Baldur's Gate 3

Baldur's Gate 3

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Nibiru Oct 21, 2020 @ 9:59am
Can someone answer this for me??
After several play throughs now.. I continue to keep seeing this and really have no idea why.. So okay.... During combat, when one of your characters is "Downed", "Made Unconscious", "Reduced to 0 HP"... Why does the game still cycle to them?

Cause it's not like they can do anything for themselves? I mean.. This is why I'm so confused.. It's what has kept me from asking before because it seems more like a bug that they would even still be given a turn to do something when they are knocked out and therefore can't do anything...

Anyway.. If someone can please help me resolve this... Is it a bug or is it intended for some reason that has escaped me?
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Showing 1-15 of 16 comments
Mosey Oct 21, 2020 @ 10:01am 
If you get them up before their turn, they still get their turn. As far as I've noticed, when a character goes down it skips their turn if no one helps them.
Hobocop Oct 21, 2020 @ 10:04am 
Normally in 5e, if someone rolls a natural 20 on their death saving throw, they get up with 1HP. The game switching to them might be pre-empting this possibility, though I'm not sure if this particular rule is implemented.
Auburn2 Oct 21, 2020 @ 10:09am 
Originally posted by Nibiru:
After several play throughs now.. I continue to keep seeing this and really have no idea why.. So okay.... During combat, when one of your characters is "Downed", "Made Unconscious", "Reduced to 0 HP"... Why does the game still cycle to them?

Cause it's not like they can do anything for themselves? I mean.. This is why I'm so confused.. It's what has kept me from asking before because it seems more like a bug that they would even still be given a turn to do something when they are knocked out and therefore can't do anything...

Anyway.. If someone can please help me resolve this... Is it a bug or is it intended for some reason that has escaped me?
They have to make a death saving throw every turn.
dethlok Oct 21, 2020 @ 10:10am 
Don't know about the nat 20 but when it cycles to a downed character it does make its death saving throw at that time, then moves to next character in combat.
BW022 Oct 21, 2020 @ 10:12am 
It is important for the player(s) to see the downed character's turn so they know how many death saves they are making, where they are, let's you know that they are down (you may not have noticed), if enemies are around them, and most importantly if they manage to stabilize themselves. Downed players are (hopefully) rare, it is important to see if they make or fail their checks, and any extra time through the cycle is almost certainly worth it.
Mosey Oct 21, 2020 @ 10:12am 
Also, for what it's worth, turns can be simultaneous so there's always the chance that someone could get you up on your turn and you get to at least use a bonus action, if not a full action. If it just skipped your turn automatically you'd be SOL.

What is weird is that sometimes I only get a bonus action when being helped up, and other times I get a full action. It hasn't happened often enough for me to figure out what the difference is, but I suspect it's based on init and when I'm helped up.
ChavaiotH Oct 21, 2020 @ 10:17am 
Death saving throw.


Originally posted by Hobocop:
Normally in 5e, if someone rolls a natural 20 on their death saving throw, they get up with 1HP. The game switching to them might be pre-empting this possibility, though I'm not sure if this particular rule is implemented.

No. If you rolls 20 it is equal to 2 throws over 10. 10-19.

So you need 3 throws over 10 to survive.
Or 1 throw of 20 and 1 of 10-19.

Roll of 1 means 2 rolls under 10. 1-9.
Dorok Oct 21, 2020 @ 10:37am 
Originally posted by Mosey:
Also, for what it's worth, turns can be simultaneous so there's always the chance that someone could get you up on your turn and you get to at least use a bonus action, if not a full action. If it just skipped your turn automatically you'd be SOL.

What is weird is that sometimes I only get a bonus action when being helped up, and other times I get a full action. It hasn't happened often enough for me to figure out what the difference is, but I suspect it's based on init and when I'm helped up.
Such character should be at end of turn initiative, makes no sense to switch to them before.

Or is there a D&D rule saying unconscious character keeps all his initiative? It would be a very weird rule.

Looks more like bugs.
Meowella Oct 21, 2020 @ 10:53am 
Originally posted by ChavaiotH:
Death saving throw.


Originally posted by Hobocop:
Normally in 5e, if someone rolls a natural 20 on their death saving throw, they get up with 1HP. The game switching to them might be pre-empting this possibility, though I'm not sure if this particular rule is implemented.

No. If you rolls 20 it is equal to 2 throws over 10. 10-19.

So you need 3 throws over 10 to survive.
Or 1 throw of 20 and 1 of 10-19.

Roll of 1 means 2 rolls under 10. 1-9.

