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I saw a general bug thread, but no suggestions thread. Since this is early access and not everything is set in stone, maybe we shall write some down here, so it's easier to spot for those good folks at Larian. They sure know their stuff, and have their vision and direction of the game, but I don't think a few suggestions could cause any harm. Especially if they're the kind that improves quality of life. I'll go first.

- right click on portrait shoud do something. Open inventory, open character sheet, open equipment screen... something. It's easier to right click on the portraits then clicking on the buttons around the minimap. I know there are keys for that, but it was a thought.
- maybe an autosort button in the inventory, to sort items by type. There are categories and the All category sorts them by date, but I thought a sort button could do better.
- for those dialogue lines that have a roll, maybe they should be color coded? Or at least have some way of knowing if it is a difficult roll or an easy roll? Todpool rolls, for example, are on the easy side. But sometimes you choose a line with a roll and you face a 15+ roll. Maybe there should be something to warn us about it? A DM I think would give some insight in a real D&D game. They would never tell you what roll you need to make, but they can surely hint you about the difficulty.
- flavor text for spells in the description, not just how the spell works. It's D&D, and giving a little more description is always a good thing. Could be in italic text, to show it is not really required to understand how the spell works.
- button for cantrips and for each spell level on the hotbar.
- being able to use the portraits as target for spells.
Post edited October 08, 2020 by Gandomyr
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Gandomyr: A DM I think would give some insight in a real D&D game. They would never tell you what roll you need to make, but they can surely hint you about the difficulty.
They could but they won't. Unless they know you couldn't possibly beat the DC. The whole point of not knowing the DC is that you don't restrict yourself. Come up with something and maybe it works, or it doesn't. Or it does but not the way you expected.
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Gandomyr: - flavor text for spells in the description, not just how the spell works. It's D&D, and giving a little more description is always a good thing. Could be in italic text, to show it is not really required to understand how the spell works.
More important, crucial information. Like the spells duration, currently not given. Yes I can look them up but some of those were changed for BG3, like Shield of Faith now lasts indefinitely(!) instead of 10 minutes, but you don't know that before you cast it.
Post edited October 09, 2020 by GrizzledLone
FIRST IDEA
Grid-based movement, in combat, as an optional system.

That is to say, overlay a series of 5x5 squares on the terrain, and move characters from square to square, just like the TT rules.

SECOND IDEA
A slider for AGE ... my first character is a half-elf, and good lords, he looks like a high-school teenager. Seriously, he'd be lucky to pass for seventeen .... in dim light. Close up, in good light, more like 15 or 16.

Maybe I want a half-elf who's old ...?

Or maybe I actually want a human who just a "stripling youth" of 15 or 16? Or even younger (a Rogue, or eventually Bard, with the "Urchin" background: poof, instant Artul dodger, yeah?)
NPC floating text mirrored in the text box, so I can see what everyone said even at a later time. This thing happened to me yesterday: I was not focused with the camera on my characters, I heard one of them saying something, by the time I focused the camera back on them, floating text was gone, had no idea what they said.
Baldur's Gate II had this option called "Duplicate Floating Text". It did exactly this.
Post edited October 09, 2020 by Gandomyr
- when you make a successful perception in a dungeon, you should know what you saw. I heard a "that's interesting", and if I didn't manage to see what my character spoted, I can't really tell. There should be a text in the text box that describes what I saw.
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Gandomyr: - when you make a successful perception in a dungeon, you should know what you saw. I heard a "that's interesting", and if I didn't manage to see what my character spoted, I can't really tell. There should be a text in the text box that describes what I saw.
I absolutely agree with this one. It's really frustrating when you're trying to find what it was that you saw and can't.
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Gandomyr: - when you make a successful perception in a dungeon, you should know what you saw. I heard a "that's interesting", and if I didn't manage to see what my character spoted, I can't really tell. There should be a text in the text box that describes what I saw.
And/Or make the "thing" glow a little when you spot it.