Originally Posted by N7Greenfire
Remember though guys this isn't a 1 to 1 port of the 5e ruleset. Its a game based on thee 5 E rules taking a pnp game and converting it into a 3D world.

If you want fully authentic there is tabletop simulator

...They say in two sentences, completely and totally ignoring the lengthy and detailed post pointing out how many other things this simple change breaks.

Originally Posted by SacredWitness

That's part of the thing too. It can't be a 5E RAW implementation either. Some things just don't work. Even Solasta isn't a purist implementation. They went hard on it, but even they've made tweaks to base rules.

...They say, as they put the final touches on the strawman argument no one was making in the first place.

Originally Posted by Nyanko
The main problem in making the game more accurate in terms of when to declare an advantage or not will be the percentage of success lowering down dramatically at low level. Will players like the fact they have to wait 5 rounds to kill just one goblin? I am not sure honestly.

I guess they began implementing stricto sensu 5e combat rules but realized it would be too punishing to the pace of combat. So what's the best compromise here?

The very first fight in Solasta is a level 2 party with half-cover against some level 2 goblins who have the high ground. You actually have a stronger position in that game, because the goblins don't have free Advantage. In BG 3, that same fight on the low ground would be a frustrating series of misses. Also the goblins tend to die in 1-2 hits in Solasta, instead of 2-4 in BG 3.

It is really convenient how everyone cheering high ground advantage conveniently pretends that their party always, always 100% of the time has the high ground advantage, and 0% of the time has the low ground disadvantage. No, you don't get to do that.

The combat in Solasta feels a lot better than in BG 3, because positioning actually matters more in that game thanks to how it implements cover, and doesn't give goblins infinite range consumables to throw or magic arrows to fire. The pace of the combat feels better. This is not a matter of Larian "realizing the 5e combat rules would be punishing to the pace of combat". It's a matter of Larian having no confidence in themselves and their ability to deliver a satisfying combat experience without making it flashy and splashy with explosions and surface effects everywhere, because those are the last two games they made, and were very successful at.