Interestingly, I've played a game that did something like this. I can't for the life of me remember what the name of the game was... But I do recall playing a game that had a Journal that was updated as if your character was writing it.
Meaning, it contained entries of events that occurred, as well as what decisions you made in response to them. Sometimes with additional remarks about potential consequences of such responses for example stuff like "Party A and Party B had a dispute. I decided to side with Party B to solve the dispute. I hope that Party A doesn't retaliate in some way..."
It was quite interesting to see the journal actually be used as a journal, rather than just a quest panel.
As far as the whole "Turning it into a novel" thing... I dunno how engaging such a novel would end up being, if the goal is to highlight character driven options and to ensure narrative clarity. Would likely end up reading like a toddler's story with "I did this and then I did that and then I did this and then I did that and then I did this and then..."
If they can add it, then go for it. I'm just skeptical as to how popular it would be (Especially if it used Gen AI to aid with it... Larian already got slammed hard by backlash for use of AI for concept art and placeholder text. I'm not sure they're keen to take another round of backlash for using it for an actual end product)
I really like your idea as well. Even if it’s done without AI and is simply a chronological record of the events you went through, it would still be great. Something along the lines of: I made this choice, faction A supported it, faction B didn’t, and so on.
Basically, just a more detailed way of tracking what actually happened during your playthrough. It doesn’t have to be a fully connected narrative or a “novel” — even separate entries or blocks would work perfectly fine.
The main value is being able to go back later, refresh your memory, and kind of reconstruct the story in your own head.
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.