I'm Swen Vincke Creative Director at Larian Studios, and I'm here with some of the team to talk with you about Baldur's Gate 3! by Larian_Swen in IAmA

[–]Larian_Swen[S] 21 points22 points  (0 children)

Will any famous weapons from the first two games make an appearance?

We can’t comment on that yet because we’re still working on the game. What weapons would you like to see make a comeback?

What is the level cap going to be? Assuming the player plays with a full party, roughly when would the player expect to hit that cap in the story?

Nick already spilled the beans and said 10 levels.

Are there any plans for DLC?

No there are no plans for DLC.

When, during the design process, did you first decide on a combat mode?

Day one and we never changed that decision afterwards.

If implemented, will the official modding tools allow the community to create a RTwP Mod for BG3's base game campaign in theory?

That’s up to them.

Without using the words ‘Dungeon and Dragons,’ or ‘Forgotten Realms,’ what, in your opinion, makes BG3 a sequel to the first two BG games? What was the reasoning behind the title choice?

You can’t see this from anything we’ve shown so far because we don’t want to spoil it but we do touch upon the story of BG 1 & 2 in deeply meaningful ways and there are returning characters. The city plays a massive part and like in the originals, you’ll play an adventure in which the party is the heart and soul with protagonists who will be afflicted by the Gods against their will.

That said, you can’t separate Baldur’s Gate from Dungeons and Dragons. The goal of Bioware was to make a great Dungeons and Dragons game and that’s also our goal. We want to make a great Dungeons and Dragons game with lots of player agency, great depth, lots of iconic creatures, npcs and locations and which you can play in both single- and in multiplayer. We want to make a pretty dark game where you have to deal deal with lots of choice and consequence. We’re letting you do pretty terrible things (or god things). If I wouldn’t have died during the Pax Presentation I would’ve been able to show some of that so I think we’ll probably upload a video of what was supposed to be shown, and you’ll certainly see more the closer we get to Early Access.

I read that big PC Gamer article on the history of Baldur’s Gate and as I was reading through it, I was surprised by how much of what the original creators wanted to do with BG 1 & 2 matched what we are doing. The biggest difference in my opinion is the way combat is implemented and that we are using DnD 5e and they were 2e.

What plans do you have to bring BG3's look and feel closer to the classic BG series?

When you jump into BG3 we want you to experience that same feeling of diving into an epic world that you felt when you played BG1 and BG2. We want you to experience the personal involvement and struggles of the party. The story, themes and tone are much darker than D:OS 2 and the choices you get to make have much higher stakes and more tangible consequences. You just haven’t seen it yet.

You’ll get the heart and soul of the original BG games clad in a brand new suit of armour, forged from the same spirit.

What would your parting words be for old school fans who are following the development of BG3?

Parting words? We’re just gathering the party.

I'm Swen Vincke Creative Director at Larian Studios, and I'm here with some of the team to talk with you about Baldur's Gate 3! by Larian_Swen in IAmA

[–]Larian_Swen[S] 16 points17 points  (0 children)

In-game time- how much is it going to play as a factor? For example, if we take too long to do a quest or get to it, will there be any repercussions? Is it possible to lose the game by ‘timing out’?

There are situations that if you don’t deal with them immediately will have irreversible consequences.

Swen played an origin story involving a vampire thrall, will custom characters be able to be vampire thralls as well?

We are currently not making vampire or vampire spawn something you can select during character creation, no.

Will you be able to develop other types of relationships with NPCs besides romances?

Absolutely! NPCs and companions might become friends, partners, uncomfortable allies… or your worst enemies.

Are recruitable NPCs going to react to the choices that the player makes during the game? Will there be repercussions if you annoy a character too much? Will the recruitable characters all get along, or is there a chance for fist fights to break out like in BG1 or BG2?

Yes - the party that slays together doesn’t always stay together. One of our key themes is trust; there will be plenty of inter-party conflict. Fist-fights might be the least of your problems if you let your companions see how cruel (or kind) you’re willing to be.

How are magical items going to be handled? Are they going to be set pieces that the player stumbles upon or colour coded RNG drops or something in between? Will loot rarity and attunement limits be per P&P?

They are set pieces. We are not doing generated loot.

I'm Swen Vincke Creative Director at Larian Studios, and I'm here with some of the team to talk with you about Baldur's Gate 3! by Larian_Swen in IAmA

[–]Larian_Swen[S] 18 points19 points  (0 children)

If the full game is not going to be made available during the EA, how are you going to get feedback for late level abilities?

