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''' | '''Abilites''' are representations of a creature's physical and mental attributes. There are six abilities in ''Baldur's Gate 3'', and every creature has a set of six '''ability scores''', numerical values which repdesent how well they perform at each ability. | ||
Each ability score translate directly into an '''ability score modifier''' – modifiers which function as bonuses or penalties that are added to (or subtracted from) most [[Dice rolls|dice rolls]] in the game. | |||
<gallery heights="100px" mode="packed"> | <gallery heights="100px" mode="packed"> | ||
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== Overview of abilities == | == Overview of abilities == | ||
=== Strength === | |||
: Associated skills: [[Athletics]]. | : Associated skills: [[Athletics]]. | ||
A creature's Strength score increases that creature's [[Carrying capacity|carrying capacity]] and jump distance. The Strength modifier improves chances of success of shoving or resisting being shoved. It is also added to the result of [[Attack Roll|attack]] and [[Damage Roll|damage]] rolls for melee weapons. | A creature's Strength score increases that creature's [[Carrying capacity|carrying capacity]] and jump distance. The Strength modifier improves chances of success of shoving or resisting being shoved. It is also added to the result of [[Attack Roll|attack]] and [[Damage Roll|damage]] rolls for melee weapons. | ||
=== Dexterity === | |||
: Associated skills: [[Acrobatics]], [[Sleight of Hand]] and [[Stealth]]. | : Associated skills: [[Acrobatics]], [[Sleight of Hand]] and [[Stealth]]. | ||
A creature's Dexterity modifier is added to the results of attack and damage rolls of ranged weapons and, when the creature's Dexterity score is higher than their Strength score, melee weapons with the [[Finesse]] property. | A creature's Dexterity modifier is added to the results of attack and damage rolls of ranged weapons and, when the creature's Dexterity score is higher than their Strength score, melee weapons with the [[Finesse]] property. | ||
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Dexterity is a common ability used for saves against spells, often halving the damage rolls of those spells. | Dexterity is a common ability used for saves against spells, often halving the damage rolls of those spells. | ||
=== Constitution === | |||
: Associated skills: None. | : Associated skills: None. | ||
A creature's Constitution modifier is added to the amount of [[Hit points|hit points]] it gains on level up. This increase is applied retroactively. | A creature's Constitution modifier is added to the amount of [[Hit points|hit points]] it gains on level up. This increase is applied retroactively. | ||
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Constitution is commonly used for saves against [[Poisons|poisons]], and is a common ability used in saves against spells. It is also what is used to maintain [[Concentration]] on a long-duration spell and needing to roll saves against concentration being broken. | Constitution is commonly used for saves against [[Poisons|poisons]], and is a common ability used in saves against spells. It is also what is used to maintain [[Concentration]] on a long-duration spell and needing to roll saves against concentration being broken. | ||
=== Intelligence === | |||
: Associated skills: [[Arcana]], [[History]], [[Investigation]], [[Nature]] and [[Religion]]. | : Associated skills: [[Arcana]], [[History]], [[Investigation]], [[Nature]] and [[Religion]]. | ||
Intelligence is the spellcasting ability of wizards, fighters and rogues. | Intelligence is the spellcasting ability of wizards, fighters and rogues. | ||
=== Wisdom === | |||
: Associated skills: [[Animal Handling]], [[Insight]], [[Medicine]], [[Perception]], and [[Survival]]. | : Associated skills: [[Animal Handling]], [[Insight]], [[Medicine]], [[Perception]], and [[Survival]]. | ||
Wisdom is the spellcasting ability for clerics, druids and rangers, and is an important ability score for monks, as several of their class features depend on it. | Wisdom is the spellcasting ability for clerics, druids and rangers, and is an important ability score for monks, as several of their class features depend on it. | ||
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Wisdom is also a commonly used ability for saves against spells. | Wisdom is also a commonly used ability for saves against spells. | ||
=== Charisma === | |||
: Associated skills: [[Deception]], [[Intimidation]], [[Performance]], and [[Persuasion]]. | : Associated skills: [[Deception]], [[Intimidation]], [[Performance]], and [[Persuasion]]. | ||
Charisma is the spellcasting ability for bards, sorcerers, warlocks and paladins | Charisma is the spellcasting ability for bards, sorcerers, warlocks and paladins | ||
== Ability checks == | |||
Ability checks are dice rolls made to determine whether a creature succeeds or fails at a task. When attempting an ability check, a creature rolls a d20, and then adds the relevant [[Ability score#Ability score modifiers|ability score modifier]] and, if applicable, [[Proficiency bonus|proficiency bonus]] to the results of the roll. If the final results equal or exceeds a target [[Difficulty Class]] (DC), specific to that task, it is considered as success. | |||
