' s ▁party ▁if ▁they ▁agreed ▁with ▁the ▁player ' s ▁actions . ▁Act ing ▁contrary ▁to ▁the ▁intent ions ▁and ▁philosoph ies ▁of ▁C N PC s ▁could ▁result ▁in ▁them ▁leaving ▁the ▁party , ▁attack ing ▁the ▁player ▁character , ▁or ▁express ing ▁their ▁dis content ▁in ▁dialog ue . ▁Player ▁characters ▁possess ing ▁a ▁high ▁enough ▁char is ma ▁could ▁mit ig ate ▁the ▁risk ▁of ▁defe ction . ▁Just ▁like ▁the ▁original ▁Bald ur ' s ▁Gate , ▁the ▁player ▁could ▁switch ▁freely ▁between ▁their ▁character ▁and ▁C N PC s ▁in ▁their ▁party . ▁Cont inu ing ▁to ▁act ▁against ▁the ▁will ▁of ▁C N PC s ▁could ▁result ▁in ▁the ▁player ▁losing ▁the ▁ability ▁to ▁play ▁as ▁them ▁even ▁if ▁they ▁remained ▁within ▁the ▁party ▁as ▁a ▁follow er . ▁Con vers ations ▁would ▁always ▁be ▁conducted ▁from ▁the ▁perspective ▁of ▁the ▁player ▁character , ▁but ▁C N PC s ▁could ▁inter ject ▁in ▁conversation ▁depending ▁on ▁applicable ▁skills , ▁char is ma ▁scores , ▁and ▁personal ities . ▁Pro per ly ▁level ing ▁up ▁the ▁char is ma ▁levels ▁of ▁C N PC s ▁could ▁also ▁reduce ▁the ▁risk ▁of ▁potentially ▁violent ▁conflict ▁within ▁the ▁party . ▁ ▁Player ▁character ▁belonging ▁to ▁the ▁w izard ▁and ▁war lock ▁classes ▁would ▁have ▁access ▁to ▁famil i ars ▁and ▁animal ▁compan ions . ▁It ' s ▁still ▁not ▁known ▁whether ▁famil i ars ▁and ▁animal ▁compan ions ▁would ▁be ▁handled ▁as ▁traditional ▁C N PC s ▁or ▁with