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Thread: New UA: Draconic Options
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2021-04-21, 10:00 AM (ISO 8601)
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Re: New UA: Draconic Options
The more I think of it, the more I like these options for Warlocks.
Any spell-like ability that a race provides is a good option for a Warlock. Any way to preserve spell slots is a solid option.
Also for Paladins who normally don’t get much as far as AoE options, and often want to reserve slots for Smites.
While not AMAZING AoE, using two attacks at 5th level to deal 6d6 (half on a save) is a very solid option for them to have for when AoE is the best route. On average that’s 21 damage, assuming a failed save, which is equivalent to a not-well rolled fireball.
AKA all my rolls of Fireball....
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2021-04-21, 10:13 AM (ISO 8601)
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Re: New UA: Draconic Options
A lot of what's in here is "meh, fine, works I guess" stuff. I am not a huge fan nor huge detractor of some of these things. I will say that my favorite thing in this is making the breath weapon usable more than once and making it usable as one attack in an attack action.
If you're going to make it take a full action to use, that's also fine, but it has to be much more impressive so that it competes with a leveled spell or a full series of attacks. And unless you can use it at will, it needs to be better than a full series of attacks in inverse proportion to how rarely you can use it.
It seems to me to be a lot easier to balance it against one attack than both a leveled spell and a full sequence of an unknown number of attacks, and paying for any extra oomph from AoE with a somewhat limited use.
Maybe they should go full dragon-like mechanics and make it a Recharge on 5 or 6, rather than a limits/rest?
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2021-04-21, 10:58 AM (ISO 8601)
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Re: New UA: Draconic Options
I think Recharge <N> is not used for PCs for a reason; it's effectively "at least once per encounter" (since you usually have "infinite" rounds between encounters) but with added swingy unpredictability in later rounds of the same combat.
That model makes a lot more sense for monsters, who can't afford to waste their (usually) one moment on screen without their key resource available, but at the same time can't have it available every round; once/encounter is fine there, but it's effectively an unknown "clock" for the PCs: "eventually the dragon will get his breath back, and we should try to take him down before then".
The exceptions (things like features of a Wild Shape, Shapechange, Polymorph form) make more sense to me as exceptions, rather than the default mechanism to control some PC feature.
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2021-04-21, 11:02 AM (ISO 8601)
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2021-04-21, 11:29 AM (ISO 8601)
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Re: New UA: Draconic Options
Aside on Recharge-like effects:
At a first pass, that might look like "Cooldown 1d4 (or 1d4+1)" (after using this feature, roll a d4; at the beginning/end of your turn, decrease the value by one; you may not use this feature again until its value is less than 1).
Then combine that with the normal limit of uses per rest.
That way you get the slowdown effect you wanted, with some unpredictability, but not so much that a player is re-planning his PC's whole turn based on something he rolled at the beginning of turn.
It doesn't have the logarithmic scaling of Recharge N; I don't know if we would consider that a good thing or a bad thing.
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2021-04-21, 11:33 AM (ISO 8601)
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Re: New UA: Draconic Options
Good point. I will note that the player needn't replan his turn based on having recovered his breath weapon. He can, but he could go with his turn as planned. He just now knows he has his breath weapon available again on all future rounds until he uses it.
This could also be alleviated entirely in terms of planning by making Recharge be something rolled at the END of the turn, rather than beginning. Use the ability, and at the end of the turn, roll recharge. Or, if you want to guarantee one round of downtime, roll recharge at the end of any turn it wasn't available.
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2021-04-22, 10:19 PM (ISO 8601)
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Re: New UA: Draconic Options
I'm not really trying to get hung up on the definition of "decent" here. It is good enough to make it a coin flip. Not sure how defining "decent" is going to change that.
UGH, that sucks. Sorry you had to go through that man. Worst thing ever.
Their value never goes away.
Look at Tabaxi for a second. No one is likely to argue that their claws don't suck. But Double Movement speed is always equally useful at all levels. Proficiency in skills is equally useful at all levels.
