Combat System Basics

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.

Tip: Always check the combat log (bottom right) to understand why an attack hit or missed. Hovering over enemies shows their AC and resistances.

Environmental Combat

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.

ElementInteractionBest Used With
OilExplodes when ignited; creates difficult terrainFire spells, torches, fire arrows
WaterCreates wet surfaces; conducts lightningLightning Bolt, Witch Bolt
Poison CloudDamages and poisons creatures insideIgnition creates fire explosion
WebRestrains creatures; flammableFire to burn trapped enemies
BloodCreated by wounded creaturesBlood of Lathander healing
Warning: Friendly fire is active for most area spells. Fireball will damage your own party members. Position carefully before casting.

Dialogue and Choice Mechanics

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.

Tip: You can switch which party member leads conversations. If your main character has low Charisma, let Gale or Wyll handle persuasion checks.

Camp System and Resting

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 TypeRestoresLimitations
Short RestHit Dice healing; Warlock slots; some features2 per long rest
Long RestFull HP, all spell slots, all featuresRequires 40 camp supplies; advances time
Partial RestSame as long rest but no supply costOnly available at certain story moments
Warning: Some quests are time-sensitive. Long resting too frequently may cause NPCs to die or events to resolve unfavorably. Balance rest with urgency.

Inventory and Equipment

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.

Tip: Send all camp supplies and non-essential items to the Traveller's Chest. Individual character inventories have weight limits based on Strength score.