- about rules:
I am happy that BG1+2 came with a huge manual. To be honest, DnD 2E can be quite unintuitive. It took a bit to understand the concept of thaco ( to hit armor class zero ). Your hit value, armor class and saves should be as low as possible while most other stats should be as high as possible. Stats do nothing over a wide range and have only an effect when they are very high or low. So a ring of protection+2 actually lowers your AC by 2 which is good. You could not equip some magic items at the same time while other items worked together (you could not equip a magic armor and a ring/cloak/amulet of protection at the same time, but you could use the sewer cloak or the ring of gaxx together with them which also improved AC among other things. Sorry, I still do not understand the logic behind this.) For me it was often confusing when I read "spell x lets the target use a saving throw versus magic -2" if this is good or bad.
DnD 3E/pathfinder is the most complex system I know. Even after tons of reading and playing several games I do not understand everything. For example for every effect you have to remember what type of effect it is to find out if it stacks with another effect. Lots of abilities require several conditions in order to work. There are tons of classes, races and feats. In a computer game the computer does the calculating but it is beyond my understanding how players can keep track of all this stuff in PnP, when your char has 5 different buffs, the enemy causes 2 debuffs and you have 10 passive fears and class abilities, all of this with different types of effects and durations.
Example from pathfinder kingmaker: A lv8 aldori defender fighter gets +2 shield AC and +2 dodge AC when making a full attack while having a duelling sword equipped and nothing in your off hand and fighting defensively.
On the pro side, it became more intuitive in so far that higher numbers are always better.
DnD 5E seems to be much easier to understand than the stuff above. In order to prepare for BG3 I read the players handbook and I had no problems to understand most stuff. Of course other books added many classes, races and feats and there will definitely be several players who will need some time to understand it, but the basic rules seem to be relatively simple compared to previous editions.
I can understand that some fans of older editions are unhappy. They spend tons of time to master a super complex system until they finally manage to cheese the hell out of it and create godlike chars and suddenly the devs create a more simple system.
I hope BG3 comes together with a manual similar to BG1+2, which was great and helped a lot to understand things. The players handbook is nice, but even I as a complete noob to 5E can see many differences between the PnP rules and the computer game and there are surely many differences I did not see.
I had this problem in P:K. The game explains stuff not very good in game. I did lots of online reading for the PnP rules and then I had to guess what is different in the computer game. I found several examples, but no halfway complete list of differences between PnP and computer game.
Any (computer) game with very complex rules, including every game based on a PnP system, should come together with some kind of in game manual that explains those rules.
PS, in the obsidian forums I said:
"Lets invent a rule: Every sufficiently complex RPG will have legal combinations to break the game. If this is impossible either its not an RPG or its not complex enough.
By break I mean you become almost immortal against most enemies. Deadfire is a complex RPG by this definition. I just finished Mass effect again and it is not. Its easy in general, just shoot stuff and watch for cover. Just to be sure: Just because a game is not a very complex RPG does not mean it is a bad game and not every complex RPG is good."

Prof. Dr. Dr. Mad S. Tist

World leading expert of artificial stupidity.
Because there are too many people who work on artificial intelligence already