As mentioned, it would take a lot of homebrewing to keep 2/3rds of the classes in the same ballpark as the casters in 5e. Throne of Bhaal pulled that off by giving everyone access to insane powers that were equivalent to high level magic. That game was very focused on combat though, so most powers ended up being some combo of more damage, more targets, bigger buffs, or longer lasting crowd control.

You can check it out here: https://steamcommunity.com/sharedfiles/filedetails/?id=237917858

I'm not sure how Solosta is built, but I've played all of the other games that get brought up in convos here in the forums (PoE, DAO, WotR, etc.) and none of them have reactive environments, complex animations, or physics sims beyond some basic sparkles, ragdolling, and explosive chunks.

In most of those engines, turning your party into flying t-rexes with dragon breath attacks wouldn't be that taxing on your hardware. BG3 is going all out though, and part of the cost of higher fidelity plus insane levels of detail and interactivity means putting in limits so that you don't blow up peoples PCs or PS5s. Technology is a limiting factor here in a way that it isn't for past games in the genre.


Back from timeout.