[b]Food/Drink: [/b] Drinking as a bonus action is fine, but eating as a bonus action is broken. Negates healing potions.
* Fix; Food healing is fine out of combat, but if used during combat it should take a full-action to use because it is too easy to snack during combat to keep health up.
[b]Resting: [/b] As is, just too easy to camp, combat, camp, combat; making short rest impractical. As is, why bother to even have a rest system if it is so easy to camp without restrictions.
* Fix; Put an in-game timer on the campsite (Say 30 minutes or more), so you cannot camp again until the timer runs out. Makes logical sense because one cannot just get up, do one battle, and be expected to be able to sleep again ten minutes later. It also encourages exploration and brings a sense of risk between battles and make short rests a must. (Personally, I only camped when absolutely necessary, usually had over an hour of gameplay, used short rest, and two or three battles)
* Easy Fix; Make camp timer an hour, but allow two short rests.
[b]Character Sheets:[/b] Short on information, cannot be expected to remember every statistic like where bonuses are coming from or which person has animal handling etc… D&D gamers love their character sheet, the more details the better, I’d even add a note section you can type anything to help people keep track of things during multiple playthroughs with different friends. If room is needed, just add tabs, pages, or scroll down more option.
[b]A.I. & Stealth & Battle: [/b] Going stealth should not make the A.I. totally lose track of your last location and pass on their turn.
Fix Idea; If all the A.I. enemies lose sight of the attackers, the A.I. should use Dash in an attempt to close in on the last known location and expose as many party members as possible. Meaning the A.I. will use all it’s movement to get as close to the stealth party member as possible.
Easy Fix; If the entire party is stealth and a determined distance from enemies, let the enemies reset to include healing to full.