Thing is it doesn't need nerfing. It's not overpowered. It need abuse-proofing. Or at worst abuse impact negation.
If there was a single feat that "shored up" your weak saves, you're right - everyone would take that instead.
Calling it a trap option because adventures doesn't feature enough challenge is entirely backwards to me. If the adventures doesn't challenge players, that's a huge bug and certainly not a feature. Let's not start treating the edition's carebearian nature as a good thing.
Sure there can be campaigns with doesn't feature combat heavily, and there the feat might be less useful. But in published adventures there are a lot of monsters to be killed, and saying "you don't need to be particularly good at killing to succeed" is the ultimate resignation to me.
What game would D&D be if you could kill its monsters on autopilot? Why would you even waste your time dungeonbashing if there isn't even the illusion of challenge and possible defeat?!
No - a 40% damage increase is and needs to be a huge deal. In fact, my entire argument is that it is too huge a deal, and that the game would be much better off if it was reined in. Both in combat-heavy campaigns and obviously also in your social/exploratory campaigns. In campaigns where it sees a lot of use, and in campaigns where it is never taken. In all campaigns, in other words.
That's an interesting spin on It! CapnZapp & his crew seem to be caught in it, and thus find the game 'too soft.'
The encounter guidelines, maybe assume that every option won't be turned on, magic items won't be factored in, and system-mastery won't be rampant.The edition is balanced out of the box for the casual player.
I doubt it's anything that grandiose. Certainly, I don't recall anything like that floated as a goal during the playtest.I am absolutely convinced that WotC put these kind of traps into this edition because they learned that the only way to win the power gamer war is not to play. This edition emphasizes real choice in character design.
If you define relevancy as "thanks to BA, even though you're at -1, you might be the one who succeeds at this important check." I guess that was important enough to implement BA, though, so worth mentioning. I don't find it 5e's strongest suit, personally (that'd be DM Empowerment, I probably don't even need to mention).Most importantly, you can take whatever you want without fear that you are going to nerf yourself out of relevancy in any pillar.
Feats in 5e, while 'bigger' than those in past editions, still evoke the edition that introduced them 3e. So does 5e Multi-classing. Both are optional. Turn on both options and the game has significantly more pronounced rewards for system mastery, and the regular encounter guidelines become 'too easy.'
Opens up more choice, I'd think...I think this really hits the nail on the head.
I would just also add that having both on still allows for choice.
In the default 'easy mode?'As to relevancy, I define it as being able to overcome level appropriate challenges.
Yes. It's interesting, because some of it was couched in the kind of language you usually see in support of balance-is-a-good-thing ideals, but is really more in support of, IDK, 'the game doesn't need to be hard?'And, yes, it means that those looking to do so can and will "break" the system, but that's being done by the choice of the player. Does that make sense?
Thus, balance becomes something the each players should be policing for themselves. Not sure how many players would catch onto that, but it's a cool insight.
What are you talking about here....?But, to entirely re-design your encounters, you'd've had to have already designed all of them. I know DMing styles vary, but I don't expect it's typical to design every encounter you'll ever run, then re-design all of them when you notice the game is 'softer' than you expected. You have to design encounters, anyway, and it's not like the existing guidelines are a huge help in the first place. Doesn't seem like an unreasonable approach, to design encounters to fit the play style & system mastery of your players and evoke the tone you want in your campaign, seems like business as usual, really.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.