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How so?
The former is a flaw because it constricts player agency. The latter isn't a flaw, because the implication you would be hunted down for doing so means that they would need to also design the entire game to have you be hunted down for the countless other murders you commit. Some "realistic" aspects aren't enjoyable or necessary - needing to manually use the bathroom for example in games is pretty universally a bad idea.
It isn't enjoyable or reasonable for us to have to sit through that kind of "realism," but is immersion-breaking to see children survive fireballs or be able to report us to the local law enforcement without us having any way to stop them.
This is basically much better for a proper roleplaying immersion.
Only if roleplaying bores you it can break immersion. Roleplaying is about facing the consequences of your actions. If your a kind male lad in the drow society, you're bound to finish dead. If you're a criminal in a State of law society, you're bound to end up in prison or dead. That's part of the whole point to play a RPG, that's why there're few really good RPG in video games, most are way too permissive, which basically isn't roleplay-friendly.
As a note on wizard boys: I suspect almost everyone used the fake-talk glitch to avoid paying the mages, and even the relatively cheap price to get a liscence for magic made the system of a bit of a joke.
See, I'm fine with that kind of system. I'm fine with there being in-game social consequences that make sense, but they do need to be mixed with gameplay. For example - if you are sent to prison, there needs to be an opportunity to escape, or bribe the guards, or so on. Or if you kill enough innocent people and get caught doing so, you get unique encounters of powerful enemies coming after you - but even if you don't get caught, eventually you might see more guards around certain areas or people being less trusting of strangers.
I want that kind of immersion. What I don't want is for certain characters to be immortal and invincible for out-of-universe reasons rather than in-universe reasons. I want everything in the game to be explainable by the logic of the game itself, at least as much as is possible in the context of it being a video game, for maximum immersion.
Guards are worth 140 XP a piece, and aren't much of a challenge.
I don't see this as a design flaw, but rather an easy XP farm.
Being mature game is not just having sex scenes, it is the overall dark & realistic setting...and here we have some clownery all the way.
Not to mention they quickly respawn when "chased away".
Also, immortal children seems to be really inconsistent.
Killing Goblin kids = Fine
Killing Tiefling kids = Not Fine
Killing Vampire kids = Fine
Killing Human kids = Not Fine
You know, the ones with https://i.imgur.com/DHStpmV.mp4
Or Deus Ex, which has https://www.youtube.com/watch?v=v0kiTVPd81E
On top of that, Larian is self publishing so they only answer to themselves.
I really don't get the dislike for the Tiefling kids expressed in this thread. Not just you.
I thought a bunch of them had funny interactions and i'm looking forward to seeing what happens when I find Mol's gang in the city.
I think the kid that steals some guy's locket triggered me. If you haven't seen this exchange, the guy tries to get it back, the kid denies stealing it, calling a guard for help. If you help the kid get away he snickers and taunts the guy. If you help the guy, the kid says something like "Fine, it's not worth anything anyway."
I just wanted to push the little ♥♥♥♥ off a cliff after that.