Half-Orc? Their proficiency is equally useful at all levels. Their improved Crit is equally useful at all levels, because weapon damage scales with number of attacks so it is the same boost every level. Not dying once per day, equally useful at all levels.
Cantrips scale and are equally useful at all levels.
And when you start finding abilities that people tend to not like... it tends to be those abilities that don't scale well. The Goliath Endurance doesn't scale well. Or abilities that are so situational as to make you question why, like the Water Genasi getting Create or Destroy Water.
You are ignoring the other part though. At early levels you were dealing 50%. Isn't that competing with other prime abilities and belittling the roll of classes? To do 18% of 7 hp you would have to deal 1 damage. Would you use that ability at level 2, "As an action deal 1 damage to all foes in a 15 ft cone. This recharges on a short or long rest."
No, I don't think you would. I think that everyone would agree that is trash. And yet, you want to sell that same ratio us at 11th level, and praise it for "significantly injuring" the enemies.
And the biggest thing is, while the now 11th level breath weapon does have a damage buff, 4d8 is an average of 18. That raises us from 18% to 23%. A jump sure, but it is only 4 points of damage more and the math isn't bad here. It just feels better.
And I disagree because any one of these buffs alone wouldn't be enough. Sure, they'd be nice, but they wouldn't offer what we really need to make this viable for casters and martials. It needed the damage boost and it needed the swap for an attack.
The "prof per long rest" is less a buff and more an overarching design change. They've changed 1 per short rest to this across the board for a year now. It you don't have to like it, but it is just a factor of the evolving design.
So, highly specific and somewhat confusing real world example. Got it. I have no idea why attacking the ones he could reach was bad, I guess he was behind the enemy so the rest of the party was hitting the front of the enemy. But this is highly idiosyncratic so declaring that Dragon Breath as an action is good because you can hit the opposite side of the enemy because they are between the party and you are too low health to risky staying in melee, that is just taking an anecdote too far.
Because I'm talking in general. Dragon Breath should be useful for more than injured Vengeance Paladins who are split off from the party. If I'm playing a wizard and I run up, dragon breath and misty step, but I could have gotten better damage by running up and casting a 2nd level burning hands, or by staying back and throwing a shatter, then Dragon Breath isn't useful.
You seem to be baffled that we want an iconic ability to be our second or third option, instead of our last option. And no body thinks this is going to be a go to option for anybody except martials who might be facing a horde... in which case, them getting an AOE isn't the end of the world.
I always try and assume sword and board dueling, as it is a vanilla middle of the road build. If people are going for higher damage they tend to do other things, but very few opt for lower damage than this.
And, I was assuming the damage being spread out over two targets. In my experience, a 15 ft cone generally hits two or three enemies. But, enemy health can be conceived of as a single pool, like you are doing by applying 3d6 to every enemy. So, whether it was single target or duo targets doesn't matter.
Also, to be generally clear, you seem to assume lower CR creatures like goblins when defending Dragon breath. But, as we established, a 3d6 dragon breath is likely to only severely injure 3 goblins. The attacks are nearly guaranteed to kill two (only way they don't is if you miss the swing). Two dead enemies is better for your action economy, and you didn't use up a resource in the process. And, instead of needing potentially three more source of damage, you might only need one to finish of the single goblin.
It is the only time I've seen it used, when the player literally felt like they had no other viable option.
And has been addressed. That is new standard design. Sorry you don't like it, but they've been making this swap over for a year now. It wasn't just for this.
How is being favorable a bad thing? Oh no, the Bladesinger Dragonborn wizard might do some mid-tier damage with a daily resource, and they are a wizard who has a lot of daily resources already.
Here, let me give you a different one. The Dragonborn Fighter might be able to deal 3d8 damage in an AOE and then attack with their sword for 1d8+6. And they don't have a lot of daily resources to use.
The issue with your example isn't that the Breath weapon is too powerful, it is the Bladesinger Wizard and Wizards in general.
It has been a thing for a while. Not sure how you missed it.
