Quote Originally Posted by Anonymouswizard View Post
The issue is that enemies get better spells than you and don't have to worry about having slots free later, tabletop D&D theoretically solves this with the assumption that even if pushed to absolute desperation that goblin shaman almost certainly doesn't have all their spell slots. I'd argue it's a bad solution, enemy Spellcasters should just not have regular access to spells that can drop the entire party, but it's certainly an attempt.

On the other hand I like it when the game uses it in story encounters as part of the puzzle. At least one level 3 encounter is made much easier if you successfully disrupt their spell caster's flight, because they'll take several d6 of falling damage and die a round or two later.

BG3 goes in completely the opposite direction and just let's enemies spam weaker spells. Which is better for casual players, but annoying when they're not using spells that benefit from this strategy. Honestly the only Spellcasters that were really effective were those with Command, Hold Person, Darkness, or Misty Step, otherwise it was generally the sheet number of foes the hand can throw at you.
Tabletop D&D also assumes you have a DM along adjusting the combat on the fly. Our group once encountered three hags and we stepped on a magical trap as we entered the room. If our DM was playing to "win" each Hag would have cast Lightning Bolt on their turn while we were coming up the stairs, resulting in a TPK. Instead after the first Hag fried us the remaining Hags mysteriously started focusing on melee attacks...