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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.
{{PageSeo
| title = Abilities
| description = Abilities are representations of a creature's physical and mental attributes in ''Baldur's Gate 3''.
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{{hatnote|This article is about the in-game attributes. You may be looking for [[Actions]].}}
'''Abilities''' are representations of a creature's physical and mental attributes in ''Baldur's Gate 3''. There are six abilities in ''Baldur's Gate 3'', and every creature has a set of six '''ability scores''' numerical values which represent 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.
Each ability score translates directly into an '''ability score modifier''' – modifiers which function as bonuses or penalties that are added to most [[dice rolls]] in the game.


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Charisma Score Icon.png|[[Charisma]]|link=Charisma
Charisma Score Icon.png|[[Charisma]]|link=Charisma
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{{TOC|limit=3}}
== Overview ==
== Overview ==
Each ability describes a creature's capability in a different area:  
The six abilities each represent an aspect of a creature's capabilities:
* [[Strength]]: Physical power.
* [[Strength]] (STR), physical power and might
* [[Dexterity]]: Agility and finesse.
* [[Dexterity]] (DEX), agility, coordination and balance
* [[Constitution]]: Overall health and endurance.
* [[Constitution]] (CON), health and endurance
* [[Intelligence]]: Rational reasoning and memory.
* [[Intelligence]] (INT), rational reasoning and memory
* [[Wisdom]]: Common sense and insight.
* [[Wisdom]] (WIS), awareness and insight
* [[Charisma]]: Charm or force of character.
* [[Charisma]] (CHA), influence and force of character


=== Character creation ===
Ability scores are bought with points during [[Character Creation|character creation]]. The minimum ability score during character creation is 8, and the maximum is 15, before any of the ability score increases are applied.
Ability scores are bought with points during [[Character Creation|character creation]]. The minimum ability score during character creation is 8, and the maximum is 15, before any of the ability score increases are applied.


=== Ability score modifiers ===
=== Ability score modifiers ===
Each ability has an ability score modifier, which is derived from its respective ability score. The modifier is added to dice rolls in the game, including [[Attack roll|attack rolls]], [[Damage rolls|damage rolls]], [[Ability check|ability checks]] and [[Saving throw|saving throws]].
Each ability has an ability score modifier, which is derived from its ability score. The ability score modifiers are being added to any ability checks, [[saving throws]] and [[attacks|attack rolls]] a creature makes associated with that ability, as well as to the [[Difficulty Class]] (DC) of any spells that they cast.


Ability score modifiers are decreased by ''1'' for every odd ability score below 10, and are increased by ''1'' for every even ability score above 10.
Creatures also add an ability score modifier to [[Initiative|initiative rolls]] and some [[damage|damage rolls]] they make, and some [[features]] allow creatures to add additional or alternative ability score modifiers to specific rolls.


For example, a Strength score of 8 or 9 has a Strength modifier of ''-1'', and a Strength score of 12 or 13 has a Strength modifier of ''+1''.
An ability's modifier is decreased by ''1'' for every odd score below 10, and is increased by ''1'' for every even score above 10. Alternatively, it can be calculated by subtracting 10 from the ability score, then dividing by 2 and rounding down.{{note|Ability score modifiers cannot be increased beyond ''+10'', even if their respective ability scores are increased further.}}


The formula used for calculation an ability score's modifier is {{InfoBlob|1=Modifier = (Score − 10) ÷ 2 <small>''(rounded down)''</small>}}.
{{AbilityScoreModifierTable}}
{{AbilityScoreModifierTable}}


=== Overview of abilities ===
==Ability checks==
; Strength  : 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.
{{Excerpt|Dice rolls|Ability checks|subsections=yes|templates=SkillsTable, SAI, InfoBlob, note, cond, em}}
:;Associated skills : [[Athletics]]
 
; Dexterity : 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.
== Saving throws ==
: A creature's Dexterity modifier is also added to their [[AC]], up to a maximum of ''+2'' when wearing medium [[armour]]. The bonus is ignored when wearing heavy armour.
{{Excerpt|Dice rolls|Saving throws|subsections=yes|templates=SAI, InfoBlob, note, cond}}
: Dexterity is a common ability used for saves against spells, often halving the damage rolls of those spells.
 
