Ability Score is a mechanic in Baldur's Gate 3. Ability Score determines the character's capa­bilities and are defined by 6 Abilities. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma

 

Ability Score in Baldur's Gate 3

 Ability Score Description

Ability Score determines the character's capa­bilities and are definded by 6 Abilities. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma

The three main rolls of the game the Ability Check, the Saving Throw, and the Attack Roll rely on the six Ability Scores. When a D20 is rolled, add an Ability Modifier derived from one of the six ability scores, and compare the total to a target number

Acquiring Ability Score Points

Players gain an Ability Score point every 4 levels (At level 4 - 8 - 12 -16 and finally 19) and can opt out of this ability score improvement to instead take a Feat.

Ability Score & Ability Modifier

It's the number that represents each ability stat of your character. On the other hand, 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. 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)

Both ability scores and ability modifiers determines how successful your character is at various things throughout the game.

To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers com e up in play more often than their associated scores.

Ability Modifier Table

Score 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

      My general rule of thumb for deciding stats is as follows:
      -17 for your main damaging stat. Do Auntie Ethel's quest in Act 1 to get +1 to this stat, then get an ability-score-improvement feat for the remaining 2.
      -16 for CON. Useful for all characters because it increases your HP and buffs your concentration saving throws on casters.
      -Always 10 STR minimum. STR affects your jumping distance and if you have 9 or less, it can be very limiting in certain circumstances.
      -You should aim for 14 DEX if you're using medium armor for the +2 AC that most medium armors allow. DEX saves are very common (Bard, Monk, Ranger, and Rogue have DEX saving throw proficiency).
      -INT and CHA can be 8 unless they're your class's main damage stat. INT and CHA saving throws are rare. STR and CON saves are also rare but they do other things (See above).
      -Whatever's left you can put into WIS. WIS saving throws are far more common than INT or CHA but less common than DEX saving throws.
      -It is good to have a party member with high DEX for picking locks, and a party member with high CHA for trading discounts.

      • Anonymous

        Right now I have 17 charisma and the game says I have +3 modifier on 17 charisma in the tooltips. If it was 17+1 like you did when you added 20+1 to strength, I would have +4 modifier, no?

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