Baldur’s Gates 3 Ability Modifier and Saving Throw

ABILITY MODIFIER

In Baldur’s Gate 3, the concept of an Ability Modifier is a fundamental gameplay mechanic. It signifies the boon or the drawback derived from the Ability Score of each Ability. The Ability Modifier can be calculated by reducing 10 from the Ability Score, and the resultant value is then divided by two, always rounded down.

Applying the Ability Modifier in Baldur’s Gate 3

The Ability Score, along with the Ability Modifiers, forms a crucial determinant of your character’s successes or failures in various in-game scenarios. Elements such as Ability Checks, Attack Rolls, and Saving Throws heavily rely on the Ability modifier to decide the yield of bonus or penalty.

For instance, if you possess a Strength of 20, your ability score is 21. Hence, your ability modifier, calculated as (21-10)/2, would be +5. Conversely, if you have a Wisdom of 6, your ability score would be 6 (6 – 10 = -4), and the resultant ability modifier is -2 (-4 / 2 = -2).

Navigating Ability Checks

Ability Checks come into play when undertaking actions within the game universe, serving as a litmus test for the character’s Abilities. It is commonplace in dialogues. While carrying out an Ability Check, the Ability Modifier corresponding to that Ability will be added to the D20, enhancing the likelihood of success.

Task difficulty when performing a DC are as follows:

  • Very Easy: 5
  • Easy: 10
  • Medium: 15
  • Hard: 20
  • Very Hard: 25
  • Nearly Impossible: 30

For cases categorized as Nearly Impossible, it’s necessary to possess an exceptionally high Ability Modifier, other bonuses, and near-perfect 20 roll on the die.

Unfolding Attack Rolls

Attack Rolls are initiated when one character assails another. The aggressor rolls the D20, and if the roll equals or surpasses the target’s Armour Class (AC), the attack successfully hits the target using the equipped weapon. Melee weapons rely on the Strength ability modifier, while Ranged Weapons leverage the Dexterity ability modifier. Certain exceptions apply, like melee weapons with the finesse property, which rely on Dexterity instead of Strength.

Mastering Saving Throws

Saving Throws function to compute a character’s defense against a myriad of effects or Spells in the game. These all have their unique Difficulty Class (DC), against which the character must perform a saving throw of the die to shield themselves. Similar to Ability Checks and Attack Rolls, achieving the target number or higher signifies success. The game executes these calculations automatically, allowing you to check the results at the screen’s bottom.

Modifiers

Saving Throws are influenced by the Ability Score Modifier corresponding to the Ability they’re associated with. Additionally, a creature can be proficient in a type of Saving Throw, enabling it to add its Proficiency Bonus to the roll.

ABILITY SCORE ABILITY MODIFIER
1 -5
2-3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 +0
12-13 +1
14-15 +2
16-17 +3
18-19 +4
20-21 +5
22-23 +6
24-25 +7
26-27 +8
28-29 +9
30 +10

SAVING THROW

In Baldur’s Gate 3, the Saving Throw mechanic plays an integral role. Saving Throws are employed to calculate a character’s defense against a wide range of Spells or effects within the game. Each of these effects or spells has a unique Difficulty Class (DC), and in order to ward off these potential threats, a character must make a successful saving throw against the DC.

Understanding Saving Throw in Baldur’s Gate 3

A Saving Throw, colloquially known as a save, signifies an attempt to resist a variety of threats including spells, traps, diseases, or similar dangers. A Saving Throw isn’t a decision, rather it’s a requirement – a defense mechanism invoked when a character or monster faces potential harm.

Implementing a Saving Throw

Executing a Saving Throw involves rolling a D20 and adding the relevant Ability Modifier of the character. In order to be successful, you need to meet or exceed the target number, akin to the mechanics of Ability Checks and Attack Rolls.

A Saving Throw can be influenced by situational bonuses or penalties and may be subject to Advantage and Disadvantage conditions. The outcome of a successful or unsuccessful Saving Throw could mean the difference between a character suffering no harm, reduced harm, or taking the full brunt of an effect.

Deciphering Saving Throw Difficulty Class

The Difficulty Class (DC) for a Saving Throw is dictated by the effect causing it. For instance, the DC for a saving throw permitted by a spell is determined by the caster’s spellcasting ability and proficiency bonus.

Proficiency in Saving Throws

Every class provides proficiency in two Saving Throws. For instance, a wizard is proficient in Intelligence saves. Similar to Skill proficiencies, proficiency in a Saving Throw allows a character to add their proficiency bonus to saving throws made using a specific ability score. Some monsters also possess Saving Throw proficiencies.

Proficiencies by Class

The proficiency in Saving Throws varies with each class:

Bard: Dexterity and Charisma

Cleric: Wisdom and Charisma

Fighter: Strength and Constitution

Monk: Strength and Dexterity

Paladin: Wisdom and Charisma

Ranger: Strength and Dexterity

Rogue: Dexterity and Intelligence

Sorcerer: Constitution and Charisma

Warlock: Wisdom and Charisma

Wizard: Intelligence and Wisdom

Saving Throws and Spells

If you’re crafting a spellcasting character like a Wizard or Sorcerer, you want to maximize your Spells’ DC because it makes it more challenging for Enemies to roll a successful Saving Throw.

Different Spellcasting classes utilize different Abilities to calculate the Spellcasting Ability Modifier:

Clerics and Druids use Wisdom

Wizards use Intelligence

Sorcerers and Warlocks use Charisma

For instance, if your Druid character casts the spell Call Lightning around a cluster of Goblins. With a Wisdom of 23, the Druid has a Spellcasting Ability Modifier of +6. This sets the DC of this Spell at 16 (10+6). Any Goblin failing to roll at least a 16 will suffer 3d10 damage, while those meeting or exceeding 16 take only half that damage.

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