Of course, there is combat, and Vincke says the team is working on that aspect as well. He says they think it's a little bit too random still, in cases where they'd like it to be more tactical. They're also tooling with the RNG in some areas, and are looking for ways of streamlining it to have a "more modern experience."
Martial classes are a particular area he highlights, as having a party full of just fighters can be tricky, which I found pretty interesting. In my own experience, I've been loving the ability to push, shove, and throw things to manipulate the world with my Githyanki Warrior, and those mechanics are something he says he's happy people are grappling with. He tells me in a recent meeting, some of the studio members were discussing ways in which they had defeated an encounter using their own ingenuity and exploiting systems in unexpected ways, something Vincke says is one of the core pillars of what Larian is trying to do.
"I mean, that's why we put those mechanics in there," Vincke says. "So the creative use of the mechanics for the players is the thing that we try to maximize. D&D is about your agency, your creativity. We're trying to give you the same tool set still, in a fairly accessible way."
Looks like the developers are doubling down on their cheesy tactics instead of allowing players to use class abilities and spells in creative ways.