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the 2nd one is the actual class system...now we have classes with restrictions , flavor and lore.
3rd one is the less environmental effects/surfaces....which makes the game better and less chaotic imo, which i prefer. So i can focus more on my own skills...
DnD 5e makes the combat less chaotic which i actually prefer tbh...
plus the game feels more dark to me....which i like.
BG3 feels more RPG for me than DOS2... which is why i prefer BG3 over DOS2....
All the more reason to voice your opinions.
You've already said that PnP D&D doesn't really rely on dice rolls. Most non-combat encounters are role played with millions of possible actions. No D&D party ever relies on a jump check to cross a 15' wide, 200' deep chasm. They chop down a tree and roll it across the chasm, or make a rope bridge, or at least tie a rope around their waists so they don't fall to their deaths.
Lots of discussions on practical ways BG3 should simulate this outside of combat rather than strict dice rolls -- more dialog paths with skill checks determining the path and not the outcome, chains of checks, options to gain alternate options likely to have success, meta-game (cinematic) the encounter rather than giving choices, just have lesser negative effects, give options for having skills (or hidden checks), etc., etc. Many of these aren't necessarily that hard to implement.
And you just proved the opposite. In 5e D&D you do not get advantage/disadvantage for flanking or for height. Larian made this up. All the poor results and game play resulting from those decisions is entirely on them. It is also foreseeable the effects these rules would have -- you could play them out in a PnP game in a few hours and see the balance issues. This is why many 5e PnP want the rules much closer to the core rules because the core rules don't have these issues.
You can easily go and play Solasta and see how differently the game plays using much closer rules.
Again, you are just proving the opposite. These are not core 5e rules. 5e doesn't allow you to rest in the middle of no where after every fight. Anyone camping in the middle of an goblin complex would be immediately attacked by every goblin in the place. Larian simply choose to allow you to rest at any time. Why?
We can only guess. However, it looks like the law of unintended consequences. They choose to implement a bunch of rules (hide and disengage as a bonus action, height giving advantage/disadvantage, etc. probably to highlight aspects of the DOS engine), then they discovered that players could easily abuse such rules against the monsters and combats were too easy. So... they then ramp up the monsters to insane levels (30hp goblins?). And now you end up with a rock-paper-scissors encounters -- if you know and use the Larian-rules... you can walk through encounters which PnP players would have no hope of, but if you don't know the Larian rules... they slaughter you with you having no hope. This is not how PnP D&D players out or else no one could be playing it.
Again, go play Solasta (if you don't want to play a PnP game) and notice these issues don't exist. The rules run fine. Classes are balanced. The rest system works and makes more sense. You can employ different tactics. Stealth and barrels won't win a combat for you every time. Combat runs much faster. They game plays much differently if you run through with different classes or take different spells.
Or they could implement the rules correctly and they would have a balanced, predictable system without all sorts of goofy side effects. And if anyone says there are any technical or balance reasons the rules won't work if implemented in a video game... you have Solasta.
I agree. The dnd ruins the game. The game otherwise, bugs aside is great fun.
I agree that this game shouldn't try to perfectly replicate D&D 5e in a video game, because it's a video game and 5e was designed as a tabletop game, so it doesn't make a great video game if you port it over RaW. But the changes BG3 makes to 5e's rules need to be in service of making it a better D&D video game, not because X is how it's always been done in DoS.
Take the Ranger class for example, I agree, if you play the way it's supposed to be played, the changes are absolutely awesome - The problem you start running into is , it is absolutely easy to exploit the stealth/range/height adavantage mechanics. Creatures will stand in whatever surface effect arrow you shoot at them, most time without initiating combat. So they will immolate themselves (if you created a fire surface) without even acknowledging they are being attacked.
It would not be so bad if it was just 1 or 2 exploits, but there are a ton of exploits that are easy peasy to abuse, mostly due to divinity concepts.