Originally Posted by 1varangian
Sneak Attack is an infinite conditional resource you want to use as much as possible unlike Battlemaster abilities which only have a few uses.
Maybe ...
But i dont see any relation to topic. O_o

Originally Posted by 1varangian
SA would work well on a toggle while constantly having to switch Menacing Attack on and off would just be annoying.
What (exactly if possible) do you have in mind, when you say "toggle" ?
Since as far as i know, metamagic menu is in fact exactly toggle. laugh

Same as you click on Distant Spell ... then you clik on spell ... then you click on enemy ...
You would click on Sneak Attack ... then you click on attack you wish to do (Main / Off / Ranged / etc.) ... then you click on enemy ...

And if you miss, you can still use it for second attack ...
Right now, when you miss with your main hand, your SA remains wasted. :-/
Also right now, you have to choose between Sneak Attack and Special Weapon attacks ... im not quite sure how huge mess it would make if that would be aplicable both within single strike ... but somehow it feels right to me. O_o

Originally Posted by 1varangian
Sneak Attack also needs clear visual feedback on mouse over whether or not it will be applied to the attack so you can see it at a glance before attacking.
I believe it does right now ...
Since you litteraly cant attack unless your SA is aplicable. laugh

Originally Posted by 1varangian
Menacing Attack should only have one button and execute on the currently equipped weapon. And equipping A and B weapon set buttons need to be separated from attack, which already happens when you click on an enemy. Ideally we would have a few more fast equip slots too.
Well, that is the thing ...
As i said abowe:

Same as you click on Distant Spell ... then you clik on spell ... then you click on enemy ...
You would click on Menacing Attack ... then you click on attack you wish to do (Main / Off / Ranged / etc.) ... then you click on enemy ...

Obviously, if you would like to use Ranged Menacing Attack and you would have allready equipped your ranged weapon, you could easily skip the second part by clicking on enemy straight. laugh
That is the advantage of non-casters ... curently we have only one main hand meele and one ranged attack. smile

What puzzles me tho is how this would work with weapons attacks ...
I mean can you even imagine how BRUTALLY OP it would be if you combine Menacing Attack with Cleave? laugh laugh laugh >:]

Originally Posted by 1varangian
Upcast versions of level 1 spells are also mixed in with my level two spells and the spells from items. This is SO confusing. It's really difficult to see which spells the Sorcerer actually knows when it's so unnecessarily cluttered.
Agreed ...
That is why i keep saying that there should be some notes on Icons ...

Like we allready have I. and II. for spell levels ... well, that is quite fine in my opinion, good start. (Even tho not all spells contain this ... every spell that starts at level 2 does not contain spell level indication, since this is its "lowest version" ... pretty lame if you ask me. :-/ )
There is also small + in bottom right corner of icons for upcasting popup window.
Spells you get from items dont contain either, since they dont cost Spellslots.

Personaly i would also like to see some indication of Concentration ...
Either small C in bottom left corner, or even better some kind of collored outline around the icon. :3

Also when you mentioned Sorcerer ...
Chromatic orb does not show any spell levels on icons at all (probably oversight) ... wich gets especialy anoying since in that upcasting popup menu spells are not sorted by any key, but seems to be sorting randomly ... so once is your Chromatic Orb lvl 2 on top right corner, next time its in bottom left corner, etc. etc. ... this is something i keep bitching about for last year, since it pisses me off with Warlock to keep searching for corect Hex (where it is even worse, since Hex also randomly change its icon laugh )

Originally Posted by 1varangian
Abilities or spells granted by items need to be moved in the Action section where weapon abilities already are, or get their own section. The upcast versions of spells need to be removed from the character sheet entirely - it's just a choice you make when casting a spell, not a new spell. Upcast effects can be explained in the spell description.

- Shadowheart: Off-hand dagger's attack stats are missing completely. Spell section is even worse than the Sorcerer because Clerics know so many spells. Powerful and relevant Passive features from equipped items like Night Walker, Venomous Revenge and Aura of Protection are buried deep in the last panel. They should be more prominent and easy to find.
No idea what are you talking about.


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