Baldur's Gate 3

Baldur's Gate 3

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How does crit reduction work?
At normal circumstance, you can crit at nat20 dice roll. However there are items that reduce that requirement.

I have covert cowl, shade-slayer cloak, and knife of the undermountain. This makes a total of -3 reduction in 20, which makes it 17.

So for me to crit, do I need to roll on EXACTLY 17? or will it can proc a crit if I hit a roll higher than 17 (example 22 diceroll)?
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Showing 1-13 of 13 comments
Drosta Feb 27 @ 10:12am 
A -1 Crit reduction equates directly to a 5% increased chance to Crit. In modern rpg terms.

Yes it'll Crit on a 17+
Last edited by Drosta; Feb 27 @ 10:12am
Hobocop Feb 27 @ 10:32am 
Any result on the D20 roll itself that is 17 or higher before any to-hit bonuses are added will be considered a critical hit in these circumstances.
Just in case that wasn't a typo...
There is no 22 on a 20-sided die.
The attack crits if the die lands on 17, 18, 19 or 20.
You need to roll 17 or higher. Advantage makes you roll two dices so you can effectively increase your chance to crit even further.
Mentioning 22 makes it seem like you aren't recognizing the difference between the actual (natural) roll and the adjusted roll.

You crit when 20 shows up on the dice. That is to say, a "natural", unadjusted 20. 5% chance.

If you have an adjusted 20 (say you are +10 to hit and you roll a 10) that is not a crit.

Reduced crit means now you crit when you roll a "natural" 19 or a 20. Or in your case, a 17, 18, 19, or 20. If you roll any of those four numbers, it's an automatic hit (and double damage). Otherwise, you do the usual thing of taking your roll, adding your modifiers, and comparing it to the number you needed to hit (usually the target's AC).
Padoru Feb 27 @ 11:03am 
Originally posted by Millstone85:
Just in case that wasn't a typo...
There is no 22 on a 20-sided die.
The attack crits if the die lands on 17, 18, 19 or 20.

Originally posted by Jelly Sandwich:
You need to roll 17 or higher. Advantage makes you roll two dices so you can effectively increase your chance to crit even further.

Originally posted by Mike Garrison:
Mentioning 22 makes it seem like you aren't recognizing the difference between the actual (natural) roll and the adjusted roll.

You crit when 20 shows up on the dice. That is to say, a "natural", unadjusted 20. 5% chance.

If you have an adjusted 20 (say you are +10 to hit and you roll a 10) that is not a crit.

Reduced crit means now you crit when you roll a "natural" 19 or a 20. Or in your case, a 17, 18, 19, or 20. If you roll any of those four numbers, it's an automatic hit (and double damage). Otherwise, you do the usual thing of taking your roll, adding your modifiers, and comparing it to the number you needed to hit (usually the target's AC).

The 22 isn't a typo. I assume it that as I hit 16, then have a +5 (via other equipments) to my roll to make it as 22. I asked because I was in the impression of raising my attack rolls to consistently crit, but now I know thats not how it works.

So based on what you said, that 22 wont hit a crit. I will only hit a crit if my natural dice (without plus) roll a 17 - 20.
Last edited by Padoru; Feb 27 @ 11:03am
jonnin Feb 27 @ 11:36am 
yes, its the die face for crits.
Nibbie Feb 27 @ 11:41am 
Originally posted by Padoru:
Originally posted by Millstone85:
Just in case that wasn't a typo...
There is no 22 on a 20-sided die.
The attack crits if the die lands on 17, 18, 19 or 20.

Originally posted by Jelly Sandwich:
You need to roll 17 or higher. Advantage makes you roll two dices so you can effectively increase your chance to crit even further.

Originally posted by Mike Garrison:
Mentioning 22 makes it seem like you aren't recognizing the difference between the actual (natural) roll and the adjusted roll.

You crit when 20 shows up on the dice. That is to say, a "natural", unadjusted 20. 5% chance.

If you have an adjusted 20 (say you are +10 to hit and you roll a 10) that is not a crit.

Reduced crit means now you crit when you roll a "natural" 19 or a 20. Or in your case, a 17, 18, 19, or 20. If you roll any of those four numbers, it's an automatic hit (and double damage). Otherwise, you do the usual thing of taking your roll, adding your modifiers, and comparing it to the number you needed to hit (usually the target's AC).

