First of all, thank you for your incredible work. Your games offer deep, complex, and truly immersive storytelling, which I greatly appreciate.
I would like to share a suggestion based on a personal difficulty I often experience in story-driven RPGs, including Baldur’s Gate 3. A recurring problem for me is that I struggle to grasp the overall narrative as a cohesive whole. For example, in Baldur’s Gate 3, I start the game, create my character, and almost immediately I am surrounded by companions who seem like fanatics, then there are cultists, the Absolute, and many other elements introduced very quickly. Information comes from all directions at once, and it feels fragmented, making it hard to form a clear, structured picture of what is happening.
I understand that the story is not meant to be fully clear from the beginning, and that mystery and gradual discovery are important parts of the experience. However, even later in the game, when the relationships between characters, factions, and conflicts become more defined—when it becomes clearer who is aligned with whom, what forces of evil dominate where, and how ancient powers or gods are involved—I still find it difficult to connect events together or to clearly remember how earlier moments relate to later developments. Because of this, it becomes challenging to reconstruct the narrative in my mind as a continuous story.
This leads me to a suggestion that I believe could significantly improve narrative clarity and immersion: What if the game included a dedicated in-game feature that presents the player’s journey as a continuous, novel-like text? In other words, a separate tab where the game converts the player’s actions into a structured written narrative. Even if initially the system only captures the main events and key turning points of a player’s journey, rather than the full branching narrative, it would still allow players to revisit and better understand their story in a clear, readable format. This could be an optional feature, used when the player wants to revisit the story. Ideally, this system would focus on faithfully reconstructing the player’s actual journey, rather than adding or altering events, so that it remains a true reflection of their unique experience.
Such a feature would allow players to pause and revisit their journey in a more immersive and digestible way—essentially reading their own personalized story as if it were a novel. This could be especially helpful for players who take breaks between sessions or who want to better understand the broader narrative context. I understand that implementing such a system—especially one that adapts to branching narratives—would be a significant technical challenge. However, with modern advancements in AI and text generation, it might be an exciting direction to explore in the future. Additionally, if technically feasible, it would be amazing to include an option to export this generated story (for example, as a text or e-book file). As a further enhancement, this generated story could optionally be printed as a personalized book or collectible through a print-on-demand system, giving players a tangible keepsake of their adventure, perhaps even including illustrations or artwork from the game.
TL;DR: Ever wished you could read your own journey like a novel? A feature that turns your playthrough into a readable story, capturing main events and choices, could let players revisit and better understand their unique experience, with the option to export it digitally or even print it as a personalized collectible via print-on-demand.
It's not just that. I always thought that leveling up from 3 to 4 was long. Thought that it might be a relic from the early access times when Lvl 4 was the max. So now I 'm doing a Shadowheart origin run, and I am at 79 points from lvl 4. In the blighted village only the ogres remain and the 5 goblins guarding on the roof. I'm certainly not going to attack the ogres at lvl 3. So I attacked and exterminated the 5 roof goblins and got exactly 0 xp for this.
Design - 1/10 - Godawful. Everything looks ugly. The bodies of people look ugly. Animations - 1/10 - I never complain about animation, but this is so bad, even I complain here. People literally stand still with their arms streched out. Dialogue - 1/10 - Incredibly wooden. Repeats information all the time. "You did X ?" "I did X" Speakers - 1/10 - Its like they had no direction. All lines are delivered with low emotion. Story - 1/10 - I mean I have only seen these quests but they are all dead boring.
Maybe theres a good editor in which you can design own quests or some other such gimmick which makes the game go to the stratosphere.
But judged by that one video alone, this is pittiful. Its as if they didnt bother to employ any actual artists.
By utilizing items like the Knife of the Undermountain King and The Dead Shot Bow, you're effectively reducing the numbers needed for critical hits. The combination of your stats, especially the high Charisma and https://tropical-casino.com/ Constitution, along with feats like Spell Sniper and Great Weapon Master, enhances your combat effectiveness.
For example Astarion has lost his last tab of inventory items (the one for healing potion etc), and Laezel is the usual Eldrith Thrower - except her damage is completely in the gutter. With Str 17 and the Cambion Greatsword with 1d4 fire damage she does like 2, 3 damage.
Or installed mods on the installed page have no icons.
I have installed with file checks, too, so thats cannot be the problem ?!?
RP-wise, cleric spells are not spells*. They are prayers fulfilled by deities. A deity is not an idiot, and would know the tadpole is there. Nothing drags a god, kicking and screaming, into resurrecting that irritant.
No, they are spells.
Deities provide the powers to their subjects. Which they can then channel in whatever way they wish.
If what you said was true, it'd be impossible to break a vow with a deity by using their spells for things against their teachings... But this is and always has been possible. As is the case for Paladins and Druids too, whom also get their abilities from higher powers and as such, can lose them by using them improperly (Less so in 5e with changes made to remove aspects of this, with only Paladin's oaths being left as a way to mess with your powers when broken. Prior editions had Druids with strict alignment requirements as well as strict equipment requirements)
Cleric spells are basically just like Arcane spells, only you have a deity as a gatekeeper for access to the "Weave" that powers them. If the deity likes you, they give you access. If they dislike you, they revoke and prevent access (But another deity might step in and give you access instead). With most Cleric spells being general "Deity Power" type things, and then you have the specific Domain spells that are unique to a particular deity (Based on the domains they are associated with)
If a Cleric casts Revivify, it's not them saying a prayer to their deity and the deity going out of their way to go and do something (As you say, nothing drags a god, kicking and screaming into doing anything. Gods do as they wish and many, especially evil ones, don't care a whole lot about the affairs of mortals - Let alone a singular specific one. Heck, even a deities "Chosen" is barely looked at by said deity). It's them simply accessing the divine power of a deity to cast a spell.
Which is no different to Arcane magic, whereby the weave is accessed and channelled to form spells (Either naturally such as for Sorcerers, or by studying it for Wizards) - Which incidentally does have Mystra as a guardian that can limit access (Hence the whole Gale backstory) while Mystra is also a deity who can provide divine power for Clerics. A thing that has always struck me as odd, that she wouldn't provide her clerics with access to the weave in lieu or in addition to the divine power (Though, I suppose this is game balance things having free Wizard/Cleric dual class from a deity choice would be unbalanced)
As for Witches being evil, they are under the same scrutiny as Warlocks. That is their source of power is often a pact with an evil entity, which causes concerns for the same reasons why a Cleric of an evil deity does, they will have to act in accordance to said evil entity to retain the access to powers (With pact based sources often being stricter due to contract terms - As seen with Wyll, who's thing was trying to use this power from an evil entity for good but was manipulated into doing evil due to the contract). Witches also use curses which are not particularly "Good" types of magic, which also adds to their infamy.
If there's a single case of someone playing honor mode from scratch and beating it, and not making pitstops along the way to experiment some other way, or watch YouTube videos, my hat's off.
There's way too much stuff to accidentally walk into. Some argue that's kind of the point of such a tough mode anyway, to give people with too much time on their hands harsh encounters to plan for with full knowledge aforehand. The "horizon effect", in computer science and chess terms. You can't see the danger until it's too late.
"Whaadya mean I beat Kethric finally, and this giant thing pops out?" And good luck with the click-door-is-locked courtyard fight. I don't think I've seen any honor mode video that doesn't skip that stuff with invis and go straight to the spinal cord.
I'd adjudge any such claims as suffering from writer's embellishment far more likely.