:; Associated skills : [[Acrobatics]], [[Sleight of Hand]], [[Stealth]]
== Spellcasting ability ==
; Constitution : 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.
{{hatnote|For more information, see [[Spells#Spellcasting_ability_and_proficiency|Spellcasting ability and proficiency]].}}
: 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.
Every class has a spellcasting ability whose modifier they add to the attack rolls and save DCs of their known spells.{{note|The primary ability of caster classes always corresponds to their spellcasting ability, with the exception of Rangers and classes that gain spellcasting via a subclass class feature.}}{{note|Racial spells may use their own designated ability. For example, the [[cantrip]] granted during character creation by the [[Elf|elf]] or [[Half-Elf|half-elf]] race always uses Intelligence, regardless of the creature's class.}}
:; Associated skills : None
 
; Intelligence : Intelligence is the spellcasting ability of wizards, fighters and rogues.
{{table list|
:; Associated skills : [[Arcana]], [[History]], [[Investigation]], [[Nature]], [[Religion]]
; Intelligence : [[Fighter]], [[Rogue]], [[Wizard]].
; Wisdom : 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 : [[Cleric]], [[Druid]], [[Monk]], [[Ranger]].
: Wisdom is also a commonly used ability for saves against spells.
; Charisma : [[Barbarian]], [[Bard]], [[Paladin]], [[Sorcerer]], [[Warlock]].
:; Associated skills : [[Animal Handling]], [[Insight]], [[Medicine]], [[Perception]], [[Survival]]
}}
; Charisma : Charisma is the spellcasting ability for bards, sorcerers, warlocks and paladins.
 
:; Associated skills : [[Deception]], [[Intimidation]], [[Performance]], [[Persuasion]]
Spells from sources other than class instead use the spellcasting ability of the class the caster most recently took a {{em|first}} level in.
 
== Interactions with classes ==
Each [[class]] has designated primary and secondary abilities. While these have no particular mechanical significance, they are mentioned in the character creator, and serve as recommendations for players unfamiliar with the rules of the game. Classes do, however, frequently have features that rely on these abilities.
 
== Overview of abilities and skills ==
=== Strength ===
{{main|Strength}}
[[File:Strength Score Icon.png|frameless|left|150px]]
Strength represents a creature's ability to exert physical force, and is the game's recommended primary stat for barbarians and fighters.
 
==== Uses of Strength ====
; Attack and damage rolls : Creatures add their Strength modifier to the results of [[Attacks|attack]] and [[damage]] rolls for melee weapons.
; Jump distance : The distance which a creature can [[jump]] is determined by their Strength score.
; Carrying capacity: A creature's Strength score is used to determine how much weight a creature can carry before becoming [[Encumbered (condition)|encumbered]].
; Throws : The maximum weight a creature can [[throw]] is determined by their Strength score.
 
==== Strength checks ====
; General : Strength checks are made when physical might is required, such as when attempting to push over a heavy object or when attempting to force open locked doors or containers during dialogue.
; Athletics : Athletics is used during attempts to [[Shove|shove]] other creatures, as well as when attempting to resist being shoved.
 
==== Strength saves ====
Strength saves are rare, and primarily called for when attempting to resist being [[Prone (condition)|knocked prone]].{{ref|{{SAI|Thunderous Smite}}}}
 
=== Dexterity ===
{{main|Dexterity}}
[[File:Dexterity Score Icon.png|frameless|left|150px]]
Dexterity represents a creature's agility and reflexes.
 
Dexterity is the game's recommended primary stat for monks, rangers and rogues.
 
