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There are tons listed here, you can see the different categories:
https://www.nexusmods.com/baldursgate3/mods/
I think a lot of them revolve around improving inventory management or the camera, which even after Patch 5 is a chore, but there are tons of things large and small.
I'm on my second run and haven't really felt compelled to install anything yet; the Dude abides.
First thing first to prevent any upcoming misunderstandings: the game has mod support.
You might find these guides also helpful
https://steamcommunity.com/sharedfiles/filedetails/?id=3077201809
https://steamcommunity.com/sharedfiles/filedetails/?id=3029018792
but before that:
Mods are considered additions and manipulations of the already existing game files and programming to give an altered experience. Hence the abbreviation mods = modifications
The advantages are clear as in ignoring/adding rules to a game of Monopoly e.g. like if one players enters the first time field X and decides not to buy the station, everyone else can make an offer for it to the bank auction style.
In short: you add, remove, change things with the game to your liking. From visuals and rules, to different voices and additional spells e.g.
Since there is no Steam Workshop for this game yet the acquisition of mods is done via external third party websites, such as the popular Nexus mods known as biggest host of mods and famous for the Skyrim mods hosted there. They also pay mod creators a little revenue based on how many people downloaded a mod/specific file.
You are correct. Mods are in general not for fixing things. They add and change things to allow a more customised personal experience, independent from the original source material.
In general it is always worth using mods, but it is dependant on the mod, the mod creator and the mod user. I do not recommend most mods to beginners, but the entry level to learn is fairly low. And as long as you know what you are doing issues are very rare.
Most people affected by mod issues are those who do not follow the rules of the mod community like the fact that it is against the etiquette to complain a mod caused issue as an official bug. The official developers leave mod creators independency and are not obliged do build their game around a mod. The mod is supposed to work around the existing game. Just to mention an example.
Is this the kind of information you are looking for?
If yes check also here
How to Ask for Help / How to Troubleshoot Modded Games
https://steamcommunity.com/app/1086940/discussions/3/3958161899240168151/
The basic explainations are not as detailed as in my guide about modding, but it sums up the basics just finely.
I have not seen one. Mostly because you can access the combat log in the mid-right corner. Mouseover the lines show you details about the dice rolls made during a combat.
Since I think that was missing in my beginners guide, I have added a screenshot there
https://steamcommunity.com/sharedfiles/filedetails/?id=3025093305
see here -> https://steamuserimages-a.akamaihd.net/ugc/2265936242667612224/9720482D93770C75DB1EB5FD06BAE426C41A59DB/
You are not wrong with that. But the longer you play the game the more such dice rolls for combat would obstruct the pacing of the game. I really have an image of horror thinking of how certain encounters e.g. where everyone turned would feel like if every single roll for that encounter is animated. And it would get worse by endgame.
Well, a lot say the same about the latest and upcoming D&D edition...
But to each their own. Devs probably made it in such a way as to open it's accessibility to as many as they could. Hence 5e, hence minimal dice rolls.
Agreed. Though I would not even say minimal. But rather stick with "streamlined" and having those well hidden which are irrelevant to the casual player.
Like Voss' perception roll in the dialogue. Most players never noticed it on their first run.
5th edition - Dungeons & Dragons
older Baldur's Gate games used an older version of the rulesets in comparison