Gameplay mechanics: Difference between revisions

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(Created page with "== Actions == * Action * Bonus Action * Reaction == Spells == * All Spells ** All Cantrips ** All 1<sup>st</sup> Level Spells ** All 2<sup>nd</sup> Level Spells == Feats == * Ability Score Increase ** Increase one Ability by 2, or two Abilities by 1. You can't increase an Ability above 20 using this feature. * Athlete ** Increase Strength or Dexterity by 1, to a maximum of 20. When you are Prone, standing up uses less movement. * Defensive Duelist ** When you are...")
 
(→‎Classes: rectified the word "spells")
 
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== Actions ==
{{PageSeo
|title = Gameplay mechanics
|description = Baldur's Gate 3 is a turn-based adventure with a wide variety of gameplay mechanics.
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''Baldur's Gate 3'' is a turn-based adventure with a wide variety of '''gameplay mechanics'''.


* Action
== Turns and rounds ==
* Bonus Action
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.
* Reaction


== Spells ==
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.


* All Spells
=== Turn order ===
** All Cantrips
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.
** All 1<sup>st</sup> Level Spells
** All 2<sup>nd</sup> Level Spells


== Feats ==
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.


* Ability Score Increase
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.
** Increase one Ability by 2, or two Abilities by 1. You can't increase an Ability above 20 using this feature.


* Athlete
=== Turn-based mode ===
** Increase Strength or Dexterity by 1, to a maximum of 20. When you are Prone, standing up uses less movement.
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.


* Defensive Duelist
=== Action economy ===
** When you are attacked with a melee attack, you use your reaction to increase your Armour Class by 2, potentially causing the attack to miss. Prerequisite: you must be wielding a Finesse Weapon with which you are Proficient.
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.


* Dual Wielder
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.
** Gain a +1 bonus to Armour Class while wielding a melee weapon in each hand. You can use two-weapon fighting even if your weapons aren't light.


* Great Weapon Master
==== Resources ====
** When an attack with a Melee Weapon scores a Critical Hit or kills a creature, you can make another Melee Weapon Attack as a Bonus Action.
* Action: The primary resource, used for taking actions, such as [[Main Hand Attack|Attack]], [[Dash]], [[Hide]], [[Throw]], [[Spells|Spellcasting]] etc.
** Bonus action: A secondary resource a character can use during a turn to take bonus actions, such as [[Jump]].
* 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]].


* Heavily Armored (Requires Proficiency with Medium Armor)
== Creatures ==
** Gain Armour Proficiency with Heavy Armour and increase your Strength by 1, to a maximum of 20.
{{hatnote|See also: [[Creatures]]}}
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]].


* Lightly Armored
== Classes ==
** Gain Armour Proficiency with Light Armour and increase your Strength or Dexterity by 1, to a maximum of 20.
All Humanoid creatures, including the player character and all party members, has a [[Class|class]]. Player characters and all companions also have a [[Background|background]], and can use [[Equipment|equipment]]. Having levels in a class allows access to ''class features'', which are the features that set classes apart from each other.


* Magic Initiate: Cleric
Classes may also grant access to [[Spells|spells]] and [[Feats|feats]].
** Learn 2 Cantrips and a 1st-level Spell from the Cleric spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Wisdom.


* Magic Initiate: Druid
=== Spellcasting ===
** Learn 2 Cantrips and a 1st-level Spell from the Druid spell list. You can cast the 1st-level Spell once pe Long Rest. Your Spellcasting Modifier for all three spells is Wisdom.
{{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''.


* Magic Initiate: Sorcerer
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.
** Learn 2 Cantrips and a 1st-level Spell from the Sorcerer spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Charisma.


* Magic Initiate: 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).
** Learn 2 Cantrips and a 1st-level Spell from the Warlock spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Charisma.


* Magic Initiate: Wizard
=== Stats ===
** Learn 2 Cantrips and a 1st-level Spell from the Wizard spell list. You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Intelligence.
All creatures have [[Hit points|hit points]] that determine how much [[Damage rolls|damage]] it can take, and [[Ability scores|abilities]] which are used in calculation of [[Dice rolls|dice rolls]].


* Martial Adept
Other important stats include [[Armour Class]], [[Proficiency bonus|proficiency bonus]] and [[Resistance|resistances]].
** Learn two maneuvers from the Battle Master archetype and receive 1 (additional) Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.


* Mobile
== Conditions ==
** Your Movement Speed increases. When you use the Dash action, difficult terrain doesn't slow you down. Moreover, if you move after making a melee attack, you don't provoke an Opportunity Attack from your target.
[[Condition|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.


* Moderately Armored (Requires Proficiency with Light Armor)
== Equipment ==
** You have Armour Proficiency with Medium Armour and shields, and your Strength or Dexterity increases by 1, to a maximum of 20.
=== Weapons ===
Having a weapon equipped grants a character access to special [[Weapon actions|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


* Shield Master
[[Category:Gameplay mechanics]]
** Gain a +2 bonus to Dexterity Saving Throws when wielding a shield.
 
* Skilled
** You gain Proficiency in 3 Skills of your choice.
 
* Tough
** Hit point maximum increased by 2 for each level.
 
* Weapon Master
** Increase your Strength or Dexterity by 1, to a maximum of 20, and gain Proficiency with four weapons of your choice.

Latest revision as of 20:01, 10 March 2024

Baldur's Gate 3 is a turn-based adventure with a wide variety of gameplay mechanics.

Turns and rounds[edit | edit source]

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.

Turn order[edit | edit source]

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

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.

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.

Turn-based mode[edit | edit source]

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.

Action economy[edit | edit source]

Most creatures are able to take one action, one bonus action and one reaction per turn, but some equipment and class features allow a creature to take more actions than this.

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[edit | edit source]

  • Action: The primary resource, used for taking actions, such as Attack, Dash, Hide, Throw, Spellcasting etc.
    • Bonus action: A secondary resource a character can use during a turn to take bonus actions, such as Jump.
  • 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[edit | edit source]

See also: Creatures

All characters, animals and monsters are creatures. Every creature has a race and a creature type, and may have racial traits.

Classes[edit | edit source]

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.

Spellcasting[edit | edit source]

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.

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.

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).

Stats[edit | edit source]

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[edit | edit source]

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[edit | edit source]

Weapons[edit | edit source]

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