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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".