==== Uses of Dexterity ====
; Attack and damage rolls : Creatures add their Dexterity modifier 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.
; Armour Class : Creatures also add their Dexterity modifier to their [[Armour Class]] (AC) – making them more difficult to hit, up to a maximum of ''+2'' when wearing most medium [[armour]]. The bonus is ignored when wearing heavy armour, unless otherwise specified.
; Initiative : Creatures add their Dexterity modifier when rolling for [[initiative]], used to determine the [[Turn-based mode|turn order]] during combat.


== Ability checks ==
==== Dexterity 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.
; General : Dexterity checks are made when attempting to be nimble.
; Acrobatics : Acrobatics is used to resist attempts at being shoved.
; Sleight of Hand : Sleight of Hand is used when attempting to pick locks, disarm [[traps]], pickpocket NPCs or when attempting to steal items without being noticed.
; Stealth : Stealth is used to [[hide]] from other characters and when attempting to remain undetected while [[invisible]].


<div style="text-align: center;"> Formula: {{InfoBlob|{{D20}} + Ability Score Modifier + (when applicable) proficiency Bonus}}</div>
==== Dexterity saves ====
Dexterity saves are commonly called for by spells that deal area of effect damage, often halving the damage rolls of those spells.


=== Skills ===
=== Constitution ===
{{see also|Skills}}
{{main|Constitution}}
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.
[[File:Constitution Score Icon.png|frameless|left|150px]]
Constitution represents a creature's health and endurance.


{{SkillsTable}}
==== Uses of Constitution ====
; Hit points : Creatures add their Constitution modifier to the amount of [[hit points]] they gain on level up. This increase is applied retroactively.


=== Common scenarios ===
==== Constitution checks ====
==== Automatic rolls ====
Constitution checks are rare and have no associated skills.
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.
; General : Constitution checks are made when a creature's resilience is tested, but more commonly a Constitution save is attempted instead.


==== During dialogue ====
==== Constitution saves ====
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.
Constitution saves are made to maintain [[concentration]] on long-duration spells, and are used when saving against [[poisons]] or spells that test a target's endurance or resilience.


==== Contests ====
=== Intelligence ===
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.
{{main|Intelligence}}
[[File: Intelligence Score Icon.png|frameless|left|150px]]
Intelligence represents a creature's recall, as well as their ability to reason and think quickly.


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.
Intelligence is the game's recommended primary stat for wizards, and it is the spellcasting ability of wizards, fighters and rogues.


== Interactions with classes ==
==== Intelligence checks ====
Each class has designated primary and secondary abilities. While these have no particular mechanical significance, they are mentioned in the game's tooltips, and serve as recommendations for players unfamiliar with the rules of the game:
; General : Intelligence checks are used when a creature attempts to apply logic or reason, or when attempting to remember something specific.
{{table list|
; Arcana : Arcana is used when attempting to remember facts about the Weave, the source of magic and spells.
; Strength (STR) : [[Barbarian]], [[Fighter]]
; History : History is used when attempting to remember specific historical dates or events.
; Dexterity (DEX) : [[Monk]], [[Ranger]], [[Rogue]]
; Investigation : Investigation is used by creatures to discover unusual things in their surroundings, and is used during attempts at deduction during dialogue.
; Intelligence (INT) : [[Wizard]]
; Nature : Nature is used when attempting to remember facts about nature.
; Wisdom (WIS) : [[Cleric]], [[Druid]]
; Religion : Religion is used when attempting to remember facts about deities and the planes of existence.
; Charisma (CHA): [[Bard]], [[Paladin]], [[Sorcerer]], [[Warlock]]
 
}}
==== Intelligence saves ====
Intelligence saves are used against psionic spells and features, such as those used by [[illithids]].
 
=== Wisdom ===
{{main|Wisdom}}
[[File:Wisdom Score Icon.png|frameless|left|150px]]
Wisdom represents a creature's awareness of their surroundings and their intuition.
 
Wisdom is the game's recommended primary stat for clerics and druids, and it is the spellcasting ability of clerics, druids, monks and rangers.
 
