When working on the new installment of the franchise, the experience of past projects is taken into account.
Divinity developers answered a number of community questions. One of the participants in the discussion asked about the loot system in the game.
Head of Design at Larian Studios, Nick, stated that they will use an approach similar to Baldur's Gate 3:
The BG3 approach of manually crafting each magical item worked great, and it's what we always wanted to do for Divinity Original Sin 2.
The developer said that they previously wanted to save time using a system with random loot, but in the end it didn't help much:
Working on "randomized loot" in Divinity Original Sin and DOS 2, we realized that completely random loot often causes confusion, so we added more and more rules and pre-made templates to make [the system] more thoughtful. In the end, using randomization didn't save us much time.