This is the update to my own list, rather is is every thing I could think of off the top of my head that apply to each category. I don't exactly expect many of these in the next update, but these are things I want addressed sometime during the EA, and are things I care about with he game and system.

1) Closer to 5e Mechanics
- Turn Highground Advantage into a +2/-2 system.
- Tone back shove to have less distance and be a full action.
- Make consumables a full action.
- Add Ritual Casting
- Somehow limit longresting and base shortresting off of hitdie.
- Reduce custom surfaces effect on concentration.
- Fix Mage Hand and Find familiar (See later).
- Fix Thief Rogue to have its ability instead of two bonus actions.
- Fix Abjuration Wizard temp HP ability.
- Make barrels much heavier and tone back their frequency.
- Fix HP Bloat (I am fine with stat variance like a goblin wearing different armor so different AC, but HP Boat hurts everyone.)
- Make Jumping and Disengage separate things. (I am fine if Jump is a bonus action but provokes Attacks of Opportunity, while Disengage is a full action.)
- Throwing should be a full action (I forget if it isn't) and should be toned back considerably.
- Dipping should have a cost to it (have to apply oil to a weapon first then dip it, consuming oiled status).
- Magic Arrows should be toned back a bit so they do not invalidate arcane archery, should also be usuable with certain abilities.
- Sneak attack should have a pop up instead of used ability.
- Attacks of Opportunity should have a pop up instead of being automatic.
- Certain spells should have a popup.
- Wizards should not be able to learn spells not on a class list they possess.
- Scrolls usability should be limited to a character that possesses the spell list the scroll's spell is on.
- Ranger abilities should be tweaked a bit.
- Tasha's optional class features should be implemented for a smoother game experience.
- Pickpocketing should have more risk to it.
- Sneaking in the middle of combat should be much harder.
- Command should get more command words.
- When a spell can target multiple creatures but is not an aoe, the caster should be allowed to choose the creatures instead of a weird circle.
- Enemies shouldn't be intentionally proccing Opportunity Attacks just to break out of a charm person.
- Make it more clear what we are rolling and what our DC is as well as what is contributing. (Idealling instead of subtracting from dice number needed, just show the overall DC and then add at end.)
- Make it clear in combat what we are rolling and getting.
- Make it some kind of check to see enemy stats instead of automatic, perhaps a bonus action?
- Help Actions should grant advantage on a skill check or attack, not automatically heal someone when unconcious.
- Medicine check and healer's kit to stabilize/heal a downed character instead of help action that anyone can do.
- Proper implementation of versatility and finesse for weapons.
- Six character party max.
- Shapechanged Druids should still have control over spells like moonbeam.
- Shapechange animals and animal companions should have base stats and attacks (I am fine with extra ability given).
- Many spells should be treated as proper reactions with a popup.
- More tools and tool proficiencies should be added.
- Backgrounds should grant four proficiencies (since languages likely won't be added) among tools and skills and some kind of special ability or item (similar to how the companions all have something special), with the option of a custom background where one picks each proficiency and ability and the option to have no ability or less proficiencies.
- Food shouldn't heal nearly that much, and not in combat.
- Crafting should require the right tool and a check (Potions use Alchemist's supplies, Weapon's use smith's tools, etc).
- Every class should be able to pick a god for RP purposes (as well as the option of none, with that option locking one out of cleric/Non-oathbreaker paladin unless they convert to a religion, similarly an alignment should be pickable but it should have little mechanical significance.
- If one has speak with animals, it should be castable in a conversation with a beast.
- Switching weapons should be a bonus action, so should trading items.
- Hide should be a full action.
- Pickpocketing/Stealing/Slight of Hand should actually be doable in combat (to give more use to the Thief subclass) so that we can steal consumables and such off of enemies, but perhaps with disadvantage.
- Custom weapon abilities should be toned back so they are not always the best damaging choice.
- And Much Much More (And for Tuco fix Chain/Unchain cause it does mess with 5e movement mechanics badly)

