For those of us unfamiliar, can you be more specific about what has changed from the core ruleset?
- In D&D you just have an action, bonus actions are bvery specific features you have to use wisely. In other words in D&D bonus actions are bonus actions, not a second action. - Jump and disengage have nothing to do in D&D. One is for jump, the other is to disengage. None of them are bonus actions. - Dip doesn't exist. In the reality of the Forgotten Realms you can't dip your sword in the fire of a candle/torch/... To create a magical fire sword. - shove, hide and disengage are actions (with a few exceptions) - you can't eat during combats in D&D - those that never use magic can't use magical Scrolls - an attack from highground doesn't give an advantage. - an attack on your opponent's back doesn't give an advantage if he know you're in its back - you can choose when to use your reaction - D&D have a cover mechanic - D&D have a better variety of actions : shove to prone, help to have advantage, dodge, ready, administrer a potion,... - In D&D every single goblins or monster doesn't have magical stuff (arrows, potions,...) - In D&D you can usually play from 4 to 6 characters (many campaign are designed arround 5 if I'm not wrong) - In D&D items aren't completely WTF (healing someone never coat poison on your target's weapons) - Time exist in D&D, such as night and meteo... not in BG3
That's a short list..
I haven't played 5e tabletop but oddly enough every item on this list is something that bothers me when I play BG3. Except the party size. BG3 would be a much better game if they followed the tabletop rules.
And yeah why are some of the magic items so weird? Heal someone and poison or pull happens. I don't want a puzzle game where I'm juggling magic equipment around in combat for weird situational pull effects. It slows down combat that is already slow.
And the shoves are completely over the top in BG3 with that much verticality.