That’s nonsense- few RPGs care about that stuff to this degree, other than some iterations of D&D over the years and a few older RPGs like Wizard’s Crown and Eternal Dagger. MMOs do, and I dislike them for the same reason. Action games like Diablo 3 do, and I dislike them for the same reason.
RPGs like Fallout, Planescape Torment, Dragon Age Origins, Skyrim, Kingdom Come: Deliverance, Ultima, Divinity Original Sin, Gothic, Risen, Neverwinter Nights 2, Star Wars Knights of the Republic, Vampire Bloodlines, Temple of Elemental Evil, Arcanum, The Witcher series, System Shock 2, Deus Ex, the Mass Effect series, Avernum/Exile etc. etc. etc. don’t have such complex attribute/damage types/status/combat state/effects/derivative stats/class/skill system. It’s a “crunchiness” that, imo, bogged down late 2nd Edition D&D and maybe current Pathfinder, but it’s not inherent in RPGs.
As I said earlier though, I’m happy for there to be different styles of RPGs though, and every Obsidian/Black Isle game has had no shortage of RPG depth in terms of choices/consequences and quest resolutions - if anything, other than maybe Troika, they’ve been the genre leaders in that respect.
But the stat/equipment/skill min-maxing stuff just bores me and prevents me from just taking what I want for roleplaying purposes. To take a few practical examples - figuring out what armor types for different classes to wear to balance protection/not compromise combat speed: I probably under-use heavier armor because I can’t be bothered doing multiple trial/error comparisons to examine relative effectiveness because that’s just not interesting to me. To a (much) lesser extent, same with changing weapon types.
Same with the multiple enchantment effects for items - is accuracy more important than a might bonus or dexterity bonus? No idea. I tend to just enchant with whatever effects I have reagents for as soon as I have enough to give items some effect.
Same with which resting bonus to pick based upon survival skill. If I know I’m going to encounter a bunch of creatures of a particular type, I always just pick the bonus that grants a bonus against that creature type. Is that better than picking a more general attribute bonus? No idea, as I’m not going to run through encounters multiple times and try to compare them.
I do like some of that “crunchiness” - like the tactical considerations of ensuring that each character has a weapon that can do piercing damage, and one that can do crushing damage, and one that can do slashing damage – that reminds me of old games like Wizard’s Crown, and has been part of AD&D since the beginning to some extent. But I tend to gravitate towards weapons that are effective for more than 1 type of damage, and after playing for an hour or so I tend to stop paying attention to that stuff and only switch if I notice that I’m not being effective. And even then, often getting messages of ineffectiveness can be misleading, because they related to secondary weapon effects (like shield bash) that don’t necessarily mean you’re not well equipped.
And then when you add all the combinations and permutations of enchantment damage (i.e. should I ensure I have a weapon that does Piercing damage and Fire damage, and one that does Piercing damage and Cold damage, and one that does Piercing damage and Poison damage…and the same for crushing…same for slashing…because of the respective defences that creatures have to different elemental damages…it’s just too much and I tap out, because I’d rather just get exploring and talking to NPCs and seeing new things and even listen to Durance blather).
Hopefully that explains what I mean more thoroughly than my earlier post. And again, to be clear, I am still really looking forward to this game, more than anything else coming out this year. And I’m enjoying playing through Pillars 1 now in anticipation of it, and getting much more out of it than I previously did because of my increased familiarity with the lore and setting (as it was initially a bit overwhelming). I loved reading the physical Guidebook and look forward to the next one. I just think the systems stuff is needlessly complex without making the game’s combat/development feel more tactical or interesting than the more streamlined system in Dragon Age Origins, for instance.