Booming Blade on a Rogue massively boosts what their class gives them. My sister mains a High Elf Swashbuckler with Booming Blade constantly.
Firebolt is a ranged attack. Far greater range than the breath weapon. Less likely to be used, but what about on a spellcaster who took that from their ancestry so that they could focus on other spells. Like a Druid who prefers getting in close, but has this firebolt as their ranged attack option?
Maybe you are playing an artificer and took Mending, which is nearly mandatory for the Battle Smith and Artillerist to keep their companions alive, and gives you more cantrip options for them, since they are highly limited.
The point is, if you planned to take a race, and get a cantrip, and took that cantrip... you are planning on using it. It is a core part of your strategy one way or the other. But, for the dragonborn, you seem to have a problem that the player might take this race, and plan to use this ability in more than the rare fight where the stars align. That isn't a problem, that is normal play. "People will want to use this and that's boring" is a bad argument in my opinion.
Seems like not getting a choice requires less brain.
Then... shouldn't they plan around that? I mean, if I have multiple competing reactions, I generally have a plan for how to scale and use those reactions. You seem to think that somehow having options is a bad thing... but the Goliath ability is 1/day. Or maybe 1/SR. Either way, it makes a lot of sense to use it up, it isn't like saving it does you any good.
Sure, I got a little hyperbolic there at the end. Because an evoker wizard using fireball blows any possible use of Dragonbreath out of the water and steam fries it.
But you seem to be presenting this like it is a problem that people will want to use an iconic ability. That isn't a problem. That is what should happen.
And I gave examples of abilities up above.
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2021-04-22, 10:31 PM (ISO 8601)
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Re: New UA: Draconic Options
As an aside, I don't think there are any chromatic dragons with change shape. I'm all in favor of different colors of Dragonborn getting different abilities, but there's just no good reason to give any ability to all dragonborn if it's an ability only some true dragons have. I believe the most basic true dragon is the Red one, so if you want to argue for Dragonborn racials, I feel like they're the place to start, and they don't get shapechange. Or a swim speed. Or several other things some other dragons get.
Incidentally, giving them 10 foot blindsight instead of darkvision would be very draconic. All true dragons do get that. And since it's a fighting style, it's functionally been declared weaker than darkvision, so no balance concerns.
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2021-04-23, 12:43 AM (ISO 8601)
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- Nov 2017
Re: New UA: Draconic Options
Anyone else looked at the dragon breath change and thought, I wonder if that would be fun with a Gloom Stalker. Stealth up, then hop out of nowhere with a breath weapon followed by melee brutality.
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2021-04-23, 01:28 AM (ISO 8601)
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Re: New UA: Draconic Options
You made a sweeping generalisation that I don't think most people would initially agree with so wanted clarity, if +1 Dex is 'decent' then all it takes is a +3 Con or hitting a prof improvement to suddenly make it 'not decent' based on making it a coin flip or not.
UGH, that sucks. Sorry you had to go through that man. Worst thing ever.
Their value never goes away.
Look at Tabaxi for a second. No one is likely to argue that their claws don't suck. But Double Movement speed is always equally useful at all levels. Proficiency in skills is equally useful at all levels.
But on the universally useful note: Feline Agility realistically declines in usefulness for all Monks and Barbarians. As their movement speed increases, their base speed is more likely to cover the incombat distance they need to travel. Where as Feline Agility is really neat, but incredibly situational. I've both played and DM'd Tabaxi's that had no need for it for sessions on end, where as one player used it every chance they could get. It's a niche ability, and seems to be the centrepiece of the Tabaxi in your eyes, that would be a bad thing for the Dragonborn..?
Half-Orc? Their proficiency is equally useful at all levels. Their improved Crit is equally useful at all levels, because weapon damage scales with number of attacks so it is the same boost every level. Not dying once per day, equally useful at all levels.
Cantrips scale and are equally useful at all levels.
