Master combat, dialogue, and camp mechanics to survive your first adventure in Faerun.
Baldur's Gate 3 uses turn-based combat rooted in D&D 5e rules. Each character on their turn receives one Action, one Bonus Action, and a Movement allowance based on their speed (typically 9 meters). Understanding how to maximize these resources separates new players from veterans.
Actions are your primary combat resource. They include weapon attacks, most spells, and special abilities like Dash or Help. Bonus Actions are more limited but include off-hand attacks, certain spells like Healing Word, and racial abilities. Movement is free and can be split before and after your Action.
BG3's environments are interactive weapons. Oil barrels explode when ignited, water conducts lightning damage, and poison clouds can be ignited into fireballs. Before every fight, scan the area for environmental advantages.
| Element | Interaction | Best Used With |
|---|---|---|
| Oil | Explodes when ignited; creates difficult terrain | Fire spells, torches, fire arrows |
| Water | Creates wet surfaces; conducts lightning | Lightning Bolt, Witch Bolt |
| Poison Cloud | Damages and poisons creatures inside | Ignition creates fire explosion |
| Web | Restrains creatures; flammable | Fire to burn trapped enemies |
| Blood | Created by wounded creatures | Blood of Lathander healing |
Nearly every conversation in Baldur's Gate 3 offers multiple approaches. The dialogue system uses skill checks (Persuasion, Deception, Intimidation, Insight) and background tags (Noble, Criminal, Sage) to unlock unique options.
Your ability scores determine dialogue options. High Charisma unlocks persuasive responses. High Intelligence reveals lore and tactical insights. High Wisdom detects lies and hidden motives. Strength and Dexterity occasionally offer physical solutions to conversational problems.
Your camp serves as a mobile base of operations. Here you can long rest to restore hit points and spell slots, speak with companions about their personal quests, and store excess inventory in the Traveller's Chest.
Short rests are limited to two per long rest and restore hit points through Hit Dice (rolling your class hit die + Constitution modifier). Warlocks regain all spell slots on short rest, making them uniquely sustainable. Long rests advance time and may trigger companion conversations or story events.
| Rest Type | Restores | Limitations |
|---|---|---|
| Short Rest | Hit Dice healing; Warlock slots; some features | 2 per long rest |
| Long Rest | Full HP, all spell slots, all features | Requires 40 camp supplies; advances time |
| Partial Rest | Same as long rest but no supply cost | Only available at certain story moments |
Equipment in BG3 follows D&D 5e rules with some modifications. Armor Class (AC) is your primary defense. Weapons use either Strength or Dexterity depending on their properties. Magic items range from common +1 weapons to legendary artifacts with unique abilities.