Detect magic and identify so that I actually have to do something to learn how magic items work, instead of just finding something and instantly knowing it's magical and exactly what it does. And the ability to ready actions. So tired of enemies being just outside of my range for me to hit them on my turn, but I have no way to ready an attack so that when they do move into range I can hit them. Solasta managed to pull off a D&D 5E game extremely well, if not quite as aesthetically pleasing as BG3, with a lower budget and less time. Really just wanting to see some basic features like better reactions system, ability to ready attacks, etc. 3D spell outlines would be extremely nice as well, hopefully at some point because if I can't really tell if my AOE spell is going to hit a flying target or not what good is it? That and the fact that my "cones" "cubes" and "spheres" as listed in the spell descriptions are actually all just the exact same weird outline on the ground just bothers me.

And perhaps some kind of revision of the advantage on high ground/disadvantage from low ground thing. It's not terrible, but it's not really ideal either. Just turns the encounters into big battles over who can get to the high ground and stay on it for basically all the fights, instead of figuring out some more tactical and clever strategies to deal with enemies. If you want to make high ground important without it being just stupidly necessary almost, then remove the advantage/disadvantage from it and just make it so being higher up gives you some more range on your ranged attacks instead of straight up advantage. Still makes it useful, since whoever has the high ground can rain down arrows or spells from farther away than those on the low ground.

Last edited by Pupito; 08/08/21 05:08 AM.