Baldur's Gate 3

Baldur's Gate 3

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Help me understand the turn based combat
I'm in the crypt just after the ship crashed. Why do I get one character to attack per turn but the gang in the crypt can literally move/attack with up to 5 in one turn?
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Showing 1-15 of 34 comments
Naamtar Sep 1, 2023 @ 8:34pm 
Some enemy's just have more attacks early on than you do, as you level up some of your characters will get extra attacks.

Dexterity determines Initiative, the higher your Dexterity the more likely your character is to get to go before an enemy.
The game combines similar initiatives into one simultaneous turn if there's no opposing side between them. So if all your characters roll a 4 or 5 on initiative and none of the enemies do, you'll get one big turn where you can act with all of them interchangeably. Otherwise, you only get to control a character when its position in the turn order comes up. Since you're usually outnumbered in fights, you often see multiple enemies acting at the same time since they're more likely to share initiative.
Last edited by Army of Optimists; Sep 1, 2023 @ 8:35pm
Grumpy Sep 1, 2023 @ 8:35pm 
All about the initiative stats.
What are you talking about? Enemies have the exact same limitations that you have in terms of actions and initiative. Do you mean why are your turns spread out and the enemies all take their turns one after the other? That's just how the initiative roll turned out.
zero Sep 1, 2023 @ 8:43pm 
but you are in the tutorial, you can have up to 4 people you control in the end.

it should also be noted that you, as a team, are functionally designed to take out multiple fights of more then 4 enemies "per day".

which i mean: is kinda normal in video games anyway, is there any game where you don't have to fight dozens of enemies alone/with your smalller team?
Fluff Sep 1, 2023 @ 8:46pm 
At the start of the combat everyone is throwing a D20 dice to determine the order in which who will go. That order can be close for several characters so they move one right after another, both you or enemies, or differ a lot, so it's all chaos.

On top of that some weaker/smaller enemies can be packed in a 'group' to move
together.

Like small spiders or small goblins or any other D&D creatures. Usually those are predetermined to act together since they are not only opposing less threat but also naturally would most likely move so in terms of realism and whatever other details + to save your time, so you wouldn't wait for a separate turn of every small spider from a pack of 10.

So that's why they move together in 1 turn. But they also roll the dice to see when they will be moving together, earlier or sooner.
Last edited by Fluff; Sep 1, 2023 @ 8:48pm
Yung Gooner Sep 1, 2023 @ 8:48pm 
Originally posted by BeautifulFlowerField:
What are you talking about? Enemies have the exact same limitations that you have in terms of actions and initiative. Do you mean why are your turns spread out and the enemies all take their turns one after the other? That's just how the initiative roll turned out.

How do I change this? Feels like ♥♥♥♥ have 5 enemies attack in one turn and I get 1 of my party members to attack during a turn.
zero Sep 1, 2023 @ 8:49pm 
Originally posted by Jake:
Originally posted by BeautifulFlowerField:
What are you talking about? Enemies have the exact same limitations that you have in terms of actions and initiative. Do you mean why are your turns spread out and the enemies all take their turns one after the other? That's just how the initiative roll turned out.

How do I change this? Feels like ♥♥♥♥ have 5 enemies attack in one turn and I get 1 of my party members to attack during a turn.
are you saying enemies are attacking 5 times, or 5 enemies are attacking you?

cause if its the former: they are commonly using class/monster features to boost their attacks, such as a frenzy state.

if its 5 enemies attack you: you gotta kill them.
Yung Gooner Sep 1, 2023 @ 8:49pm 
Originally posted by zero:
but you are in the tutorial, you can have up to 4 people you control in the end.

it should also be noted that you, as a team, are functionally designed to take out multiple fights of more then 4 enemies "per day".

which i mean: is kinda normal in video games anyway, is there any game where you don't have to fight dozens of enemies alone/with your smalller team?

I don't think you understand my point. I am trying to fight the party that is in the crypt with 4 party members. I can only use 1 party member per turn but the enemy gets like 5 per turn.
Fluff Sep 1, 2023 @ 8:50pm 
Try to focus enemies 1 after another. So not to hit every enemy for 5-7 dmg, but to hit 1 enemy for 20 dmg or kill it first. Then go to another. Then another.

Also if there are some weaker targets with small hp pools - try using AoE (area of effect) spells that target multiple of them at once, so you'll be outnumbering enemies as fast as possible or have a fair numbers at least.

