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Baldur's Gate 3 weapon damage math
BG3 implements 5e's damage rules directly: each weapon swing is
NdM + ability_modifier (+ magic_bonus), with crits doubling
the dice. The math here applies one-to-one to the underlying engine
— including the counterintuitive "high-variance weapons can win even
when their mean is lower" effect that decides a lot of low- and
mid-level weapon choices.
Common martial weapons
All means below assume a +3 ability modifier (STR or DEX 16, the typical mid-game value before stat bumps). For a +4 or +5 modifier, add 1 or 2 to every mean. Click any expression to open its full distribution in the engine.
| Weapon | Base | Modifier | Typical roll | Mean |
|---|---|---|---|---|
| Greatsword / Maul | 2d6 |
+STR | 2d6+3 |
10 |
| Greataxe | 1d12 |
+STR | 1d12+3 |
9.5 |
| Glaive / Halberd / Pike | 1d10 |
+STR | 1d10+3 |
8.5 |
| Longsword / Battleaxe (versatile) | 1d10 |
+STR | 1d10+3 |
8.5 |
| Longsword / Battleaxe (one-handed) | 1d8 |
+STR | 1d8+3 |
7.5 |
| Warhammer / Morningstar / Trident | 1d8 |
+STR | 1d8+3 |
7.5 |
| Mace / Quarterstaff | 1d6 |
+STR | 1d6+3 |
6.5 |
| Rapier (finesse) | 1d8 |
+DEX | 1d8+3 |
7.5 |
| Shortsword / Scimitar (finesse, light) | 1d6 |
+DEX | 1d6+3 |
6.5 |
| Dagger (finesse, light) | 1d4 |
+DEX | 1d4+3 |
5.5 |
Ranged weapons
| Weapon | Base | Modifier | Typical roll | Mean |
|---|---|---|---|---|
| Heavy crossbow | 1d10 |
+DEX | 1d10+3 |
8.5 |
| Longbow | 1d8 |
+DEX | 1d8+3 |
7.5 |
| Light crossbow | 1d8 |
+DEX | 1d8+3 |
7.5 |
| Shortbow / Hand crossbow | 1d6 |
+DEX | 1d6+3 |
6.5 |
Build-choice deep-dives
Greatsword vs greataxe
Both two-handed, both standard 5e fare. Greatsword (2d6+3,
mean 10, range 5–15) has slightly higher mean and substantially lower
variance than greataxe (1d12+3, mean 9.5, range 4–15).
Most build guides stop at "greatsword is +0.5 damage on average,
therefore better." That's true if you're chip-damaging trash where
any swing finishes them — and if you're swinging at a target whose
HP you can't reach on a typical roll, the higher-variance greataxe
lands more kills.
Worked out at the variance-pillar level: Why variance helps when your mean is below the threshold . Try it live: /vs/2d6+3/1d12+3 — drag the HP slider and watch the winner flip around HP 10.
Dual-wield (two attacks at 1d6+3) vs two-handed (one at 2d6+3)
Two attacks of a light weapon (shortsword, scimitar) versus one big swing. Once both attacks land, the cumulative damage of two 1d6+3 rolls (mean 13, variance ~5.83) outperforms 2d6+3 (mean 10, variance 5.83) on every threshold — the modifier counts twice.
The interesting question is when the second attack misses. Dual-wielding's bonus action attack is no-ability-mod by default (Two-Weapon Fighting style adds it back); without that style the comparison flips: 1d6+3 + 1d6 (mean 6.5+3.5=10, variance ~6.7) vs 2d6+3 (mean 10). Same mean, dual-wield slightly higher variance — and now the reliable-vs-nuke question answers it: dual-wielding (slightly higher variance) wins above the mean, two-handing wins below. The main difference is to-hit chance, which the math above doesn't capture but which usually dominates in practice.
Longbow vs heavy crossbow
Longbow (1d8+3, mean 7.5) vs heavy crossbow
(1d10+3, mean 8.5). Heavy crossbow wins on mean by 1
per shot, but loses Extra Attack interaction — at level 5+ longbow
gets two attacks per round (mean 15) vs heavy crossbow's loading
property limiting it to one (mean 8.5). The damage math says
heavy crossbow is dominated past level 5 unless you have crossbow
expert. Try them side by side:
/vs/1d8+3/1d10+3.
Should I take the +1 weapon?
A +1 weapon shifts every swing's damage by 1 (1d8+3
becomes 1d8+4, mean 7.5 → 8.5) and adds +1 to-hit.
The damage shift directly changes which HP thresholds you can
reach reliably:
/vs/1d8+3/1d8+4. The +1 to-hit is
usually the bigger deal but lives outside this engine's scope —
it's a property of the attack roll, not the damage roll.
BG3-specific notes
- Magical weapons stack their bonus on damage and to-hit; the damage piece behaves like the "+1 weapon" section above with larger numbers.
-
Some uniques add additional damage dice of a different type
(e.g. a flaming sword:
1d8+3 + 1d4 fire). Resistance and immunity are computed per damage type; a fire-resistant target halves only the +1d4 portion, not the base 1d8+3. -
Crits in BG3 follow the 5e doubling rule: roll the dice twice,
add modifiers once. So a crit on
1d8+3becomes2d8+3, not2(d8+3). Try /strike/1d8+3 next to its crit form /strike/2d8+3. - Champion fighter (level 3+) extends the crit range to 19–20. That's the main case where crit chance beats base damage — specifically against high-HP solo bosses where normal hits chip but rarely close out.
Run any expression
↦ Comparison tool — type your own weapons ↦ Concepts — counterintuitive damage math ↦ /strike/2d6+3 — greatsword's distribution ↦ /strike/1d12+3 — greataxe's distribution ↦ /vs/2d6+3/1d12+3 — the choice