ZombieRoboNinja
First Post
It's true. I wanted to tease out Taunt specifically because it specifically doesn't quite mesh with what I enjoy, and because it was mentioned in the podcast. Most of the other abilities are OK in my book -- they don't violate control of decision points.
What if Taunt worked like this?
Taunt: As an action, you can spend your skill die to taunt a creature. Choose a creature within 30 feet of you that can see or hear you, and contest your Charisma against its Wisdom. The creature automatically wins the contest if it is immune to being charmed. If it loses, the creature has disadvantage on any action it takes in its next turn (and grants its opponents advantage on saves against its attacks) if it does not first use its move to approach you as close as possible while avoiding dangerous terrain.
Obviously I just pasted together the current Taunt and Distract here, but would this work for you? The downside, of course, it that it's quite a bit more complex than the current Taunt.
I still think the original design is fine, but I certainly wouldn't mind a compromise on cases like this where some minor adjustments satisfy a broader swath of players.
The trickier challenge is stuff like martial healing, where there really isn't much of a workable middle ground. I'm thinking their best bet is to cordon off those more controversial mechanics to particular classes (like the warlord), so that a group that despises inspirational healing can just ban those classes.