Combat Modifiers¶
Many factors modify the number a character needs for a successful hit. Each one is applied as a bonus or penalty to the to-hit number or to the attack roll itself.
There is no limit to the number of modifiers — positive or negative — that can stack on a single d20 roll.
Strength¶
A character's Strength modifies both the chance to hit and the damage caused on melee attacks.
A handful of missile weapons — throwing axes, throwing daggers, and slings — receive the Strength modifier to damage only, not to the attack roll.
For exact bonuses, see the ability score tables.
Dexterity (missile weapons)¶
Dexterity affects the chance to hit with a missile weapon. Higher Dexterity increases the to-hit; lower Dexterity lowers it. Dexterity does not affect missile damage.
Dexterity also affects Armor Class.
Magical items¶
Items marked with a plus sign improve combat in proportion to their bonus:
- Sword +1 → +1 to hit, +1 damage.
- Chain mail +1 → AC improved by one beyond normal chain mail (an AC of 5 becomes AC 4).
- Cursed items carry a negative modifier (a penalty): subtract from attack rolls, add to AC.
Stacking restriction
You may not equip multiple magic items that grant the same kind of bonus — for example, two Rings of Protection, or a Ring of Protection with +1 Leather Armor.
Rate of fire¶
Missile weapons have different Rates of Fire (ROF) — the number of shots per round:
| Weapon | Shots per round |
|---|---|
| Arrows / thrown daggers | up to 2 |
| Crossbows, slings, throwing axes | 1 |
| Darts | 3 |
Multiple missile shots are handled the same way as other multiple attacks for the purposes of determining initiative.
Source: bg2ee/original_manuals/baldurs_gate_2_ee_mastering_melee_and_magic.pdf — "Improving the Odds in Combat" → "Strength Modifiers", "Magical Items", "Dexterity Modifiers for Missile Weapons", "Missile Weapons in Combat—Rate of Fire".