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I dreamtrain have a dream. There's all sorts of mods out there rebalancing abilities and difficulty out there, such as FFT, the reloaded patches for Golden Sun 1 and 2, and there's one out there for DQV that lets you recruit more monsters, I'd love to one day see the same for Dragon Quest 6 and my objective here would be to see what the community that actually likes this game thinks, pool ideas and see how much interest there is in this happening, maybe we could crowdsource this eventually. First off something that would kick up the game as if you were playing under the Stronger Monsters Draconian Quest where major bosses can get up to 3 turns, are a bit more likely to use desperate attacks and get around 20% increase in stats (Exact value not confirmed), and grant them some new skills so they normally wouldn't have to keep you on your toes. Since you don't have any skills in the first third before Dharma/Alltrades, perhaps include a soft buff (not in stats, but get extra options for damage and mitigation) so you don't feel like you're doing Rhone with only boring plain auto attacks, I haven't really thought through this part of the game yet, let me know your thoughts if you disagree and would actually like it that way for that portion of the game. Secondly, a rebalance of the jobs so that everything feels useful and you feel a bit more encouraged to try the other classes and have more options to deal damage aside Focus Strength/Knuckle Sandwich on bosses (if its possible to tweak the resistances table for this), the point of a difficulty increase is not so that for bosses you have no choice but to do a turtle formation on bosses just doing 80 damage total each turn while you try to survive. I'm really against difficulty by inconveniencing, I think that's boring, if I want to hit like a wet noodle I'll turn to II or V, I really feel you should feel strong while fighting back the stronger monsters, and I feel XI achieved that with the draconian quests: in some turns you had to regroup because of the onslaught of damage and conditions, but when you could deal damage it was meaningful because of the selection of options you have, thats what I would like to achieve with a difficulty mod. At the same time I would recommend removing the free pass you get with just Boulder Tossing everything with gladiators at no cost. Also, as I'm not sure how much is feasible to edit the existing game, the scope would lie in using the existing abilities available in VI, but if it was possible to code in a few custom-mades that behaves like skills from IX and XI to grant diversity to the options available that would be great (in which case it would be worth to grant these new skills to enemies also so they hit keep you on your toes). Another thing I think would be worth editing, is the Whack resistance many abilities have that essentially makes them useless in most scenarios. I'll start with what I think is the class that requires the most rework: Ranger and its sub-classes, this path offers a lot of out of battle utility that I think would require further editing of the game out of combat so you feel they have an actual impact, but more on that later. The first thing this class needs is a lower battle requirement to unlock, lowered from a total of 435 down to 315 (In comparison the much stronger Gladiator requires 350 between Warrior and Martial Artist, and Sage needs 340 between Mage and Priest), this alone makes it somewhat more competitive with the other classes for it to be a path for Hero, some tweaks would also be added so that it's not an absolute chore to progress this class and the end result of this class path is to be a jack of all trades being a secondary damage dealer in comparison to the Gladiator and being a decent backup healer second to the Sage (mirroring the healing support Ranger gets in IX). Thief Monster Master Merchant Ranger So that is it for now, really open for suggestions so long as they make sense, enhance the gameplay in a fair way and aren't made up skills/classes that don't exist outside the world of Dragon Quest.