Originally Posted by Baronvonheadless
how do you easily kill the bulet? I have to avoid that thing at all costs
Quite easily, it depends on how much "Core DnD" you want it ...
Usualy i avoid him at every potential encounter, until only last remains (usualy that one where hook horrors are) ... that means either drinking invis potion, or cast invisibility, or simply hide and stealth away as fast as possible ... and if all that fails, i simply let the engaged character die. laugh
Note that Bulette is not engaged by your attack, but by your promixity to spawn point ... meaning he will spawn, even if you are stealthing, so he will not even know about you ... and if you manage to spawn him so he dont notice you, but will notice Hooked Horror ... they will easily reduce him to 50% for you. laugh

This is probably the most cheesy and cowardish option ... but i can asure you it works like a charm. laugh

Originally Posted by alice_ashpool
I like flanking rules and think they can work well in games, but in my experience Pathfinder:kingmaker is RTwP and they work well in the messiness of the combat there. Here, in turn based, I am not so sure.
Personaly i hope they implement flanking when enemy is threatened (is that the word? simply when someone else is standing on meele range) ...
I would just like to say that i dont want it to cause "advantage" +1 ro attack would be quite fine.

Originally Posted by alice_ashpool
Perhaps a way to do this is that in combat stealth should 1) Perhaps only be possible if you have stealth proficiency or are a rogue (or adjacent class)
I honestly dont like any tie to class ...
There is no way to say "this Rogue with 8 Dexterity is (besides of being really bad rogue apparently) allways stealthier than this Fighter, with 14 Dexterity wearing the exactly same armor as that Rogue". :-/
Proficiency sounds great ... + i really would love to see every enemy in *XY* (i would say 10 for example) meters, should imediatly roll perception check against his Stealth roll, to simulate the effort to reveal him again.

Originally Posted by alice_ashpool
Barrels - All I want is that if you put one down in a potentially hostile area someone comes up to you like in the theft/assault dialogue and challenges you for which you need to make a check to not trigger combat. For example you put down a barrel of explosives in the Goblin Camp and are challenged, if you pass a check the goblins are fine with it, if you fail they twig that something is up.
I like this idea. :3
But i would also altern explosion radius to be either stronger, or a little wider ... in perfect world, it would also make bleed effect to everyone in REALLY wide area. laugh (you know ... shrapnels)

Originally Posted by alice_ashpool
Height Advantage - Some days I like it, some days I hate it! I'm easy either way.
From all suggestions i have read around here, change advantage for hard +1 for "small difference in height" ... and +2 for "big difference in height" ...
That sounds the best.

Originally Posted by alice_ashpool
Maneuverability in combat - Still a major issue for me. Accidental AoOs, irritating pathing and the very large detours characters have to take around others due to large "hit boxes" are one of the main letdowns.
+1

Originally Posted by alice_ashpool
Endlessly helping people up who are bleeding out - Yeah, you can do this just like you could at the beginning. If you are fighting few enough enemies with only single target attacks then ultimately you can just lift people up every round. I am not fully opposed to this but it feels like something that should not be present for harder, or even core, difficulties.
I dunno ... it seems to me like if that is simmilar trap to True Strike. laugh
I mean, usualy when i used Help in middle of combat (not to awake someone, but to prevent his death) ... he was down again right next turn, and the character who helped him usualy lost some HP too. laugh
I dont say allways, as you said "if you are fighting with few enemies with single attack only" ... but that would be the thing Larian should in my opinion focus, if they would like to eradicate such attitude ... as long as there will never be "few enemies with single target only" problem should resolve itself. laugh

Originally Posted by alice_ashpool
Encounter difficulty - some changes to AI have made a couple of encounters feel a bit harder. Changes to Githyanki health and AI has made them much harder. Some things have been toned down. Overall it does not feel all that much harder outside of the Githyanki patrol and some AI oddities, and in many areas feels easier due to Patch Noted changes.
+1

Originally Posted by alice_ashpool
Combat difficulty feels, overall, suitable for a "normal difficulty" and on a personal note, much more enjoyable than the other 5e game - I don't know why this is, it just does for me. I don't like 5e compared to 2e and Pathfinder but I do seem to like this. Annoyingly I can't remember many of my critical issues any more.
+1

Originally Posted by Sozz
Height Advantage; would you be down for an exchange between to-hit and range?
I know the question was not meaned for me ...
But this sounds like interesting concept. O_o


I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown