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As an adventurer, you possess many skills to protect yourself and your allies during your adventures. Depending on your [[Background]], [[Class]], [[Race]], and [[Equipment]], you gain different feats, proficiencies, and other abilities.
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|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'''.


== Player Actions ==
== Turns and rounds ==
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.


=== {{Action}} ===
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.
''Main page: [[Action]]''


'''Action''' is the primary resource a character can use during a turn. It allows characters to perform various abilities, such as [[Main Hand Attack|Attack]], [[Dash]], [[Spells|Spellcasting]], etc.
=== Turn order ===
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.


=== {{Action|Bonus}} ===
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.
''Main page: [[Bonus Action]]''


'''Bonus Action''' is a secondary resource a character can use during a turn. It allows characters to perform various abilities, such as [[Shove]], [[Hide]], [[Spells|Spellcasting]], etc.
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.


=== {{Action|Reaction}} ===
=== Turn-based mode ===
''Main page: [[Reaction]]''
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.


'''Reaction''' is a secondary resource a character can use during a combat round. It allows characters to perform various abilities - even outside their own turn - such as [[Opportunity Attacks]].
=== Action economy ===
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.


== Weapon Actions ==
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.
''Main page: [[Weapon Actions]]''


Having a weapon equipped grants a character access to special [[Weapon 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.
==== Resources ====
* 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]].


== Feats ==
== Creatures ==
''Main page: [[Feat]]''
{{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]].


At certain levels, you have the choice between two points of [[Ability Score]] improvement or one [[Feat]] (though some Feats also include a single point of Ability Score Improvement).  Feats can grant you certain types of [[Proficiency]], give you spellcasting capabilities, or provide various other benefits.
== Classes ==
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.


== Proficiency ==
Classes may also grant access to [[Spells|spells]] and [[Feats|feats]].
''Main page: [[Proficiency]]''


''See also: [[Proficiency Bonus]]''
=== Spellcasting ===
{{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''.


'''Proficiency''' indicates a specific talent your character has, whether it's knowing how to effectively handle a certain type of [[Weapon]], fight in a certain type of [[Armour]], or being talented in a specific [[Skills|Skill]] set such as Athletics or Animal Handling.
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.


When you have a certain Proficiency, you gain [[Proficiency Bonus]] on corresponding rolls.  The bonus added to the roll depends on your character's level.
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).


== Spellcasting ==
=== Stats ===
'''Spellcasting''' is the ability to cast [[Spell]]s. Through spellcasting, you can harm, heal, hinder, or buff targets. Different classes have different ways to learn, prepare, and channel their magic for spells.
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]].


Classes capable of spellcasting:
Other important stats include [[Armour Class]], [[Proficiency bonus|proficiency bonus]] and [[Resistance|resistances]].
* [[File:Bard Class 300px.png|frameless|upright=0.1]] [[Bard]]
* [[File:Cleric Class 300px.png|frameless|upright=0.1]] [[Cleric]]
* [[File:Druid Class 300px.png|frameless|upright=0.1]] [[Druid]]
* [[File:Paladin Class Icon.png|frameless|upright=0.1]] [[Paladin]]
* [[File:Ranger Class Icon.png|frameless|upright=0.1]] [[Ranger]]
* [[File:Sorcerer Class Icon 2.png|frameless|upright=0.1]] [[Sorcerer]]
* [[File:Warlock Class Icon.png|frameless|upright=0.1]] [[Warlock]]
* [[File:Wizard Class Icon.png|frameless|upright=0.1]] [[Wizard]]
 
=== List of Spells ===
 
* [[Spells#All Spells|All Spells]]
** [[Spells#Cantrips|All Cantrips]]
** [[Spells#Level 1 Spells|All Level 1 Spells]]
** [[Spells#Level 2 Spells|All Level 2 Spells]]
** [[Spells#Level 3 Spells|All Level 3 Spells]]


== Conditions ==
== Conditions ==
[[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.


'''[[Condition|Conditions]]''' are the lingering effects of certain Spells, Class Features, etc. that may positively or negatively affect a creature. Knowing how to inflict, cure, or avoid certain Conditions can grant you the upper hand in many situations.
== Equipment ==
=== 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


'''List of Conditions:''' [[Condition#List of Conditions|All Conditions]]
[[Category:Gameplay mechanics]]

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