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Turn-based mode

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Turn-based mode is one of the two gameplay modes in Baldur's Gate 3, in which time passes in turns and rounds, as opposed to real-time mode, where time passes in real-time. Story events and cutscenes could be considered a third gameplay mode, in which nether turn-based nor real-time action are possible; it could also be considered not a mode at all, but outside of normal gameplay.

Each round, the game cycles through each participating creature's turn, during which each creature may move or take actions. One round passes when all creatures complete their turn.

Overview[edit section | visual editor]

Button to manually activate turn-based mode

Turn-based mode activates automatically in combat. It also activates when certain traps or environmental effects are triggered, or when turn-based mode is toggled on. It automatically toggles off when combat ends, or when conditions which trigger it end. In some instances turned-based mode also automatically returns to real-time even if it was toggled on by the player.

Entering turn-based mode by any means freezes events for all creatures and objects in combat-range proximity of the character(s) it is activated with, while events continue as normal outside of this range. In some cases, the only way to pause real-time events is to enter combat.

Turn-based mode ends for party members who successfully flee combat by leaving the vicinity of all combat activity.

Turn order[edit section | visual editor]

Upon entering combat, each creature in the vicinity makes a d4 + Dexterity modifier roll and enters turn-based mode. This is called rolling for initiative. Once combat begins, any creature which then approaches and enters the combat zone also enters turn-based mode and rolls for initiative, regardless of their faction or whether or not they actually participate.

Each round, the game cycles through the turns of all participating creatures in descending order of their initiative.

Simultaneous turns[edit section | visual editor]

Allied creatures usually take their turns at the same time when they are in close proximity to each other and are directly adjacent to each other in the turn order. Up to a maximum of 10 creatures may take their turns interchangeably in this way. Howver, summoned creatures which are not controlled by their summoner are not considered allies, and thus do not get to take their turns at the same time as their summoner.

Surprise rounds[edit section | visual editor]

If an attacked creature is unaware of their attacker at the start of combat – such as if the attacker is hiddenhidden – the first round of combat is declared a surprise round, and the attacked creature is SurprisedSurprised. This rule is sidestepped in certain (usually plot-related) cases, either always giving enemies surprise, or almost always giving party members surprise.[1] Such instances frequently display the words "story event" on screen.[note 1]

Surprised creatures retain the SurprisedSurprised condition for the entirety of the first round, and cannot take actions or reactions until the start of the second round.[note 2]

Creatures with the AlertAlert feat or Feral InstinctFeral Instinct feature cannot be surprised. The Elixir of Vigilance also gives temporary immunity to being surprised.

Action economy[edit section | visual editor]

See also: Actions and Resources

When taking their turns, creatures are able to move a distance up to their movement speed[5], and can expend their available resources to take actions.

Actions are generally taken in order to deal damage or inflict harmful conditions, but they can also be taken to heal or otherwise aid allies.

Most actions require the acting creature to expend one of three resources:
  • Action Icon.png Action
  • Bonus Action Icon.png Bonus action
  • Reaction Icon.png Reaction

By default, a creature has 1 charge each of these three resources which always recharge at the start of their turn. However, additional resources can also be acquired through various means.

Reactions[edit section | visual editor]

Reactions are a form of action that can be taken by creatures as a response to certain triggers, including on the turns of other creatures. These often require the acting creature to spend a Reaction Icon.png Reaction charge.

Footnotes[edit section | visual editor]

  1. Certain combat encounters are rigged to always Surprise either the player's party or the enemy party when the proper conditions are met.[2][3][4]
  2. While surprised creatures are unable to take actions, some can warn nearby allies, preventing them from becoming surprised too.

References[edit section | visual editor]

  1. Certain feats, passives, and items prevent surprise.
  2. The first encounter with the impsimps during the Prologue always grants the party a surprise round.
  3. MimicMimics surprise the party when interacted with in their disguised form.
  4. On the Underdark Beach, a duergar might spot a party member and summon their own leader. The party is surprised if they choose to wait for the leaderleader, whereas if they attack, the duergar are surprised instead.
  5. Movement speed can be modified by a wide variety of circumstances such as areas, class features, feats, items, races, and spells.