They already are. You can get battlemaster maneuvers through two different feats - Fighting Initiate and Martial Adept. If you get both of them that gives you three maneuvers and 2 dice per short rest.Maybe an attempt to open up maneuvers and superiority die to places beyond just the Battlemaster.
........ I... Yea... I don't know about that. 5e optimization troubles tend to enter the realm of 3.x's pulled from eight different books with 6 class/prc builds with oone or two steps and those steps tend to be blindingly obvious at a glance.I also think the designers might have just not thought of or had forgotten just how much some players optimize D&D for combat at the expense of everything else.
With the break of 4E and the years separating the mix-max fiasco of "6-class/prestige class" multiclassing that some people did with 3E and what they were trying create for 5E... I suspect they didn't think those folks would return and go far into the mechanical weeds to milk every last bit of combat juice out of the 5E stone to turn GWM/SS/PAM/Lucky into the massive problems they ended up being for many tables.
Now granted... a lot of those problems are because DMs are allowing those problems to occur based on what they are accepting at their tables, the type of players they are playing with, and what their actions are for encounter building to try and challenge them... but at the end of the day the folks at WotC just didn't realize how vigous their game's math was going to need to be to keep things really bound. Because the looseness of the rope encircling the math still allowed for some folks to really pull against it and get far outside the herd.
Still needs some unique or nearly unique spells like Entangling Strike and the more interesting XYZ Smite spells, to really be close to a Swordmage.Hexblade warlock. Swap CHA for INT. Swap the level 6 specter ability for the Archfey misty step. You’re 80-90% to a swordmage.
These are not overpowered and I think many feats are better than these, including most of the half feats and when you compare them to an ASI, you are giving up a lot.Agree with the 2nd paragraph. I think the better solution is to avoid overpowered feats. They should have been able to figure out that GWM and SS were overpowered relative to the other feats.
I doubt they are going to update/change the warlock casting mechanic.I figure, this fact requires a Warlock update anyway. So whatever works for the Warlock would work for other classes like Psion and Swordmage too.
I’d rather see them love Lay On Hands and get Smite nerfed hard than see anything change to the Aura. IMO they should lean harder into the aura and stack fewer unrelated other features on the class.The paladin needs a nerf, specifically with divine smite and the saving throw aura.
This is going to be something impossible to really figure out... mainly because every table and DM is going to be different, and how their encounter building and adventure focus will be up and down the underpowered/overpowered line......... I... Yea... I don't know about that. 5e optimization troubles tend to enter the realm of 3.x's pulled from eight different books with 6 class/prc builds with oone or two steps and those steps tend to be blindingly obvious at a glance.
I think a Paladin is powerful in combat if optimized for that but they are so weak out of combat that for the most part no one at my table wants to play them. They don't get the Ribbon features of the other Martials, even the fighters are better with an extra ASI in there and some specific subclasses.I’d rather see them love Lay On Hands and get Smite nerfed hard than see anything change to the Aura. IMO they should lean harder into the aura and stack fewer unrelated other features on the class.
I genuinely feel like you play an entirely different game, where only the names of things are the same, as the one I play. I wish I could figure out what the nature of the difference is to some useful degree.I think a Paladin is powerful in combat if optimized for that but they are so weak out of combat that for the most part no one at my table wants to play them. They don't get the Ribbon features of the other Martials, even the fighters are better with an extra ASI in there and some specific subclasses.
Paladins can be a decent face but even here they are not great are limited by lack of proficiencies, cantrips and lack of expertise or reliable talent.
To really make a good playable Paladin out of combat you need to go Dex-based and that takes their damage and AC down a notch, or spend ASIs on non-combat feats like skill expert or prodigy.