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发布于:2023 年 12 月 27 日 上午 2:27

Enjoyed this a lot, although doing so required getting over initial frustration with the often significant deviations from tabletop rules combined with the lack of first-party documentation on such. One shouldn't have to go to a third-party wiki to find a summary of rules differences, some of which are very unintuitive. (Related: if you do want a much more faithful implementation of the core ruleset, see "Solasta: Crown of the Magister". That's a much-smaller-budget entry that is extremely focused on the tactical combat aspects, though, not story and characters; and which didn't have the license to anything outside the SRD).

Mechanics-wise, it *is* based on D&D 5E, so a lot of ups and downs of that system are preserved. If you dislike the core mechanics of that system -- maybe you want more choices in character creation and leveling, maybe you dislike the balancing issues, maybe you want a lot more or a lot less crunch, whatever -- you'll probably dislike BG3 for the same reasons. Conversely, if you're completely unfamiliar with the rules you might want to look up the Basic Rules, because the in-game help is somewhat sparse.

For a game of its size and non-linearity where one has a lot of opportunity to decide when, how and even whether various bits of plot are handled, there didn't seem to be many sequence-breaking bugs. I ran into certain NPCs repeating quest-related dialogue, but things didn't /break/. Pathfinding was more of a problem, where one needs to pay attention to make sure that companions aren't accidentally left behind when they get stuck, or to immediately cancel movement rather than have them continue moving and trigger an already-detected trap, or otherwise getting into trouble. For a tactical game, having tools to check LOS/range at possible destinations before actually moving would also have been helpful. On a related note, AIs of friendly NPCs can also be subpar re: self-preservation.

Plot-wise, it's as over-the-top as one might expect for the Forgotten Realms, including following the tradition of having first-level characters with bonkers backstories -- a party full of main-character-syndrome types to varying degrees. This isn't a new thing (e.g. a "Pool of Radiance" character having been left a ring of three wishes...), but it might be annoying if you're used to rolling your eyes at such. Similarly, it inherits the common problem with the setting -- that there are lorewise-quite-powerful NPCs running around whose intervention is extremely limited if present at all, leaving it to a small band of plucky-but-inexperienced adventurers to deal with a very, very severe crisis.
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