Dice rolls: Difference between revisions

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copyedit; also corrected outdated info about karmic dice - they are only ever a net-positive result for the dice roller
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(copyedit; also corrected outdated info about karmic dice - they are only ever a net-positive result for the dice roller)
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Attacking a creature, making a shove attempt, spotting a hidden secret, and picking a lock are all examples of die rolls, which are the main method used to determine character success or failure in BG3. The amount of damage a character deals in combat is also determined by rolling a die.
Attacking a creature, making a shove attempt, spotting a hidden secret, and picking a lock are all examples of die rolls, which are the main method used to determine character success or failure in BG3. The amount of damage a character deals in combat is also determined by rolling dice.


In most circumstances when a character makes a die roll their ability modifier and proficiency bonus will be added to the roll to determine the final result. The exception to this is the damage roll, which only adds a character's proficiency bonus if explicitly stated.
In most circumstances when a character makes a die roll their [[#Ability Score Modifier|Ability Score Modifier]] and [[#Proficiency Bonus|Proficiency Bonus]] will be added to the roll to determine the final result. The exception to this is the [[#Damage Roll|Damage Roll]], which only adds a character's proficiency bonus if explicitly stated.


Some rolls need to reach a certain value to be considered a success.  This is usually done with a {{D20}}, and the target value is called the Difficulty Class of the roll.  Rolling a 1 on a D20 is referred to as a Natural 1 and rolling 20 is referred to as a Natural 20.  On some rolls, these can have special effects, such as automatically failing or succeeding the roll, ignoring Modifiers and Difficulty Class.
Some rolls need to reach a certain value to be considered a success.  This is usually done with a {{D20}}, and the target value is called the Difficulty Class of the roll.  Rolling a 1 on a D20 is referred to as a Natural 1 and rolling a 20 is referred to as a Natural 20.  On some rolls, these can have special effects, such as automatically failing or succeeding the roll, ignoring Modifiers and Difficulty Class.


[[Category:Gameplay Mechanics]]
[[Category:Gameplay Mechanics]]
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== Karmic Dice ==
== Karmic Dice ==


In Baldur's Gate 3, you can enable the option to use so-called '''Karmic Dice'''.  This means that the game will avoid frustrating streaks of very low rolls in a row, and perhaps overly lucky streaks of very high rolls in a row.  The exact algorithm is not presently known and may be changed between versions of the game.
In Baldur's Gate 3, you can enable the option to use so-called '''Karmic Dice'''.  This means that the game will avoid frustrating streaks of very low rolls in a row. Karmic Dice influence all rolls - including those of enemies - and the results will only ever skew toward a positive, rather than negative, result for the dice roller.  The exact algorithm is not presently known and may be changed between versions of the game.


== Types of rolls ==
== Types of Rolls ==


Beyond the general principles explained above, the details of rolls depend on the type of roll that is being made.  Following are the types of rolls in the game.
Beyond the general principles explained above, the details of rolls depend on the type of roll that is being made.  Following are the types of rolls in the game.
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For example, a successful hit with a [[Dagger]] will lead to a D4 being rolled to determine the damage (referred to as 1d4 damage), whereas a successful attack with a [[Greatsword]] will lead to two D6 being rolled (referred to as 2d6) for a total damage of 2 to 12.  Being caught in a [[Fireball]] will cause 8d6 points of damage, though a successful Saving Throw (see below) can reduce it to half.
For example, a successful hit with a [[Dagger]] will lead to a D4 being rolled to determine the damage (referred to as 1d4 damage), whereas a successful attack with a [[Greatsword]] will lead to two D6 being rolled (referred to as 2d6) for a total damage of 2 to 12.  Being caught in a [[Fireball]] will cause 8d6 points of damage, though a successful Saving Throw (see below) can reduce it to half.


