It’s hard to evaluate the system design when it’s unclear which emergent features are due to bugs. As per OP’s request, some stories.


Inside the Everburn Inn, Lae’zel opens a second floor door which triggers an explosion. She fails her saving throw and the explosion throws her across the room and down a floor, landing squarely on a guard of the Flaming Fist. The game registers that as an attack, so a battle immediately starts with every guard in Waukeen’s Rest.

Interesting sequence, though I instantly reloaded.

Heading down to the Underdark through the Zhent hidedout, the party spots a Minautor. With high ground, they take it out. A second appears and gets within blast radius of the mines at the base of the net ladder. A spell triggers the mines, which kills the minautor and destroys the net. Using Feather Fall, the party jumps down with no way back up.

No path but forward; I loved the feeling.

Astarion is up to no good in the goblin camp. Invisible, he poisons the tub of beer. This triggers a scripted toast to the Absolute, after which a few goblins drop dead. The others immediately suspect the party and turn hostile. The party heads to the Zhent merchant in the temple. Still invisible, Astarion tries to pick their locked door. After each failed attempt, the Zhent angrily walk up to Tav to accuse her. Tav just denies, consequence free.

Both sequences felt off…

Overall, I’d say the most memorable and impactful systemic sequences involve fire and/or explosions. That seems in line with Larian’s philosophy.

It’ll be interesting to see how it pans out on release. Maybe attitude will do something besides impact prices. Maybe stealth and perception be tweaked. If any changes are made, it’s a safe bet that they’ll skew towards adding spectacle.


Avatar art by Carly Mazur