Baldur’s Gate 3: How Do Attributes, Actions And Spells Work In The Game
Even though the RPG genre does not catch many video game fans by surprise, the case of Baldur’s Gate 3 should be fed separately. Since unlike other games that share this typology, its combat, and use of abilities or spells differs from what is usual in these games. Therefore, in this guide, we are going to explain how these three characteristics work in the work of Larian Studios before it is released on August 3.
Attribute and combat mechanics in Baldur’s Gate 3
The third part of the Baldur’s Gate saga drinks a lot from the two previous games in the saga in terms of the approach and characteristics of our characters, but the combat system and actions or spells try to be a more faithful reflection of what a game was like. from classic D&D. This can catch many players off guard who haven’t had the chance to play the game it’s based on, or who are more used to the ”ARPG” style found in games like Cyberpunk 2077, Fallout, or Elder Scrolls . or even the Diablos. However, with proper preparation and knowledge, it won’t take long for you to become familiar with the unique mechanics. of the game and how it brings the action of a traditional narrative board game to your screens.
Functioning of the Attributes
All the characters in Baldur’s Gate 3 function based on six attributes that determine not only their performance in combat. But also the ease they have to read and interact with the environment or interact with other teammates or external NPCs. Upgrading these attributes throughout the game’s 12-level limit is vital to your success in our adventure, and depending on the class and race you’ve chosen, you should invest the points you earn through experience into one of them:
Strength: Determines the weight limit, jump distance, and melee attacks with one-handed or two-handed weapons (mostly melee ones). It is the main attribute of Warriors, Clerics, and Barbarians.
Dexterity: Grants an armour class bonus (limited by the type of armour worn) and influences ranged attacks or short weapon attacks (rapiers, daggers, short swords). Favoured by all classes that don’t wear heavy armour, mainly rangers and rogues, although bards should also take care of this attribute when levelling up, albeit to a lesser extent.
Constitution: determines the character’s hit points or HP; Absolutely all classes must try to boost it, but especially the most fragile ones so as not to fall in one fell swoop.
Intelligence: Main characteristic of Wizards, although sorcerers or witches should not ignore it either; it is used for all knowledge-related secondary skills, and is important for checks of that type as seen when trying to rescue Shadowheart from the Nautiloid.
Wisdom: Main characteristic of Clerics, it is used for many utility abilities such as Perception, as well as to defend against harmful mental states.
Charisma: Main characteristic of the Sorcerers, Paladins or Bards. Many dialogue skills make use of it, so if we want our protagonist to successfully interact with the rest of the group members or succeed in conversations with other NPCs, it is important to take care of it.
When using actions based on these attributes (the game’s pop-up menus indicate the type of dice and the associated attribute to apply power-ups or penalties), we will normally do so based on one or more rolls of a d20-type die (twenty-sided ), although there are also cases in which we will use dice of d4, d8 or d12.
The higher the value of an attribute, the greater the bonuses we will have to carry out the roll or action – which also work with rolls, but are done in the background to speed up the action and gameplay in the game. An important note: an odd value will not increase the bonus to a roll, but it will not penalize it excessively if we are below certain attribute values. And as for what we add (or subtract) per roll, these are the values:
From 6 to 7 in an attribute: -2 in rolls related to it.
From 8 to 9 in an attribute: -1 in the rolls related to it.
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From 10 to 11 in an attribute: +0 in rolls related to it.
From 12 to 13 in an attribute: +1 in rolls related to it.
From 14 to 15 in an attribute: +2 in rolls related to it.
Finally, note that we can only increase the attributes three times after leveling up, at levels 4, 8 and 12.
Operation of the actions
Partially related to how attributes work, in Baldur’s Gate 3, combat is based on turn-based battles during which we can perform various actions. There is no longer a pause mode like in previous games in the series; now, the initiative of each character involved in a battle determines the order of their actions. These are divided into:
Movement: Each character has a certain number of movement points per turn, which they usually cover on foot. To do this, our movement action is used, which can also be divided (we can use it all at once, or move, perform an action and continue moving later).
Combat Action – Most spells and attacks require a combat action. Some classes later receive a second attack, which is a consequence of a previous one, but they are part of the same action. Actions can also be used for other purposes, they don’t have to be just aggressive actions.
Extra Action – This second action is reserved for minor actions, including certain quick spells or class abilities, but also physical manoeuvres like pushing, jumping, or drinking a potion. An example is rogues, who can retreat as a bonus action, or classes with dual-weapon proficiency can attack as a bonus action.
Reaction – These actions can only take place if a particular situation has occurred before. For example, if an attack of opportunity is triggered in response to the opponent’s fleeing.
You mustn’t “spare” any actions or movement points. Your stats or attributes will determine saving throws, but it’s always best to spend everything your arsenal of actions offers per turn to maximize character attack, defence, or support, mainly because if you end your turn, the points you don’t have spent on movement or actions will not accumulate in the next one.
Spells
The spells in Baldur’s Gate 3 are divided into 7 categories, including the tricks that each class or race can have at the start of a game. Then, depending on level and class (and ultimately stats as well ), characters will have a limited number of spells that need to be replenished when taking some kind of camp break (depending on the spell, they might have a short rest is enough or a prolonged rest is necessary). Similarly, the higher the level, the more spell options there are to cast.
For example, at level 5 wizards have four slots at level 1, three at level 2, and two at level 3. The number of times a spell can be cast also depends on its difficulty. Case Study: A level 5 wizard can cast a level 3 spell only a few times per day, while a basic level 1 wizard can cast it up to 9 times between rests.
Access to spells also varies depending on the type of class we have chosen, but it follows the same casting principles as the Wizard we have given as an example:
Bards choose their spells by grade when they level up and can access any chosen spell until all spell slots for it are used.
Druids have all exit spells, however, they must prepare a limited number of spells to use at any one time; they require more planning before starting a fight, so make sure to select the most efficient ones that you can use more often without the need for breaks.
Sorcerers choose their spells as they level up and always have all their chosen spells ready. They will always have them maxed out, but they won’t have enough slots at the start to use them all.
Clerics cast their spells like druids, preparing them, and the same restrictions apply to them.
Wizards collect their known spells in a spellbook, to which they add new spells by gaining levels or by copying wizard spells onto scrolls; they have no restrictions on the type of spells to use but they must also prepare a limited number of them, and the botches when casting them are worse than in the other classes. Paladins: See Clerics or Druids.
Scouts can choose new ones as they level up and launch them with the restrictions that come with them, but they can’t add all the options that level-up presents; they must choose the ones they will learn but they will always have all of them available.