GAME DESIGN ERRORS/SUGGESTIONS (some things here are personal opinions):

- Goblins don't react if someone opens a spider prison inside the goblin base, unlike the tiefling camp, where the tiefling closes the gate if you open it.

- Checking or stealing items from dead bodies does not cost any action.

- It is not possible to destroy petrified characters.

- The turn mode should be global.

- Players should perform commands without necessarily waiting for the animation to finish, this delays a lot. But obviously the animations would be completed next.

- NPCs should react to threats from nearby dangerous objects, to prevent strategies such as abusive uses of "Oil Barrel" spoils the game's challenge.

- When deciding whether to deliver a magic item to Gale, only the name of the item appears, if you forgot what the item is, you won't be able to remember it in the game, there should be a way to
interacting with the name of the items in dialogs to know what the item is, like the mechanic "Pin Tooltip".

- The "Flaming Sphere" magic is extremely strong and has problems with the game's AI, besides the sphere being an immortal ally, the game's AI doesn't handle the sphere well,
mainly because it can't take damage, some just run, others spend resources on the stone, some of those resources that only work with attacks
that AI doesn't even do.

- There is no way to know if a weapon is simple by its description, different from martial weapons.

- It is still possible to abuse the rest mechanic even with resource limitations.

- The flight system does not allow creatures to remain stationary in the air.

- Knocking down an enemy is an extremely strong mechanic, the enemy doesn't have the option to raise at half speed equal in D&D.

- You can share items in the characters' inventories regardless of their distance or condition.

- Sometimes, party characters do not follow the leader's movement and remain stationary.

- The system of playing potions is totally confusing, what is that percentage?.

- Wizards can learn non-wizard spells (of course, it may be that Baldur's Gate doesn't follow this D&D restriction, but that makes the mage very strong).

- There is no "leave" option in some dialogues, forcing the player to respond, and this causes one-way dialogues, where the person no longer has the option to remain silent,
this often leads to unnecessary and unavoidable struggles.

- The player is not able to do ANYTHING while a cutscene is happening, this doesn't make any sense in a real RPG.

- Invisibility doesn't trigger non-player-dependent cutscenes, which causes time to "froze", which doesn't make sense, it should have an option to
some scenes happen without the presence of the players needing to be noticed.

- Invisibility does not consider other senses to perceive the location of invisible creatures, such as hearing and facts for example.

- Characters attack twice with one action if they are wielding two weapons, which would normally cost a bonus action if you attack off-hand. It is possible to perform 4 attacks with the rogue.

- Books and notes with little content.

- It is not possible to jump or be pushed in some endless holes in the Underdark, but in others yes, it also happens outside the Underdark, but there it is extremely notable.

- The fact that you have a lot of data about the environment and the enemies, makes the immersion of an RPG to be lost, it should have a "realistic" mode
where you don't have this information freely.


PERFORMANCE ISSUES:

- Drop FPS on certain parts of the map.

- Drop FPS when performing some actions.

- When loading a save, sometimes rendering is compromised for a long amount of seconds (maybe even longer, because I always reloaded before waiting
long time)