Would you let someone get regenerate or mass heal from a feat? My point was the healer feat is, in effect, giving a spell slot, refreshing on a short or long rest, for every person in your party for the low low cost of a healer's kit. My point was the amount of healing it gets is really high.
I've seen it taken twice. I've also seen Inspiring Leader taken once. And I haven't gotten to be in too many 5E games. When I do get a chance to play and not DM, the character I'm planning on making is a Bard built like a Warlord and both of those feats are on my docket to take.
Healer gives an amount of power that rests between Magic Initiate and the racial magic feats. Depending on what use of Magic Initiate you compare it to, it may actually fall behind Magic Initiate. (not very many cases, but still)
Requiring a specific consumable item to use it is of variable significance, but it hardly breaks the game. Few DMs will just allow infinite healer kits even without the feat, but if they do, so what?
Nothing too outrageous. Grappler and Tavern Brawler for one. Athlete and Mobile for another. Moderately Armored and Medium Armor Master. Observant and Alertness (with a few changes.) Probably a couple others I can't think of at the moment.
I keep thinking that the proficiency feats are all complete garbage from a power standpoint. I wish that the weapon master feat gave a fighting style or something.
I'm surprised at combining Athlete and Mobile, though. IME, Athlete is a pretty popular feat.
And I think this is one of the best things about this edition, and one of the things which, over time, started to turn me off to 4e though I loved 4e.
I hate using errata for balance issues. It results in pages and pages of errata, and sometimes errata on the errata. The 4e stealth rules for example did that. And polymorph. It was a horrible experience.
I much, MUCH prefer the answer of, "If something is a problem for your game, here are some example alterations you can make as a DM to address it" as advice than hard-fixing it with errata. Rulings not rules is, for me at least, a much more functional game.
Playing 4e primarily with books, I get where you're coming from. But, even in late 4e, I just used the essentials rules book for quick reference when I didn't want to look something up in the online compendium, and I'd not trade away the later Warlock errata for anything.
I think, ultimately, errata comes down to attitude. Is your product something that's supposed to work, and when it doesn't, that's a bad thing? Then you fix it, promptly, and free of charge if at all possible.
Is your product not really supposed to work until the customer has kitbashed it into what he was actually looking for when he bought it? Then why worry, trying to change it is just going to screw with the kitbashing your customers have already done.
It's a motto, not a game. ;P
By definition, "rulings not rules" embraces system disfunction - but also encourages a can-do attitude on the DM's part. The former is not good for a functional game, but the latter /is/.
Okay, but 5e works out of the box. It is very different from 4e in how it accomplishes that, but I've not seen new groups struggle with 5e. My own group played for at least a year before doing literally any "kit bashing" of any kind. We still play about 80% raw, if you don't count custom built magic items that use the Xanathar's Guide rules combined with the DMG guidelines for magic item creation.
I can care about two things at the same time. LOL.
I'm starting to think the game really exects us to heal up to full with each short rest. LOL.
Yep, it does.
I have revised Durable as follows:
Durable
Hardy and resilient, you gain the following benefits:
• Increase your Constitution score by 1, to a maximum of 20.
• When you roll a Hit Die to regain hit points, you add your proficiency bonus to the total of each roll.
• When you complete a long rest, you regain a number of additional hit dice equal to your proficiency bonus.
That works for me. Gonna actually pass that along to my fellow DM in my group, see what he thinks. We don't like to have to remember different sets of houserules and homebrews between campaigns, so we generally decide together what rules all of our campaigns will use.