Originally Posted by RagnarokCzD
The time you spend *in between levels* ... the time, where nothing changes on your character.
Ah, now I see what you mean.

I would argue that’s the case with most, if not all, RPGs - I can’t think of one to which it wouldn’t apply. Let’s take D:OS2 for example - most levels don’t impact the character in a meaningful way and it had couple power/build variety spikes). There were a lot of levels to gain, but most of them would just make stuff you already use marginally better with occasional new skills and talents becoming available every few levels. I think one could streamline D:OS2 leveling experience to just those spikes in power and utility and I think we would get something closer to BG3.

D&D 5e automates a lot of upgrades and boundless them together - so in something like Diablo or D:OS2 you will level more and make skills you already picked stronger. There is certainly and argument to be made for having players to earn those upgrades one by one, but personally I will take fewer, more impactful levels.

Some players are propelled to play by seeing the XP bar fill and level up notification pop up. While I wouldn’t mind spending act3 playing around with more or less maxed out party, it might not work for some.

I do wonder if it is one of the reasons Larian went a bit more creative with weapons - perhaps they hope to turn items into progression and engaging reward system in itself. In act1 Larian has also been pretty good in providing other “rewards” beside XP or items - camp followers, or unique features like mark of the Absolute or hag’s eye. Those might not directly contribute (or hinder!) to our build, but I think they are still meaningful rewards for completing content.