1. Day/Night Cycle is at the top of the list. Man! How I'd love to have a true Day/Night cycle. Doesn't have to be complex. I like Maximuus' suggestion. First Day on Beach. Morning as soon as you start on the beach. Short Rest = shift to Afternoon. Short Rest again = shift to Night. You can then travel around at night and explore. The ambiance. The game mechanic benefits. Drow in their natural setting. Nocturnal creatures come out to play.
2. Item Management Overhaul. Current Item Management system stinks. We need Multi-Select first and foremost. Then, I'd like to see an Auto-Search button that allows players to have their characters make Perception rolls to find items within a 30 foot radius of them. The more valuable the item, the higher the roll to find it. I'd also like a Slider on each Inventory Tab to set a value. Anything below the set value for that category of items, I don't even detect. Any containers or crates that are empty or only contain items of that value or less in that category, I can't even open. So, in conjunction with Auto-Search, I hit a button and see the results of my rolls and all the items I found. If my rolls were really bad, I can then manually search all the boxes and containers that I can based on the value I set for each category. Don't want to pick up endless amounts of forks and knives and spoons? Set that category to 10, and anything less than 10 GP won't even be able to be picked up and the containers that have them won't even show up as being able to be opened. That would save me a ton of time sorting and selling useless junk and trying to play the weight balancing act between my characters.
3. Group Stealth. If I'm in group mode, meaning everyone's chained together, I click stealth and everyone stealths unless it is in combat. If in combat, of course only the person stealths. If I ungroup everyone or someone in particular, and I hit stealth, then only that person stealths.
4. Consolidate the UI. We don't need all the gosh darn buttons on the UI. We don't need a hotbar full of 2 Menacing Attacks, 2 Pushing Attacks, 6 different weapon abilities, scrolls, potions, etc. Instead, why not allow a right click on either the Melee Attack button or the Ranged Attack Button and it pulls up a window (like spells do when you can cast them at higher levels) and have all the different Melee or Ranged special abilities listed there including Sneak Attack and Off Hand Attack. Sneak Attack should also have a toggle that allows a person to pick whether they want to use Sneak Attack with main or off hand. Also, we don't need the toggle for single or dual attacks. If a person wants to use their off hand attack, the default should be the cursor is on your enemy, the sword icon appears, you click, Main Hand defaults first. If you want to do Off Hand first, that's what the special button is in the special abilities window. Otherwise, Main Hand first, then click again for Off Hand. We don't need a toggle that makes you do both attacks and possibly waste your off hand attack. Besides a Melee Attack button and a Ranged Attack button, I'd like a Spells button with the same type of popup window. All spells that are prepared are listed in the popup window for that character in Level order. We can still have the hotbar for those who like it, but we need a more organized UI for those of us who want everything much more neat and organized.
5. 6 Character Party. Need this. Desperately. Especially for a 4 player game. If I want to play with 4 other people, we cannot experience the full story because we can't take any of the origin characters with us. 6 allows at least 2 origin characters. Besides, 6 provides more flexibility with party building. It is a must have for this kind of game.
