In a Reddit AMA on January 9, Larian design head Nick Pechenin confirmed the new Divinity will follow the handcrafted item model seen in Baldur’s Gate 3 rather than the fully randomized loot system used in Divinity: Original Sin and Divinity: Original Sin 2. Pechenin wrote that fully random loot was “frequently confusing” and that “in the end randomization did not save us much time.” Pechenin’s comment on Reddit is the studio’s direct explanation for the change.
The team said they tried to make random drops feel intentional by adding rules and preset patterns, but that approach still left too much clutter and unclear item identity. Pechenin added that the handcrafted route, where designers give each magic item purpose, flavor, and distinct stats, worked well for Baldur’s Gate 3 and is what the studio wants for the new game.
For players this should mean fewer near-identical weapons and less time spent comparing tiny stat swings in an inventory full of filler. Expect items to feel more like deliberate choices and less like chance discoveries, which should speed up gameplay loops and make special finds actually feel special. Larian’s Reddit AMA on January 9 also covered other development topics, and we have a writeup of the studio’s planned AMA and the timing about the session.
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