#1: As Vic stated, the rule for Side Initiative is in the Dungeon Master's Guide. Each side rolls initiative, so, it isn't unreasonable to expect that there are some bonuses behind the scenes for parties that have more initiative focused characters. Not only that, the flow of combat is improved, especially in a multiplayer scenario. If I'm playing with three other people, and we all get to go on the same turn, it solidifies the group dynamic. I would imagine it would help the pacing of combat too.

#2: There are only 6 classes in early access, but I think it's foolish to think those will be the only classes/races available at launch. The screenshots alone mention a Druid NPC. I would expect Sorcerers, Paladins, Bards, Monks, Barbarians, Sorcerers, and Druids to be in the final game. I think it's reasonable to expect that anything in the Player's Handbook is going to make it in.

#3: The way the game handles perception, investigation, charisma checks, surprise rounds, stealth, and advantage/disadvantage seems very D&D 5e to me. They are literally rolling d20s (sometimes on screen) to judge the success or failure of any given thing. The ability to adapt and improvise after failure is a key aspect to D&D and I like the direction BG3 is going in this regard.

#4: In regards to Action Points...I'm not sure what you mean. I saw that each character had and Action, Bonus Action, and Movement (just like 5e). Now, it's debatable whether things like Jump or Shove should be considered Actions instead of Bonus Actions. Shove as a Bonus Action seems OP to me. But the sentiment to be as true to the spirit of 5e as possible is definitely there.

#5: The character creation screen alone screams 5e. Races, Sub Races, Backgrounds, Point-Buy Stats, and Skill Proficiencies are all there, and I was super excited to see all of that. High Elves get their cantrip, Drow get Dancing Lights...I could go on, but it all seems pretty faithful to the Player's Handbook. The fact that they provided so much in an Alpha build is impressive to me.

#6: I just like seeing spells from 5e realized in-game. Guiding Bolt, Sacred Flame, Mage Hand (might be too OP in the current build), Firebolt, etc.

My one gripe is that I do agree that seeing enemy HP and knowing your Hit Chance is a bit much. I think you could make a case for Hit Chance because, in a table top setting, the group eventually figures out what they need to roll to hit a given thing...but HP? That should be a secret.

Edit: Regarding Reactions. It has been stated that the Reaction system isn't working, but Larian is figuring out how to best implement it with regards to reactionary spells (like Shield or Counterspell) and other such abilities.

Last edited by Gmazca; 28/02/20 04:19 PM.