And when you start finding abilities that people tend to not like... it tends to be those abilities that don't scale well. The Goliath Endurance doesn't scale well. Or abilities that are so situational as to make you question why, like the Water Genasi getting Create or Destroy Water.
As the levels go up Casters become more reliant on concentration spells by and large to maximise their effectiveness, by the very (stupid) nature of concentration saves 1d12+Con can trivialise big hits for saving purposes, regardless the actual hp lost.
It can also save you from instadeath, a very real threat in Tier 1 (and depending your class and life choices, Tier 2).
A lot of races that give you spells don't age particularly well, examples:
Drow's Faerie Fire
Tiefling's Hellish Rebuke (I know there's a bazillion and one Tiefling flavours now with different spells, but there's only so much time in the day and I imagine the same applies to a lot of them)
Githyanki's Jump
Most Genasi (Earth gets a pass)
Triton's... everything
Otherwise:
Any weapon or armor proficiency is very easily wasted
Alternative movement speeds are nice, but easily lose their shine at later levels or are very niche
Bugbear's Surprise Attack is in the same bin as Assassinate
The number of subraces or whole races that are underwhelming or incredibly niche aren't exactly infrequent:
Centaur unless your goal is crazy movement speed
Changeling give you nothing really but roleplay fodder and maybe recon
Dwarf (Mountain) is pretty bad in general unless you use Tasha's optional rule
Hobgoblin's are very underwhelming
Vanilla Humans unless you are a very unlucky roller (oh have I been there) or have abserd aspirations
Kalashtar are pretty bad
Kenku read like they had a central ability that they accidentally hit delete on
Loxodons are pretty bad unless you want to grapple with a great weapon or sword and board
Minotaurs are eh at a generous best
Orcs feel like they're missing a central ability (especially in comparison to Half Orcs)
Simic Hybrid is pretty bad until you hit 5th, then eh
The bar for racial abilities really isn't very high overall.
You are ignoring the other part though. At early levels you were dealing 50%. Isn't that competing with other prime abilities and belittling the roll of classes? To do 18% of 7 hp you would have to deal 1 damage. Would you use that ability at level 2, "As an action deal 1 damage to all foes in a 15 ft cone. This recharges on a short or long rest."
No, I don't think you would. I think that everyone would agree that is trash. And yet, you want to sell that same ratio us at 11th level, and praise it for "significantly injuring" the enemies.
Player damage and monster hp don't really scale at the same rate, especially with other factors like resistance coming into play.
This really just highlights to me though that one thing I'd change is the level things scale at, shift it to tiers and just have the number of dice the breath does = prof mod. Moving everything down a level and upping the ceiling would help how they feel, a change like this would work well with bumping the die up to d8s as well I feel.
And the biggest thing is, while the now 11th level breath weapon does have a damage buff, 4d8 is an average of 18. That raises us from 18% to 23%. A jump sure, but it is only 4 points of damage more and the math isn't bad here. It just feels better.
And I disagree because any one of these buffs alone wouldn't be enough. Sure, they'd be nice, but they wouldn't offer what we really need to make this viable for casters and martials. It needed the damage boost and it needed the swap for an attack.
The "prof per long rest" is less a buff and more an overarching design change. They've changed 1 per short rest to this across the board for a year now. It you don't have to like it, but it is just a factor of the evolving design.
It's not even a sweeping design change either:
The Cleric and Paladin's optional slot regeneration can be used a number of times a day depending on their level
Quite a lot of abilities are once per long rest unless you burn a slot
All of the Rune Knight's active rune abilities are once per short or long rest
The psi die regen of the Soulknife and Psi Warrior are short rest based
The recovery/use mechanics in place are anything but uniform and the reality is this:
We've had one book with that prof bonus nonesense in, Tasha's. All the UA content amounts for little until it's in a book, and until it is I'll keep voicing my dislike and criticisms of it because that is the entire point of UA.
So, highly specific and somewhat confusing real world example. Got it. I have no idea why attacking the ones he could reach was bad, I guess he was behind the enemy so the rest of the party was hitting the front of the enemy. But this is highly idiosyncratic so declaring that Dragon Breath as an action is good because you can hit the opposite side of the enemy because they are between the party and you are too low health to risky staying in melee, that is just taking an anecdote too far.
