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Yeah, there are somethings that are different, but different isn't always bad. I like the idea of elevation bonuses, but I'd rather they worked as a +-1 or 2 instead of advantage/disadvantage and all that means for activating abilities (like sneak attack). I kind of like backstab too, since facing mechanics do offer some more complexity to the rather simple 5e system, but it might be too strong and if it stays, I want to see the AI using it as well. I also prefer the free movement system they implemented to the grid based system some games have.
As for environmental effects, they are in D&D. Have you never played a D&D game and cast Spike Stones, Stinking Cloud, Web, Entangle, Incendiary Cloud, Acid Fog, Cloud Kill, or thrown a tanglefoot bag, caltrops, alchemist's fire... Never thrown flasks of lamp oil at a troll while an archer peppers them with flaming arrows? Have you ever played Pathfinder:Kingmaker or BG and waited for a Web spell to wear off? Environmental stuff has been a part of D&D for a long time.
To be fair 5e hands out advantage/disadvantage like candy all by itself. Not saying that it isn't worse in this game, but it isn't a rare occurrence in 5e.
I think Larian is trying to make combat more dynamic and after playing Solasta I tend to agree that it needs some spicing up. Positioning doesn't really matter in 5e, but it should matter in a TRPG.
I agree the extra HP has a bad effect on spells like Sleep and Colour Spray, although Larian further nerfed those spells by reducing the effect duration (IIRC it's 1 or 2 rounds instead of 10). Those spells are no longer an early game "I win" button. I have mixed feelings about that change myself, but we'll see how the higher level CC plays when we have access to it.
Flanking rules (pg. 251 of DMG), plus some of the other ways:
attacking a prone enemy
attacker being helped
Larian approach is much more free, they use rules as a base and adapt them to the design they want or think necessary for an AAA game.
No, Pool of Radiance series plus many other SSI series, BG1&2, Pool of Radiance: Ruins of Myth Drannor (but the project suffered a shift along development and started D&D 2e but ended D&D 3e, IWD1, ToEE, Dungeons & Dragons Tactics.
ToEE could be a very special case, it's still not isolated from aspect of rules fidelity to the IP.
But if I'm +1 to OP, I doubt it can be changed, and it could not stop BG3 to be a great RPG based on D&D. Still for TB D&D it's the one that is going much more far in rules adaptation.
Those are not core rules, but varaint rules in the DMG, and only a newbie DM would ascent to them due the wide ranging affects they have on spells and abilities. And shoving to prone requires an action, you give up your action to do that, it's not resource free. And shoving to prone isn't even in BG 3 for crying out loud.
Flanking, prone, help, are all typical rules that can add a lot of depth to TB combats.