I've been playing BG3 over the past week or so, and so far, the game appears to be very polished for something in pre-release and that's great! However, after putting in about 40 hours, I've noticed that the game feels a lot like DOS2 with a D&D 5E veneer, and as good as that game is, it's not D&D.

The Baldur's Gate 3 in my head is a platform. If Larian implements a DM mode and world editor like they did with DOS2, this game could be an incredible way to create new adventure modules using the D&D ruleset. If Larian chose to, they could create new official assets for use in adventure creation that would supplement the needs of module creators. It could be the next (non-MMO) Neverwinter Nights. The point that I'm trying to make is that if they build the game closer to 5E RAW, it would be a much more attractive prospect for community development and fan projects, a la Skyrim. D&D has never been more popular than it is right now, and building a game that fits the source material, that is familiar to fans of the source material, means that it will be easier for those people to adopt and to adapt modules for. I want that reality for Larian and for me, who would absolutely love to become part of that community.

So here are my observations on some of the design elements that I think Larian should address prior to release. I'm sure some of this stuff has been discussed to death, but I'm new, so bear with me.

Alignment
I know that some people hate alignment, and some people say it has no purpose in 5E. I disagree. Alignment provides a guideline for character development and a moral base to consider when taking actions in the game. Without alignment, many players would not consider their actions and simply do what they feel is the best option at the time. Additionally, there are alignment bound spells, abilities and races in the game. Alignment has wide-ranging effects that may not be immediately apparent in the moment-to-moment gameplay, but it can have major character and story ramifications when used properly.

I also know that they discussed this with WotC and Wizards said that they don't need to emphasize alignment. I think that this is the wrong choice, but if it's not going to be implemented in the main game, I would still like for the option to be there if a module editor is made available. It's a fundamental part of the D&D experience.

Food
Food severely unbalances the spell and action resource management aspect of the game and makes combat into a healfest. It's extremely easy to find and it can be used in-combat for an immediate health boost, just like a healing potion or spell. I know that Larian designed Divinity: Original Sin with food as an immediate buff, but that's not how it works in D&D. It's a requirement for life, and it can have beneficial and harmful effects, but it's not a magic potion. It can be important, but it should have more of a preparatory role and be used while at Camp and during rests, or for roleplaying purposes.

Jump
If people could jump around anywhere whenever they wanted to escape opportunity attacks in 5E, it would happen all the time, but it doesn't, because that's not how the game works and it's designed that way for a reason. Opportunity attacks (and Disengage) should not be so casually dismissed with Jump. So, Jump should still provoke attacks of opportunity while within melee range.

Wizards and Divine Magic

I can't understand why wizards have been made able to use divine magic. It breaks balance and diminishes the role of a cleric, not to mention the fact that divine magic is granted through faith, not through study. I really hope that this is something that just hasn't been addressed yet in development, because if this is intentional, it's a huge misstep.

There are other things but these are my initial observations. I want this game to feel like D&D and right now, it's just not quite there. I love Larian and the Divinity games, and I respect they are using what they've learned to craft this new experience, but D&D has a completely different set of rules at its core, and while they are meant to be broken, a lot of the things above remove the urgency and challenge of both combat and social situations that I think D&D has which Divinity does not. I want those things in this game, for the sake of the longevity of the game as well as my own personal enjoyment.

And at the very least, if a module editor/DM mode is implemented, please build in the option to use the above changes as rules in our own modules. I can accept Larian's design as "house rules" but I still want my modules to be closer to RAW.