Crime: Difference between revisions

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(Created page with "{{Construction}} '''Crime''' is a gameplay mechanic in Baldur's Gate 3. Certain morally dubious actions, from destruction of property to murder, if done in view of non-player characters, will result in attitude reductions and, potentially, imprisonment or combat. With the appropriate use of actions and abilities, the consequences of crime can be avoided. == Committing crimes == A variety of crimes can be committed during the player's...")
 
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== Investigation ==
== Investigation ==
Large, populated [[locations]], such as the [[Druid Grove]], have guards that deal with crime. If a civilian witnesses a crime, they can report the crime to a guard, who will run over (often with a full patrol) to search for the offending character. If the culprit is nowhere to be found, they will investigate the area for a number of turns before dispersing, forgetting about the crime entirely.
Large, populated [[locations]], such as the [[Goblin Camp]] or [[Druid Grove]], have guards that deal with crime. If a civilian witnesses a crime, they can report the crime to a guard, who will run over (often with a full patrol) to search for the offending character. If the culprit is nowhere to be found, they will investigate the area for a number of turns before dispersing, forgetting about the crime.


=== Questioning ===
=== Questioning ===
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Fleeing from prison inflicts the temporary {{Cond|Fugitive}} condition on the criminal. If found within a guard's line-of-sight while active, the criminal will be considered escalating their crimes, risking re-arrest or instant combat.
Fleeing from prison inflicts the temporary {{Cond|Fugitive}} condition on the criminal. If found within a guard's line-of-sight while active, the criminal will be considered escalating their crimes, risking re-arrest or instant combat.


== Related conditions ==
* {{Cond|Fugitive}}
* {{Cond|Enemy of Justice}}
* [[Witness (Condition)|Witness]]
{{Inflicts|Fugitive}}
{{Inflicts|Fugitive}}