Hi all!
Sorry if some of those have already been told in the past, I don't have much time right now but I want to write down feedback before it fleets away from my mind, yet again...
1/ Game
- SHORT REST should be automatically awarded when you get ambushed after at least one hour of long resting. That's entirely RAW and RAI.
- Travelling should offer a chance to force-skip a long rest (how often did I see group taking a long rest just 2 hours away from a safe destination in which I planned to spend a day? That's a literal waste of time, and time should matter in the game, narratively AND mechanically. Bringing the next point.
- I'm not far yet in campaign but it doesn't seem there are many, if any, time constraints no either main or side quests. It's a bit sad imo. Having time pressure on main quests help giving a sense of urgency and helping balance the rest management. Getting time pressure on side quests give more weight to each choice since you end up needing to choose.
If you devs don't like it too much, best compromise would be to give scaling rewards or at least extra rewards if quest is succeeded ASAP whenever it makes sense.
- Rangers SHOULD START WITH A FOCUS OF SORT, or AT LEAST HAVE A WARNING WHEN GETTING LEVEL 2. Considering you get level 2 immediately (snice people skip tutorial after the first time) it's just a trap for newcomers.
- When characters have proficiencies + recipes + enough materials available, and player(s) click on start travelling / resting without having anything started, a warning should be displayed (with option to dismiss permanently).
2/ Character editor.
We really, REALLY would like having a) way to edit character (at least the background and prepared spells) and/or b) option to "fork" a character.
3/ UI: in action bar, submenus wrapping up options because of spacing problem should have either ALL or NONE. Example with Monk, there is no reason why Flurry of Blows would be "alone" and everything else wrapped up, especially when you already used up your action so the related bar has been hidden.
"Lighting equipment" slot should NOT automatically "pick" a weapon when you switch from a slot that had a weapon in main-hand.
The same item should be "slottable" in different "wielding configuration". There is no reason why I should have two shields in inventory just to simulate the fact I'd sheathe or draw my main weapon, there is no reason why I should stop being able to use my nice magic weapon in dual-wield just because I want a one-handed setup for occasional spellcasting.
Goodberries should be eatable "by stack" outside of combat (well, in my opinion it should also be possible in combat since technically berries are food components so there is no reason why you couldn't gulp down several at once, but I get the game balance concerns for emergency healing in combat).
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Also, a few minor wishes
- Getting filters for character management, and/or way to add tags, whichever is simplest.
- When hovering an item which a character cannot use, tooptip indicating which other character in party may use, or which proficiency is missing.
- Being able to give an item to ally as free interaction (not sure whether that would be or not exceedingly complex).
That's all I could think of so far.
Do not that I absolutely love the game and have heaps of fun with it so far, I just think some of those changes would push it even further on the top-notch side. :) Thanks for reading.




Steam profile : https://steamcommunity.com/id/baraz/
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