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mer.c
2018-12-07, 03:29 PM
Hey! I recently finished the first (very rough) draft of a Simple, Comprehensive Combat Rework (https://docs.google.com/document/d/1iZoC-btHFCq8MWrpEQ3ve-29FAz_aG-8l0LDksMyH1E/edit?usp=sharing). I'm looking for feedback to help refine the changes, and just because design and development is fun. :)

Generally, my aim is to bring some of the overperformers down somewhat, bring some weaker options up to snuff, and retool some balance/thematic oddities (especially around multiclassing). Everything that's great should still be and feel great; there should just be more viable, competitive options. I've done some good testing on a lot of these (especially the Druid and TWF changes); others are a combination of floating ideas and gathering feedback on forums and running numbers on spreadsheets.

Let me know what you think, and/or if you want any clarifications!

Edit
For those who have difficulty with Google Docs, here's a transcription. You'll be missing my notes on the changes, which have some numbers and clarifications. Most of the numbers amount to "This is fine in my simulations," although the Master Duelist +damage bonus is kind of wonkily large (even if it's 12% lower across levels/ACs than GWM/DW; it's a matter of it doing average damage vs. all ACs instead of doing huge damage vs. low AC and then tapering off like the other two.) The one thing to watch out for is that the TWF rules are the one spot that got totally gutted. So here's a quick rundown on the changes:


Buff: All TWF attacks use ASM on damage.
Buff: Making a TWF attack doesn't take your bonus action.
Buff: Each attack you make as part of the Attack action can be a TWF attack, instead of just one. (Big for all martials, but huge for Fighters.)
Note: If you don't want to take the -4 from the extra attacks (which you don't if the target's AC is very high compared to your attack bonus), you can still do so (so attack, extra attack, offhand attack). With the Dual-Wielder feat, this attack is the same as it is in RAW, except without using your bonus action. This happens less often than wanting not to power attack as GWM, but still on occasion.
Nerf: TWF attacks get a -4 to hit.
Buff: You can bonus-action-draw a dagger, helping with non-martial dual-wielders and throwers of all sorts.
Note: Because ASM is already on TWF damage, the TWF style can get take on the relaxing of the light-weapon restriction from the RAW Dual-Wielder feat. It also addresses the really fiddly and IMO kind of silly logistical restriction of double-drawing weapons without needing the feat. For those who don't want/can't get the stance, tiny weapons will work.
Nerf: -1 AC from Dual-Wielder feat unless you're wielding one or more Tiny weapons.
Buff: The Dual-Wielder feat is now actually better than +2 dex. This feat represents a 15%–20% DPR increase, depending on your level and features, and the AC of the target. (GWM can represent upwards of 40% without PAM in RAW, so 20% seems pretty reasonable.)

Armor and Weapons

Armor Proficiencies
No class starts with heavy armor proficiency. Classes that started with heavy armor proficiency now start with extra proficiency with chain mail, and gain heavy armor proficiency at 3rd level. This includes fighters, paladins, and the following cleric domains: Life, Nature, Tempest, and War.
Multiclassing into a class now gives that class’s base armor proficiencies, gaining heavy armor proficiency at 3rd level.

Armor Encumbrance
A creature with lower Strength than their armor’s Strength requirement has their speed reduced by the difference x 5. Small creatures have all strength requirements for armor reduced by 2. Dwarves still ignore these requirements, as do tiny creatures.

Weapons & Weapon Properties

Quarterstaff: 1-handed damage reduced to 1d4. Versatile damage remains 1d8.
Dagger: Given the Tiny property.
Tiny: You can use a bonus action on your turn to draw or stow a weapon that has the Tiny property.

Combat Rules

Two-Weapon Fighting rules
Before you make a melee attack as part of the Attack action with a light melee weapon wielded in one hand, you can choose to take a -4 penalty to the attack roll. Immediately after that attack, you may make an attack with a different light melee weapon wielded in the other hand at a -4 penalty to the attack roll. You can’t use this feature with attacks you make using the Multi-Attack feature.
If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
Note: Ability score modifier is now applied to all TWF attacks by default. Features and feats affecting two-weapon fighting have been modified as well.