The party in the crypt , as exact example - try hiding behind a door. And let enemies come to you, so you would hit them 1 by 1. Or blow a barrel near them with a fire arrow or fire bolt. You can also close the door to the room where you wait for them each round. So their range characters can't attack you through it and need to come in melee range.
Last edited by Fluff; Sep 1, 2023 @ 8:52pm
zero Sep 1, 2023 @ 8:51pm 
Originally posted by Jake:
Originally posted by zero:
but you are in the tutorial, you can have up to 4 people you control in the end.

it should also be noted that you, as a team, are functionally designed to take out multiple fights of more then 4 enemies "per day".

which i mean: is kinda normal in video games anyway, is there any game where you don't have to fight dozens of enemies alone/with your smalller team?

I don't think you understand my point. I am trying to fight the party that is in the crypt with 4 party members. I can only use 1 party member per turn but the enemy gets like 5 per turn.
ah, turn order, look at the top, when all enemies end up with similar inits, they can move at once.

you can too, if your inits roll similarly, but with a standard adventuring party, your gonna be all over the turn order (as some of you will have higher init then others)

its better to be spread out in turn order, imo, as you can pick off enemies before their turns and just negate their entire actions.
Originally posted by Jake:
I'm in the crypt just after the ship crashed. Why do I get one character to attack per turn but the gang in the crypt can literally move/attack with up to 5 in one turn?

Top of the HUD shows the order of the attack sequence. At the start of the game unless you specifically roll a high initiative custom character, you're unlikely to start early.

Initiative is the stat to increase your attack sequence, ALERT is a feat that gives you +5 initiative atop of whatever amount you have (check your character details and tool tip), feat can be chosen at level 4, 8 and 12.

By the end of the game most enemies on Balanced are with initiative of +3 ~ +5 with Boss and named enemies possibly at initiative of +5 ~ +6

Put it in layman's term, the higher of your initiative, the further left your characters will be on the attack sequence. Each character have their own initiatives, they are not shared.
Last edited by ❃ Galiäna Krüger ❃; Sep 1, 2023 @ 8:52pm
Yung Gooner Sep 1, 2023 @ 8:52pm 
Originally posted by zero:
Originally posted by Jake:

I don't think you understand my point. I am trying to fight the party that is in the crypt with 4 party members. I can only use 1 party member per turn but the enemy gets like 5 per turn.
ah, turn order, look at the top, when all enemies end up with similar inits, they can move at once.

you can too, if your inits roll similarly, but with a standard adventuring party, your gonna be all over the turn order (as some of you will have higher init then others)

its better to be spread out in turn order, imo, as you can pick off enemies before their turns and just negate their entire actions.

the problem is they are basically just insta killing one of my party members per turn aha
Fluff Sep 1, 2023 @ 8:54pm 
Originally posted by Jake:
the problem is they are basically just insta killing one of my party members per turn aha

Here's an example of how to approach it tactically

https://youtu.be/N4f8iw3EK4U?si=6xlI2V3M7ehIVszc&t=287

He could wait for more of enemies to come to the door or barrels for even better effect. Also can use Greese near the door to slow them even more. Or shoot the barrel itself with a fire bolt for a bigger boom.

Or instead of blocking it with a table you could wait near the door with your melee characters and close it each round with your tank as well. Or you can also enter from another side of the crypt and another door - even further from enemies. Slow them, attack with range, and hide behind that another door, closing it each round or not.

Experiment and try what you think can work.
Last edited by Fluff; Sep 1, 2023 @ 8:58pm
zero Sep 1, 2023 @ 8:54pm 
Originally posted by Jake:
Originally posted by zero:
ah, turn order, look at the top, when all enemies end up with similar inits, they can move at once.

you can too, if your inits roll similarly, but with a standard adventuring party, your gonna be all over the turn order (as some of you will have higher init then others)

its better to be spread out in turn order, imo, as you can pick off enemies before their turns and just negate their entire actions.

the problem is they are basically just insta killing one of my party members per turn aha
early game can be like that, once you get a few levels you wont outright pop.

spread out your team a little bit when you know fights are coming, use the terrain (if your in the crypt im thinking off, there is some explosive barrels you can obtain/use, depending on which encounter you are in)

stuff like that, and short rest when you need to.

it can suck if you get dealt a bad init, i wont deny that, but it gets easier
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Date Posted: Sep 1, 2023 @ 8:32pm
Posts: 34