Thought of another one. Dialogues tied to short rest camps and not just long rest. Obviously some are going to still need to be tied to long rest, but not a good majority of them. Gale's Go to Hell and Mirror, are just 2 examples.
I though about it but to be honnest, I think it would be harder than we think both because the lights are handcrafted and because some scenes require a specific position for NPCs and so on.
Of course if I'm wrong, why not.
I wholeheartedly agree with the spirit of this list.
Details...
Pommel Strike can't inflict Stun, or we will have very OP and easily achieved stunlocks on our hands.
Dipping would be fine and make sense if it required a consumable instead of being a "no-brainer always do".
I would rather not throw an exhaustion mechanic on top of everything for weapon abilities or generic combat moves. An AC penalty could work well enough if you attempt something special like Cleave or Topple. It makes sense you have to lower your guard to do special moves. A more controversial option could be a HP cost. HP are an abstract that include stamina after all.
Special mention for healing surfaces and healing clouds from potions. Remove without delay, please. This is not Diablo 3 where healing balls are collected from the battlefield. This is not how potions work in the Forgotten Realms and is non-negotiable.
Honnestly I'm not sure about dipping. I though about many solutions too but... Would it make more sense with a consumable ?
Probably, but it would still require a lot of work... Visually, it's really wierd and being able to dip so easily in a candle or a torch is not really interresting in my opinion.
Maybe it should only be possible in a fire surface, which would add synergies with another requested feature : target the ground to create surfaces.
But even with a consumable, isn't it too powerfull to be a bonus action ? Maybe it should last less turns ?
I don't really know how to balance it even if to be honnest, my first intention when I start writing this wasn't to "remove dipping".
More details about weapons actions bellow.
1- COMBATS - I suggest modifications to 1.5 (charge action) and 1.10 (weapon actions)
1.5 A charge action should be implemented
1.10 Weapons attack should be reworked.
A "charge" action should only be a weapon ability, not a generic ability. Which I think it already is with the spear...? But it should still provoke Attack of Opportunities, possibly at advantage. Don't give out free disengage.
I agree that weapon abilities should not be limited usage and importantly should have significant drawbacks. I disagree with all of your examples except for Weakening and Hamstring. Topple and Flourish should just be the Shove Prone and Help action respectively, and Pommel Strike is OP and steps on the toes of the monk class. Don't mess with the (enemy) action economy.
Cleave is okay, but only if Larian implements other sources of exhaustion in BG3 (e.g., adventuring for too long without resting) but also discourages frequent long resting. Otherwise it's a fairly weak penalty. I suggest that all of the cleave attacks are made at disadvantage.
3 - SURFACE - I emphasize 3.6 (deal direct damage to single target OR creature surface, never both)..
Being able to target a creature for direct damage or the ground for more widespread, but less damage is the best of both worlds. The most important aspects are:
- There should never be guaranteed damage from these types of spells (that RAW do no damage on a miss). If you target a character, a miss does 0 damage. If you target the ground, characters should get a ST to entirely avoid surface damage.
- There should rarely be multiple instances of damage (except for specific spells like Magic Missile and Acid Arrow)
6- RESTING - I emphasize 6.1 (short rest improvement) and 6.5 (Camp should have a physical location)
6.1 Short rest improvement. I strongly agree that short rests should be more than the click of a button. Certain cutscenes/companion dialogue should be available during short rests, and you should be able to choose what resources to regain (hit dice, arcane recovery, etc)
6.5 Temporal rift - camps should be somewhere - yes
10- COMPANIONS - I disagree with 10.1 (Gale & magical items). It's fine for Gale to eat a
few magical items; we are given many. But we should have a choice in what items to feed him. I.e., he shouldn't ask for a specific item, and if we don't feed him that one he (spoiler). We should be able to say "No" and he'll ask for a different one.
11- SNEAKING / HIDING - I emphasize 11.1 (hearing radius in addition to sight cone)
12- MISC - I disagree with 12.3 (Sneak Attack should be automatic). It should be a toggle.
Edit: I'll again say that this is a great summary and compilation of issues. Thanks Maximuuus!
We won't agree about the charge. I really think a fighter with a shield should always be able to charge. So is another class with a two handed weapon and so on...
If a "topple" or "pommel strike" action is definitely not something you should do with every weapons, a charge is in my opinion.
But whatever, if you agree I'd like a bit more details about your and varangian's disagreement with my exemples.
I forgot to mention something very important, but of course topple and pomel strike would not be guaranteed.
It should require an attack roll, maybe a skill check VS opponent skill check, maybe attack roll with disadvantage or something... you both are better than I do to balance homebrew rules but topple = shove prone while flourish = DnD help action is definitely what I had in mind even if I have not been exhaustive enough to explain it properly.
That said, why shouldn't we able to stun the ennemy with an action if the trade off is well balanced ?
I also agree with you and varangian with exhaustion. It's probably not a good solution and to be honnest, in my word document "not sure about the trade off" is written.
Attacks with disadvantage as you suggest is probably better.
About Gale : yes, it would definitely be better if we were able to choose what items to give. I have the feeling that the game takes me back a reward by asking me to gie something to Gale. But I could live with it if I was able to choose and if the game allowed me to see the items properties in dialogs. When I see the name of the items, I don't know what I accept or refuse to give...
About sneak attack to be honnest I wrote it because it's something that comes really often here. I'm fine with a toggle. And I'm also fine with nothing more than now even if I understand why it's not really a good solution.
From your list I especially hope they add nonorigin companions and ritual casting.😊
Disagree with not being able to cast 2 spells. I love casting Misty Step + another spell or a healing spell + another spell!
I though about it too. I also like being able to use Misty step + another spell but I cannot think about another solution not to make casters OP at higher levels.
Maybe we should not be able to cast 2 spells that deals damage in the same turn... meaning you'll be able to cast what you want then a heal, a misty step, a bless, a hold person and all kind of spells.
Not sure if it would be possible and balanced or not.
I totally agree with these points. TBF i have never even used the dip weapon but that is just me not using that a lot

And I definitelly want to see more Bonus actions because yea as you say it really limits the opions and you are stuck to autoattacks really quickly. also i managed to save whole Aardins company because i am just taht good so i dont think he needs revenge xD but that is beside the point
I'm fighting for LESS bonus actions since 1 year so if something I wrote let you think that I'm in favor of more bonus action, please tell me so I can edit

PS : J'ai trouvé ta chaîne Youtube et m'y suis abonné. Chuis un fanboy, même si t'as tort pour Gale.
Merci !!
Ok ca va, je pourrais vivre avec le truc de Gale

@Ragna, I'll answer you ! But it always takes a lot of time to answer you, so I'll do it tomorrow

And I'll edit a few things. As I said, reading this forum is always inspiring.