6. Rest System Overhaul. Skip food. Honestly, any time I've given suggestions on it, it's because I'm trying to make it work. Bottom line is, when I play D&D, I never make anyone keep track of mundane things like food. Food is good for immersion, but it is a poor system for trying to limit spamming rests. Give us a Toggle to turn food off so it doesn't even appear for those of us who don't want it, and just allow players to Long Rest without food costs. However, there does need to be a Rest Limit. In D&D 5e, Short Rests are limited by Hit Dice. Why the flip aren't we using this system? It works? It's not hard to understand. You get a number of Hit Dice based on your character's Level. You can short rest as much as you want, but you only get a certain number of Hit Dice each Long Rest. So, if you spend them all during the first Short Rest, then that's it. You can't heal on Short Rests from that point on. Certain special abilities and so forth can be reset whenever you short rest, so you can short rest away to recover those, but you can only recover so many HP using Hit Dice before you run out. As for Long Rest, it's not that hard. Don't allow players to Long Rest unless they need to. How do you know if they need to? They're not doing well with their HP and Spell Slots. Yes, players in a video game could throw themselves off cliffs to reduce their HP so they need a Long Rest. Fine. Let them. They want to cheat the game like that, fine. Let it happen. Most players, I don't think, are going to go throwing their characters off cliffs to try to reduce their HP so they can long rest. So, I think the idea of earning some sort of Rest Points is a good one. As you are adventuring, you lose HP, you gain Rest Points. You spend spell slots, you earn Rest Points. You pick a log, you earn Rest Points. You defeat some enemies, you earn Rest Points. It is an indicator that your characters are doing stuff and thus expending energy. Call it Stamina, if you want, and the more Fatigue you gain, the sooner you might need to Long Rest. Whatever. The point is, it is an indication that the players aren't abusing the Long Rest system and just resting after every fight or right before every main fight. As a DM, to keep the game fun and challenging, I limit Long Rests so that players are forced to try to keep going even if they might want to gain all their spells and hp back, because that's what makes the game fun.
7. Rebalance encounters around proper enemy stats. Imps don't have resistance, phase spiders are teleporting maniacs, intellect devourers don't suck your brains dry and are way too weak. I want some real stats on these things with some rebalancing of encounters so they don't kill me. Throw some different creatures out there or severely weaken the ones we face, but give them their proper stats and abilities.
8. Get rid of the flying jumping superheroes. Lae'zel can freaking jump 30 feet. I checked. That's insanely ridiculous. Most characters can jump way more than they should, and enemies fly across the board with the greatest of ease.
9. Shove needs to be only 5 feet away, it should be an Action, not Bonus, and it should knock prone. Thus, it is worth it, and enemies don't send my characters 300 feet through the air into pits to die.
10. Minthara needs proper stats and equipment for a Cleric of the Absolute, Trickery Domain. I recreated her myself stat-wise, putting her at Level 6. This is what she should look like: 45 HP, AC 19, Initiative +3, Speed 30, Passive Perception 16, Proficiency Bonus +3, Hit Dice 6, STR 10, Dex 16, Con 12, Int 10, Wisdom 16, Cha 14. Skills: History +3, Insight +6, Perception +6, Persuasion +5, Religion +3. Drow Leather = AC 13 + Dex. Shield + 1 = +3 AC. XYANYDE'S FIRE is a Rapier + 1 with a 25% chance to inflict Faerie Fire if she hits. Standard Trickery domain spells up to Level 3 spells. Oh, and Minthara as a playable character.
11. Halsin needs proper stats for a First Druid who has lived for 130+ years and who was apart of the Dark Justiciars conflict back then. The man should be at least Level 10. Yes, he might join your party, so if that's the case, then they should provide a reason for a permanent level drain. He's suffered from a magical weapon that drained him. Halsin as a playable character.
12. Parental Discretion Option in Settings to turn off naughty scenes and bleep out foul language for us "sensitives" as some would call us.
13. Romance that is not forced. You know, where people get to know each other and spend quality time together without just the slam-bam-thank you ma'am? I get it. Some characters make sense for that approach, like Lae'zel and Astarion, but I don't buy that everyone would be that way. I also don't like that it's all in one night, and everyone pretty much brings it up. It's almost like, "Hey guys! Guess what night it is. It's Sex Night! Yeah! Who do you want to bunk with? Take your pick."
14. Outfit Color Customization.
15. Character save files so I don't have to keep recreating my favorites from scratch.
16. Fix the Secret Tunnels traps and most traps. They don't work well and are just annoying reloads.
And more, but I'm tired, so more later, maybe. Either way, this is what I think would make the game SO much better. Like it or not. Whatever.
Last edited by GM4Him; 26/10/21 05:34 AM.