Josh is of course right that minuscule influences of characters skills increase ultimately create the sense that character progression is almost worthless.
But of course, the problem isnt just in increasing their influence numerically. If the gameplay is more variable and less binary, then binary results of dice rolls dont create such extreme binary problems. You cant remove the binary result of success / failure through numbers alone - if thats all the content gives you anyway.
You dont want to make every situation complex and variable. Some situations must be binary to make any sense. But that should be a minority of situations in the game. Just like they are in real life, only obviously bent a little because a game is high fantasy or a similar quasi realistic setting. And the only way to do that is to respect the setting and lore and characters and then write-design the situations and their possible permutations around those features, as it befits each situation.
So far BG3 did a pretty good job with smaller side quests and situations. But the main plot thread needs some serious redesign and improvements in this sense. From Nautiloid content onward.
edit:
As for combat, the worst solution is to increse hp of enemies.
Increasing their number is far better solution - and no, it will not automatically lead into "more waiting" because you will be able to deal with those enemies quicker.
Overall, the problem of "waiting" exists only in minds of players who got too accustomed to real time games. It doesnt really exist in TB games as such because time does not run linearly in TB systems.
But, some minority always makes a lot of fuss about it - despite it not making any sense. Enemies turns shouldn't take too long of course, but the current effect of slowness is there only because the game is in very early stage.
Ive just fought all the goblins under the windmill. Every time the enemy would move i wasnt "waiting" - i was thinking how to recalibrate what i am going to do on my turn and a few turns after that, which continuously changed depending on what each enemy would do. TB is for tactical consideration, making plans from the start of the combat that work or not, reloading and trying different positioning, etc, etc, not for speed and action.
Last edited by Surface R; 12/11/20 08:24 PM.