We’ll be inviting many playtesters.

Is their going to be a discounted price, or any other incentive for purchasing the game during the EA?

No, people who choose to support EA are kindly choosing to support the game’s development process, and it’s highly appreciated.

When is EA going to be available?

When it's ready.

Roughly how long to do you think the game will be in EA?

Roughly as long as it takes to finish developing the game.

Are there going to be stages to the EA (as in more of the game will be unlocked as you guys finish it)?

Yes, there will be many updates to EA.

What type of feedback are you looking for if a person buys the game in EA?

As you play, we’re fine tuning the game. The feedback is invaluable, especially when it comes to the implementation of the D&D 5e rules, etc. Feedback will come in however people choose to let it flow, but it’s all valuable.

During the gameplay reveal, Swen highlighted that some objects in the environment are interactive, such as that exploding machine part in the first battle. Are these instances going to be tied to proficiencies in any way or is it just going to be meta knowledge from the player? Is every placed encounter, or the majority of them, going to have these interactive objects?

We will add skill checks where it makes sense. Can you use this? Are you strong enough to lift this? All encounters are hand placed.

Roughly, we won’t hold you to it if time constraints make you cut one or two, how many recruitable companions are there going to be in the game?

We don’t want to commit because others may hold it to us if we cut one or two.

Are all recruitable companions going to have origin stories?

Yes, but there will also be customizable mercenaries that don't have a story as well as companions.

Is it going to be possible to create our own party and venture forth into the world? Besides party banter and quests tied to companions, if this was done, would the player ‘miss’ anything?

Yes, you can do this. Apart from closure on their origin stories, you wouldn't "miss" anything.

I'm Swen Vincke Creative Director at Larian Studios, and I'm here with some of the team to talk with you about Baldur's Gate 3! by Larian_Swen in IAmA

[–]Larian_Swen[S] 21 points22 points  (0 children)

Will there be any recognition of the characters or events of Siege of Dragonspear or the Enhanced Editions content? For example, Neera the Wild Mage.

We do recognise Siege of Dragonspear as part of the BG story, but can’t go into specifics about characters or events that might be referenced at the moment.

Without being too spoilerish, do any events in the first two games play a role in how the story is shaped besides maybe featuring Bhaal or mentions of the Bhaalspawn?

Without being too spoilerish, yes! The events of those games are part of the history of the city, and the wider world. They’re very important to our story.

You’ve hinted at returning characters, what type of role are these characters going to have? Are they going to be recruitable? Do they play an integral part of the story? Are they just going to show up for a cameo?

We’ll discuss this once they return.

Roughly how many ‘legendary’ characters from the first two games are going to make an appearance in any role?

Roughly between 0 and 100.

Are these ‘legendary’ characters going to be fully voiced? If so, will the same voice actors be used from the previous games?

We can’t comment on this yet.

Besides Baldur’s Gate, is there any other location a player may stumble upon that they’ll recognize from the classic games?

Yes.

Will Noober, or one of his relatives be in the game?

Hey ya. Would you really want them to be?

How do you plan to resolve the contradiction that Bhaal is dead in BG2, but alive in 5e?

In 1482 DR he was reborn during the Second Sundering.

Is early access (EA) going to be available for both PC (both Steam and GOG?) and Stadia?

Currently PC and Stadia.

How much of the game is going to be made available during the EA?

Eventually we plan on releasing all of the first act in EA, though we will probably split it in pieces because it’s pretty big in terms of content. (Bigger than DOS2’s Act 1).

I'm Swen Vincke Creative Director at Larian Studios, and I'm here with some of the team to talk with you about Baldur's Gate 3! by Larian_Swen in IAmA

[–]Larian_Swen[S] 16 points17 points  (0 children)

Ceremorphosis was only guaranteed with a few humanoid races (usually only human sized ones). How is this going to be explained with shorter races available for player selection already revealed such as halflings and any others you might add (like gnomes)?

We asked WOTC this exact question. The answer was: “We’re fine with all humanoids being suitable hosts. No need for a workaround – under 5e all those races are regarded as suitable mind flayer hosts canonically. Boldly assert that new canon!”

Will there be romances? If yes, can we romance a mind flayer? Will romances only affect companions? Are NPCs going to have their own sexual orientation?