Hi there, I just wanted you to know you are 100% on how death saves work.

1. Firstly, 10-19 and 2-9 are not a thing, we'll cover that in a sec.
2. If you roll a Natural 20 on the d20, you regain 1 hit point and, because death saves occur at the start of your turn, can act.
3. If you roll a Natural 1 on the d20, you count as 2 failed saving throws.
4. Because outside influences can affect this roll, such as a level 6 Paladin's aura, it is possible to roll a 20 or higher, but not roll a Natural 20, meaning you'd receive 1 success. It is also possible to have a penalty on the saving throw, such as a dominated College of Eloquence Bard pointing their inspiration dice at you, penalizing your roll.

So, it's 9 or lower to fail, 10 or higher to succeed, excluding Natural rolls of 1 or 20 on the d20.

There is a fun point where if you are targeted by a 15th level College of Eloquence Bard with Unsettling Words, and they score 11 or higher on the dice, you can roll a Natural 20, regain 1hit point.. but still die from 3 failed death saving throws.
Nibiru Oct 21, 2020 @ 11:15am 
Okay.. I see what yall are saying regarding the game making a 'death saving throw' for the downed character.. but assuming they don't get their 'death saving throw'.. then again.. why does the game stop at them.. them still being down and us not able to do anything with them?

I'm probably not making this easy to see my actual question.. So even though yall are giving good answers.. answers to the question it looks like I'm asking.. but my question is not based on the downed character having a 'death saving throw'.... its more on why are we, 'the player' given what looks like an opportunity to do something with a downed character when we can't do anything with them because they are downed??

If we, 'the player' were the ones making a die roll for the 'death saving throw'.. then that would be understandable that the fight would cycle to the downed character and we would then roll whether or not they get to get up with 1HP.. but if the game is making the 'death saving throw' for us.. then there's no reason for the game to cycle the fight to us... cause we're never going to be able to do anything with that character assuming they didn't make their 'death saving throw'..

Sorry for the confusion.. Personally I still think it's a bug for the fight to cycle to the player to make a decision to do something, when there's nothing we can do because the character is down.
alanc9 Oct 21, 2020 @ 11:22am 
How would you handle conveying the death saving roll to the player, except this way?
Nibiru Oct 21, 2020 @ 7:53pm 
Originally posted by alanc9:
How would you handle conveying the death saving roll to the player, except this way?

Hmm... If it was me making the game? Well now.. let me think.. Ok... I guess I'd do it in a similar way except if the Death Saving Throw fails, then I'd have the computer skip on to the next character/npc instead of stopping with the player having to do all they can and press "Space"..

Either that.. Or let the player make the Death Saving Roll with an open die roll like we get opportunities for on other things. That way if the die roll fails, then it's on us.. like pretty much every thing else in a die rolling game.
jffrspuk Oct 22, 2020 @ 4:10am 
Additionally, shouldn't the initiative clock stay on after the last enemy npc is killed but a PC is down and still at risk of dying.
Dorok Oct 22, 2020 @ 4:26am 
Originally posted by jffrspuk:
Additionally, shouldn't the initiative clock stay on after the last enemy npc is killed but a PC is down and still at risk of dying.
If mechanics are based on clock this would be a disaster. Proper TB combats design requires options to speed up or even skip movements for the best.

In Temple of Elemental Evil, enemies in same trunk of initiative (between last player character played and next) are played in parallel (it's an option).

If BG3 can't manage that for D&D combats even modified then it's not good at all.
jffrspuk Oct 22, 2020 @ 4:38am 
Originally posted by Dorok:
Originally posted by jffrspuk:
Additionally, shouldn't the initiative clock stay on after the last enemy npc is killed but a PC is down and still at risk of dying.
If mechanics are based on clock this would be a disaster. Proper TB combats design requires options to speed up or even skip movements for the best.

In Temple of Elemental Evil, enemies in same trunk of initiative (between last player character played and next) are played in parallel (it's an option).

If BG3 can't manage that for D&D combats even modified then it's not good at all.

It may be my shorthand way of explaining this issue

The problem is once you are out of combat there will be a requirement to quickly click on a healer to provide the necessary healing to bring them back and keep them alive as the clock is no longer in the turn based mode. Especially if the affected character is in a location where they would receive damage from the environment.

So if players are not quick enough they will be burning through their revivify scrolls or the talkative skeleton will become very rich. Especially if its Gale and he starts bringing down others.
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Date Posted: Oct 21, 2020 @ 9:59am
Posts: 16