All I did was give an example that had literally just happened, though being low on health and outnumbered aren't really uncommon at all. I never said it was good because you could hit the other side of the enemy, I explained why in this case hitting with his sword was not the best use of his action.
Because I'm talking in general. Dragon Breath should be useful for more than injured Vengeance Paladins who are split off from the party. If I'm playing a wizard and I run up, dragon breath and misty step, but I could have gotten better damage by running up and casting a 2nd level burning hands, or by staying back and throwing a shatter, then Dragon Breath isn't useful.
To take your example: If a caster knows they will have access to an aoe, then it means they can choose to not prepare or even take an aoe (or just reduce the ones they take) similar to your caster taking a cantrip race argument.
You seem to be baffled that we want an iconic ability to be our second or third option, instead of our last option. And no body thinks this is going to be a go to option for anybody except martials who might be facing a horde... in which case, them getting an AOE isn't the end of the world.
Actual dragons don't rely on their breath weapons, they're lucky if they can do it once a fight, and when they do it's their entire action. Something being iconic is a poor argument for it being powerful, nor should it be a good one, it leads to nonesense like Fireball being unusually good just because it's Fireball.
As it stands, I don't see why it wouldn't be a go to option, it's straight better than attacking twice unless you have a lot of riders on said attack.
I always try and assume sword and board dueling, as it is a vanilla middle of the road build. If people are going for higher damage they tend to do other things, but very few opt for lower damage than this.
And, I was assuming the damage being spread out over two targets. In my experience, a 15 ft cone generally hits two or three enemies. But, enemy health can be conceived of as a single pool, like you are doing by applying 3d6 to every enemy. So, whether it was single target or duo targets doesn't matter.
And that paints a drastically different picture. You also assume successes on the part of all Goblins, which would be unfortunate if you're hitting 2/3 but still isn't bad.
Also, to be generally clear, you seem to assume lower CR creatures like goblins when defending Dragon breath. But, as we established, a 3d6 dragon breath is likely to only severely injure 3 goblins. The attacks are nearly guaranteed to kill two (only way they don't is if you miss the swing). Two dead enemies is better for your action economy, and you didn't use up a resource in the process. And, instead of needing potentially three more source of damage, you might only need one to finish of the single goblin.
So let's say that there's 3 Goblins, you kill one and severly injure two others, the 'insert caster here' can then 'insert aoe here' and get a guaranteed kill on them even if they saved.
Just because you don't kill everything you hit, doesn't mean you didn't do better than just killing two (which is only as favourable as you paint if you take dueling).
Similarly, you don't have to open up with breath, you could try and use it to finish multiple severely injured enemies.
It is the only time I've seen it used, when the player literally felt like they had no other viable option.
And has been addressed. That is new standard design. Sorry you don't like it, but they've been making this swap over for a year now. It wasn't just for this.
How is being favorable a bad thing? Oh no, the Bladesinger Dragonborn wizard might do some mid-tier damage with a daily resource, and they are a wizard who has a lot of daily resources already.
Here, let me give you a different one. The Dragonborn Fighter might be able to deal 3d8 damage in an AOE and then attack with their sword for 1d8+6. And they don't have a lot of daily resources to use.
Or hey, breath to incap, breath again, action surge attack twice.
Or attack with a great weapon for more damage
Or drop a maneuver or insert ability here on the attack at the same time.
I haven't bother to look, but the fact that it still counts as taking the attack action is bound to have some funky interactions.
It's something that just screams nova or find ways to abuse, and it's unnecessary.
The issue with your example isn't that the Breath weapon is too powerful, it is the Bladesinger Wizard and Wizards in general.
Dragonborn gets republished=powercreep (if this version is published)
It has been a thing for a while. Not sure how you missed it.
Use prof bonus in more places.
In which case: Dragonbreath weapon is xd8 where x is your prof bonus. Done.