2) Non-Origin Companions
- In conjunction with a 6 character party setup.
- I don't like the Mercenary System, but I do think there should be the option for it, whereas one can have possibly up to 5 custom characters at the camp with there being some cost to making them.
- Non-Origin companions do not need complex or long running companion quests, nor do they have to be as complex as their Origin counterparts.
- Certain Characters I think would make a lot of sense as a non-origin companion (Alfira and Volo as bards, Sazza as a rogue, Halsin or maybe even Kahgha as a Druid, Lump the enlightened would make an excellent Eldritch Knight, Shovel would make a perfect Necromancer companion, Us could possess a body in a faulty way leading to him being whatever class Larian wants, etc etc)
- Non-Origin Companions could run off of generic tags with only a few things being especially for them in dialogue.
- They could act as quest rewards as well as adding the ability for us to really flesh out our party and make compositions unique to us.
- They could really have a lot with the resources they currently have. With companions, assuming there is one origin character for each class, Larian could have 13 Origin Characters and any number of non-origin companions. There is the possibility to have a massive cast and I am all for it. (Heck, if Larian wants to go overboard, they legitimately could add one non-origin companion for each subclass, and have them already levelled and assigned to it when encountered. But I realize that is a pipe dream.)
- When we upgrade from a camp to a new home location, they could easily populate that new location amongst possibly merchants and other service providers.
- Makes it much more likely someone can make the kind of party they want, matching the alignment they wants.
- They could be hired through conversations, quests, and in some cases gold.
- It'll allow Larian to show off even more aspects of Faerun including races or even rarer creatures (Shovel could be a very very interesting perspective as a bound demon for example).
- The game will feel more like a BG game instead of a DOS game.
- It will allow us to test even more things better so that we can catch bugs and such.
- And not technically under this but is tangential, I DO NOT want companions who are not actively in the controlled party (in other words waiting at camp) to die arbitrarily like how companions did in DOS2.

3) Fix conjuration and Summoning (Separate from Closer to 5e cause I am especially passionate about this).
- Find Familiar Familiars should not be able to attack unless they are conjured through Pact of the Chain.
- Mage Hand should not have concentration.
- Mage Hand should not be able to attack (I could argue maybe push, but not attack).
- Mage Hand should have its utility returned.
- Arcane Trickster Mage Hand should have its abilities returned.
- Arcane Trickster Mage Hand should remain invisible.
- Mage Hand should be allowed to proc traps on purpose.
- Mage Hand should be better at carrying things.
- Mage Hand should not be surprised when summoned in combat.
- Mage Hand should use the caster's actions and bonus actions.
- Mage Hand should not dismiss Find Familiar.
- Mage Hand shouldn't have health nor be treated as a creature.
- Beast Companion should not dismiss Find Familiar.
- Flaming Sphere should not dismiss Find Familiar.
- Resting should not dismiss Find Familiar.
- A caster should be able to deliver touch spells through Find Familiar
- Pact of the Chain needs its Invocations including Tasha's Investment of the Chain Master.
- Find Familiar list is incomplete, particularly missing two Pact of the Chain familiars and many normal familiars.
- I do like the custom abilities familiars have received.
- Find Familiar should be cast through Ritual Casting if the caster possesses it or has Pact of the Chain/Pact of the Tome.
- Familiars should be better at carrying things.
- Familiars should be better at interacting with the world.
- Familiars should be able to provide the Help Action.
- Familiars should be able to be dismissed and resummoned for free as an action.
- Familiars should be considered as a Celestial, Fey, or Fiend (though I don't think one should have to pick every time they cast the spell, perhaps an option in the spells and preparation page?)
- Certain effects should have a limited range of 100 feet for Familiars UNLESS one has Voice of the Chain Master.
- Mage Hand should have a limited range.
- Flaming Sphere should not be treated like a creature.
- Beast Master's beast Companion List is very incomplete just in targets from BG3.
- Beast Master Ranger should be allowed to select Primal Companion instead of Beast Companion when they select the subclass as per Tasha's, with each Primal Companion variant taking its appearance from existing Beast Companion options.
- Druids should have the tasha's feature to have a familiar.
- This is homebrew but something I liked as an idea because it isn't uncommon for a player to work with a DM for a custom familiar, I think every Origin companions should be given one custom familiar option if/when they gain Find Familiar as a spell or feature. Especially since it is not uncommon for a familiar to reflect a caster in some ways.:
- Gale could have a Tressym or Mephit as per things he mentioned, he used to be an accomplished wizard.
- Astarion could have a bat, likely a vampire bat but fruit bat could be funny/cute.
- Shadowheart could have some sort of weaker Shadow or a special Raven as a Sharran.
- Laezel could have a custom lizard or baby salamander to tie into her desires to be a dragon rider for her queen.
- Wyll through his fiend warlock deal could have a Lemure or perhaps even Soul Larva.
- Future conjuration spells genuinely should have zero interaction with Find Familiar or Mage Hand.
- I'd like to see Tasha's Guide Conjuration spells be added to the game.
- I'd like to see more conjuration spells be tested/added to the EA.

Last edited by CJMPinger; 29/06/21 06:34 AM.