DOS2:Action points: Difference between revisions
More actions
No edit summary |
No edit summary |
||
| (2 intermediate revisions by the same user not shown) | |||
| Line 1: | Line 1: | ||
'''Action points (AP)''' are used to take actions during combat. All actions have varying point costs. | '''Action points (AP)''' are used to take actions during combat. All actions have varying point costs. | ||
| Line 20: | Line 19: | ||
== See also == | == See also == | ||
* | * {{DOS2|Constitution}} is an {{DOS2|Attributes|attribute}} that determines AP. | ||
{{SHORTDESC:Gameplay | {{SHORTDESC:Gameplay mechanic}} | ||
[[Category:Gameplay mechanics in DOS2]] | [[Category:Gameplay mechanics in DOS2]] | ||
Latest revision as of 14:32, 6 May 2026
Action points (AP) are used to take actions during combat. All actions have varying point costs.
Divinity: Original Sin II
Each character replenishes
4 AP at the beginning of their combat turn. When all AP is depleted, the character's turn ends. Unspent AP is added to the character's next turn but cannot exceed their maximum AP.
Differences from Baldur's Gate 3
Baldur's Gate 3 adopts Dungeons & Dragons 5e rules, which usually allows each character to move up to 9m (30ft) per turn and take an action and bonus action. Actions and bonus actions can scale based on character build whereas movement can vary based on factors such as character race. For simplicity, we assume characters are moving up to 9m (30ft) per turn and taking 1 action and 1 bonus action. This splits the combat economy into multiple resources: movement, action, and bonus action.
In Divinity: Original Sin II, all combat actions use AP. This means characters can use all AP on a single action, such as travelling a great distance or forgoing all movement to attack multiple times per turn.
How to increase action points
See also
- Constitution is an attribute that determines AP.