Advantage & Disadvantage
Tell me when these apply by rolling two dice on skill checks and highlighting the one used! It would also be nice to see the modifiers to the target number in the final result.
Animal Companions & Familiars for Pact of the Chain
I’m assuming that this one is still under development.
• There are still issues with animal companions and familiars being summoned that the party is hostile towards and forces you into combat with. Also, it is annoying to position my imp only to have it immediately fly back to me when combat starts!
• The way it works now is cool and easy, but I suggest you make the player bind with one particular animal. This companion gains levels when the player does, but if killed can only be revived during a rest (short or long) with a ritual (possibly costing gold).
• Animal companions also are in desperate need of balancing!
• I don’t think the familiar should be able to gain levels (unlike an animal companion) unless the warlock permanently bonds to one in a manner similar to the one described above. Find familiar RAW is pretty much a random member of its kind.
• Casting find familiar costs gold and I think you should enforce this (it is not supposed to be a regenerating hp fountain, and definitely not a leveling regenerating hp fountain)!
Climbing
Climbing counts as difficult terrain. If caught halfway while climbing, an easy fix is to give disadvantage to attacks and advantage on incoming attacks. Creatures or characters with climbing speeds or special abilities can climb at full speed.
Initiative
When I end my turn for a character and multiple characters are going on the same initiative, the game sometimes skips the second character’s turn. Have also seen problems with joining a melee already in progress, such as restarting from the first creature’s initiative when a new combatant joins in.
Lighting
Lots of confusion on this. I have stood next to a goblin by a fire with a light spell on my weapon and had disadvantage because my target is in shadows. Darkvision seems to work sporadically, and Devil’s Sight seems to have problems as well.
Pathing Through Hazardous Terrain Out of Combat
While the character I am controlling usually does pretty well, the other PCs following the character often blunder through vines with thorns, fire that burns, pools of acid and poison, and webs/ice. I know it’s a difficult problem, but with how you do your party chaining/un-chaining, it is imperative you get this right.
Pathing Through Hazardous Terrain In Combat
Require a double-click to complete a path that runs through hazardous terrain or by opponents threatened squares, as well as highlighting the potential problems. It is easy to be threatened and yet not be in range for an opportunity attack, and I can’t tell when this is the case. Would also solve the jump problem (I occasionally aim a jump landing a little bit outside the circle – my character moves, provokes an OA, and then jumps).
Reactions
Reactions are a big part of 5E. Counterspell, parry, shield, etc. are all needed. I hope you are putting them in, and in some way that they can be turned off and on (much like the Great Weapon Fighting feat) and then bringing up a query pop-up on whether or not to use them. I know they are a pain, but it’s part of the game!
Note that with some characters, this could get complex, especially if you allow multi-classing. I say fine. Give the player a warning and then let them have 3 questions about abilities they might like to use each time an opponent targets them.
Targeting
While its cool that goblins act intelligent and target the weakest looking character, not all monsters should do this. Ogres and giants would challenge the toughest looking-warrior, undead and fiends target clerics and paladins, beasts tend to look for whoever is tastiest, and fey the most charismatic. I suggest you institute this and not make combat a mere chess game between the player and computer.