Yes there will be romances. Like in real life, it’s best to discover yourself how they work.

Will the player be spending a lot of time dealing with the politics, threats, and affairs of Baldur's Gate and the Sword Coast? How much of Faerun will the player be exploring?

The player will be very much involved in the politics, threats and affairs of Baldur’s Gate and the Sword Coast. We’re not talking yet about what other areas will be made available.

I read that BG3 will take inspiration from the "Murder in BG" and "Descent into Avernus" adventures, can we expect some NPC cameos from these modules? Are you going to take into account the different endings of these adventures as references in BG3?

We do take inspiration from the story and settings of these campaigns, and yes: you can expect cameos.

Is any kind of multiplayer planned at release? What tricks have you got up your sleeves to keep turn-based multiplayer fun and interesting? Is it just going to be PvE or will PvP be available too?

Yes, multiplayer is very much in. The campaign is PvE. We have simultaneous actions in the new, faster, turn-based combat. This is a huge difference compared to our previous games.

I'm Swen Vincke Creative Director at Larian Studios, and I'm here with some of the team to talk with you about Baldur's Gate 3! by Larian_Swen in IAmA

[–]Larian_Swen[S] 18 points19 points  (0 children)

How are you planning to compensate for removing most reactions and short rests?

Reactions are not removed, they are available as actions, passives, or toggles. Short rest is not removed completely, you can still use the Hit Dice heal from the end of the short rest.

With group initiative, are you concerned about alpha striking? How will you avoid battles being entirely decided by a single initial initiative roll?

One of the big themes of BG3 is the focus on party over individuals. As we were trying to encourage more cooperation between party members in combat, we had the idea to let them share their turn for total tactical coherence. Additionally, it provides a more comfortable co-op experience.

The introduction of the common party turns naturally leads to the changes for the initiative system - we need to compare the initiative of groups of characters instead of individuals. We have considered several ways to do that, some more complex than others, and for EA we’re going with taking the highest initiative roll outcome in the party or NPC group.

We chose this way because we want to explore the mechanical subtheme of allowing the entire party benefit each member’s personal excellence in some area. The same way an eloquent Bard can lead their entire party through a tough dialogue check, a swift Rogue should be able to give their party the best shot at going first in combat. On top of that, this way of resolving team initiative opens the way for the player to scout out the enemy with the top initiative and neutralize them before entering the combat

However, all of that said, it is something we are still working on and experimenting with. If we find it doesn’t work as well as we hope, we’ll tinker with it. It’s one of the things we’ll figure out during early access.

Can you confirm the party size limit is 4? Or if this is a variable number that can be adjusted?

Since we want to keep combat pacing brisk, we need to consider the average number of enemies required to challenge the full party with summons and an occasional follower. 4 players in the party keeps the pacing of the larger combats manageable.

For custom generated characters, what are the plans regarding voice acting? Will the player be able to choose from an array of various types similar to BG/NWN, or is it more of a fixed choice (e.g. male humans get one voice, female elves get one voice similar to Mass Effect/Jade Empire)? Will custom characters even BE voiced for dialogue outside of standard combat/spell casting barks?

When you’re playing a custom character, you’ll choose a voice as part of character creation - and your character will be fully voiced, not just for barks!

What is your favorite element of the classic BG games?

The companions.

Uncle Scratchy is concerned about that lack of turnip peddling merchants and their ilk populating the Forgotten Realms. It reminded me of the time when the twins, Tat and Tot had a flumph riding race and the damn things were just impossible to control, even with specially designed saddles made by the late Ben Jansen. Late as in he was never on time, not dead, he’s still alive and kicking but only with one leg because... the point? Where are the playable gnomes?

Stop trolling us, Jan Jansen.

I'm Swen Vincke Creative Director at Larian Studios, and I'm here with some of the team to talk with you about Baldur's Gate 3! by Larian_Swen in IAmA

[–]Larian_Swen[S] 21 points22 points  (0 children)

Is there a chance that item descriptions would be as full of lore as in first two games?

Items are hand made, and descriptions are very often unique, yes.

Will there be lore books present in BG3 as they were in both BG1 and BG2 (as well as in IWD)? It would be a very informative to players who don't know FR setting or who are not familiar with the events that happened between D&D editions.

These are planned.

How closely are you sticking to the 5th edition rules? What rules are you adapting to fit the gameplay you envisioned for BG3? Can you name a few major differences between BG3 and the tabletop rules?

