Originally Posted by 1varangian
- Barrels get realistic weight and placement
- Long rest has consequences (like random encounters)
- Visibility cones are extended so you can't hide in plain sight and cheese with Stealth
- Disengage is an action
- Shove uses an attack
- Jump in combat triggers an AoO
- Free backstabs every turn are removed
- Equipping a Shield is an action (switching equipped weapons can be instant or a bonus action, but the end of turn Shield cheese needs to go)
- Armor can not be removed much less equipped in combat
- Wizards can not learn literally all spells (ok maybe this is a bug?)
- Magic pockets are removed so you can't use items from whoever's inventory who isn't even in the same fight
- Torch is not the best weapon
- add more enemies rather than give everyone fire and acid bombs and paint every battlefield in surfaces
- Goblins get their stats back smile


I really like that list but I would like to add a few more points that were mentionend it this thread:

- Elevated positions change range of archer units when targeting someone lower or higher but do not give advantage/disadvantage
- Use consistent stats among enemies (either use all the DnD values for enemies or none, adapting just some enemies and taking some as they are will lead to huge balance problems)
- Please no HP bloat (DnD rules are a little bit more complex than just 3 bloated HP stacks like in DOS2) => makes balancing much harder
- If you really want to use surfaces adapt them to DnD systems, you can e.g. make a constituion check every turn to determine whether you take damage and after success you are not burning/poisend etc. anymore. If there is only a 30% chance of a high constitution character to take damage you needn't to bloat anything