"I would love to see advantage from high ground be replaced with "Combat Advantage" from 4e (a +2 to hit)."
I don't believe getting advantage from high ground is a core rule of 5e and it does feel slightly overpowered. However, on the flip side, I'm not against having disadvantage for having to shoot a ranged weapon at a foe who is significantly higher or in partial cover. The issue with partial/full cover however is I imagine that would be very difficult to code.
"I want disadvantage from low ground removed and for a Dodge action and free-action Prone to be added to the game."
While I disagree with the former, I love the idea of having a dodge action added as a full action and likewise having a free-action Prone added.
"True Reactions and better implementation of 5e's ruleset. (Patch 5 and PfH3 have me pumped to see what's coming for reactions in the future)."
Some may complain about "pacing" if you add in a reaction system similar to Solasta (with dialogue like windows popping up to ask if you would like to take the reaction), I believe this would bring more of the core dnd5e rules into play and allow for tactical use of reactions, especially based on the context of possibly able to take numerous different reactions types (e.g. Rogues Uncanny Dodge vs Opportunity Attack).
"In the same spirit as losing advantage from height (or maybe modifying it somehow?), would be nice for hide to become an action instead of a bonus action (except for rogues with cunning action :))."
I believe in the core dnd5e rules, hiding is an action where as rogues are able to use their cunning action to hide (giving rogues the distinct stealth advantage over other classes that are also stealthy such as rangers).
"Playable character Karlach." and "Halsin made a companion!"
If these two would be possible to recruit as companions, this would be phenomenal and hopefully be possible without adding too much intensive work for the developers!
"Speak with Animals not cost a spell slot"
I have to disagree with this one unless it's specific to ranger or druid and even then only either once (or however many times in core dnd5e rules) per short or long rest to promote balance.
"-include camp storage in camp supply for resting"
Great idea. Also significantly lowering the amounts of food, potions, magic items and more. From my personal experience with Dnd5e as well as the previous BG games, while magical items were plentiful, it was great that in the first few levels it was difficult and unlikely to acquire many magical items.
"-adjust times for saving throws against spells etc., some are rolled at the beginning of the enemy turn when they should be at the end, makes some spells almost useless"
Love it.
"The team increased from four to six members."
Simply not needed. Yes a large party can be fun but it's also largely unnecessary.
"the full death of barrelmancy. they're slowly killing it atm but the quicker they just put it down completely the better."
With the exception of the nautiloid tanks in the tutorial section, I think this would be great barring a few sections where and when it would be contextually logical for these barrels to be found. While there are no core 5e rules for things such as grease and fire reacting, these are, personally, logical and brilliant as long as they don't become the go to for "damage".
"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.- Remove the wizard class ability to learn every spell to the spellbook
Fix "Can't reach"
One-size-fits all...
I understand it, really I do, but the halfling taking the chainmail vest off the hill giant and - it fits perfectly... That sort of thing could be done better, perhaps
Shove as an action, not a bonus action.
Day and Night cycle to give more feeling of life to the game. As someone that rarely ever rests (I like maintaining as realistic a feel as possible with short and long rests), it would be great for the day night cycle to exist and not simply be “Oh, you’ve been awake for 5 days straight without resting but it never gets dark until you want to set up Camp. Convenient!”
2. The Shield spell. The Abjurer needs some spells to recharge their Arcane Ward. Mage Armor lasts all day and Protection From Good or Evil is very circumstantial.
11. Versatile Spears, Quarterstaffs, and Tridents. I don't get this oversight, ever heard of Spartans?
5. Ritual Casting."
Long post!
Last edited by tetsuoinfernal07; 18/08/21 02:01 AM.