Custom Difficulty is a step in the right direction. You can make the game harder without adding stat bloat which is not a real answer to anything. However, it completely fails to address the biggest offenders that actually make the game too easy.

- "Help" bringing back downed characters indefinitely. I can't overstate how OP this action is with Larian's change. Especially when the party outnumbers the enemy. Make Help only stabilize on harder difficulties.

- Death has no consequences. Resurrection scrolls everywhere + Withers. Drastically reduce the availability of cheap resurrection.

- No restrictions for Long Resting wherever and as much as you want. Camp supplies is not a real mechanic. You never run out, and even if you do it doesn't make the game more difficult, only more tedious. Spamming Long Rest needs more tangible consequences, like wandering monsters. Grab the bull by the horns, and completely overhaul the Long Rest (and Fast Travel) system to actually impact gameplay on harder difficulties, in the spirit of D&D 5e.

- Potion throwing. Like Help, but from a distance. Getting downed should be a massive tactical disadvantage. With Larian's changes to 5e, getting downed is a slight temporary inconvenience at best. Disable potion throwing on harder difficulties. That's not how potions work. You need to drink them.

- Being able to change your memorized spells at-will. Makes both combat and non-combat content too easy when you always have an optimal combat loadout and access to things like Knock and Detect Thoughts. Only allow changing memorized spells at camp when Long Resting.

- Too many consumables available for both combat and non-combat use. Reduce the amount of consumables on harder difficulties.

- Shove distances are too long and long falls are everywhere. Reduce Shove distances on harder difficulty.

Last edited by 1varangian; 02/12/23 10:16 AM.