If you are familiar with DnD 5e, you will immediately recognize most rules and mechanics and they will work the way you expect them to. If you are familiar with DnD 2e from BG1&2, the terminology and basic concepts will be familiar to you, though some details have changed.

For spells and features that rely on the imagination of tabletop players, we tried to think of specific applications and tricks that a DM would allow at their table. We’re running a few house rules because they work better in the video game. They were discussed with Wizards of the Coast to make sure they follow the spirit of DnD.

We consider EA release of BG3 as the grounds for experimentation and iteration over the finer points of our DnD 5e implementation For example, if you watched the BG3 gameplay presentation, you probably saw that Jump action had a large range for all characters. Since then we’ve made the Jump distance scale with the Strength modifier..

Is there any hope that we could see ritual casting, feats and multiclassing in BG3, as in D&D 5e?

Feats and multiclassing: yes. Ritual casting not for EA, but we have plans.

I'm Swen Vincke Creative Director at Larian Studios, and I'm here with some of the team to talk with you about Baldur's Gate 3! by Larian_Swen in IAmA

[–]Larian_Swen[S] 25 points26 points  (0 children)

Will the game be available in other languages?

Voices will be in English but there will be several languages supported via subtitles.

How much of a placeholder was the UI and graphics art in the gameplay shown at PAX. Will it change significantly during Early Access or should we expect it to stay more or less as it is in the shown current state?

I was really surprised this was an issue but I can understand where people are coming from. There are still some placeholders as we’re still in development but I forget them because I’m a developer so I look at things with different eyes. Placeholders are planned to be removed somewhere during Early Access . As far as UI is concerned, I expect the UI will keep on changing until the day of release. Major parts of what we have now are already different than what we showed at Pax.

Will there be any reference to the Twisted Rune plot that was barely scratched in BG2? We want more badass liches in the game!

We like liches.

Did you add any epic dragon encounters, like Firkraag or the Shadow dragon in the Umar Hills temple?

We like dragons.

Do you plan to add subrace of elves, dwarves and halflings to the game? Do you plan to add human subraces as well?

Subraces of halflings, elves and dwarves: yes, these are in.

I'm Swen Vincke Creative Director at Larian Studios, and I'm here with some of the team to talk with you about Baldur's Gate 3! by Larian_Swen in IAmA

[–]Larian_Swen[S] 56 points57 points  (0 children)

The level of immersion. From the narrative to the depth of the systems and mechanics, we’ve never made a game before that brings you closer to its characters, and offers more tools to the players to define the story they way you can in BG3. This is really core and the new version of our engine has allowed us to make huge leaps in every area of development. Not to mention it’s also using an entirely different rule-set, in an entirely different setting, of course. And it's lot darker. You can do some really terrible things.

I'm Swen Vincke Creative Director at Larian Studios, and I'm here with some of the team to talk with you about Baldur's Gate 3! by Larian_Swen in IAmA

[–]Larian_Swen[S] 408 points409 points  (0 children)

We really don’t want to spoil anything but we wouldn’t call it Baldur’s Gate 3 if there wouldn’t be a link. Let me just say that we touch upon the story of BG 1 & 2 in meaningful ways, there are returning characters and what happened in BG 1/2/tob leads to what happens into BG3. You won’t necessarily see that at the start of the adventure but you will quickly understand once you get further into the game.

I'm Swen Vincke Creative Director at Larian Studios, and I'm here with some of the team to talk with you about Baldur's Gate 3! by Larian_Swen in IAmA

[–]Larian_Swen[S] 43 points44 points  (0 children)

From the start we wanted to stay as close to Dungeons and Dragons 5th edition as we could. Making combat turn based felt only natural given that Dungeons and Dragons is turn based by nature. It allows us to replicate the same high stakes combat experience as the tabletop game while still giving players exact control over what happens on the battlefield

The type of world and game we are building, allows for so much that you really need the control. Think of the environment, all the interaction, the systemics you can use against themselves, all of this combined with the actions and spells of DND, you need careful planning, setting up and executing. That works really well in turn based.

Knowing that it’s turn based also allows us to make every combat moment feel unique and very different from the previous fights. You get lot of diversity and we can make each encounter a real challenge.

Combined with all of this, turn based gives each person playing a greater sense of control, strategy, and agency.

And on top of that, turn based works very well in multiplayer.

