Wait why? Indomitable is awesome now.
i hate it because it might as well be an auto-success to the point where when you fail despite it, it feels like it's mocking you. i don't want my class features to mock me.
i feel like it'd be better if either it was basically an auto-success, or if it was replaced by slowly getting proficiency in other saving throws.
Honestly, the idea that someone with 10 Str and 20 Dex is an ideal archer bugs me. I know why the concept has been streamlined. I actually prefer a game where you don't need to invest in multiple ability scores to be good at archery (at least, if everyone is going to insist on point-buy).
But it would be nice to have Strength bows or viable thrown weapon builds.*
hot take: if bows have to be either strength or dexterity (and not some combination of both), they should be strength based. proficiency already determines aim, if you don't have the right muscles built up you're gonna have a bad time trying to use a war bow.
it'd probably be best to keep them dex based but give them either a minimum strength or con requirement to not have disadvantage with them, but i think you could totally get away with making bows all strength based and then having finesse throwing weapons, crossbows, and firearms be your ranged dex choices.
I mean, like, I just want to give every melee type PC mobility boosts?
There isn't a great reason why a level 1 PC is as fast as a level 5, 10 or 20 PC.
my idea was to just give martials the ability to use their extra attack to take actions other then attacking, like dashing or using an object or disengaging.
that way a level 11 fighter could disengage from an enemy, dash to an enemy near the wizard, and attack that enemy once in the same turn, for example. or the fighter could move 30 feet and dash 3 times for a total of 120 feet of movement. stuff like that.
seems like the simplest solution to me.
It breaks bounded accuracy, especially at high levels, and by a lot.
I prefer the old version. I think the old version was level appropriate. Part of the issue with the new Indomitable is the Mage Slayer feat (I liked the older version of that better as well), the champion's Heroic Inspiration and the Lucky feat which can all be had pretty easily on a high level fighter without giving up hardly anything.
If the old version was too weak you could implement a different mechanic - advantage on all saves or proficiency in all saves or a bonus of half your level as a reaction or something like that, but +14 or more on a save is just broken in a game that uses bounded accuracy as an underlying mathematical principle.
i honestly don't really care that it breaks bounded accuracy because it's clearly meant to eventually just be an effective auto success. my problem is that it...isn't. so it mocks you.
like i said to chaltab, i do think it'd be better if fighters slowly accumulated saving throws as they leveled up until they eventually became proficient in all saving throws. it'd be less abusable while still getting across that fighters are the kings of combat.
...i just realized i responded to 4 people in one message.