Newcomers to Baldur's Gate 3 might be surprised to learn how the acclaimed RPG took its mechanics from Dungeons & Dragons, at least if they are not directly familiar with the tabletop juggernaut. As navigating the Forgotten Realms in Larian Studios is a blast and relatively accessible, some players might figure that D&D, and its penchant for dice rolls and papers with character statistics, shouldn't be that hard to get into. They would be half-right with that assumption.
Baldur’s Gate 3: 12 Best Multiclass Builds
Looking to multiclass a character in Baldur's Gate 3? These are the best builds to do so with.
While they should definitely try out some D&D games if they are so inclined, they should know beforehand that some Baldur's Gate 3 mechanics don't necessarily translate to Dungeons & Dragons. In fact, with D&D receiving a revised ruleset for its Fifth Edition in 2024, BG3-only players will need a slight refresher on some fundamental mechanics before switching over to the pen and paper version. Just which mechanics are drastically different between the RPG and the tabletop source material?
Magic Items Aren't Unlimited
You Can Only Equip 3 At A Time
- In D&D, Magic Items can Require Attunement (with limitations) or not require it (often for weaker items, but seldom applied to equipment)
- In D&D, players can only Attune three (3) Magic Items unless they are an Artificer (of which they can attune 4)
Gear is an important part of the best Baldur's Gate 3 builds, as it can set Armor Class (for Armour), determine bonuses, or offer unique effects that support a character's playstyle. With a plethora of equipment options available in the game – Armour, Cloaks, Footwear, Handwear, Headwear, and even jewelry (Amulets and Rings) – a character can come to a dungeon equipped with the means of fighting enemies even when outnumbered. However, players might find their characters rather "under-equipped" upon transitioning to traditional Dungeons & Dragons.
In D&D, all equipment that offers some kind of special effect is often classified as a Magic Item and needs to follow rules associated with Attunement. Characters can only equip up to three Magic Items that require Attunement (four, if they are an Artificer), limiting their choices. Not only that, but Magic Items are also stricter in terms of rarity, as gear with interesting effects is often difficult to access; at least, depending on the Dungeon Master's prerogative.
Cover Does More Than Line Of Sight
Cover Provides Protection When Done Right
- In D&D, Half-Cover (1-2 points blocked) offers +2 to AC and DEX Saves
- In D&D, Three-Quarters (3-4 points blocked) offers +5 to AC and DEX Saves
- In D&D, Full Cover provides Invisibility, where Hiding and Surprise rules apply
Stealth in Baldur's Gate 3 is facilitated through mechanics such as Pickpocketing (to steal items), Lockpicking (to bypass locks), and Hiding (to sneak around). Of these three, Hiding can be extremely useful for characters like Rogues to get to vantage points for a nifty Sneak Attack or to avoid detection from foes. Thanks to sight cones, the game can signal to players how close they are to falling into an enemy's detection range, and finding cover can effectively hide characters from enemies more efficiently.
In comparison, cover in Dungeons & Dragons offers more than just the chance to stay out of prying eyes. Objects that protect creatures are considered "Covering" them, with the degree of Coverage providing benefits to the protected side. In essence, an attacker can choose a favored corner (point) from their square and draw a line towards all the corners (points) of the target's own square. Lines obstructed by an obstacle determine their level of Cover, which can then provide +2 (for Half-Cover), +5 (for Three-Quarters Cover), or Invisibility (for Full Cover).
Spellcasting Is More Demanding
Requirements Are Trade-Off For Powerful Spells
- In D&D, Spells require a Somatic, Verbal, or Material Component unless the character possesses a Spellcasting Focus
- In D&D, Magic Actions restrict the usage of leveled Spells to once per turn, regardless of the resource cost
Spellcasters can turn the tide of battle in Baldur's Gate 3, as some spells can mess with the enemy's "flow" with powerful AOE, devastating effects, or environment-altering situations. Depending on the build, a player can decimate enemy parties with a powerful Fireball, summon the undead to outnumber foes, or pack utility to address any situation. As long as players have the Spell Slot and the resources (Action, Bonus Action) to use it, players can assuredly use said Spell in the RPG.