Spellcasting

Spellcasting
A spellcasting focus can replace the somatic components on spells not requiring a material component.

Races

Dragonborn
Breath weapon attack can be used as a bonus action instead of as an action.

Classes

Multiple Classes: Fighting Stances
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take the same Fighting Stance more than once, even if you later get to choose again.

You can adopt a stance when you roll initiative and as a bonus action on your turn. You can have no more than one active stance at a time.

Dueling
When you are wielding a melee weapon without the Heavy or Two-Handed properties and no other weapons, you gain a +2 bonus to that weapon’s damage rolls.

Great Weapon Fighting
Each time you deal damage with a melee weapon wielded in two hands, you can reroll one damage die and use either total. The weapon must have the two-handed property for you to gain this benefit.

Protection
When a creature you can see hits a target other than you that is within 5 feet of you, you can use your reaction to force the attacker to reroll one attack roll die and use the lowest of the two rolls, potentially causing the attack to miss. You must be wielding a shield.

Two-Weapon Fighting
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one, and you can make two-weapon fighting attacks with weapons that aren’t light.

Druid
Moon Druid
Circle Forms (changed): Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1/2. Starting at 4th level, you can transform into a beast with challenge rating as high as 1. Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. (You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.)

Fighter

Extra Attack
At 20th level, the attack roll penalty for making an attack with the Two-Weapon Fighting feature is reduced by 1.

Champion
Additional Fighting Stance
At 10th level, you can choose a second option from the Fighting Stance class feature and your maximum number of active stances increases to two.

Monk
While under the effects of shapechanging, you do not retain the benefits of your Martial Arts or Unarmored Defense and cannot use Ki.

Way of the Four Elements
Inner Harmony: Starting when you choose this tradition at 3rd level, your maximum Ki is increased by an amount equal to your wisdom modifier. Additionally, you can cast the cantrips control flames, gust, mold earth, and shape water at will without using Ki, using your Wisdom modifier.

Rushing River Technique: Starting at 6th level, when you use an Elemental Discipline, you can make one attack with a monk weapon as a bonus action.

Paladin
Divine Smite (addition)


Multiclass paladins can use this feature a number of times equal to their paladin class level. You regain all expended uses when you finish a long rest.

Smite Spells (change)
Can be cast as a reaction when you hit with a melee weapon attack.

Improved Divine Smite (change)
… Attacks made with the Two-Weapon Fighting feature instead deal an extra 1d4 radiant damage.

Oath of the Ancients
You gain the ensnaring strike ability, which you can use with the Divine Smite feature.

[B]Ranger
Hunter
Whirlwind Attack (addition): ...If you are wielding two melee weapons, you can make each of these attacks as a Two-Weapon Fighting attack using both weapons.

Rogue
Precision Strike: (new, 1st level)
You can use a bonus action on your turn to focus your attacks on a creature. The next time you make a Two-Weapon Fighting attack against that creature, you ignore the -4 attack roll penalty on both attacks. You can’t use this feature on a turn where you make more than two attacks.

Assassin
Dagger Mastery: Starting at 3rd level, you get a +1 bonus to attack rolls you make with weapons that have the Tiny property.

Spells

Hex (changed)
Until the spell ends, you deal an extra 1d6 necrotic damage to the target when you hit it with an attack. Attacks made with the Two-Weapon Fighting feature instead deal an extra 1d4 necrotic damage.

Hunter’s Mark (changed)
Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack… Attacks made with the Two-Weapon Fighting feature instead deal an extra 1d4 damage.

Witch Bolt (changed)
…you can use a bonus action on your turn to deal 1d6 lightning damage… The spell ends if on any turn you do not reapply the damage.…

Modified Feats

Charger (addition)
No longer requires the Dash action, but limited to one use per turn.

