I'll go over everything for you, OP, and show how those conclusions were reached just by spending some time in the game. I would also like to note that there are nearly zero games at this level of complexity where you can just read tooltips and know everything about how these things work. It most often takes some time and effort on the part of the player to pick up the finer details of a complex system such as this, and if you don't want to do that then these games might not be for you.
A detailed example of why everything in a create character menu needs to be explained is because of the reasons listed below. I should be able to open the game and get a clear and brief detailed explanation about everything in the character customization menu. I should not have to go to a forum or watch a video for anything in this topic not ever. I should just be able to create a character and know exactly what everything is directly from the game.
Wits
Finese?
Fortified?
Persuasion?
Spellsong?
Asperations?
Cone Angle?
Guile?
Define Primary Attributes (List them)?
These definitions are taken directly from hovering your mouse over the word where presented in the character creation menu, or by hovering your mouse over the buff.
Wits: Wits affect your critical chance, Initiative, and your ability to detect traps and find hidden treasures. |+1 point = 1% critical chance and +1 initiative.|
Finesse: |Finesse increases your damage with finesse-based weapons and skills and provides a bonus to dodging.| |+1 point = +5% damage bonus and 1% dodge bonus|
Fortified: Can't be teleported
Persuasion: Persuasion boosts your score with +4 per point when persuading characters in a dialog.
Spellsong: You get +1 in persuasion from spellsong
Asperations: Just use english definition here. Are you a raging barbarian? A bookish scholar? A joking jester? What do you aspire to be?
Cone Angle: (I'm not sure where you're finding this. Could you point me to it?)
Guile: (do you mean dwarven guile?) Dwarven guile: +1 in sneaking
Musical Instruments
What's written explains absolutely nothing. All these need an actual example of one of them being used so what's written makes sense and can be understood.
Hover your mouse over the instrument during character creation and it says "==filler text== -instrument- takes the lead in the soundtrack, during combat and important story moments."
So you pick that instrument, and that's what the soundtrack sounds like during combat and important story moments.
TAGS
What does TAG in this game even mean anyway, Why is this here, what function does it serve because my understanding of the word "Tag" either means
1. Playing TAG as in kindergarten such as at recess
or
2. Attach a specific word to something so so it can be found in a search.
Other than those 2 definitions, the word "TAG" has no use or function. So this needs to be explained in full clear basic definitions along with an example usage as to why the developers are using this term in this game in that section of the menu.
This is also not something that has common sense value attached to it either. But yet people will start saying it's explained or easy to understand and this leads into problems between people. Instead of typing walls of text justifying poor and incorrect wording or why you think I'm wrong, just correct it and move on. A debate abut who is right isn't going to make the person magically all of a sudden understand it so no amount of explain from a person point of view is ever going to get it across to either person. Again how about just explain it and solve the whole problem. Saying it's not a problem or it doesn't need to be fixed is ignorant and purposely provoking a problem.
number 2 is correct here. As it explains the first time tags come up in a conversation, a help text comes out and it explains the DoS tags system. You'd have known this if you spent any amount of time playing the game. Essentially, each character has a number of tags, and those tags show up when the
game does a search for what kind of tag-specific conversation options should be available to that character, or to how certain NPCs react to that character. There's no confusing or incorrect usage of terms, it's just not immediately obvious. What word would you suggest instead that would make it immediately obvious but still be correctly describing the system?
Saving Throw - Magic Armour? This makes absolutely no sense. How can armor attack or attack with armor? What do you do, enchant the armor then throw it at an enemy or something? It just makes absolutely no sense!
Admittedly this could be explained better. I'm personally of the theory that it's a holdover from previous games where you roll a saving throw to not get affected by the debilitating effect involved. In this game as it currently is, the tooltip could better read "Blocked by: (type) armor".
Attacks to Physical Armor make no sense, designing the combat system is set up so you are only ever attacking enemies armor not the enemy itself so how do you kill or damage an enemy that isn't wearing any armor? And this breaks the game because all the player has to do it not wear any armor then you cannot ever take damage.
Furthermore why would anyone ever attack armor? I've never known armor is not alive in any game I've ever played so it this needs to be corrected in all forms.
Whether or not that's how it works in the game is not relevant, This is the information on the screen in the menu and that's exactly how it reads. Anyone trying to make me understand it's not or anything else wont' work the devs need to explain what this means without their point of view or some players only how about explain it from my point of view as well. I shouldn't have to read this and then have people argue with me because of how I read proper grammar.
What a dev puts for a game is going to be interpreted exactly how ti's written unless the devs say otherwise. So yes saving throws from armor means exactly what I just explained above and as long a the devs leave it worded like that then that's what it means in the game.
The only way it is going to make sense is if a sentence is added to the menu in armor that says something along these lines:
"Unlike Conventional games where in combat you attack the enemy, The combat system in Divinity Original Sin II attacks armor itself instead of the character" For this reason every character in Divinity Original Sin II are wearing armor and considered to be wearing armor, For purposes of combat characters wearing no armor have on and are considered to be wearing magical armor.
See how that one sentence clears everything up. It's not that hard to make one sentence to stop all questions.
So please fix all the things in this topic. I would be more than happy to condense the sentence for clarification purposes if you would like me to once I get the information. I have no problems helping out with this since I'm the one that posted this.
Again I have to ask: Did you even spend any amount of time at all playing the actual game before you spent 30 minutes typing out this topic? If you did play the game, you would have learned that the way armor works in this game is that it stacks additional "health" bars over your red health bar. When knowing that, "attacking physical armor" makes perfect sense, as it's just another health bar. In fact, your definition is also incorrect. There's no "considered to be wearing armor" at all. You simply have 3 bars: "physical armor", "magical armor", and "vitality". Every piece of armor in the game adds to the values in one or both of the armor bars. This is stuff that can easily be learned just by putting a small amount of effort into your end of it.
---
Also:
Players that claimed they figured things or it's was easily understood, are just outright liars and are saying that just to spite me, or save face But the fact is it's too complex without a detailed hand holding from the devs or someone who has extensive knowledge about Dungeons and Dragons.
Unlike Conventional games where in combat you attack the enemy
So you're allowed to bring assumptions from other games into this, but we're not?