Wisdom is also an important ability for monks, as several of their class features benefit from it.
 
==== Wisdom checks ====
; General : Wisdom checks are attempts to discern situations and read between the lines.
; Animal Handling : Animal Handling is used when interacting with animals.
; Insight : Insight is used to read situations and when attempting to get a greater understanding of someone's intentions.
; Medicine : Medicine is used during dialogue to heal and aid others, as well as by [[Transmutation School]] wizards to [[Alchemy|craft]] extra materials with the [[Experimental Alchemy]] class feature.
; Perception: Perception is used when a creature attempts to discover hidden or hard to find things in their surroundings, such as hidden containers, mechanisms or traps, as well as when attempting to spot hidden creatures. During dialogue, it is used to notice hard to spot details.
; Survival : Survival is used when attempting to spot hidden treasure, as well as during dialogues when dealing with anything related to experience with animals or the wilderness.
 
==== Wisdom saves ====
Wisdom saves are some of the most common saves in the game, frequently made to resist spells that test a creature's composure, willpower or self control.
 
=== Charisma ===
{{main|Charisma}}
[[File:Charisma Score Icon.png|frameless|left|150px]]
Charisma represents a creature's ability to exert their will when interacting with others.
 
Charisma is the game's recommended primary ability for bards, sorcerers, warlocks and paladins, and it is the spellcasting ability of barbarians, bards, paladins, sorcerers and warlocks.
 
==== Charisma checks ====
; General : Charisma checks are attempts at influencing others during dialogue.
; Deception : Deception is used when attempting to deceive or trick others.
; Intimidation : Intimidation is used when attempting to frighten or coerce others.
; Performance : Proficiency in Performance allows characters to play [[instruments|instruments]], and the skill is used when attempting to entertain others.
; Persuasion : Persuasion is used when attempting to negotiate with or convince others.
 
==== Charisma saves ====
Charisma saves are rare, generally found only on effects which inflict the [[Banished_(Condition)|banished]] condition, or given as class-based alternatives to Sorcerers, Warlocks, or Bards on Wisdom or Intelligence saves found in dialogs, such as reading the [[Necromancy of Thay]].
 
== Improving or reducing ability scores ==
There are multiple ways of improving or reducing ability scores, either permanently or temporarily.
 
=== Permanently ===
Ability scores can be permanently improved through the [[Ability Improvement]] feat, though this cannot raise any score above 20.


=== Spellcasting ability ===
There are also several ways of [[permanent bonuses|permanently improving]] ability scores through [[quests]] and interactions, which can raise ability scores over 20.{{note|The [[Mirror of Loss]] can both permanently improve and temporarily reduce ability scores.|name=mirror}}
{{hatnote|For more information, see [[Spells#Spellcasting_ability_and_proficiency|Spellcasting ability and proficiency]].}}
Every class has an ability that affects their spellcasting. These affect the attack rolls and [[Difficulty Class]] of their spells. The primary ability of casters classes always corresponds to their spellcasting ability, with the exception of rangers and classes that gain spellcasting via a subclass class feature.


Racial spells may use their own designated ability. For example, the [[cantrip]] granted during character creation by the [[Elf|elf]] or [[Half-Elf|half-elf]] race always uses Intelligence, regardless of the creature's class.
=== Temporarily ===
Ability scores may be temporarily increased above 20 through various enhancements, such as magical [[spells]], [[elixirs]], or special equipment.{{note|name=mirror}}


== Permanently increasing ability scores ==
==== Ability score reduction ====
Ability scores can be permanently increased through the [[Ability Improvement]] class feature (presented in the list of [[Feats|feats]]), though this cannot raise them above 20.
Some supernatural or magical effects (like [[Devour Intellect]]) can temporarily 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.


There are also several ways of increasing ability scores by acquiring [[permanent bonuses]] through [[quests]] and interactions.
== Footnotes ==
{{notelist}}


== Notes ==
== References ==
{{notebegin}}
{{reflist}}
* 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.
* 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}}


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