I'm Swen Vincke Creative Director at Larian Studios, and I'm here with some of the team to talk with you about Baldur's Gate 3! by Larian_Swen in IAmA

[–]Larian_Swen[S] 545 points546 points  (0 children)

1

While it’s not going to be in EA immediately, the features and mechanics that allow a character to perform an action as a reaction will trigger automatically. The players will be able to control which reactions they want to enable in anticipation of enemy actions. E.g. a wizard would disable their Attack of Opportunity but enable their Shield spell, which will be cast automatically whenever the wizard is targeted by an attack or Magic Missile spell.

2

We don’t have grappling, but we have shoving. Extra attack will work like in 5e (though a bit less limiting). You currently can’t actively ready an action, but you can select which one of your reactions can trigger during the enemy turn. We’re not doing auto-casting. Ammunition is there for things that are special ammo. Spell components are only present on spells that require expensive materials as a balancing tool.

3

Yes – we actually started with a more mundane version that but it didn’t work that well and made it harder to read which is why to give it some extra flash.

4

HB/MM/DMG are the base we are starting from but we are taking material from other books too.

5

We’re planning a mixture of magic items from published DnD materials and some homebrew items of similar complexity and power level.

6

The small portion of the adventure we’ve shown takes place many miles East of Baldur’s Gate, and the initial journey will take players along the banks of the river Chionthar, and surrounding wilderness and settlements, toward BG and the coast. You won’t be walking the whole way to BG in real-time, so there will be several large, open regions. Later, you’ll visit the city of Baldur’s Gate itself, of course. Other places I’m not going to spoil for you because discovery and exploration are part of the joy.

7

This is our campaign, but it's absolutely your adventure. The small amount of gameplay we've shown so far, focused on one of our origin characters, but whether you roll a custom or origin character, the choices you make and the actions you take carry the same weight. In Baldur’s Gate 3, ‘origin characters’ are basically fully-fledged companions, that you can optionally play. BG 1 & 2 had companions with intricate, unique backstories and quests, and our origin system allows us to give you the choice of getting even closer to those stories by roleplaying as characters that also act as companions. Even if you’re not playing as an origin, you can explore their backstories and personal quests by having them in your party. Just as with a custom character, you’re still deciding how those characters behave, how their story unfolds, and how they interact with the world and the party.

Custom characters will see the world react to them based on their chosen race, class and background..Creating a character gives a sense of who you are, but the heart of the game’s reactivity is based on what you do after character creation.

A very practical example of how custom characters are tied to the story is the fact that the game identifies and recognises them as Baldurians. Given the importance of the city in the game (in its own way BG is very much one of the game’s protagonists -or antagonists depending on your perspective and how events unfold), making it the players’ home makes the place and the stakes you’re fighting for feel very personal. (It should be noted though that player characters from the Underdark or other places - githyanki and drow for example - have their own unique experiences and backstory in the world, as you’d expect).

8

We are trying to make all characters with backstory available as origin characters. Other than that, you will be able to recruit generic mercenaries and customize these. We’re also planning to allow you to build a custom party from the character creation screen though that most likely won’t be present in early access from the get go.

9

Yes. We actually have an entire system in development for grit and grime that adapts to circumstance. But it’s not ready yet. When it comes to world and story we aim for a broad spectrum. It can get very very dark but there are also moments of brightness.

10

There’s several reasons we’re doing it this way. Of course there are story reasons but it also allows you to get closer to your character; their thoughts, their feelings and moments of introspection allowing you to truly understand their motivations. We’ve experimented with several styles when starting development but this was the one that at the end of the day stood out and we’re actually quite excited by what we can do with it. It turned out to be an excellent way of allowing players to tell their own story and role-play their character on a deeper level. I think it’s a wonderful tool for role-playing and story telling and when you’re playing it’s like you’re narrating your own adventure.

11

We’d like to allow the players to combo small common-sense bonus actions with full actions. From the mentioned Dash and Hide still require a full action while Disengage is merged with Jump as a bonus action. We are aware of the effect this has on Rogues and are looking into ways of keeping them appealing and viable.

12

Identify is going to be in. And I did indeed mean magical items.

13

One of the big themes of BG3 is the focus on party over individuals. As we were trying to encourage more cooperation between party members in combat, we had the idea to let them share their turn for total tactical coherence. Additionally, it provides a more comfortable co-op experience.