Crossbow Expert (change)
[Mostly unchanged.]
When you make a ranged attack, the target of that attack doesn’t impose disadvantage on the attack roll for being within 5 feet of you.

Dual-Wielder (change)
Requires level 4
As a master of two-weapon fighting, you gain the following benefits while you are wielding a different melee weapon in each hand:
If you are wielding at least one weapon with the Tiny property, you gain a +1 bonus to AC.
Once on your turn when you make a melee attack with a melee weapon held in one hand, you can make one additional attack with a melee weapon held in the other hand. If you made the initial attack as part of the Two-Weapon Fighting feature, this extra attack incurs the Two-Weapon Fighting attack roll penalty.

Durable (change)
… Each Hit Die you roll to restore hit points during a short rest restores an additional 2 hit points.

Grappler (addition)
Increase your Strength score by 1, to a maximum of 20….

Great Weapon Master (change)
Requires level 4
…You gain the following benefits:

On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can immediately make one melee weapon attack with the same weapon as a bonus action.
Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -4 penalty to the attack roll. If the attack hits, you add twice your Proficiency bonus to the attack’s damage.

Lucky (change)
You have 2 luck points.…

Polearm Master (change)

You gain the following benefits when wielding a spear, halberd, pike, or bardiche:
Other creatures provoke an opportunity attack from you when they enter the reach you have with the weapon.
Enemies treat your threatened area as difficult terrain.

Bonus attack removed.

Savage Attacker (removed)
Rolled into Great Weapon Fighting stance.

Sharpshooter (change)
Requires level 4

Your attacks with ranged weapons made against targets within that weapon’s normal range ignore half cover and treat three-quarters cover as half cover.
Before you make a melee attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add 4 plus your Proficiency bonus to the attack’s damage.

Shield Master (change)
Requires level 4
You use shields both to defend your allies and punish your foes. You gain the following abilities while you are wielding a shield:

If you aren’t incapacitated, you can add your shield’s AC bonus to one Dexterity saving throw you make against a spell or other harmful effect with only one target.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
You can use a bonus action to shield a friendly creature within 5 feet of you until the beginning of your next turn. While the shielded creature is within 5 feet of you, the two above abilities apply to that creature instead of to you. If you use the second ability to protect that creature, you automatically fail your Dexterity save if you were subjected to the same effect.
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.


New Feats

Master Duelist
Requires level 4
Your flashy footwork and fancy flourishes make you a peerless one-on-one combatant. You can don or doff a shield as a bonus action, and you gain the following benefits while you are wielding a melee weapon without the Heavy or Two-Handed properties and no other weapons:
You apply half your Proficiency bonus to your melee weapon damage. If you aren’t wielding a shield, this bonus increases by 1.
As a bonus action on your turn, you can move up to 5 feet as part of a melee weapon attack (either before or after the attack). This costs movement as normal, and doesn’t provoke opportunity attacks.

Skirmisher
You skillfully blend use of ranged weapons and shields. You gain the following benefits:

Increase your Strength or Dexterity score by 1, to a maximum of 20.
Wielding a shield doesn’t prevent you from interacting with objects (such as potions) or reloading weapons with that hand. This doesn’t let you use that hand to wield weapons, attack, or provide somatic spell components.
If you are wielding a shield, being within 5 feet a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

Staff Fighter
Requires level 4
The quarterstaff is simple and cheap, making it popular with those who have little martial training. You gain the following benefits while wielding a quarterstaff in two hands:

You treat quarterstaves as if they had the Finesse property.
The first time on each of your turns you make an attack with a quarterstaff, you gain a +1 bonus AC until the beginning of your next turn. While this bonus is active, you can use your reaction to impose disadvantage on a melee weapon attack roll made against you.
When you make a melee attack with a quarterstaff on your turn as part of the attack action, you can use your bonus action to make an extra attack with the opposite end of the staff for half damage. This damage reduction applies to all ability modifiers, enhancement bonuses, triggered spells, abilities, and other effects.

