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Well...for starters, The other games you mentioned are based on different rulesets compared to BG3.
DOS is Larians own rule system and was made with the intention that players wouldn't be limited in any way, hence the spell books, action points and respec etc.
Pathfinder is based on DnD 3.5 which had a lot of customization but at the same time a lot of bloat and bad feats. Most of the fights you simply start by spending a minute or two just prebuffing yourself.
Because of forementioned problems with DnD 3.5, and the really bad reception of DnD 4 WotC(Wizards of the Coast) wanted the next edition to be more similar to DnD 3.5 but with a lot less bloat and easier for beginners to learn and understand.
So in the current edition, DnD 5(which BG3 is based on) they use bounded accuracy (which means that bonuses are much smaller in value but greater in effect) and also implemented concentration for the majority of spells to hinder endless prebuffing. The skills you choose in combat become more tactical, (since you have fewer options), the downside is that the character creation and leveling up became too streamlined and boring.
All rulesets have their cons and pros and all of them can offer depth depending on the DM making the campaign. Remember, a wide variation of choices doesn't necessarily mean a deeper game since you'll soon learn which choices are good and which ones that...suck, to be blunt.
As for taking time, Larian has worked on BG3 for six years, which is quite normal development time. A lot of the work has gone to graphics, voice acting and keeping track of possible permutations off of players actions in the game.
https://www.dndbeyond.com/classes/warlock
Warlocks are pact spellcasters, not full spellcasters. This means that they don't get as many spell slots nor as many spells to cast as a full caster, BUT they get all of their spell slots back on a short rest. It's a trade-off.
If you only have one spell at level 5 then you must have multiclassed and only put one level in warlock or something. Somewhere you messed up.
There are definitely feminine dwarf character options. I don't know what you're talking about. Maybe you accidentally chose whatever the woke "I identify as a woman" option was where it says your character is female but really they aren't. Regardless, dwarves in Middle Earth were all masculine. Even the dwarf women had beards. DnD is heavily influenced by Tolkien's literature, and DnD dwarf women did have beards in the early versions of DnD.
https://old.reddit.com/r/BaldursGate3/comments/y2eebq/female_dwarves_appreciation_post_i_think_my_new/
Not an option to choose male or female? Are you even looking at the options in the character creation screen? All of your complaints sound like you just don't know how to play the game or how to read the menus.
option to choose party additions of a class.... have you even played the game? I am not talking original character build ..... learn to read and comprehend. Thank you
A failure in a d20 system is not a miss in the strict sense. It just means you did 0 damage. What happened is let to the appreciation to the GM to describe.
When you fail it can mean any reason by roleplay standards, you missed, or the enemy blocked, or you failed to penetrate armour, or you slipped, or magic blocked the hit, a god protected the enemy etc.
That's why the base chance to hit is 55% in dnd.
Getting 95% to hit is hard and requires magic or exceptional prowess.
60 to 80% is roughly what happens in most cases depending on what bonus you apply.
You really went off rails with your statement here. You don't want to play a game that is based on D&D rulesets, go play a different game. Don't assume the community is over 60-years old as well. Those are low insults based on nothing as it is the young age demographic that starts to fall in love with D&D.
I totally agree. The customization is gone. I am advancing in the game just click click clik my path forward and taking no relevant decision. Leveling up in two clicks and 10 seconds. Is almost like a hack and slash.
First time in a game of this type that i did not find the need to write the stats of my players on a piece of paper to try to optimize.
Chance to hit is also not related to distance, this isn't Wasteland 2. Someone being next to you doesn't mean you're going to hit them any easier. Knights dueled "next to each other" and still had to find a way to penetrate the other guy's armor. This game is based on a tabletop wargame where armor was pretty much all of your defense, way back before even magic was added.
As for magic being "kindergarten" level, welcome to every RPG. Shadowrun, Call of Cthulhu, World of Darkness, GURPS, 1e, 2e, 4e, 5e, basically every major RPG does character building this way with simple characteristics that don't bog down the roleplaying. This is important for the sake of balance and setting control. The gamemaster has to run the game and he can't run it effectively if every build is wildly different in capabilities from every other build.
The problem 3e and Pathfinder have is that most of the team just sits around doing nothing while the character who specialized for this particular role does all the work because only he can role numbers that are high enough.
And for the sake of fairness, if you know the system well, there is plenty of room for character customization and additional complexity in the form of multi-classing.