That wasn't exactly a strong year for crpgs competition-wise.
I just can't understand who thought this was a good idea to implement.I find I love the die rolls myself. I thought it would break me out of immersion but I suppose I treat it like I do seeing a mouse cursor on the screen or a UI or that I am sitting in a chair looking at a monitor. All noise my brain filters out while I get into the game.
The die rolls not only harken back to the days of being a DM and rolling but it helps show some of the randomness, which I like, behind things.
My hearbeat gets a little faster (how much depends on how important the roll is) and I eagerly await, sometimes dread, the result. It's one of my favorite features.
All the dice rolls do is ruin the flow of dialogs for a game-play experience I don't find interesting. I foresee me using a trainer to cheat the dice, or a mod to remove them.
Watched videos and played a few hours of BG III and still hate it. To clarify it doesn't completely ruin the game for me, but I find that mechanic to be a nuisance.I Perhaps you react a tad too strong to this because you have not tried the system yourself?
If I had to choose to kick the system out or keep the dice rolls, I would leave them. Only that the player has to be informed about the odds. Sometimes you need to roll only 1 even though you have +4 to the check. Other times 15. Those appear bugs. They had a similar problem with attack hitting odds. They were way off.
"It’s another example of D&D’s underpinning limiting Larian from truly stretching their creativity. It’s certainly not the worst I’ve played in a CRPG, but combat feels somewhat dated in a genre that has since evolved."
Yep, I'd rather have D&D than Larian's creativity when it comes to crpg rulesets.
I'm not against innovation but imho so far Larian has failed to prove that they can deliver something better.