The closer we get to release, the more I worry that their decision to make this a backwards-compatible revision that also has its own entire set of rules changes, subclasses, magic items, monsters, and adventures is going to leave everyone unhappy.
You say that's a problem, but it just sounds like you can double up your meme with a greentext
I don’t mind having to make “tough choices” in general, only when the obviously correct choice is boring and the suboptimal one is the cool fun one.
This perfectly sums it up. The problem is that increasing your scores needs to be pretty darn strong, strong enough to compete with a feat...but as you said, it's usually pretty boring. A couple of +1s certainly add up and make your character more powerful on average, but a feat that grants entirely new functionality just feels so much more impactful and fun.
I would have preferred them to entirely separate stat growth and feat selection, but the OneDnD method of just making most (all?) feats into "half feats" is acceptable as well.
I genuinely hope this results in healthy competition for D&D. That can only result in better content and games for us as players.
Love this classic.
In order for subclasses to feel impactful and varied, they do need to change how you play pretty significantly...but that means they need to have a pretty hefty set of abilities right when you first get the subclass. I don't think it's a coincidence that the classes that are the worst offenders as "most abused multiclass dips in 5e" all get their subclasses at levels 1 or 2.
Oh for sure that’s why they’re doing it. Subclasses require a bucket of features when you first get them in order to substantially differentiate themselves from the main class, which means it’s a big power jump. All the most common dips in 5e (warlock, cleric, sorcerer) are classes that get their subclass at 1st level.
Thanks for the shout-out!
I mean, it’s right in the name isn’t it? Seems perfect.
Honestly it sounds a lot like the Heroic Inspiration system from the OneDnD playtest material. Mostly the part about getting one every session (human characters get one for free every long rest) and having more defined reasons for a DM to hand it out.
This feature really is lackluster, especially given how it initially looks pretty strong.
How about something like the Nature Cleric’s 6th level ability, Dampen Elements, reworked into an Aura?
Starting at 7th level, when you or a creature within 10 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to creatures of your choice within 10 feet of you against that instance of damage.
So, it’s more limited in range than the cleric’s (10’ vs 30’), but you have the option of applying it to multiple people if they all get hit by the same elemental damage, so it should still work for spells. Shame it won’t work against Magic Missile or other force / bludgeoning damage spells anymore though. Maybe you could put “force” in there as another option…but that could probably lead to cheese, since on-demand resistance to force is likely to open up some abusive interactions (like make Staff of the Magi a much less suicidal nuke).
It’s also balanced somewhat by the fact that a paladin’s reaction is more useful than a cleric’s usually.
They probably mistyped "immoral".