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The origin companions come with some important decisions already made, so not many choices there.
Your main character has the most choices. At level 1 you choose race, class, ability scores, spells, skills. By level 3 you will have chosen your class' archetype and at level 4 you have the first big choice of ability score or feat.
Low level characters don't have much variation, but it's additive and by mid levels characters start to differentiate. By high levels (11+) characters are pretty much unique.
D&D5e took out a lot of that.
Also in regards to Baldurs gate 3. Not every class/subclass has been implemented. Additional, the only confirmation that we have is the PHB stuff. A lot of the subclasses in D&D5e are however in the additional books, like Tashas Cauldron or Xanathars Guide. On the tabletop you almost always have someone with access to these, so unless we get these additional subclasses the game will be more limited then most people will experience on the tabletop.
(I'm putting myself out and i present to all of you apologies for the disturbance)
I mean, many TT games start level 3.
BG3 implements this well. You don't play at all long at levels 1-2.
The target audience is also people who've never played a single campaign of DnD in their life, or have a clue about the rules for that matter, so yeah. Bad.
So, the modern perspective on 3.5e is that the depth of character creation resulted in bloat. Your mileage may vary, of course. But 5e, while superficially keeping a lot of the facets of 3.5e, implements a design concept called "Bounded Accuracy", which is an overall reduction in number growth in order to prevent hyper-focused builds or power creep within a campaign, in theory at least. You won't be rolling at +40 to beat an AC of 50 in this system, you'll be rolling at +5-ish at level 1 and like +13-ish by max level to beat ACs that won't get higher than mid twenties. Other rolls within the system will follow this design philosophy.
As far as choices go, there's still a lot of build expression, certainly much more than there was in BG1-2, but not necessarily as much as in 3.5e. Rather than allocating your skill points each level, you'll define which skills you're "proficient" with as part of your build, and they will continually scale with your overall "proficiency score", a value that scales from +2 at level 1 to +6 at level 17. Rather than allocating a ton of feats at level 1 and continually throughout for incremental bonuses, you'll have fewer chances to get feats, but they tend to be a good bit more impactful: 5e's Great Weapon Master is comparable to 3.5e's Power Attack AND Cleave at the same time.
Multiclassing works similarly in 5e. It's a bit less powerful than it was in 3.5e, since there's been more of a design focus on making sure each class gets a feature with each level-up. No XP penalty for odd builds, though. This isn't in BG3 yet, but will be in 1.0.
Subclasses are a notable new addition in 5e compared to 3.5e, allowing for many more design paths within a single class. They kick in between level 1 and 3.
5e is the most successful and most played version of D&D ever. The player base is more broad than it ever has been before. What is your proof to back up 'Its a tabletop rpg for modern gamers?'That is totally false. I play with tons of people that are 50 years old plus.
It's a social experiment? Please explain?
D&D 5e is collaborative story telling at its heart. Whilst there are a few grognard lites on this board that have their nostalgia glasses on in regards to the number crunching of 3.5.
They need to get rid of that exploit. This game is easy enough to not need a two level bump at the beginning of the game.