus}}'''</div>
'''Spell attacks''' are attack rolls made as part of casting a [[Spells|spell]].


The result of the roll is compared to the [[Armour Class]] of the target.  If the Armour 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.
<div style="text-align: center;">'''Result = {{InfoBlob|{{D20}} + Ability score modifier + Proficiency bonus}}'''</div>


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.
== Attack rolls ==
 
{{Excerpt|Dice rolls|Attack rolls|subsections=yes|templates=SAI, InfoBlob, note}}
== Critical Miss / Critical Hit ==
[[File:critical hit.png|right|thumb|Example of a Critical Hit with a 1d6 Shortsword. Notice how 2 d6 dice were used in the damage roll.]]
There are two special cases that needs to be considered. An attack roll of 1 means that the attack fails to connect, regardless of bonuses or the target's Armour Class. This is called a '''Critical Miss'''.
 
Likewise, an attack roll of 20 means the attack succeeds regardless of the target's Armour Class. This is called a '''Critical Hit'''.  Additionally, the [[Damage Roll]] associated with a critical hit uses double the normal amount of '''all''' damage dice involved, this includes damage dice from additional sources such as [[Sneak Attack (Melee)|sneak attacks]], [[Basic Poison|poison]], and [[Paladin]] smites.
 
Certain [[Feats]], [[Subclass]] feature, and [[Items]] can reduce the attack roll threshold of a critical hit by 1. These stack with one another making it possible for a creature to score a critical hit with an attack roll of 18 or even lower.
 
A few conditions also make it so that a critical hit is guaranteed under certain circumstances. [[Sleeping (Condition)|Sleeping]] and [[Paralysed (Condition)|Paralysed]] being the main examples.


== Modifiers ==
== Modifiers ==
 
=== Weapons ===
Attack Rolls can be affected by {{Advantage}}/{{Disadvantage}}, by the attacker's [[Ability Score Modifier]], the attacker's [[Proficiency Bonus]], [[Enchantment|Weapon Enchantments]], [[Bless]], [[High Ground Rules|High Ground/Low Ground]], [[Bane]], [[Conditions#Loviatar's Blessing|Loviatar's Blessing]], [[Magic Weapon]], [[Sacred Weapon]], and [[Fighting Style|Archery Fighting Style]].
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.
 
=== 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 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.


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 is higher.
* Throwing a [[Dagger]] (Finesse & Thrown) for a ranged attack uses Strength or Dexterity, whichever the attacking creature has a higher score in.
 
==== 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:


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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 in the weapon it's using to make the attack.
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 spell attacks, the creature must have innate spell casting capabilities granted by its [[Class]], [[Subclass]], or [[Feats]]. As a notable exception, despite not being able to cast spells normally, [[Barbarian]]s receive their Proficiency Bonus when casting spells from [[Scrolls]] (as of Early Access Patch 9).


The value of the bonus depends on the attacking creature's Level:
The value of the bonus depends on the attacking creature's Level:


{{ProficiencyBonusTable}}
{{ProficiencyBonusTable}}
== See Also ==
* [[List of features and items that affect attack rolls]]
* [[List of sources of advantage and disadvantage on attack rolls]]
== Footnotes ==
{{notelist}}
{{NavGameplay}}
{{NavGameplay}}
[[Category:Gameplay mechanics]]

Latest revision as of 06:03, 10 October 2024

"Attack" redirects here. For melee Attack, see Main Hand Attack. For ranged Attack, see Ranged Attack. For melee bonus Attack, see Off-Hand Attack (Melee). For ranged bonus Attack, see Off-Hand Attack (Ranged). For other uses, see Attack (disambiguation).

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 the attacker making an attack roll against the target's AC. If the attempt is successful, the attack may deal damage and/or inflict a condition.

Attacks can be made by taking an Attack action, as well by taking any action that requires the attacker to make an attack roll.

Spell attacks are attack rolls made as part of casting a spell.

Result = D20.png d20 + Ability score modifier + Proficiency bonus

Attack rolls[edit | edit source]

Creatures make attack rolls when they attack a target, usually with a weapon or a spell.

If the result of the attack roll is equal to or higher than the target's Armour Class (AC), the attack hits, and the attacker rolls for damage. If the result is lower than the target's AC, the attack misses.

Attack roll modifiers[edit source]

Attack rolls are always made using an associated ability:

  • Unarmed attacks, and attacks made with melee weapons and thrown weapons generally add the attacking creature's Strength modifier.
  • If the weapon has the Finesse property, attacks with it add either the attacker's Strength or Dexterity modifier, whichever is higher.
  • Unarmed attacks may use the attacker's Dexterity modifier if they have certain features like Dextrous Attacks from the Monk class.
  • Attacks made with ranged weapons add the creature's Dexterity modifier.
  • Spell attacks add the caster's spellcasting ability modifier, generally determined by their class.

