Originally Posted by Taril
But whatever the case may be, fully voiced or not. You are limited in your ability to "Roleplay" by what the game has prepared for you and thus how characters respond to what you have available to pick.

You might imagine your character saying something different to what is written, but characters will react to literally what is written.
As others pointed out, there is a lot that can be interpreted regarding intention of how the character said the thing. And yes, a response can clash if your roleplaying choice, but in smartly written RPG it won’t. I tend to replay RPGs I like, and in a well carpet RPG with silent protagonist I tend to be I free to come up with variety of characters with different motivations, personality, background and attitude.

Let’s be honest, outside branching quests, and build unique dialogue options, most of the will use a lot of the same conversation tree. It is the ability to interpret lines on offer that grant the ability for those characters to be roleplaying as. Reactivity needs to exist to some extend, but the game doesn’t have to react to every roleplaying choice - a lot of time it just doesn’t have to contradict it.

That would not be possible if all of the, shared the same voice, as their intentions, attitude and personality would be defined by the actor. Even if there were enough voices for each character I still wouldn’t like that - as I would have little agency in defining my character.

(To avoid misunderstanding I should mention here, that in my opinion BG3 has some shortcomings when it comes to writing. I think race and class dialogue options often provide a set personality response, rather than response relevant to that race and class. I do think quite often a dialogue choice is interpreted in a very narrow and specific way. It happens a little in every RPG, but it happened in BG3 a bit more than I would like).