Originally Posted by YourMateRob
I don't like the system where you have to pick the power of the spells, (e.g. magic missiles has the option of 3 or 4 orbs for a level 1 or 2 spell slot) I find that I forget this and end up using my bow by mistake.
Maybe have separate icons for each level of spell?
I've also attacked my own team mates more than once while I was trying to switch to them.

Yeah, as much as I can't say that there is any particular issue with how chosing attack type is done I also found myself many times on a verge of doing something completely silly.

My issue is with light-shadow and sneaking. Technically it is possible, realisticaly - I haven't seen many situations in which I would be able to sneak up on someone who would be already hostile.

Also - those holes in wall or 3 storey long ladders just to provide spot for higher ground don't appeal to me. Sometimes you just have to fight on flat terrain, such is life. Like it's been said many times over - there are other mods that should be exploited. Also it kind of surprises me that there is little to none opportunity for bottlenecking. On the top of that - being lower than enemy shouldn't necessary be dooming you disadvantage - provided you're sufficiently creative and happen to have right spells/items.

On RNG - imho for d20 there is just not enough entropy for casual RNG no matter how well designed and offsetting it's local series is necessary.

Last but not least - I found myself couple of times in situation where after taking out most of the enemies some of them were lurking past some corners and neither side was willing to give up their advantage - leaving stalemate should be an option, going back to camp doesn't make much sense. Also - enemy after battle should seak advantegous positions or get back to it's previous task (if that makes sense in terms of story) - staying wherever battle ended just doesn't make sense.