In regards to the player education part, this is a topic I posted about as well. I have experience with tabletop games (warhammer), but not D&D. When I first started playing BG3, I spent a good couple of hours reading the D&D 5e rules online, along with a couple of youtube videos. I actually found this very rewarding because I enjoy learning the intricacies of the game and it improves my play experience. BG3 really feels like I'm playing a virtual version of D&D now. That being said, it astonishes me that Larian did not provide these learning resources within the game itself. I imagine this is planned, but it really should have been present on launch, even if it is "early access."

Perhaps if players understood these rules more clearly, combat would be more rewarding to them.


Here's a copy-paste of the major frustrations I had with the game during my 30+ hours of playtime so far. All of this relates to combat in general.

1) Perks / abilities / passives / etc DO NOT appear in the character sheet. For example, at level 2 for warlock I chose "Agonizing Blast" and "Devil's Sight" as additional passives. However, NOWHERE in the character sheet (or entire game) does it display that I now have these for my warlock. I would only know I have them because I remember picking them. It is a serious oversight to not have ALL of the character progressions and advancements display in the character sheet.

2) Unclear status effects on spells, lack of a compendium. Many spells that cause status effects are unclear in what they actually do. For example, "Blind." The tooltip on this spell states it causes "Blindness" that can be shaken off with a saving throw, but it does not state what the actual effects of Blindness are. Does Blindness mean that attacks can't be made? Or does it mean they just have less of a chance to hit? The tooltip on the spell is incomplete in this sense, and the lack of a compendium means that I cannot look it up anywhere in the game. Another example is "Silence," which creates a sphere in which all creatures are "Silenced." What does Silenced mean? Does it mean they are literally silent, or does it mean they cannot cast abilities? Again, the spell tooltip is unclear. This is true for MANY spells. Either expand the tooltips, or create a compendium where the player can read about status effects and what they do.

3) Hidden details on spells / abilities that are not listed in the tooltip. One example here being "Hex." If the concentration of Hex is ever broken, Hex can be recast on another target without the use of a spell slot. This is not mentioned on the tooltip. Another example is "Shatter," which is an AoE spell, but nowhere on the tooltip is it actually listed as AoE. It makes me wonder how many other spells have hidden effects that I am unaware of.

4) Inconsistent rules. The example here being if I cast "Darkness," why is it that my warlock with Devil's Sight cannot see or attack in the zone of Darkness? If the rules are supposed to follow D&D, then my warlock SHOULD BE ABLE to see and attack in the Darkness spell effect. In this game, that is not the case, and it is unclear why. Furthermore, how does this make "Darkness" any different from "Fog?" Perhaps this is a simple oversight in game design and programming.

5) Lack of a rulebook. If the entire game is based on the rules of D&D and even plays exactly like D&D with dice rolls, why not include an in-game rulebook? It's easy enough to google all sorts of rules, but at least including the basics would make sense. This of course would simply be a quality of life change, and an optional compendium that exists for players that want it.