I find that the game is overall rather enjoyable, and while I do have my gripes about the companions (mainly that lae'zel called me her "subordinate" when I'm the only reason that jerk isn't stuck in a cage) and other things, I don't find that the 5E ruleset is the problem here.

The 5E ruleset runs just fine in video games from my experiences, the problem is that Larian didn't actually stick to the way things work in 5E which is mucking stuff up quite a bit. I loved the surface effects in DOS2 and they really added something to the combat of that game, but in this game there are far too many of them and just about every single spell or cantrip creates them. Magic items are supposed to be fairly rare in the Forgotten Realms from my knowledge, meanwhile in BG3 I currently have a ludicrous amount of magic scrolls stashed away that, much like they did in DOS2, are probably going to go completely unused for the most part because they are, at least for the moment, almost entirely useless. Why would I use a scroll that lets me cast Shield of Faith when I have a cleric who can already cast it and an item that can also cast it for free? Which brings me to items, there are a stupid amount of magic items in this game that is making it feel less like D&D and more like DOS2. Which is pretty much everyone's big complaint here, it's not that the game is a bad game, it's that it doesn't play or feel like a Dungeons and Dragons game which is what we were told it would be.

I feel like what makes a D&D game isn't the world it's set in, it's not the races, it's not the classes, it's the way things work basically. People run homebrew campaign all the time that have class and race restrictions and are set in settings that aren't part of the Forgotten Realms, yet they still run and play like a D&D 5E game which keeps that feeling of playing D&D despite every other part of the game being different, and that's because they actually stick to the rules and the way things are set up. Meanwhile Larian has promised us a D&D 5E game, given us the Baldur's Gate setting, given us most if not all of the D&D 5E races and classes, but randomly decided to rewrite the rules so it doesn't feel like I'm playing D&D, it feels like I'm playing DOS2 all over again with an overhaul mod slapped onto it. We bought a game expecting Dungeons and Dragons, and got Divinity instead, which will understandably upset people, even those that liked Divinity.

The fix to this is pretty simple: stop trying to rewrite the rules. Make the spells play the way they should as written in the 5E rules, because changing them the way they did just broke them considerably. Also, stop making us roll 3 or 4 times to get the desired outcome when having one bad roll will cause the one we don't want (looking at you, Nettie). This game is currently suffering from the same thing as Fallout 4 basically. It's a good RPG game, but it's a terrible D&D game, and we were sold a D&D game. If this had been marketed and sold as another Divinity game the most of the complaints wouldn't exist, because it plays like an excellent Divinity game. The problem is, it wasn't marketed and sold as a Divinity game, it was marketed as a D&D game and most of us bought it expecting it to play like a D&D game. We expected spells that act the way they should, not having to convince people 3 times in a row on the exact same subject (seriously, if they are really stubborn on their point just make the skill check hard, don't make us have to do the same thing over and over it's redundant) and for it to feel like the world it was marketed as. Instead we have spells that act nothing like the way they should, a pointless amount of dice rolling for once conversation, and magic items that may as well just fall out of thin air and land in our pockets. My part is currently level 3 and every single one of them has at least 1 piece of magic equipment! Magic items don't feel special when they're all over the freaking place.

Last edited by Pupito; 12/10/20 12:25 AM.