I think your choices should have some consequences.

E. g. if you decided to play a paladin with Oath of Devotion then you're expected to be honest, courageous, compassionate, honorable and dutiful. So if you deviate too much from such behavior you should temporarily lose you oath abilities until you atone. Or if you voluntarily do this you have to pick another subclass like the Oathbreaker.

Interaction with NPC's and companions should also be affected by your actions. The general alignment system is too simplified. So it would be better to have a list of personal traits and then get a score in each based upon your actions during the game. That is how others see you and they will respond accordingly. If you have a reputation for being cruel then some NPC's in a tavern will be sceptical while others might see you as a possible asset (like criminals).

Interaction between companions should also be affected by your actions and some might become suspicious and even hostile towards you. E. g. it would not be likely that a paladin companion would accept staying in a party breaking into houses to rob people.

So no mechanisms controlling character interactions is not good in my opinion. The ideal situation would be for you to pick traits at the character creation that's important for you. That means you will try to play accordingly. If you fail to do so then you might shift. E. g. if you selected compassionate as a trait and you keep killing innocent people you might shift towards cruel instead.

I don't think we will see any of this in BG3 because the game is too far along for Larian to add such mechanisms beside what they already have. There seems to be some kind of companion interaction system so they respond to your choices. Maybe that's enough for BG 3?

So my #1 option would be dynamic (but not based upon just the 4 alignment vectors).. #2 option would be none (since it's unlikely Larian can introduce new ways to interact).

Last edited by Stauffenberg; 31/08/22 10:08 PM.