I love D:OS2, but I agree that some of the surfaces and items seem out of place in some areas. Also some of these areas seem lived in enough that people would at least put in a sign that said "Beware of killer vines" or something.

I also agree on the cantrips needing to be just straight damage, or if used on a surface it can ignite/freeze/ect, but not both.

I haven't tried eating food in combat to regain hitpoints because I was playing this like a D&D game, and it didn't cross my mind that it would heal you in combat. I can see a case being made for it being able to heal some out of combat, because of how wonky the rest system is at the moment, or add some health packs/bandages or something. I have some faith they plan on adding some of this in later patches, but we'll see.

The big problem between trying to play 5e like a video game is that a session in 5e is probably one to two encounters and then you can rest, but for characters exploring a wilderness like we start in, they aren't going to be stopping every ten minutes to rest, so there needs to be some concession to making the game flow smoother (like eating food out of combat to regain hit points, leave potions and bandages for combat). That said, we also want health, spell slots, and resting to matter so it is going to be tricky finding that balance.

Lastly I like the idea of dipping your weapons, but I think without a durability system it is just another way to cheese the game. It doesn't really fit with D&D. I would love to see it in D:OS3, but it feels like it fits that world, and doesn't really feel like it fits in D&D (unless there's a chance your weapon will break every time you dip, with a higher chance for wood weapons, and a lower chance for magical weapons maybe?)

I can't wait to see how this game turns out though and I'll keep playing as I can.


Reality is Merely and Illusion, Albeit a very persistant one - Albert Einstein