Initiative and Rounds¶
Baldur's Gate follows AD&D combat rules closely but with a real-time adaptation: each character, NPC, and monster runs on its own six-second personal initiative round.
Personal initiative round¶
Within each personal round, the full AD&D ruleset applies — weapon speed factors, casting times, multiple attacks per round, and so on. For higher-level characters who get more than one attack per round with a given weapon, the weapon's speed factor determines when in the six seconds each strike lands.
Speed factor¶
A weapon's speed factor is a number from 1 to 10 representing tenths of a round (1 = fastest, 10 = a full round). Lower is faster.
Casting time¶
A spell's casting time is the spellcaster's equivalent of a weapon's speed factor. Casting times range from 1 to 10; the lower the number, the faster the spell is released.
Initiative¶
Initiative combines ability, situation, and chance. In Baldur's Gate it acts as a random variation that slightly nudges the casting time or speed factor of an action — so two characters using the same weapon won't necessarily strike at exactly the same moment.
Hack and slash isn't everything¶
Combat isn't the be-all and end-all of play. Beyond simple hitting and missing the rules cover:
- Turning undead.
- Special attacks and defences.
- Poison and disease.
- Heroic feats and class abilities.
Any time you want, you can pause the game to assign commands and then unpause to resume.
Source: bgee/original_manuals/baldurs_gate_1_ee_mastering_melee_and_magic.pdf — "Combat in Baldur's Gate" → "More than just Hack and Slash", "Personal Initiative Rounds", "Speed Factor", "Casting Time", "Initiative".