Baldur’s Gate 3 – Major Rules Differences Between D&D 5e and Baldur’s Gate 3

baldurs-gate-3

The rules in Baldur's Gate 3 are largely those of the pen & paper RPG Dungeons & Dragons 5th Edition

I‘m coming to the game from having played a lot of pen&paper D&D, and the older Baldur‘s Gate games, which as I recall it were a bit more lose about the rules compared to the old D&D rules.

In any case, because for this one, the rules seem to adhere very closely to those for the tabletop RPG, both for actions, attack rolls etc in combat, as well as for character development, I‘ve been thrown off a few time where they differed.

For example, crossbows have no limit to number of shots per round in BG3 (which in the paper version is one of the balancing factors for their generally higher damage than bows). Magic items seem to lack attunement, which in the paper version limits how many strong items a character can use at the same time. Concentration spells that in the paper version often are only good for a minute (10 combat turns), or a short perid of 10 minutes often last for the whole day, as long as concentration is not broken (e.g. expeditious retreat).

What are the main discrepancies from the written 5e rules, where things were implemented slightly different in the computer game?

Best Answer

Raven Dreamer’s answer gives a good overview, but if you’re interested in an exhaustive list of changes, one is available via the independent Baldur’s Gate 3 wiki project. The main article covering changes to basic rules like initiative, healing, resting and more is “D&D 5e rule changes”, and there are also further articles for changes to races, classes, spells and feats. These articles all assume some familiarity with standard 5E rules. These pages are also updated when patches make further changes to the rules used by BG3 (especially ones which fix bugs preventing a rule from operating as it does in the tabletop game).

I would add that there are some changes that are not obvious but have a big impact on the game. As one example, initiative is not a standard Dexterity check, but instead uses a d4 (though the Dexterity modifier is still added). This makes it more likely player characters will end up next to each other in the initiative order, and such characters effectively act simultaneously, able to take their actions and movement in any order they like. Like many of the changes to a basic rule, this has many knock-on effects, such as modifying how many bonuses to initiative work (advantage on initiative rolls is generally changed to a flat bonus of +3 to +5, for example).

A few other significant changes which surprised me and affect power level:

  • Ranges for weapons and spells have been reduced across the board (usually to 60ft/18m), and combat generally takes place in smaller areas with a lot of opportunities for vertical movement. Being at least 10ft (3m) above an opponent can grant a bonus on ranged attacks, and likewise being below them imposes a penalty. (By the way, the game can use metric measurements, using rounded approximations of 5 feet = 1.5m, and 1lb = 0.5kg. As an Australian I love this.)
  • Cover is not implemented, but objects and creatures can block line of sight.
  • Prepared spellcasters can change their list of prepared spells instantly at any time outside of combat.
  • Ritual spells don’t take longer to cast, they just don’t use a spell slot unless cast during combat. Some higher level spells are now rituals, including speak with dead.
  • As you noted, most spells and effects with a duration longer than 1 minute now just last until the party’s next Long Rest.
  • Most potions can be thrown (as an action) in order to make them splash on the ground and apply their effect to multiple characters. This includes healing potions.
  • By default the game has a “Karmic Dice” option enabled which prevents streaks of very high or very low rolls. This always acts in favour of the character or creature rolling the dice, and results in shorter more dangerous combat, since everyone is more likely to hit and do higher damage. This gives spells with saving throws a disadvantage vs ones with attack rolls, since the target rolls the dice.
  • Humans and half-elves have revised traits to make up for losing their additional Ability Score bonuses (since everyone gets a choice of +2/+1 to any Ability Scores). This includes a “Civil Militia” trait which grants them proficiency in various polearms and shields.
  • Spell components (including foci) are generally ignored, so a human wizard can equip a staff and shield and still cast spells. Being silenced (for example by the silence spell) does prevent spellcasting, which along with the vocalisations when characters cast spells suggests an implicit verbal component, but a small number of spells are explicitly called out as being usable while silenced.
  • The AC bonus from a shield equipped in the melee weapon set is applied even while using a character’s ranged weapon set.

There are many more, but those give you an idea about the extent of the changes.