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.

Critical hits[edit source]

Example of a critical hit with a 1d6 shortsword.

When a creature rolls a natural 20 on an attack roll, the attack is a critical hit. Critical hits automatically land regardless of the target's AC, and the attacker also rolls twice the normal number of dice to determine damage dealt, including additional dice such as those from smites or combat maneuvers. Modifiers and bonuses – including the creature's relevant ability score modifier and proficiency bonus – are not doubled.

Some feats, class features, and items reduce the critical hit threshold by 1, allowing the creature to land critical hits by rolling either 19 or 20 on attack rolls. Multiple sources of this effect stack, allowing the critical hit threshold to go even lower than 19.

Armour Class[edit source]

Armour Class (AC) is a measurement of how difficult a creature is to be hit by an attack. In order to successfully hit a creature, the results of an attack roll must be equal to or greater than the target's Armour Class. AC can be increased by equipping armour and shields, by selecting certain feats when leveling up, or utilizing certain spells.

Formula[edit source]

The formula that determines AC when wearing Armour in the torso slot is:

Torso armor AC + Dexterity modifier + shield bonus + other bonuses and penalties

The AC bonus from Dexterity is typically capped at +2 when wearing medium armour[note 1][note 2], and is reduced to zero when wearing heavy armour.

Most Shields grant +2 AC.

Other bonuses include things like the Defense fighting style, which grants +1 AC while wearing armor, and the Cloak of Protection, which grants +1 AC at all times. Bonuses to AC stack with each other.

Other formulas[edit source]

Barkskin sets the affected creature's AC to 16 if they would otherwise have less.

Unarmoured creatures may use a different formula if they have certain features. Creatures always use whichever formula they have access to that would result in the highest AC. Alternative formulas are only used if no items marked "Light Armor", "Medium Armor", or "Heavy Armor" are being worn in any equipment slot.

Mage Armour Mage Armour and Draconic Resilience Draconic Resilience:

13 + Dexterity modifier + shield bonus + other bonuses and penalties

Unarmoured Defence (Barbarian) Unarmoured Defence (Barbarian):

10 + Constitution modifier + Dexterity modifier + shield bonus + other bonuses and penalties

Unarmoured Defence (Monk) Unarmoured Defence (Monk):

10 + Wisdom modifier + Dexterity modifier + other bonuses and penalties

Modifiers[edit | edit source]

Weapons[edit | edit source]

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.

Some examples, to make the possible combinations of Finesse and Thrown easier to understand:

  • Using a Maul for a melee attack always uses Strength.
  • Using a Rapier (Finesse) for a melee attack uses Strength or Dexterity; whichever the attacking creature has a higher score in.
  • Shooting a Longbow for a ranged attack always uses Dexterity.
  • 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.

Spells[edit | edit source]

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

Classes sorted by which Ability Score they use for Spellcasting
Intelligence Intelligence Wisdom Wisdom Charisma Charisma

Wizard Wizard
Arcane Trickster Arcane Trickster
Eldritch Knight Eldritch Knight

Cleric Cleric
Druid Druid
Ranger Ranger

Bard Bard
Paladin Paladin
Sorcerer Sorcerer
Warlock Warlock
Barbarian Barbarian (Scrolls only)

In Baldur's Gate 3, the same ability modifiers apply when casting a spell from a Scroll, even when the spell being cast is not normally available to your class. For instance, a Sorcerer casting Guiding Bolt (a Cleric-only spell) from a scroll adds its Charisma modifier to the Attack Roll of the spell.

Value of the Modifier[edit | edit source]

Whichever Ability Score ends up being used, the bonus or penalty value is based on this table, depending on how high the used Ability Score is:

Ability score modifier chart
Ability score Modifier value Ability score Modifier value
1 -5 16-17 +3
2-3 -4 18-19 +4
4-5 -3 20-21 +5
6-7 -2 22-23 +6
8-9 -1 24-25 +7
10-11 +0 26-27 +8
12-13 +1 28-29 +9
14-15 +2 30 +10

Proficiency Bonus[edit | edit source]

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 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.

The value of the bonus depends on the attacking creature's Level:

Proficiency Bonus Chart
Level Proficiency Bonus
1 to 4 + 2
5 to 8 + 3
9 to 12 + 4

See Also[edit | edit source]

Footnotes[edit | edit source]

  1. The Medium Armour Master feat increases the cap from +2 to +3.
  2. A few rare armours have an "Exotic Material" trait that allow the wearer to get the full Dexterity bonus to AC. These include Yuan-Ti Scale Mail, Unwanted Masterwork Scalemail, Sharpened Snare Cuirass, and Armour of Agility.