Ability Modifier is a mechanic in Baldur's Gate 3. Ability Modifier is the bonus or penalty you gain from your Ability Score of each Ability. To determine an Ability Modifier, subtract 10 to the Ability Score, then divide the result by two rounded down

Ability Modifier in Baldur's Gate 3

Both Ability Score and Ability Modifiers determines how successful your character is at various things throughout the game. Ability Checks, Attack Rolls and Saving Throws use the Ability modifier to determine the outcome of the bonus or penalty.

To determine an Ability Modifier, subtract 10 to the Ability Score, then divide the result by two rounded down. For example, if you have 20 Strength, your ability score is 21 and your ability modifier (21 - 10 = 11) is +5 (11 / 2 = 5). If you have 6 Wisdom, then your ability Score is 6 (6 - 10 = -4) and your ability modifier is -2. (-4 / 2 = -2)

Ability Checks

Ability Checks are rolled when performing actions within the game world, testing the character's Abilities and often appear in dialogue. When performing an Ability Check, the Ability Modifier for that Ability will be added to the D20 increasing the chance of success.

Difficulty class is the number you must roll with the D20 to pass the ability check. The task difficulty when performing a DC are:

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

For Nearly impossible cases, you have to have a very high Ability Modifier, other bonuses and almost a perfect 20 roll on the die.

For example, if you are trying to open a door you cannot open and it has a Strength check DC of 15. Your character has 18 Strength, so he has an Ability Modifier +4. So if you try to force it open, you have to roll the D20 and add +4 to that result. If the result is higher than 15, the door will be forced. However, if you should fail the roll nothing or something bad may happen, like for example jamming the door and making it impossible to open.

All of these operations are calculated by the game automatically,  and you can check the results at the bottom of the screen.

Attack Rolls

Attack Rolls occur when a character is attacking another character. The attacking character rolls the D20 and if the roll is equal or higher than the target's Armour Class (AC), then that attack hits the target with the equipped weapon.

Melee weapons use the Strength ability modifier, while Ranged Weapons use the Dexterity ability modifier. There are some exceptions, such as melee weapons that have the finesse property. These melee weapons use Dexterity instead of Strength.

Saving Throws

Saving throws are used to calculate the defense of a character against many effects or Spells in the game. Each of these has its own Difficulty Class (DC), which the character must make a saving throw of the die against in order to protect themselves.

To make a saving throw, roll a D20 and add the appropriate Ability Modifier for the character. Just like Ability Checks and Attack Rolls, you must hit the target number or higher in order to succeed.

Ability Modifier Table

To determine an Ability Modifier, subtract 10 to the Ability Score, then divide the result by two rounded down as shown in the table below.

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

 

 




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    • Anonymous

      I think you go +1 point by every even number from 10. And minus points vice versa.

      10=0, 12=+1, 14=+2, so on and so forth.

      • Anonymous

        >This game is great, but it uses mechanics that are not intuitive, not well explained, and the resources for learning them are blatantly unintelligible.

        it's called Dungeons and Dragons, you baby gamer...

        • Anonymous

          QUOTE: "To determine an Ability Modifier, subtract 10 to the Ability Score, then divide the result by two rounded down. For example. if you have 20 Strength, your ability score is 21. and your ability modifier (21-10=11) is +5 (11/2=5)."

          This sentence does not make sense.

          This game is great, but it uses mechanics that are not intuitive, not well explained, and the resources for learning them are blatantly unintelligible.

          How do you get to 21 as an ability modifier from strength 20?
          20-10=10
          10/2=5
          5=//=21.

          In what universe does 5 equal 21? And also, the last part of that sentence has two equations in it. Neither of which equal 21.


          Also, Side note:
          Took me forever, but the "they" in a reaction roll, in game. Is referring to the later, not the former.
          You know the pop up you get sometimes when it says:
          "X baddie casts Y spell on character Z
          Character Z rolled some number. They need Z+k"

          Yeah. Admittedly, it took me a bit longer than it maybe should have. But I figured out that the roll is usually your roll. And that it was too low. It's not talking about baddie. For someone that doesn't know how attack rolls, saving throws, difficulty class, ability modifiers, and all that works in the first place... The "they" in reactions was incredibly confusing. Idgaf about your politics, THEY is a plural pronoun. And it literally, actually literally as in not at all metaphorically, does not make sense in that sentence. So putting it in a reaction that could cost you a spell slot on solo tactician was really annoying. I came from Div 2, Larian's previous game, and these mechanics are nothing like the last game. They were much better in Div 2.
          PSS: ^^that's how you use "they" in a sentence.

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