i think so too, which is unfortunate. I really enjoy playing the evil paths as well as the good. most games either don't have one or detour you from taking it by either giving too many repercussions or just locking you out of rewards/content.

fallout was a good example of that, at least the newer fallouts. all the good power armors and weapons and skill boosts were rewards for completing the "good missions? If you played all the snarky or self centered dialog options it either had zero effect on the outcome of the story or just flat out locked you out of missions and side quests. It made you always play a "goody two shoes" character or the "knight i shinning armor" character.

I am really looking forward to larian putting in a good balance in BG3. it increases replay value and is more true to D&D. It would be nice to see most major decision points (good or evil) leading to totally different outcomes and story arches as the game progresses. I'm getting the sense of that in early access (who you kill at the toll house or how you interact with the trapped man in Waukeen's Rest or how you deal with the grove) but only time will tell if it branches off significantly in the later acts

till then I'm still stuck trying to figure out how to unglitch this play-through with minthara lol crazy