Man_Over_Game
2018-12-07, 04:43 PM
Unfortunately, my mobile device doesn't do well with google docs. Is there any way you could post the information on here?

mer.c
2018-12-07, 05:00 PM
Unfortunately, my mobile device doesn't do well with google docs. Is there any way you could post the information on here?

Oh right, forgot about doing that. Here you go! (Putting this here spoilered as well as in OP.)

You'll be missing my notes on the changes, which have some numbers and clarifications. Most of the numbers amount to "This is fine in my simulations," although the Master Duelist +damage bonus is kind of wonkily large (even if it's 12% lower across levels/ACs than GWM/DW; it's a matter of it doing average damage vs. all ACs instead of doing huge damage vs. low AC and then tapering off like the other two.)

The other thing to watch out for is that the TWF rules are the one spot that got totally gutted. So here's a quick rundown on the changes:


Buff: All TWF attacks use ASM on damage.
Buff: Making a TWF attack doesn't take your bonus action.
Buff: Each attack you make as part of the Attack action can be a TWF attack, instead of just one. (Big for all martials, but huge for Fighters.)
Note: If you don't want to take the -4 from the extra attacks (which you don't if the target's AC is very high compared to your attack bonus), you can still do so (so attack, extra attack, offhand attack). With the Dual-Wielder feat, this attack is the same as it is in RAW, except without using your bonus action. This happens less often than wanting not to power attack as GWM, but still on occasion.
Nerf: TWF attacks get a -4 to hit.
Buff: You can bonus-action-draw a dagger, helping with non-martial dual-wielders and throwers of all sorts.
Note: Because ASM is already on TWF damage, the TWF style can get take on the relaxing of the light-weapon restriction from the RAW Dual-Wielder feat. It also addresses the really fiddly and IMO kind of silly logistical restriction of double-drawing weapons without needing the feat. For those who don't want/can't get the stance, tiny weapons will work.
Nerf: -1 AC from Dual-Wielder feat unless you're wielding one or more Tiny weapons.
Buff: The Dual-Wielder feat is now actually better than +2 dex. This feat represents a 15%–20% DPR increase, depending on your level and features, and the AC of the target. (GWM can represent upwards of 40% without PAM in RAW, so 20% seems pretty reasonable.)

Armor and Weapons

Armor Proficiencies
No class starts with heavy armor proficiency. Classes that started with heavy armor proficiency now start with extra proficiency with chain mail, and gain heavy armor proficiency at 3rd level. This includes fighters, paladins, and the following cleric domains: Life, Nature, Tempest, and War.
Multiclassing into a class now gives that class’s base armor proficiencies, gaining heavy armor proficiency at 3rd level.

Armor Encumbrance
A creature with lower Strength than their armor’s Strength requirement has their speed reduced by the difference x 5. Small creatures have all strength requirements for armor reduced by 2. Dwarves still ignore these requirements, as do tiny creatures.

Weapons & Weapon Properties

Quarterstaff: 1-handed damage reduced to 1d4. Versatile damage remains 1d8.
Dagger: Given the Tiny property.
Tiny: You can use a bonus action on your turn to draw or stow a weapon that has the Tiny property.

Combat Rules

Two-Weapon Fighting rules
Before you make a melee attack as part of the Attack action with a light melee weapon wielded in one hand, you can choose to take a -4 penalty to the attack roll. Immediately after that attack, you may make an attack with a different light melee weapon wielded in the other hand at a -4 penalty to the attack roll. You can’t use this feature with attacks you make using the Multi-Attack feature.
If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
Note: Ability score modifier is now applied to all TWF attacks by default. Features and feats affecting two-weapon fighting have been modified as well.

Spellcasting

Spellcasting
A spellcasting focus can replace the somatic components on spells not requiring a material component.

