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Sidra Offline OP
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New to game and don't play DnD.

I feel like I am missing something here, as my spells that seem to use an Attack roll (I am assuming it uses that particular class stat - like CHA for Warlock or INT for Wizard, WIS for Cleric) seem to have very low percentages to hit compared to my attackers. Often even their own weapon use even with low dex or str. So things like Eldritch blast, Scorching Ray, Guiding Bolt. So I have been prioritizing spells with savings throws as opposed to hit rolls which is a little sad. It also makes by best damaging spell from my Bard (Dissonant Whispers) which is weird

I try and have Bless on. And I know elevation matters. But is there some mechanic I am missing, or any tips and tricks people have to help out here.

Last edited by Sidra; 11/07/23 01:39 PM.
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Do your casters have 16 in their casting stat (Cha for Warlock, etc)?

Your spell attack bonus (the thing you add to a d20 roll to hit) is calculated as your proficiency bonus (+2 for 1-4th level characters) plus your casting stat modifier. Weapon attack bonuses are calculated the same way, just using Str or Dex instead of a mental stat. Thus, equivalently optimized characters (with 16 in their main stat) should have the same bonus to hit. Additionally, you can make these more likely through high ground, bless, etc, as you've mentioned.

Your Spell Save DC is calculated as 8 + proficiency + casting stat modifier (should be 13 for 1st-3rd level characters). These spells will force the enemy to make a roll of the specified type (dex, con, or wis typically) and their chance of success depends on their stats. Thus, against an enemy with high dexterity (e.g., nimble goblins) you wouldn't want to cast a spell at them that forces a Dex ST. But, since Goblins have 8 Wisdom, a spell that forces a Wis ST would be *more effective* than an attack roll spell. Choosing the correct spell for each enemy is important.

I wouldn't compare *your* chances to hit with the *enemies'* chances to hit. While they should be similar, that's comparing apples to oranges. You want to compare *your* chances to hit with your *party members'* chances to hit.

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Originally Posted by Sidra
New to game and don't play DnD.

I feel like I am missing something here, as my spells that seem to use an Attack roll (I am assuming it uses that particular class stat - like CHA for Warlock or INT for Wizard, WIS for Cleric) seem to have very low percentages to hit compared to my attackers. Often even their own weapon use even with low dex or str. So things like Eldritch blast, Scorching Ray, Guiding Bolt. So I have been prioritizing spells with savings throws as opposed to hit rolls which is a little sad. It also makes by best damaging spell from my Bard (Dissonant Whispers) which is weird

I try and have Bless on. And I know elevation matters. But is there some mechanic I am missing, or any tips and tricks people have to help out here.


So the three biggest reasons people have issues are:
1. Attacking a mob in a dark area when you don't have either a light source on the target or darkvision to the range you are attacking (60/120 feet). (Imposes disadvantage)
2. Using a ranged attack while in melee range - some spells are melee range spells and some are not. Eldritch Blast for example is NOT a melee range spell. If you are in melee range and casting it you do so with disadvantage*.
3. Not having the right stats for the spells you are casting. As you guessed with Warlock its Charisma for spell attacks.

Hope that helps.

*Disadvantage means you roll two dice and take the lower number, it's about equivalent to a -5 to the roll depending. Its really bad.


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Sidra Offline OP
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Oooh good stuff there. Thank you. I would imagine the dark thing is probably coming into play, as is the range cast in mele range. If I get locked up I am afraid to run away cause it gives a free attack so I just stand still and cast. Appreciate the feedback. I have played about 2 10 hour playthroughs and I could literally make a a thread where I unload questions. There is a lot to this game and its mechanics and I have just scratched the surface.

Last edited by Sidra; 11/07/23 08:26 PM.
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Originally Posted by Sidra
Oooh good stuff there. Thank you. I would imagine the dark thing is probably coming into play, as is the range cast in mele range. If I get locked up I am afraid to run away cause it gives a free attack so I just stand still and cast. Appreciate the feedback. I have played about 2 10 hour playthroughs and I could literally make a a thread where I unload questions. There is a lot to this game and its mechanics and I have just scratched the surface.

No problem.

Here is the thing too, Warlock doesn't have a melee Range cantrip that I am aware of (Chill Touch despite it's deceptive name is a range spell). So you need to either move away (which may provoke an opportunity attack) or use a melee attack OR if you have Misty Step you can get away using that or an invisibility potion or spell.

If any enemy is within 5 feet of you then they "threaten" you and will cause your ranged spells to have disadvantage against any target unless you can get away from them.

This is actually a great tactic for your melee characters to use against Archers and Ranged Spellcasters.

As for the darkvision thing, if the race you play doesn't have darkvision then you can choose it as one of your Invocations - it's called Devil's Sight and it gives you Darkvision to 120 feet.

GL!

Last edited by Blackheifer; 12/07/23 08:09 PM.

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