clearstream
(He, Him)
I wouldn't make any special argument about power, per se. I'm thinking more about mechanical oversights, lapses or bugs, and about places where some strategies overshadow others or warp the narrative around them. Also about options that while perhaps offering a mild degree of diversity, can represent traps for new players.Also, in my experience, popular opinions about what is overpowered do not match up with the reality. For example, people complain about GWM because of the increased DPR (average damage per round), ignoring that using the feats can increase the chance of PC DEATH *despite increasing DPR*. However, that has been argued a thousand times over and we won't make any progress revisiting the case.
For me, GWM does a good job of defining one boundary for damage. I mean, something has to deliver the most melee weapon damage! I feel like it is also important to respect what is exciting about it. +10 for -5. One possibly doesn't want to mess around with perhaps more accurately balanced numbers that feel less exciting.
But this thread isn't really about that. Everyone's lists will differ. On the other hand, some things come up again and again on these forums. I have more than 50 documents of Unearthed Arcana. Almost all of that is dedicated to shiny new things. Could be I'm the only poster who would value seeing some debugging for what they already have, from the designers of this edition.
Exactly! Not substantial changes. A look at bugs and oversights that have revealed themselves by now.However, they don't think the rules need substantial changes.