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Ability Checks are a near constant fact-of-life for Baldur's Gate 3. A method of making sure you'll be able to complete the feats you set out to accomplish, these checks ensure that you have the skills and training to pull off certain maneuvers and challenges on your quest.
But Ability Checks don't necessarily mean you need to be a stellar student in every skill. The dice can always surprise us, and the influence of magic can mean that even the most balance-deficient Barbarian can become the most talented prima-ballerina in all of Faerun. All it takes is a little strategy and a lot of luck.
What Is An Ability Check?
An Ability Check is made when rolling to see if you succeed or fail at a task. It is done by rolling a d20 and adding your bonuses and penalties to the total number. The total number is then compared against the "Difficulty Class," or the DC. If you roll the same or higher than the DC, you succeed. If you roll lower, you fail.
Ability Checks come in all forms across all of your major stats. You can make them with your Ability Scores or with your skills.
Saving Throws And Ability Checks
Knowing the difference between an Ability Check and a Saving Throw is important. They are not the same. Generally, Saving Throws are reactionary, and Ability Checks are voluntary. They are also calculated differently.
- When asked to make a Strength saving throw, you must see if you are proficient in Strength and add your Strength modifier + your proficiency (if applicable).
- When asked to make a Strength ability check, you use only your Strength modifier.
- When asked to make a Strength (Athletics) check, which is a skill ability check, then you add your Strength modifier + your proficiency if you are proficient in Athletics.
How To Calculate Your Number On Ability Checks
You calculate your Ability Check by this formula:
1d10 + Ability Modifier + proficiency bonus (if applicable) + spell-given bonuses + item and feat-related bonuses = total Ability score
In Baldur's Gate 3, you need only roll the d20. Any additional modifiers can be seen under your dice. These bonuses will be added to your rolled score after your roll, provided you do not "Critical Fail" by rolling a 1 (an auto-failure).
If there are spells you can use to bolster your score further, you can select "+Add Bonus" before making your roll to choose one spell to cast.
Active And Passive Ability Checks
Active Ability Checks are those that are performed by actively rolling a die. You are the roller, and you'll be able to actively see the dice moving, the bonuses applied, and the DC.
Passive Ability Checks happen automatically and are performed by the system. These can happen while you're walking around or when you may be privy to more insight or information during dialogue.
Passive Ability Checks are calculated by:
10 + ability modifier + any relevant proficiency bonus + any relevant feat/item bonus
For example, we have a Level 2 character with a 15 in Wisdom (a +2 modifier) and proficiency (+2) in Perception. They have no magic items or feats that increase their Perception. Therefore, their Passive Perception is 14.
Advantage vs. Disadvantage
Advantage and Disadvantage is used for ability checks and attack rolls (to hit). When you have Advantage, you can roll 2d20 and keep the higher number. When you have Disadvantage, you roll 2d20 and keep the lower number. This is important because double the die means double the chance for success or failure.
Your bonuses and penalties apply only once the final result of the dice is decided.