#I don't have ROOM because baldurs gate is so huge large
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Someone play mouthwashing so I can live vicariously through u......
#DONT look it up if you're easily scared it's like.... true horror#I don't have ROOM because baldurs gate is so huge large#I also can't play my yearly play through of night in the woods 😞#the things I sacrifice for love...... 😞💕#squawk tag#here's my tbp list right now: mouthwashing; great god grove; fields of mystria; Europa#others that I'm forgetting#did u guys know Hatoful boyfriend is now UNPLAYABLE on the vast majority of devices#i think it's something about the aspect ratio or something like that?#more lost media..........
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The only thing I wish was different with Baldur's Gate 3 is that I wish they had a frw more interesting non-human looking race options (and by human looking I'm including all elf, gnome, and dwarf varients) because D&D 5e has a huge amount of options but you're kind of railroaded into having the dragonborn as your only non-humanlike option. Tieflings are a step in the right direction, but still quite human looking for the most part. Githyanki are the 2nd most "non-human" race option available to us (and I'm just kind of "meh" on them as a whole).
I wish instead of having so many subraces for the humanoids they instead had like, Tabaxi, Aarakocra, Firbolg, Kenku, Hobgoblin, or some other less "common" race. I get that part of the issue is that the less humanoid the character model is, the more editing it takes to get all the equippable items to fit them properly, but I don't think that Tabaxi, for example, would be all that different aside from the ear placement and making room for the tail (which they already did with the dragonborn). And Genasi would be super simple to convert things for.
The other issue is the large amount of coding they have to do for all the things your race affects (like dialogue options and people's reactions to you), so they can't have a huge amount of races. But again, they put a lot of subraces in the game that weren't necessary, instead of entirely different races. My guess is that this may because of the coding options for reactivity and such are mostly the same for subraces of the same overarching race, though I'm not sure about this, as I haven't seen enough early access to confirm.
Still, the options feel a bit flat when you look at how little variety there is here compared to a modern D&D campaign's race roster, no? I'd be happy with just one or two less common race options, honestly.
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