Booming Blade on a Rogue massively boosts what their class gives them. My sister mains a High Elf Swashbuckler with Booming Blade constantly.
It'd also really suck for her if an enemy caster counterspelled her only attack that turn. Counterspelling a cantrip feels a lot better when said cantrip had Sneak dice behind it.
Firebolt is a ranged attack. Far greater range than the breath weapon. Less likely to be used, but what about on a spellcaster who took that from their ancestry so that they could focus on other spells. Like a Druid who prefers getting in close, but has this firebolt as their ranged attack option?
Maybe you are playing an artificer and took Mending, which is nearly mandatory for the Battle Smith and Artillerist to keep their companions alive, and gives you more cantrip options for them, since they are highly limited.
The point is, if you planned to take a race, and get a cantrip, and took that cantrip... you are planning on using it. It is a core part of your strategy one way or the other. But, for the dragonborn, you seem to have a problem that the player might take this race, and plan to use this ability in more than the rare fight where the stars align. That isn't a problem, that is normal play. "People will want to use this and that's boring" is a bad argument in my opinion.
Seems like not getting a choice requires less brain.
Then... shouldn't they plan around that? I mean, if I have multiple competing reactions, I generally have a plan for how to scale and use those reactions. You seem to think that somehow having options is a bad thing... but the Goliath ability is 1/day. Or maybe 1/SR. Either way, it makes a lot of sense to use it up, it isn't like saving it does you any good.
You can (and I think most do) for what you'd like to do, but plans rarely survive contact with the enemy and before you can very easily be put into a situation where you have to choose:
I can hit x, I might kill them but there's other monsters left this turn and if they hit me it'll be really nasty if I don't reduce it. So, try and reduce their numbers, or save your skin?
Competing choices for the same action economy is a blessing and a curse.
Sure, I got a little hyperbolic there at the end. Because an evoker wizard using fireball blows any possible use of Dragonbreath out of the water and steam fries it.
But you seem to be presenting this like it is a problem that people will want to use an iconic ability. That isn't a problem. That is what should happen.
Just give it a minor damage buff to bring it up to snuff and then give them abilities that actually feel more like real dragons.For D&D 5e Builds, Tips, News and more see our Youtube Channel Dork Forge
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2021-04-23, 10:52 AM (ISO 8601)
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Re: New UA: Draconic Options
My thoughts on Draconic Options (video only, I'm afraid... no notes as it was unscripted):
11:21
https://youtu.be/SpePqhVZCkM
TL;DW: I like them all and think them all excellent, balanced additions, except for Flame Stride and Summon Draconic Spirit.Last edited by Bilbron; 2021-04-23 at 10:52 AM.
Host of Bilbrons & Dragons on YouTube! https://www.youtube.com/channel/UCxb...1zaAA/featured
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2021-04-23, 12:11 PM (ISO 8601)
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2021-04-23, 12:14 PM (ISO 8601)
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Re: New UA: Draconic Options
For D&D 5e Builds, Tips, News and more see our Youtube Channel Dork Forge
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2021-04-23, 01:49 PM (ISO 8601)
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Re: New UA: Draconic Options
And a "decent" strength at level 1 isn't decent by level 18. You didn't even want me including monsters of mid-CR so I'm not sure what you want me to say about things increase over time.
I've seen it go up in value over time, though I will acknowledge the need for it can become niche if you have a high enough base speed. That isn't a leveling thing though. A fighter at level 1 gets the same value as a fighter at level 20. This is a big difference. And proficiency's are included because they are a fine ability and they retain usefulness over levels. Just like the Dragonborn's Resistance. Which is an ability they have that keeps usefulness over levels.
A Half-Orc Paladin who cries with their longsword gets 3d8 damage at level 1, level 5 and level 11. The general value of "critical harder" is still applicable.
Great. Mage Hand retains the same usefulness at level 17 that it had at level 1. That isn't damage, but you chose not to take a damaging cantrip, nothing I can do about that.
