So I was nerding out and reading Harbinger of Doom's blog and ran into an interesting comment. Someone pointed out that since initiative is a dexterity check, the champion fighter's "Remarkable Athlete" ability should add it's bonus to initiative checks, and that seems to be correct from what I read. If true I find it to be 1) flavorful and 2) encouraging. I've seen a couple of posts pointing out how horrible that ability is, and seeing something like this shows that maybe the designers thought these classes through more carefully than they are being given credit for. I know that I am going to make a point of trying to read these rules without preconceptions. It is way too easy to assume that something that looks similar to your edition of choice is exactly the same when it isn't.
So has anyone else noticed any unexpected rules quirks? Here's one I came up with. A strength based two-weapon rogue who picks up expertise in athletics can get a pretty huge bonus on checks to trip an opponent, and then gets advantage on attacking them while prone = auto sneak attack

. Combined with the versatile background system it could allow your skill monkey to potentially have a very different ability score and skills spread than usual. Really loving the ability to make such customized and unique characters just in the basic rules.
Your turn!