Well, then, let's put it the other way around.
What would you think about a game which makes you chose a character class at the start, showing you 6 different class names and no further information.
Next step you have to distribute your attribute points. You only have the attribute names (like strength) but the game does not tell you what they do.
Let's say that later in the game you find out, you will never get any additional attribute points. The way you distributed them in the beginning is final.
You also find out, that, having chosen a thief, you actually can't use good daggers in the game, as besides of dexterity, they also require some strength, which you failed to take at the start of the game.
After 20 hours you reach level 10 of …well, you don't know the max level and you unlock a special skill: poisoned daggers. But you can't learn it, because you are missing 5 skillpoints in poisoning. So…you might be able to unlock the new skill in 5 levels.
I could go on and on.
I don't think you can argue that this (hypothetical) system doesn't have any issues because the system behind it is rather deep (and let's assume that it is).
It would be fine in a rogue-like where the game is designed around dieing after 2 hours and starting over. But not for a 100h long rpg.
Are you aware that NWN/NWN2 games have manuals that explain what things do?
If you're saying they could do a better job of integrating the manual into the actual game, then that's very true - but we're talking about old games here. Back then, it wasn't common to have modern tutorials explaining everything.
But the information is available with the game.
I'm pretty sure I can argue pretty much anything, but that's not really the point here.
I'm telling you my opinion and I fully accept that you have a different opinion.
To me, it seems like you can't accept that I actually enjoy the system and that I don't think it needs to work differently for people like me.
For people like you - who seem to have a problem with the rules, even though you managed to develop a very effective character - it might be different.
You can't expect me to agree with you about everything
That said, any game can be improved - and information can always be more accessible.
In my opinion, NWN/NWN2 solved the problem with complicated PnP rules rather nicely by integrating the recommended button for every single class. Meaning, a complete n00b has a decent chance at success.
DOS2 doesn't do that, for instance - and a complete n00b would have much more of a challenge doing well.
Is that a problem? Not for me.
I ENJOY the process of discovering rules and mechanics and I ENJOY experimenting and figuring out optimal builds. In theory, the more complicated and rich the system - the better - as long as it's not complicated for the sake of being complicated, which is another matter.
D&D is a pen and paper system. You can't expect a computer adaption to be perfect and super accessible to everyone. It's not designed for that.
That said, I think NWN/NWN2 did fine jobs adapting the rules to a real-time multiplayer environment.
Are they complicated and opaque in terms of developing unique and powerful characters? Indeed they are - and indeed they should be.
Now, let's not go in circles about differing preferences forever