has anyone in this thread suggested pulling punches?!?!
All I really said is I enjoy having some fallbacks. Now if 5e has too many fallbacks, is debatable. Certainly in the healing thread, I found maybe the hit dice mechanic was a little
too generous. I didn't mind 4e's "maximum healing per diem" mechanic with healing surges (yes, there were a few close calls, but there was a Ritual that let you spread out the costs a bit). But really, all we need is something else to do with hit dice to remedy that.
If the game was harder, it'd probably be fine, but finding the exact sweet spot where you can make the players feel that they have to be cautious, yet have wiggle room not to murder them with an overtuned encounter or using really good enemy tactics, is something many game designers have attempted, and no one has gotten it quite right yet.
Now the question this thread has to contemplate is, will a few extra Feats radically alter the balance too far in the player's favor?
I...don't think so. Like, take Tough. Wow. 40 extra hit points at level 20 sounds like a lot, but at level 1? It's TWO. It's going to take awhile before that matters in the slightest.
In fact, I think what being able to take Toughness at level 1 with a Background will do is just make people think they can go with slightly less Constitution.
So what's the kind of Feat that can really alter things at low levels? Heavy Armor Master has my vote- I played a variant human with that at level 1, and it felt pretty busted. By later levels, it's not a big deal though.
Observant, Alert, Inspiring Leader maybe? Although compared to a Twilight Domain Cleric, Inspiring Leader is peanuts.