For attacks made with weapons, the total value resulting from the roll is affected by the attacking creature's [[#Ability Score Modifier|Ability Score Modifier]].  For the damage of spell attacks, no such modifiers apply.
For attacks made with weapons, the total value resulting from the roll is affected by the attacking creature's [[#Ability Score Modifier|Ability Score Modifier]].  For the damage of spell attacks, no such modifiers apply, except when explicitly granted by a magical item or class feature, such as the [[Warlock]]'s Agonizing Blast invocation.


=== Saving Throw ===
=== Saving Throw ===
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==== Contest ====
==== Contest ====


A special type of Ability Check is called the '''Contest''', in which two creatures both roll an Ability Check or Skill Check to contest each other, and one wins over the other.  The creatures don't necessarily roll the same type of check.
A '''Contest''' is a special type of Ability Check in which two creatures both roll an Ability Check or Skill 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 [[Shove]] action, where the creature attempting the Shove must roll Athletics, and the defending creature is allowed to roll either Athletics or Acrobatics to contest the Shove.  If the attacker's roll is higher than the defender's, the Shove succeeds, otherwise it fails.
An example of this is the [[Shove]] action, where the creature attempting the Shove must roll Athletics, and the defending creature is allowed to roll either Athletics or Acrobatics to contest the Shove.  If the attacker's roll is higher than the defender's, the Shove succeeds, otherwise it fails.
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Advantage simply means that you make the roll twice and use the higher result.  Disadvantage means you use the lower result.
Advantage simply means that you make the roll twice and use the higher result.  Disadvantage means you use the lower result.


Advantage and Disadvantage can't stack.  In other words, you never roll more than twice.  Also, they cancel each other out, no matter how many sources of Advantage or Disadvantage you have.  For instance, even if you have three sources of Advantage, and only one source of Disadvantage, they still cancel out each other completely, so you have neither.
Advantage and Disadvantage cannot stack.  In other words, you never roll more than twice.  Additionally, they cancel each other out, no matter how many sources of Advantage or Disadvantage you have.  For instance, even if you have three sources of Advantage, and only one source of Disadvantage, they still cancel each other out, so you roll normally.


Examples of situations that grant Advantage:
Examples of situations that grant Advantage:
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Examples of situations that grant Disadvantage:
Examples of situations that grant Disadvantage:


* Trying to make a ranged attack with an enemy that is within 5ft of you
* Trying to make a ranged attack against an enemy that is within 5ft of you
* Trying to attack an enemy obscured by darkness
* Trying to attack an enemy obscured by darkness
* Various spells and abilities that grant Disadvantage
* Various spells and abilities that grant Disadvantage
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For saves against various threats, the threat in question determines which Ability Score is used to make the save.  For example, the [[Web]] spell requires you to make a Dexterity Save, whereas [[Crown of Madness]] requires a Wisdom Save.  As with most spells and effects related to poison, [[Poison Spray]] requires a Constitution Save.
For saves against various threats, the threat in question determines which Ability Score is used to make the save.  For example, the [[Web]] spell requires you to make a Dexterity Save, whereas [[Crown of Madness]] requires a Wisdom Save.  As with most spells and effects related to poison, [[Poison Spray]] requires a Constitution Save.


An Ability Score Modifier is also used when a creature imposes a Saving Throw on another, such as by casting a spell against it.  The Modifier affects the Difficulty Class of the save imposed on the other creature, using the formula: {{c|8 + Ability Score Modifier + Proficiency Bonus}}.  However, the Ability Score used to determine this Modifier is not related to the type of Saving Throw it imposes on the target.  Instead, it uses the Ability Score the creature uses to cast spells, such as for Attack Rolls.
An Ability Score Modifier is also used when a creature imposes a Saving Throw on another, such as by casting a spell against it.  The Modifier affects the Difficulty Class of the save imposed on the other creature, using the formula: {{c|8 + Ability Score Modifier + Proficiency Bonus}}.  However, the Ability Score used to determine this Modifier is not necessarily the same as the type of Saving Throw it imposes on the target.  Instead, much like for Attack Rolls, it uses the Ability Score the creature uses to cast spells.


==== For Ability Checks ====
==== For Ability Checks ====

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