<div style="text-align: center;"> Formula: {{InfoBlob|{{D20}} + Ability Score Modifier + (when applicable) proficiency Bonus}}</div> | |||
=== Skills === | |||
{{see also|skills}} | |||
Ability checks are usually made using a specified skill. If a creature is proficient with an ability check's associated skill, they may add their proficiency bonus to the results of that roll, in addition to the relevant ability score modifier. These rolls are often referred to as ''skill checks'' by the community, although they are not referred to as such in-game. | |||
<div class="nomobile"><table style="width: 100%;text-align: center;"> | |||
<tr> | |||
<td>[[File:Strength Ability Icon.png|100x100px|link=Strength]]</td> | |||
<td>[[File:Dexterity Ability Icon.png|100x100px|link=Dexterity]]</td> | |||
<td>[[File:Constitution Ability Icon.png|100x100px|link=Constitution]]</td> | |||
<td>[[File:Intelligence Ability Icon.png|100x100px|link=Intelligence]]</td> | |||
<td>[[File:Wisdom Ability Icon.png|100x100px|link=Wisdom]]</td> | |||
<td>[[File:Charisma Ability Icon.png|100x100px|link=Charisma]]</td> | |||
</tr> | |||
<tr> | |||
<td style="vertical-align:top;"><h3>'''[[Strength]]'''</h3> | |||
[[Athletics]] | |||
</td> | |||
<td style="vertical-align:top;"><h3>'''[[Dexterity]]'''</h3> | |||
[[Acrobatics]] | |||
<br>[[Sleight of Hand]] | |||
<br>[[Stealth]] | |||
</td> | |||
<td style="vertical-align:top;"><h3>'''[[Constitution]]'''</h3> | |||
- | |||
</td> | |||
<td style="vertical-align:top;"><h3>'''[[Intelligence]]'''</h3> | |||
[[Arcana]] | |||
<br>[[History]] | |||
<br>[[Investigation]] | |||
<br>[[Nature]] | |||
<br>[[Religion]] | |||
</td> | |||
<td style="vertical-align:top;"><h3>'''[[Wisdom]]'''</h3> | |||
[[Animal Handling]] | |||
<br>[[Insight]] | |||
<br>[[Medicine]] | |||
<br>[[Perception]] | |||
<br>[[Survival]] | |||
</td> | |||
<td style="vertical-align:top;"><h3>'''[[Charisma]]'''</h3> | |||
[[Deception]] | |||
<br>[[Intimidation]] | |||
<br>[[Performance]] | |||
<br>[[Persuasion]] | |||
</td> | |||
</tr> | |||
</table></div> | |||
{| class="wikitable mobileonly" style="min-width: 350px;" | |||
|+ List of skills, sorted by ability score | |||
! Ability score !! Skills | |||
|- | |||
| '''{{Ability|Strength}}''' || | |||
* [[Athletics]] | |||
|- | |||
| '''{{Ability|Dexterity}}''' || | |||
* [[Acrobatics]] | |||
* [[Sleight of Hand]] | |||
* [[Stealth]] | |||
|- | |||
| '''{{Ability|Constitution}}''' || | |||
* ''(none)'' | |||
|- | |||
| '''{{Ability|Intelligence}}''' || | |||
* [[Arcana]] | |||
* [[History]] | |||
* [[Investigation]] | |||
* [[Nature]] | |||
* [[Religion]] | |||
|- | |||
| '''{{Ability|Wisdom}}''' || | |||
* [[Animal Handling]] | |||
* [[Insight]] | |||
* [[Medicine]] | |||
* [[Perception]] | |||
* [[Survival]] | |||
|- | |||
| '''{{Ability|Charisma}}''' || | |||
* [[Deception]] | |||
* [[Intimidation]] | |||
* [[Performance]] | |||
* [[Persuasion]] | |||
|} | |||
=== Common scenarios === | |||
==== Automatic rolls ==== | |||
Some ability checks are automatic. For example, when a creature approaches an unactivated trap, the game rolls a [[Perception]] ability check to determine whether the creation notices the trap. Perception is a Wisdom Skill, so the character adds their Wisdom modifier and, if proficient in Perception, their proficiency bonus to the ability check. Once the trap is discovered, the character can interact with it to attempt to [[Disarm]] it, which requires a successful [[Sleight of Hand]] check, a Dexterity Skill. | |||
==== During dialogue ==== | |||
Ability checks are also common during dialogue, where some responses require a 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 ==== | |||
A contest is a special type of ability check in which two creatures both roll an ability check to oppose each other, and one wins over the other. The creatures don't necessarily roll the same type of check. | |||
An example of this is the {{SAI|Shove}} action. The creature attempting the Shove rolls Athletics, and the defending creature rolls either Athletics or Acrobatics (the game chooses the Skill with the highest bonus) to contest the Shove. If the attacker's roll is higher than the defender's, the Shove succeeds; otherwise it fails. | |||
== Notes == | == Notes == | ||
{{notebegin}} | |||
* While ability scores cannot normally be increased over 20, certain [[Permanent bonuses|permanent bonuses]] can permanently increase ability scores over 20. | * While ability scores cannot normally be increased over 20, certain [[Permanent bonuses|permanent bonuses]] can permanently increase ability scores over 20. | ||
* Ability scores may be temporarily increased above 20 through various enhancements, such as magical [[spells]], [[elixirs]], or special equipment. | * Ability scores may be temporarily increased above 20 through various enhancements, such as magical [[spells]], [[elixirs]], or special equipment. | ||
* Some supernatural or magical effects (like [[Devour Intellect]]) can drain abilities, reducing one or more of the target's ability scores, potentially to zero. If any score is reduced to zero, the target dies instantly. | * Some supernatural or magical effects (like [[Devour Intellect]]) can drain abilities, reducing one or more of the target's ability scores, potentially to zero. If any score is reduced to zero, the target dies instantly. | ||
{{noteend}} | |||
{{NavGameplay}} | {{NavGameplay}} |