Races

Dragonborn
Breath weapon attack can be used as a bonus action instead of as an action.

Classes

Multiple Classes: Fighting Stances
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take the same Fighting Stance more than once, even if you later get to choose again.

You can adopt a stance when you roll initiative and as a bonus action on your turn. You can have no more than one active stance at a time.

Dueling
When you are wielding a melee weapon without the Heavy or Two-Handed properties and no other weapons, you gain a +2 bonus to that weapon’s damage rolls.

Great Weapon Fighting
Each time you deal damage with a melee weapon wielded in two hands, you can reroll one damage die and use either total. The weapon must have the two-handed property for you to gain this benefit.

Protection
When a creature you can see hits a target other than you that is within 5 feet of you, you can use your reaction to force the attacker to reroll one attack roll die and use the lowest of the two rolls, potentially causing the attack to miss. You must be wielding a shield.

Two-Weapon Fighting
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one, and you can make two-weapon fighting attacks with weapons that aren’t light.

Druid
Moon Druid
Circle Forms (changed): Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1/2. Starting at 4th level, you can transform into a beast with challenge rating as high as 1. Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. (You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.)

Fighter

Extra Attack
At 20th level, the attack roll penalty for making an attack with the Two-Weapon Fighting feature is reduced by 1.

Champion
Additional Fighting Stance
At 10th level, you can choose a second option from the Fighting Stance class feature and your maximum number of active stances increases to two.

Monk
While under the effects of shapechanging, you do not retain the benefits of your Martial Arts or Unarmored Defense and cannot use Ki.

Way of the Four Elements
Inner Harmony: Starting when you choose this tradition at 3rd level, your maximum Ki is increased by an amount equal to your wisdom modifier. Additionally, you can cast the cantrips control flames, gust, mold earth, and shape water at will without using Ki, using your Wisdom modifier.

Rushing River Technique: Starting at 6th level, when you use an Elemental Discipline, you can make one attack with a monk weapon as a bonus action.

Paladin
Divine Smite (addition)


Multiclass paladins can use this feature a number of times equal to their paladin class level. You regain all expended uses when you finish a long rest.

Smite Spells (change)
Can be cast as a reaction when you hit with a melee weapon attack.

Improved Divine Smite (change)
… Attacks made with the Two-Weapon Fighting feature instead deal an extra 1d4 radiant damage.

Oath of the Ancients
You gain the ensnaring strike ability, which you can use with the Divine Smite feature.

[B]Ranger
Hunter
Whirlwind Attack (addition): ...If you are wielding two melee weapons, you can make each of these attacks as a Two-Weapon Fighting attack using both weapons.

Rogue
Precision Strike: (new, 1st level)
You can use a bonus action on your turn to focus your attacks on a creature. The next time you make a Two-Weapon Fighting attack against that creature, you ignore the -4 attack roll penalty on both attacks. You can’t use this feature on a turn where you make more than two attacks.

Assassin
Dagger Mastery: Starting at 3rd level, you get a +1 bonus to attack rolls you make with weapons that have the Tiny property.

Spells

Hex (changed)
Until the spell ends, you deal an extra 1d6 necrotic damage to the target when you hit it with an attack. Attacks made with the Two-Weapon Fighting feature instead deal an extra 1d4 necrotic damage.

Hunter’s Mark (changed)
Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack… Attacks made with the Two-Weapon Fighting feature instead deal an extra 1d4 damage.

Witch Bolt (changed)
…you can use a bonus action on your turn to deal 1d6 lightning damage… The spell ends if on any turn you do not reapply the damage.…

Modified Feats

Charger (addition)
No longer requires the Dash action, but limited to one use per turn.

Crossbow Expert (change)
[Mostly unchanged.]
When you make a ranged attack, the target of that attack doesn’t impose disadvantage on the attack roll for being within 5 feet of you.

