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'two unlike other RPGs and again
borrowing from the tabletop Dungeons and
Dragons instead of using typical sources
like Mana or energy bg3 uses a system of
actions and bonus actions or primary and
secondary resources Now actions are the
most common and are generally given to
you by your class and Equipment choices
so these can be either the melee attacks
that you get from having proficiency
with certain types of weapons like
leaves lacerates and other types of
attacks all the way up to spells that
you get by having a certain choice of
class even various movements that all
characters get like jump hide Dash and
so on they also count as actions now
typically you can only cast one of these
actions per turn however certain builds
and subclasses can provide abilities
that let you cast a lot more of them
such as for example the Fighter's action
surge or the extra attack passive which
let to cast another action after the
first one in the same turn also you'll
almost never want to end a turn without
using an action as that just leaves too
much opportunity to go to wa was in the
favor of your enemies now bonus actions
are exactly what they sound like an
additional and separate action you can
use in the same turn on top of the
normal actions typically you can see
what type of action a move or attack is
by simply looking at the Green Dot or
orange triangle at the lower end of
their tool tip or by filtering by these
at the top of the tool tip certain
classes can gain bonus action attacks as
they level up but certain items and
weapons can also provide them and will
usually indicate if they do so just like
normal actions you also get to use only
one of your bonus actions per turn
assuming you have multiple to choose
between on the same character there are
however some exceptions to this rule
such as for example the Rogue which
gains some extra bonus actions and even
has two bonus actions per turn rather
than just one via the thief subclass
once it levels up also good to note is
that off-hand attacks also count as
bonus actions so equipping two daggers
on a ro will provide you with two
attacks instead of just one in the same
turn finally there's also the spell
slots and skill charges however these
function relatively similar and you can
think of them as sort of like your ammo
count for certain abilities so on top of
counting as actions or bonus actions
some of your attacks can also have an
additional spell slot or skill charge
requirement where using this action will
consume from your existing and limited
slots or charges typically the these
slots or charges only replenish after a
long rest so once they are consumed you
won't be able to use that action that
requires them in the first place until
after you've taken a long rest so this
can include anything like the Paladin
smites many of the wizard spells also
use spell slots and plenty more classes
in there that have these and you will
have a limited number of charges per
combat that you can use before having to
take that long rest now some of the
classes start with more spell slots than
others and some will even gain extra
ones as they level up such as the wizard
which gets level ones level twos and a
number of level threes as well this
means that you don't really want any
single fight to take too many turns if
you have limited spell slots or charges
as that puts you at a risk of consuming
them before the fight is over which
means you're not going to be able to
cast the Spells or the attacks that
require them and finally certain spells
only consume a certain level of spell
slot for example if you use a level one
spell it will use or consume a level one
spell slot meanwhile a level two will
consume a level two spell slot and so on
now should you look into saving your
spell slots this is where can trips can
help you by providing an extra ranged
attack or utility that does not consume
these in the first place such as for
example Firebolt sacred flame Mage hand
light Aldrich blast and there's plenty
more in there too now can trips tend to
be awesome on any class but are also
great as an Alterna ative for when you
don't want to expand your limited spell
slots but still want to be useful in for
example dealing damage from range or
providing some sort of utility to your
party additionally K trips can be a
great alternative when your class
doesn't really use dexterity which would
otherwise buff ranged weapons so you
still want to use ranged attacks but
don't have ranged weapons you can use
some of these can trips instead such as
for example the Firebolt additionally
can trips kill up with whatever casting
stat is associated with the class or
feed that gave you that access to that
can trip in the first place and on top
of that it also takes into account your
character level meaning that your
natural progression and point investment
into your best stats will also help you
boost the damage on these can trips
without having to do too many sacrifices
classes like the Warlock which for
example use the alri blast cantrip even
get class upgrades for this spell to
further enhance it with additional push
back effects or even make it deal
additional damage at number four what'

Write this section in markdown format, organizing it with bold h2 (##) and h3 (###) headers for clarity. Speak in a way that gamers get—direct, a bit edgy, and packed with personality. Mix sentence structures and add humor or references where it feels natural, like you're talking shop with friends who know the difference between RPGs and RTS. Make it conversational, maybe even with a few gaming references to keep it grounded and relatable. Keep it sharp, clear, and avoid filler—gamers want the facts, but with an energy that shows you’re just as passionate about this as they are. Write as though you’re as excited about the topic as the reader is. Here is the previous section content for continuity:

## Understanding Damage Rolls

**When you first get into table-top gaming, the whole concept of **rolls** might seem kinda, well – intimidating, right? But once you get the gist of it, getting rolling becomes a walk in the park. It's all a part of the game, and there's *no* better time to get savvy on damage rolls than now.**

### Damage Rolls and That Formula

Let's say you've got a Justice spell handy with a damage range between 6 and 16. The formula providing that number is your best buddy – 2d6 + 4.

Here's what each part means:

* **d**: That's short for dice.
* **2**: That's the number of dice rolled, so two in this case.
* **6**: The number of faces on each die, giving you numbers between 1 and 6.
* **6**: The number in front hints at the better roll potential, as higher means higher chance of rolling bigger numbers.

The dice game evolves - there are D4s, D8s, D20s and more in play. For example, in our case, we roll two six-sided dice and add a plus 4 points of extra damage, giving you between 4 to 16 as your damage range.

### What About Actual Enemy Damage?

But hey, this isn't the end-all-be-all damage number for your foes. You've got to consider enemy weaknesses, resistances, effects over time, and more with Advantage or Disadvantage. Basically, **if you're gonna hack it in the gaming world, you're gonna have to become best friends with understanding enemy resistances and weaknesses.**

### Sneaky Combos for the Win

Here's where things get fun – you canTEAM UP different spells and effects for greater impact. 

For example: Start a Water Elemental and shock spell, which extends area and can stun enemies. Or, freeze an area with a Frost Ray and make enemies slip and fall prone. 

Now that you're in on these secrets, imagine how this knowledge can boost your gaming experience. **Remember: learning these tricks makes you an unstoppable force of nature in the game world.**

Now to get a copy: **Answer this: What's your favorite aspect of the game?** Don't think too hard – breakout, and let it fly. We're waiting!

Don’t mention the speaker or the transcript itself. Just bring out the essence of the content in a way that feels like a conversation between gamers, and deliver it in markdown without any commentary on the instructions or process. CONTINUE the format of the previous section and PRIORITIZE hard information presented about the game. BE precise, not flowery. Do not be corny.
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