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[[Main Page]] > [[Character Abilities]]
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|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'''.


As an adventurer, you possess many skills to protect yourself and your allies during your ventures. Depending on your [[Character Creation#Backgrounds|background]], [[Character Creation#Playable Classes|class]], [[Character Creation#Playable Races|race]], you gain different feats, proficiencies, and other abilities.
== 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.


== Player Actions ==
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.


=== [[File:Actions Icons.png|frameless|25px]] Action ===
=== 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''' is the most common resource a character has during a turn. It allows characters to perform various ability such as [[Main Hand Attack|Attack]], [[Dash]], [[Spell|Spellcasting]], etc.
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.


'''See also:''' [[Action#List Of Actions|All Actions]]
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.


=== [[File:B.Action Icon.png|frameless|25px]] Bonus Action ===
=== Turn-based mode ===
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.


'''Bonus Action''' is the second most common resource a character has during a turn. It allows characters to perform various ability such as [[Shove]], [[Hide]], [[Spell|Spellcasting]], etc.
=== 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.


'''See also:''' [[Bonus Action#List Of Bonus Actions|All Bonus 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.


=== [[File:Reaction Icon 2.png|frameless|25px]] Reaction ===
==== 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]].


'''Reaction''' is one of the resource a character can use during a turn. It allows characters to perform various ability such as [[Opportunity Attacks]].
== Creatures ==
{{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]].


'''See also:''' [[Reaction#List Of Reactions|All Reactions]]
== 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.


== Feats ==
Classes may also grant access to [[Spells|spells]] and [[Feats|feats]].


{| class=wikitable
=== Spellcasting ===
|-
{{hatnote|Main article: [[Spellcasting]].}}
| '''Athlete''' ||
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''.


Increase [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
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 are [[Condition#Prone|Prone]], standing up uses less movement.
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 ===
| '''Defensive Duelist''' ||
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]].


When attacked with a melee attack, use your reaction to increase your [[Armour Class]] by 2, potentially causing the attack to miss.
Other important stats include [[Armour Class]], [[Proficiency bonus|proficiency bonus]] and [[Resistance|resistances]].
 
Prerequisite: you must be wielding a [[Finesse|Finesse Weapon]] with which you are Proficient.
 
|-
| '''Dual Wielder''' ||
 
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 Weapon|light]].
 
|-
| '''Great Weapon Master''' ||
 
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]].
 
When attacking with Heavy Weapons you are proficient with, attack rolls take a -5 penalty, but their damage increases by 10.
|-
| '''Heavily Armored''' <br/> (Requires Medium Armor Proficiency) ||
 
Increase your [[Strength]] by 1, to a maximum of 20.
 
Gain [[Armor#Armor Proficiency|Armour Proficiency]] with [[Armor#Heavy Armor|Heavy Armour]].
 
|-
| '''Moderately Armored''' <br/> (Requires Light Armor Proficiency) ||
 
Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
 
You have [[Armor#Armor Proficiency|Armour Proficiency]] with [[Armor#Medium Armor|Medium Armour]] and [[Shield|shields]].
 
|-
| '''Lightly Armored''' ||
 
Increase your [[Strength]] or [[Dexterity]] by 1, to a maximum of 20.
 
Gain [[Armor#Armor Proficiency|Armour Proficiency]] with [[Armor#Light Armor|Light Armour]].
 
|-
| '''Magic Initiate: Cleric''' ||
 
Learn 2 Cantrips and a 1st-level Spell from the [[Cleric#Cleric Spell List|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''' ||
 
Learn 2 Cantrips and a 1st-level Spell from the [[Druid#Druid Spell List|Druid spell list]].
 
You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is [[Wisdom]].
 
|-
| '''Magic Initiate: Sorcerer''' ||
 
Learn 2 Cantrips and a 1st-level Spell from the [[Sorcerer#Sorcerer Spell List|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''' ||
 
Learn 2 Cantrips and a 1st-level Spell from the [[Warlock#Warlock Spell List|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''' ||
 
Learn 2 Cantrips and a 1st-level Spell from the [[Warlock#Warlock Spell List|Wizard spell list]].
 
You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is [[Intelligence]].
 
|-
| '''Martial Adept''' ||
 
Learn two [[Battle Master#Level 3|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''' ||
 
Your Movement Speed increases (by <code>3m / 10ft</code>).
 
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 Attacks|Opportunity Attack]] from your target.
 
|-
| '''Shield Master''' ||
 
Gain a +2 bonus to Dexterity [[Saving Throws]] when wielding a [[Shield|shield]].
 
|-
| '''Skilled''' ||
 
You gain [[Proficiency]] in 3 [[Character Creation#Skills|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.
 
Gain [[Proficiency]] with four [[Equipment#Weapons|weapons]] of your choice.
|}
 
== Proficiency ==
 
'''[[Proficiency]]''' indicates your expertise in a particular set of skills. Whether it is knowing how to handle a weapon effectively in combat, or knowing how to use a lockpick.
 
Every classes have '''Proficiency Bonus''', which is based on the character’s ''total'' level.  Proficiency Bonus will be added whenever a character makes an ''[[Attack Rolls|Attack Roll]]'', ''[[Checks|Ability Check]]'', or ''[[Saving Throws|Saving Throw]]''.
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
|+ Proficiency Bonuses per Level
|-
! style="width: 100pt;" | Level
! style="width: 150pt;" | Proficiency Bonus
|-
| Level 1 to 4 || style="text-align:center;" | + 2
|-
| Level 5 to 8 || style="text-align:center;" | + 3
|-
| Level 9 to 12 || style="text-align:center;" | + 4
|-
| Level 13 to 16 || style="text-align:center;" | + 5
|-
| Level 17 to 20 || style="text-align:center;" | + 6
|}
 
== Spellcasting ==
 
'''Spellcasting''' is the ability to cast [[Spell]]. Through spellcasting, you can harm, heal, hinder, or buff a target at your will. Different classes have certain ways to learn and channel magic and prepare their spells.
 
Classes capable of spellcasting:
* [[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]]
* (todo) [[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 ===
 
* [[Spell#All Spells|All Spells]]
** [[Spell#Cantrips|All Cantrips]]
** [[Spell#1st Level Spells|All 1st Level Spells]]
** [[Spell#2nd Level Spells|All 2nd Level 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 resulted by effects of Spells, Class Features, etc. Conditions may positively or negatively affect a creature, and knowing how to inflict, apply, 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]]
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