Baldur's Gate 3 Guide | Weapons and Armor (D&D 5th Edition)

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In today’s Baldur's Gate 3 Guide episode, we will talk about weapons and armor. As part of our beginner’s guide series, each week, we will break down rulesets based on the Dungeons and Dragons 5th Edition Player’s Handbook and we will connect these with the information we know about Baldur's Gate 3. Larian Studios has not confirmed a full list of weapons and armor that will appear in Baldur's Gate 3 so we will directly lift these from the Player's Handbook. Let's start with weapons, which we'll break down in terms of proficiency, properties, improvised weapons, and special weapons. First is proficiency, which depends on your race, class and feats or talent such as dual-wielding, that grants bonuses to both simple and martial weapons. Simple weapons include clubs and maces whereas Martial weapons include swords and axes. The latter is predominantly used by warriors due to their specialized fighting styles. When you are proficient with a weapon, the bonus you get from it is added to an attack roll, provided you equip said weapon. On the other hand, if you wield a weapon you're not proficient in, say a Wizard attacking with a Crossbow, there won't be any bonuses. Second are properties.

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ABOUT THE SERIES
The Baldur's Gate 3 Guide series aims to teach the basics of Dungeons and Dragons 5th Edition mechanics to understand how the game works before it becomes available on Early Access. Here, we will break down each rule set in accordance with the information we know about Baldur's Gate 3 so far.

SOURCES
D&D 5th Edition Player's Handbook

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