Originally Posted by JandK
I'm curious how many folks play with a set of rules that they impose on themselves.

Personally, I do the following:

1. No reloads,
I may do that on a future playthrough, but right now on my second playthrough, I'm "following" the story arcs of completely different companions, and I don't want to miss any of that, so I have reloaded a couple times.

Originally Posted by JandK
2. Permadeath, if a character dies, they're dead
3. No revivify scrolls, no withers bringing anyone back,
Somebody else said this upthread, that's not even D&D canon. Revivify and Resurrection are part of how the tabletop game operates. So I don't know why you would do that? That said, I never had Withers bring anyone back, and only used a Revivify scroll once so far in my two playthroughs.

Originally Posted by JandK
4. One initial respec for companions only,
Yup, I didn't think about it as imposing a rule on myself, but that's just how I've operated.

Originally Posted by JandK
5. No transferring items between companions during combat,
I mean, it depends on what you're talking about, I've floated potions and throw-ables between party members in combat, but that's something that I've seen happen at the tabletop too. If a character has potions in a pouch on their belt, or a bandolier or something, taking one out and handing or tossing it to a companion in battle is perfectly viable as an action. I'm guessing what you meant was transferring inventory items and then still taking your whole portion of actions/bonus actions. I probably have done that not even realizing it. Now that you pointed it out, I might try and "End Turn" if I ever have to transfer an inventory item moving forward. We'll see.

Originally Posted by JandK
6. No fast travel unless standing in front of ancient sigil (clicking on it),
7. May only go to camp if standing in front of ancient sigil (clicking on it),
I don't know why you'd martyr your time like that? Even at the tabletop sometimes travel is just hand-waved. The game allows traveling quickly between vital areas because actually taking the time to travel there through clicking in the environment is a time suck. I'm not playing "Let's travel Faerun for fun." I don't know why anyone would want to.

Originally Posted by JandK
8. No using "send to camp" unless already in camp,
I only ever do this for provisions, which is a necessity in this game. At the tabletop there are things like Goodberry, Create Food and Water, and other methods to make sure players don't have to collect fish heads and potatoes all over the place. I'd MUCH prefer that was how BG3 operated. The whole: "what stew am I cooking tonight so I can get all my spell slots back" is annoying. Even more annoying is having to right click on every vegetable, fish corpse, and bottle of liquor I happen upon, so I know that I won't run out of provisions in the late game. If there wasn't a "send to camp" option for that, I don't know if I'd even play the game any more. The inventory management is already an unholy nightmare.

Originally Posted by JandK
9. No using strength elixirs,
Strength potions are part of the tabletop game, so I don't see a reason not to use them? I realize that the elixers are far more powerful than their PnP equivalents, but so is a lot of the rest of the game.

Originally Posted by JandK
10. Scrolls only useable by classes that can cast the spell in question
This is definitely my tabletop experience coming through. I just always put scrolls into the inventories of the characters that I know can cast them. So divine magic scrolls go in the cleric's pack, arcane in the wizards, bard's, or eldritch knight's pack, depending. That said, I have, on very rare occasion, had a character that had no business casting a scroll use it, but on the, two that I can think of, occasions where I did that, they were fly scrolls, and it was entirely because if I were at the tabletop, a rope and grapple would have allowed me to do what the game only allowed me to do with fly scrolls. Absolute bananas!


Originally Posted by JandK
I've found that playing this way makes the game more interesting for me.

Are there any particular rules you follow? I'm always looking for new ideas to incorporate into my own games.

Here's one that I try to follow, though I'll admit that on occasion I've overlooked it. Only one bonus action spell and one cantrip per round, which is RAW.

Another? Characters with crossbows that don't have the Crossbow Expert Feat only get to make one attack with that weapon per round, which, again, is RAW.

Those are the kinds of things I'm hoping we'll get one day as a toggle-able setting. Right now Zerd's RAW is the closest equivalent, but I'm not going to run any mods on the game until there hasn't been a patch or hotfix for at least 6 consecutive months.