Originally Posted by monteirotorres
  • Make pickpocketing harder and with harsher consequences
  • Using stolen itens in front of original vendor should have some consequence
  • Increase cost of scrolls, maybe make them harder to find too
  • Limit resting to safe areas
  • Limit saving the game to long rests, no quicksaves allowed
  • Make supplies harder to find, make them rot, or simply Increase the number of required food to rest
  • Split required resting supplies between edibles and liquids
  • Using Teleportation circles requires you to be standing next to one
  • Using Teleportation circles without resting causes psychic damage
  • Increase the cost of ressurection and respec tenfold (Withers)
  • Add material component cost to to revivify spell (500 GP?)
  • Dead characters could miss the XP earned from enemies killed while they were dead
  • Critical failures (and misses) should have more consequences (maybe add a 5% chance of breaking the weapon and requiring having it repaired)
  • We should be unable to tune the difficulty down in this hardcore mode
  • Naturally, with pain comes gain! So, it would be nice to see some hall of fame for people who beat the game in this mode. Or maybe exclusive content of some kind.

I agree with a lot of these, particularly on pickpocketing, use of stolen items, and adjusting it downward. I was really surprised to see how easy pickpocketing is and that there are no consequences for reselling stolen goods, that's something I've seen in a lot of other similar games. You should at least have to resell stolen stuff to a fence or someone in a different area.

Long resting also seems to lack consequence the way it is now. I'm pretty sure I could long rest before every major fight and still have enough to do it 20 times by the end. I think it makes selling jobs like Warlock harder when you can just long rest to recover everything, it reduces strategy between fights and I can just default to higher level AoE spells with no real impact. I was surprised at how many resources for this exist, it kindof feels like they should just remove that element entirely unless they scale it on difficulty, it doesn't do much when you consider the amount of times you can do it. The times I avoided it, I mainly did so to avoid progressing the story during resting.

I don't think limiting teleporting is a good idea, though, that doesn't really change the difficulty that much and just adds more time running. Unless they add some kind of respawn mechanic, there are very few places this would have any impact in the game, usually by the time you've unlocked a portal, you have already done any consequential content in that area. I also HATE breakage mechanics in games, there's no system in place for this right now (you'd need a way to repair), so it seems unlikely or like a lot of work for one difficulty setting. I do agree some type of debuff should exist for crit failures though, I was surprised that wasn't a thing (if you roll a nat 1 in 5e, does something bad happen?).

I don't think mucking with saves is a good idea at this point though, I crashed 5 times at the end of Shadowheart's companion quest in the final area and probably crash 2-3 times per hour. When the game is more stable, though, I think that may make sense.