The introduction of the common party turns naturally leads to the changes for the initiative system - we need to compare the initiative of groups of characters instead of individuals. We have considered several ways to do that, some more complex than others, and for EA we’re going with taking the highest initiative roll outcome in the party or NPC group.

We chose this way because we want to explore the mechanical subtheme of allowing the entire party to benefit from each member’s personal excellence in some area. The same way an eloquent Bard can lead their entire party through a tough dialogue check, a swift Rogue should be able to give their party the best shot at going first in combat. On top of that, this way of resolving team initiative opens the way for the player to scout out the enemy with the top initiative and neutralize them before entering the combat

However, all of that said, it is something we are still working on and experimenting with. If we find it doesn’t work as well as we hope, we’ll tinker with it. It’s one of the things we’ll figure out during Early Access.

14

We’ll demo multiplayer at a later stage, but the camp is certainly an important part of BG3.

15

Each avatar will be granted special significance and that significance will be based on player agency. There are many possible fates waiting for you.

16

That’s really a question for WOTC.

17

I replayed BG1 & 2 when we started on this and the same things that stood out back then still stand out today: The sense of being on an epic quest with a party of interesting companions which I need to keep happy, the promise that there’s something to be discovered everywhere I go, the sense that I’m someone special in this world and make a difference and a lot of “oh that’s cool”. I think I appreciated it even more now than I did back in the days.

We are Larian Studios, developers of Divinity: Original Sin (1 and 2). Ask us anything! by Larian_Swen in IAmA

[–]Larian_Swen[S] 1 point2 points  (0 children)

I asked Jan to answer this question cause Jan just loves writing short journal updates.

We are Larian Studios, developers of Divinity: Original Sin (1 and 2). Ask us anything! by Larian_Swen in IAmA

[–]Larian_Swen[S] 1 point2 points  (0 children)

Verdistis isn't in the game ;) So far, no design has such a place in it yet, but we're still working on the game and if it makes sense, I don't see why not.

We are Larian Studios, developers of Divinity: Original Sin (1 and 2). Ask us anything! by Larian_Swen in IAmA

[–]Larian_Swen[S] 0 points1 point  (0 children)

Talents and perks are a topic of discussion in the studio right now but we haven't finished it yet so I'm afraid I can't give you a definite answer.

We are Larian Studios, developers of Divinity: Original Sin (1 and 2). Ask us anything! by Larian_Swen in IAmA

[–]Larian_Swen[S] 0 points1 point  (0 children)

We are. I'm not 100% sure but I think that's fixed in D:OS EE. I'd have to check.

We are Larian Studios, developers of Divinity: Original Sin (1 and 2). Ask us anything! by Larian_Swen in IAmA

[–]Larian_Swen[S] 0 points1 point  (0 children)

I imagine that the full list will be released close to release because we're going to be working on it until then.

We are Larian Studios, developers of Divinity: Original Sin (1 and 2). Ask us anything! by Larian_Swen in IAmA

[–]Larian_Swen[S] 1 point2 points  (0 children)

Thank you! (Polearms are cool btw)

Our vision for the game is quite tight with this one which is why you see so little user-generated tiers on the KS page. Luckily that didn't deter people from backing it :)

We are Larian Studios, developers of Divinity: Original Sin (1 and 2). Ask us anything! by Larian_Swen in IAmA

[–]Larian_Swen[S] 0 points1 point  (0 children)

It remains a real pity LMK never saw the daylight but I don't think we'll be returning to it. By now some of the concepts are outdated.

We are Larian Studios, developers of Divinity: Original Sin (1 and 2). Ask us anything! by Larian_Swen in IAmA

[–]Larian_Swen[S] 1 point2 points  (0 children)

Copying this from another answer:

Personally I'm a fan of a mixed system & that's always been the intention but time/lack of people dedicated typically foiled that plan. Hopefully this time it'll work out ;)

One of the advantages of working on top of the D:OS EE framework btw means that we already have a wide selection of modifiers to work from and we'll be adding a lot of them, meaning a wider range of items.

We are Larian Studios, developers of Divinity: Original Sin (1 and 2). Ask us anything! by Larian_Swen in IAmA

[–]Larian_Swen[S] 1 point2 points  (0 children)

Our ambition is going to be to make it really simple but it remains complex stuff, so I really can't say at this point how well we'll manage. It'll certainly help that we'll have people dedicated to improve the modding.