Dual-Wielder (change)
Requires level 4
As a master of two-weapon fighting, you gain the following benefits while you are wielding a different melee weapon in each hand:
If you are wielding at least one weapon with the Tiny property, you gain a +1 bonus to AC.
Once on your turn when you make a melee attack with a melee weapon held in one hand, you can make one additional attack with a melee weapon held in the other hand. If you made the initial attack as part of the Two-Weapon Fighting feature, this extra attack incurs the Two-Weapon Fighting attack roll penalty.

Durable (change)
… Each Hit Die you roll to restore hit points during a short rest restores an additional 2 hit points.

Grappler (addition)
Increase your Strength score by 1, to a maximum of 20….

Great Weapon Master (change)
Requires level 4
…You gain the following benefits:

On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can immediately make one melee weapon attack with the same weapon as a bonus action.
Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -4 penalty to the attack roll. If the attack hits, you add twice your Proficiency bonus to the attack’s damage.

Lucky (change)
You have 2 luck points.…

Polearm Master (change)

You gain the following benefits when wielding a spear, halberd, pike, or bardiche:
Other creatures provoke an opportunity attack from you when they enter the reach you have with the weapon.
Enemies treat your threatened area as difficult terrain.

Bonus attack removed.

Savage Attacker (removed)
Rolled into Great Weapon Fighting stance.

Sharpshooter (change)
Requires level 4

Your attacks with ranged weapons made against targets within that weapon’s normal range ignore half cover and treat three-quarters cover as half cover.
Before you make a melee attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add 4 plus your Proficiency bonus to the attack’s damage.

Shield Master (change)
Requires level 4
You use shields both to defend your allies and punish your foes. You gain the following abilities while you are wielding a shield:

If you aren’t incapacitated, you can add your shield’s AC bonus to one Dexterity saving throw you make against a spell or other harmful effect with only one target.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
You can use a bonus action to shield a friendly creature within 5 feet of you until the beginning of your next turn. While the shielded creature is within 5 feet of you, the two above abilities apply to that creature instead of to you. If you use the second ability to protect that creature, you automatically fail your Dexterity save if you were subjected to the same effect.
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.


New Feats

Master Duelist
Requires level 4
Your flashy footwork and fancy flourishes make you a peerless one-on-one combatant. You can don or doff a shield as a bonus action, and you gain the following benefits while you are wielding a melee weapon without the Heavy or Two-Handed properties and no other weapons:
You apply half your Proficiency bonus to your melee weapon damage. If you aren’t wielding a shield, this bonus increases by 1.
As a bonus action on your turn, you can move up to 5 feet as part of a melee weapon attack (either before or after the attack). This costs movement as normal, and doesn’t provoke opportunity attacks.

Skirmisher
You skillfully blend use of ranged weapons and shields. You gain the following benefits:

Increase your Strength or Dexterity score by 1, to a maximum of 20.
Wielding a shield doesn’t prevent you from interacting with objects (such as potions) or reloading weapons with that hand. This doesn’t let you use that hand to wield weapons, attack, or provide somatic spell components.
If you are wielding a shield, being within 5 feet a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

Staff Fighter
Requires level 4
The quarterstaff is simple and cheap, making it popular with those who have little martial training. You gain the following benefits while wielding a quarterstaff in two hands:

You treat quarterstaves as if they had the Finesse property.
The first time on each of your turns you make an attack with a quarterstaff, you gain a +1 bonus AC until the beginning of your next turn. While this bonus is active, you can use your reaction to impose disadvantage on a melee weapon attack roll made against you.
When you make a melee attack with a quarterstaff on your turn as part of the attack action, you can use your bonus action to make an extra attack with the opposite end of the staff for half damage. This damage reduction applies to all ability modifiers, enhancement bonuses, triggered spells, abilities, and other effects.

mer.c
2018-12-09, 02:18 PM
Any thoughts? I'd of course love feedback on the changes, but also I'm getting little feedback across the board on these changes. Anything I could do better or differently to encourage feedback? (Or is it possibly just too much stuff all at once?)