In Dungeons & Dragons, it's not so simple. By default, Spellcasters are required to "provide" Components (Somatic or hand gestures, Verbal or words, or Material or resources) to cast Spells unless they have a Spellcasting Focus. Not only that, the recent 2024 (5.5e) revamped rules introduced a Magic Action: a kind of Action specifically reserved for magic-based usage. With this ruling, only one Spell with a Spell Slot can be cast per turn, which at best limits casting to either a Spell (Magic Action) with a Cantrip (Bonus Action) or a Cantrip (Magic Action) with a leveled Spell (Bonus Action).
Switching Weapons Is More Limiting
Multi-Weapon Attacks Can Be Restrictive, Depending On Edition
- In D&D 5e, sheathing a weapon and drawing another one will use up an entire Action
- In D&D 5.5e, you can draw a weapon and strike using one attack in the Attack Action
One surprising addition Baldur's Gate 3 makes to its D&D ruleset interpretation is allowing characters to have a set of Melee and Ranged Weapons equipped, choosing either to attack an opponent at any given time. This drastically boosts a character's efficiency in combat, as even a Martial Class like a Fighter with a Greatsword (Melee) can switch to a Longbow (Ranged) if they're too far from an enemy.
Baldur's Gate 3: Weapons You Can Only Craft
The world of Baldur's Gate 3 is filled with unique weapons, but some of them can only be accessed by crafting them.
In Dungeons & Dragons, switching weapons can be easy or difficult depending on the edition. Following the Fifth Edition rules, switching from Greatsword to Longbow uses up an entire Action, severely limiting combat options. In the Revised Edition (2024, 5.5e), a weapon can be drawn at the same time as it is used to attack with the Attack Action. Theoretically, this means a player can draw and throw a Dagger in the same attack, and then use an Extra Attack to unsheathe a Longsword and attack again.
Help Does More Than Just Stabilize Downed Allies
Get A Pseudo-Bless Just By Being Close
- In D&D, the Help Action instead provides an Advantage to a Skill Check or Attack Roll
When a character falls to 0HP in Baldur's Gate 3, they aren't "Dead" unless they fail three Death Saves. Thanks to the Help Action, an ally can immediately bring that character back to 1HP without any need to risk these rolls, allowing them to leave the battlefield or chug a Potion to get some Hit Points back. This can be a big game-changer for downed allies who are powerful attackers, as they can get back into the fight much faster than anticipated.
The Help Action is even more valuable in D&D meta, as it can assist with both Ability Checks and Attack Rolls. In encounters, standing next to an opponent and doing the Help Action can distract that foe, so the next attack against it has Disadvantage. On the other hand, players can ask the DM if they can use a Skill or Tool Proficiency to provide Advantage to an ally's Ability Check. This doesn't have to be the next Ability Check, but the character who uses Help must be next to the doer of the said Check when they do it.
Weapon Actions Aren't Readily Available
Certain Classes Can Use A Set Number Of Them At A Time
- In D&D, weapons have special traits locked behind Weapon Mastery
Weapon Actions are one of the most surprising additions of Baldur's Gate 3 to its interpretation of D&D mechanics, as they unlock new attack options if the character using them has Proficiency in that specific type of weapon. All weapons within a type share the same Weapon Actions, while special weapons get new abilities beyond unlocked Spells. This can drastically improve the gameplay of melee characters, as they now have more ways of approaching combat with their chosen weapons, similar to how Spellcasters have access to many Spells.
Reception has been so positive on Weapon Actions that they made their way to Fifth Edition's Revised 2024 rules. Martial Classes now have access to Weapon Masteries, or special Properties attached to weapon types. For example, Fighters who choose Weapon Mastery over the Handaxe have access to the Vex Property, allowing them to get Advantage on their next turn against a target they hit this turn. They get access to a number of these Weapon Masteries throughout their level progression and may replace them every Long Rest, giving players room to customize their toolkit. However, this does block pure Spellcasters from trying them out unless they Multiclass or take the Weapon Mastery Feat.
Baldur's Gate 3
Display card community and brand rating widget Display card open critics widget-
OpenCritic Reviews
- Top Critic Avg: 96 /100 Critics Rec: 97%
- Released
- August 3, 2023
- ESRB
- M for Mature: Blood and Gore, Partial Nudity, Sexual Content, Strong Language, Violence
- Developer(s)
- Larian Studios
- Publisher(s)
- Larian Studios
- Genre(s)
- RPG
- Platform(s)
- PlayStation 5, Xbox Series X, Xbox Series S, PC, macOS