The 22 isn't a typo. I assume it that as I hit 16, then have a +5 (via other equipments) to my roll to make it as 22. I asked because I was in the impression of raising my attack rolls to consistently crit, but now I know thats not how it works.

So based on what you said, that 22 wont hit a crit. I will only hit a crit if my natural dice (without plus) roll a 17 - 20.

Correct. By default, only a natural roll of 20 will crit, and 1 will critically miss, regardless of any other modifiers. This is true for checks too, if you are lockpicking a DC 10 door with a +12 to your roll, you still have a 5% chance to fail because you can roll a natural 1. Conversely, you can still pick a DC 30 lock with only +5 to your roll because you can roll a 20 and auto succeed.
jonnin Feb 27 @ 11:55am 
mostly unrelated but this is one of the places old D&D rules bungled badly. Each weapon had 2 values, its range (eg 18+ to crit) and damage multiplier (2 to 4). Each of those could be modified by magic weapons, spells, feats, and other things. This made some weapons far superior to others -- it was very poorly balanced. I recall having a NWN2 character that could crit on a 10 for triple damage, attacking some 8 times or more per round... someone who didn't know how to set that up vs someone who did, one character would do 5 times the damage of the other easily (more than triple because the crits always hit, so if you can't even HIT the enemy because of its buffs and armor, the rookie is trying to roll an 18 to hit while the rulemonger is critting every other roll). They also had this goofy hit twice rule to crit, so if you got a critical hit you had to roll to hit again, if you hit twice it crit, if you hit once it downgraded to a normal hit.

5th edition of course fixed it by breaking it. Now you have crappy weapons that only crit on a 20 and will never do much damage, like daggers. The only way a dagger can be good is itemization, never via some build. This is not the only place where 5e changed character performance to be all about your gear and zero impact from your build... if you got mugged and all your stuff was gone, your level 12 guy can't do much better than a level 5 guy -- only difference is like +1 (or is it 2?) to hit die from levels and for one or two classes one more attack, but in general, its all about the gear.
Last edited by jonnin; Feb 27 @ 11:58am
guard65 Feb 27 @ 4:32pm 
This is kind of pointing out the obvious but I can only add that if you roll, for example an 18 (+5), but you required a 19 (+5) or a 24 to hit, you still miss. Even though you only needed 17 to crit.
Originally posted by guard65:
This is kind of pointing out the obvious but I can only add that if you roll, for example an 18 (+5), but you required a 19 (+5) or a 24 to hit, you still miss. Even though you only needed 17 to crit.

Wait, are you sure about that? That doesn't sound right. I was under the impression that any crit roll will automatically hit in BG3, not just the nat 20 crit.
Last edited by Doom_Cookies; Feb 27 @ 4:39pm
Originally posted by guard65:
This is kind of pointing out the obvious but I can only add that if you roll, for example an 18 (+5), but you required a 19 (+5) or a 24 to hit, you still miss. Even though you only needed 17 to crit.
No, that's not correct. A crit *always* hits. Always. If you have gear and/or abilities that allow you to crit at 17-20, then any roll of 17-20 is automatically a hit. No matter what the AC is.

The only exception is when the target is immune to crits. (Like a player character with the Grymforge helmet, for example.) If a target is immune to crits that means no automatic hit and no doubled damage, but if the roll is still good enough to hit, it's still a hit.

Like, say, you have AC18 and are immune to crits. The opponent rolls a 20. That is still a hit, and it does damage, but it is not a critical hit and does not do double damage.
Last edited by Mike Garrison; Feb 27 @ 4:53pm
Worlord Mar 2 @ 7:04am 
Originally posted by Nibbie:
Originally posted by Padoru:





The 22 isn't a typo. I assume it that as I hit 16, then have a +5 (via other equipments) to my roll to make it as 22. I asked because I was in the impression of raising my attack rolls to consistently crit, but now I know thats not how it works.

So based on what you said, that 22 wont hit a crit. I will only hit a crit if my natural dice (without plus) roll a 17 - 20.

Correct. By default, only a natural roll of 20 will crit, and 1 will critically miss, regardless of any other modifiers. This is true for checks too, if you are lockpicking a DC 10 door with a +12 to your roll, you still have a 5% chance to fail because you can roll a natural 1. Conversely, you can still pick a DC 30 lock with only +5 to your roll because you can roll a 20 and auto succeed.
Once I made Astarion pick the vault door. 42 lock picks later, he rolled a natural 20 and opened the DC 99 lock. :D
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Date Posted: Feb 27 @ 10:04am
Posts: 13