Hello Tactical Adventures Team and fellow Forumites
I've been enjoying Solasta immensely and would like to share some suggestions based on the SRD for races, classes, and to a much lesser extent backgrounds. I've been a GM of 5e for a bit over 4-5 years now, and a D&D player for much longer than that, though 5e has been the edition I've been most invested in, hence this thread for a game that aims to closely reproduce its mechanics in video game format. Whenever stats are discussed, most if not all of these suggestions assume a Default Array or Point Buy option at character creation (leaning more towards DA), so keep that in mind when reading.
I also assume that features work as described, whether they are currently bugged, or not. I haven't played through as every class, but using the wiki as reference, I'll suggest changes if necessary based on similar features, other classes, and to a much lesser extent the core rulebooks.
Without further ado, my suggestions on races:
1. Humans: While default humans are the option included within the SRD, they are weak compared to the rest of the offerings. No darkvision means bringing a human along in your party is an active liability, especially with the lighting modifications. In spite of their stat bonuses being quite strong, especially for rollers and point buyers (Though not as good for DA players), there are no other redeeming features for the race. My suggestion would be to design a more viable homebrew sub-race of humans for those players that love playing them, and this sub-race does not have to resemble the PHB's Variant Human. I provide an example of a useful original homebrewed sub-race below:
You are descended of ancient Tirmerian kings and heroes, their legendary blood infusing you with prodigious prowess.
Ability Score Increase: +1 to three ability scores of your choice.
Fighting Style: Choose a fighting style available to the fighter class.
Heroic Bloodline: You have access to a 1st level spell from the Paladin spell list. You may cast this spell once using this feature, and must finish a long rest before you can do so again. At 5th level you can use this feature twice between long rests. Charisma is your spellcasting ability for this spell.
2. Halflings: Both Halfling sub-race features feel weaker than other offerings. Since the Lightfoot Halfling is in the SRD, other than Lore reasons it's unclear why it wasn't used, especially since adapting the "Naturally Stealthy" feature to PC would be something along the lines of "you have advantage on Dexterity (Stealth) checks", which, in light of the Stealth system in the game, could be very useful and much less situational than having advantage on Acrobatics, as is the case of Island Halflings. My suggestion is to implement the Lightfoot halfling (unless otherwise prevented by Lore) as written in the SRD, and modifying "Naturally Stealthy" to give advantage to Stealth checks instead.
As for Marsh Halflings, I don't exactly know what the "Swamp" feature does other than making one type of terrain be treated as another, or giving this halfling a sort of limited "Natural Explorer" feature useful in that terrain, kind of what Green Mages get for Forests. In case of the latter, this feature needs some clarification in its writing to indicate what it is actually doing. In case of the former, then it is unclear what sort of benefit this grants to the character. My suggestion is to clarify what this feature actually does in the game. Otherwise, a needed change for the Marsh Halflings would be to give them a feature that makes them stand out. For example, something like:
Marsh Awareness: Life underneath the dense, dimly lit canopies that encompass the marshes near the Badlands has enhanced the sight of your kind to see even within the darkest of swamp pits. You have Superior Darkvision.