Ok from the top of my head - after playing a lot of days, these issues concern me the most as a D&D Player:
Swapping Weapons - there is no cost to swapping weapons, so say you fire an arrow or attack with two weapons, you can then swap to a weapon + shield for the AC bonus at the end of each turn. In D&D it takes an action to don or doff a shield. Also you wouldn't be able to draw two weapons and attack on the same turn. While I do agree it's better to keep things simple for a video-game, I do think it should cost something to swap weapons/shield, even if it's say a bonus action. What do you guys think?
Thief and Dual Wield - I separated this subclass specifically, because right now u gain damage on the off-hand (and not attack) and it should be the other way around (this might just be a bug though), however the thief gaining an EXTRA bonus action with Fast Hands, means he can do 3 attacks with damage modifiers. So let's say you do a Strength based thief, take dual wielder and equip a certain mace that heals when you do damage, well, it's pretty OP. IMO Thieves should not get an extra bonus action to attack, in PnP they can use a Use an Object as a bonus - so I dunno how to fix this - maybe give them an extra bonus that doesn't allow them to attack? Otherwise Thieves are better than any other melee class right now (with the bug). What you guys think?
Mages can learn cleric spells through scrolls - Guiding bolt with intelligence modifiier.. heals.....weeee.....probably a bug though. I hope.
Jumping to disengage - probably mentioned a lot already - give everyone the thief ability to disengage as a bonus action, obviously should be fixed in the future. Or at least make it an action, I dunno. What you guys think? I also heard something along the lines that you can jump to the back of an enemy, and gain advantage. Anyone confirm this?
Fighting style - Fighters are supposed to get them at level 1 right? Probably a bug.
Dipping and candles - This is a weird one. You can drop a candle anywhere and light it on the floor, essentially always being able to dip your weapon in fire for free (+ a bonus action from the dip). I mean, I don't mind the dip mechanic, but carrying a portable flame that costs no action to drop and use during combat is just weird. What you guys think?
Surfaces and Cantrips - this has probably been talked about before in more depth in other threads. I don't mind surfaces so much, it's a lot less than it was in Divinity. But you can prepare pools of water across a battlefield and cause damage through shocking grasp or freeze through ray of frost. I dunno man, seems like a lot of power from a 1st level spell (create water) and cantrips. I think u can even create pools of water just from ray of frost alone. What do you guys think?
Also, certain cantrips like fire bolt do fire damage even if they miss, ray of frost knocks them prone, acid splash can hit more than 2 creatures. I don't mind these too much since they are pretty weak in damage, but it does divert a lot from PnP. What you guys think?
Darkness + Warlocks - darkness I think is too strong right now, at least from my testing. Most enemies don't do anything while you're inside the darkness. I've seen melee enemies just stand outside darkness waiting, not sure if it's by design or bug, ranged enemies dont do anything. Also, Devil Sight isnt working from what I read on reddit, warlocks still go blind when stepping in.
Also on warlocks - I heard that when you have false life you can't use armor of agathys or something like that. So I think there are some issues with temp hp.
Magical items and no attunement - ok, the great thing about 5E is that they introduced attunement, so you can only attune to a certain number of magical items. This is a good thing because as I've already seen there are plenty of powerful items in the game that provide buffs and other neat things. So basically you can cycle around a bunch of items, use their long rest ability, then switch to another item, use their long rest ability, and so on.... forever. Being attuned means u could only activate say 3 items per long rest. I think this would be a good implementation, what you guys think?
Long rest + Short rest - ok, long rest has no consequences or danger, as we see, say, in Pathfinder: Kingmaker, or PnP. Wandering monsters is a thing. Having no consequence and only one short rest available means long rest classes (mage and cleric for example) become a lot stronger since they can replenish their spells at will. There were very few areas that I saw were long rest wasn't possible. Also, why not make it 2 short rests as recommended by DMG? But maybe it's by design since they want more interaction at camp, I guess. What you guys think?
Mage Armor - it increases AC by 3 and you can't wear armor. Not an issue right now, but will be when barbarians and monks come out. It should just set your AC to 13 + Dex.
Well, there's probably more imbalance issues, but these struck me as the most important. Any more I forgot?
Last edited by Tequilaman; 13/10/20 02:59 PM.