D&D (2024) Playtest: Is the Human Terrible?

But what about compared to the other playtest races, because that seems to be an issue for him too (that the human is weaker, specifically).

It's... a toss really. My tentative ranking based on how powers can be used in a campaign is this: (this is highly debatable of course):
Human being under Ardling, Dwarves if the campaign will ever venture underground for a significant part of it, elves, halflings and tieflings; on par with Dragonborn, gnomes, orcs. They'd be in the lower tier, but not far below.

This depends on how your campaign value darkvision, really. Humans are darkness-impaired. The big thing of getting feat compensated that... for some, overly, for other, justly (if their DM peppered the lightbearer with arrows long before they could retaliate, by playing enemies smartly).
 

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At this moment, it's not so much that it's all that less powerful that it's less "cool". It seems pretty obvious that there is an intent to do more with Inspiration in the future- if this proves to be the case, Human might start to look a lot better.
 

Not gonna lie, it's definitely an impactful change. There are several concepts I've played that I would probably not have played if this rule had been in effect.
It is the only way to start playing a sorcerer with metamagic from first level... for example.
 

It is the only way to start playing a sorcerer with metamagic from first level... for example.
I dont think X initiate will have a level prerequisite, nor the X touched. My guess is that they only went with the PHB's feats that would make logical 1st level feat.
 


Relatedly, the db paladin player is nonplussed about the breath nerf.

I can see that. I felt that the Fizban's dragonborn were "right". The cragonborns paladin will probably never get to use his breath after level 4. Even assuming a high CON paladin, an action that deals 1d10+level damage (12 average at level 5), DEX save for half, instead of two attacks dealing weapon damage (with a chance to crit) (14 if using a greatsword, 10 if using a longsword) is roughly equivalent (DEX is easily resisted). At higher level, the breath damage increase, sure, but at level 11 you'd do 16 breath damage while your weapons attack would do 2x(2d8 or 2d6+1d8) [18 or 22] thanks to the added radiant damage). And at even higher level, paladins tend to have enough slots that they can start throwing smites around... Sure, breath is an area of effect attack, but cone in close combat there is chance to have comrades in the area. So it becomes useful only in the edge case of breathing just before contact...

It's no longer "good" it's just a circumstancial ability. IMO not enough to be put on "higher tier".
 



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