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What 5e rule/option/class/item etc. do you regret allowing into your game
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<blockquote data-quote="clearstream" data-source="post: 7257715" data-attributes="member: 71699"><p>It's worth remembering that UA is not fully playtested and not balanced: in my campaign UA can usually only come into the game with balancing revisions. It always pays to ask the question - what is this like as an MC dip? Revised Ranger for example, is an imba MC dip.</p><p></p><p>GWM is okay because it is toe-to-toe and you need to sacrifice defense: before you nerf GWM think hard about how much you like your casters to outshine martials? Sharpshooter on the other hand is not okay because it deals similar damage to GWM... at 120'+ range: I recommend "<em>Once per turn</em>" on the Sharpshooter power attack.</p><p></p><p>For overall game balance that allows all classes to shine, I recommend tweaking the Crossbow Expert's obviation of disadvantage in close for ranged attacks, to something like "<em>When you make a melee attack against a creature, being within 5 feet of that creature doesn’t impose disadvantage on your ranged attack rolls for the rest of the turn.</em>"</p><p></p><p>Bladesinger is problematic. Wizards are already the most powerful class: they don't need to also out-tank the heaviest martials.</p><p></p><p>Any kind of flying PC race can warp the narrative unless your campaign is setup specifically to accommodate them.</p><p></p><p>Variant-Humans tend to overshadow other characters for the first few levels. Either disallow them or give them their feat at 3rd or 4th level.</p><p></p><p>Think about the crown jewels of each class (usually found in the first few levels). Don't give away Expertise in key exploration and Social skills to characters other than Bards, Rogues and (outdoors) Rangers. Don't give away the highest possible AC to anyone but Defense fighting style, plate and shield, fighters. Don't give away Metamagic to anyone but Sorcerers. Etc. Protect the things that make each class shine.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7257715, member: 71699"] It's worth remembering that UA is not fully playtested and not balanced: in my campaign UA can usually only come into the game with balancing revisions. It always pays to ask the question - what is this like as an MC dip? Revised Ranger for example, is an imba MC dip. GWM is okay because it is toe-to-toe and you need to sacrifice defense: before you nerf GWM think hard about how much you like your casters to outshine martials? Sharpshooter on the other hand is not okay because it deals similar damage to GWM... at 120'+ range: I recommend "[I]Once per turn[/I]" on the Sharpshooter power attack. For overall game balance that allows all classes to shine, I recommend tweaking the Crossbow Expert's obviation of disadvantage in close for ranged attacks, to something like "[I]When you make a melee attack against a creature, being within 5 feet of that creature doesn’t impose disadvantage on your ranged attack rolls for the rest of the turn.[/I]" Bladesinger is problematic. Wizards are already the most powerful class: they don't need to also out-tank the heaviest martials. Any kind of flying PC race can warp the narrative unless your campaign is setup specifically to accommodate them. Variant-Humans tend to overshadow other characters for the first few levels. Either disallow them or give them their feat at 3rd or 4th level. Think about the crown jewels of each class (usually found in the first few levels). Don't give away Expertise in key exploration and Social skills to characters other than Bards, Rogues and (outdoors) Rangers. Don't give away the highest possible AC to anyone but Defense fighting style, plate and shield, fighters. Don't give away Metamagic to anyone but Sorcerers. Etc. Protect the things that make each class shine. [/QUOTE]
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What 5e rule/option/class/item etc. do you regret allowing into your game
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