I disagree with you on one or two of those, but that doesn't matter. Because also on that list? The original Dragonborn Breath Weapon.
They changed it. They should probably change A LOT of those races. With Tasha's it is now a lot easier to not waste Proficiencies. That helps. A lot of those spells can be useful if planned around correctly. Some of those aren't primary abilities.
But, just because you can point out bad abilities doesn't change the idea that, if abilities shouldn't be bad, we should design them differently.
Sleep. Magic Missile. There is a lot of great stuff at early levels. You just can't do a lot of it. At level 2 a Ranger with Dual-Wielding and Hunter's Mark is a blender. Monks are amazing. It just doesn't feel impressive because you are weak and 5th level is such a huge jump.
IT might be a good change. I think they are shifting close to that point, but I'd need to look at all of it.
I haven't seen any confusion. And we've addressed the other issues and why they needed fixed.
Just pointing out man, if they are making this change fairly consistently, then it shouldn't be that big of a shock when they do it again. Feel free to voice your complaints, but this isn't a "why did they add this buff to Dragonborn" as much as it is "why are you moving away from 1/SR as a mechanic"
I'll agree the monster design for Dragons could have used a lot of work. But, come on, don't try and sell me on the idea that Dragon's Breath isn't iconic in the extreme
And, as someone who recently had the harrowing experience of a dragon who recharged three times in a row... I can attest to why they made that difficult and rare.
Sure, it can happen. I've seen it too. People tend to overvalue damage though, so I've seen a lot more with dueling.
*Snipping a lot, these responses are getting too big*
Average of 26.5 to one creature, average of 13.5 to the others (If I remember the level correctly)
"The fighter might use another iconic and powerful ability to cool things with it"
Yeah, I know. But if the fighter is dropping their single action surge and two of their daily breath weapons, I'd sure hope it was an impressive display. Or hey, maybe they drop a daily ability, a daily resource and their action surge. Again, shouldn't that be rather impressive?
Action Surge is powerful. We know this. A high-level Eldritch Knight (or a slightly lower one with a wand) can fireball, action surge, Fireball. That is also impressive.
1) You can still dual-wield, you just can't do both the same turn
2) Yes, an enemy counter spelling you sucks. Still, please counter spell and cancel my at-will ability before I even roll. That just means you are out a 3rd level slot and don't have a counter spell for our actual spell casters. Enjoy the [Insert powerful spell here]
Either one is valid. I specifically chose a less optimized thing, because the logic behind choosing and using it is consistent. When it applies, you always use it. The thing you are complaining about with the Dragonborn.
Also valid, but trust me, keeping that turret alive has a lot of value. Enough I went with a single damage cantrip when I played one.
But a lot of people didn't like it, because it wasn't a good option, and therefore they never did the thing.
Ah yes, all that classic fantasy art that includes yetis using their breath weapon. Just because something else uses it, doesn't mean that it isn't iconic for a different creature.
None of the other iconic dragon abilities are going to really fly. Blindsense would never get through. Flight won't make it. You might be able to do something with fear, but that is already a feat. There isn't a lot else except the scales. Which would be cool, but I can see why they didn't.
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2021-04-23, 04:24 PM (ISO 8601)
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Re: New UA: Draconic Options
It's not that I didn't want you including mid-CR, it's that you brought up a CR 8 creature against a DC that wouldn't reasonably apply to them. Higher CR creatures should be looked at in respect to the DC they'd reasonably expect to face.
I've seen it go up in value over time, though I will acknowledge the need for it can become niche if you have a high enough base speed. That isn't a leveling thing though. A fighter at level 1 gets the same value as a fighter at level 20. This is a big difference. And proficiency's are included because they are a fine ability and they retain usefulness over levels. Just like the Dragonborn's Resistance. Which is an ability they have that keeps usefulness over levels.
Proficiencies should just really balance against resistance then, otherwise it becomes anything and everything races get against one thing Dragonborns do.
A Half-Orc Paladin who cries with their longsword gets 3d8 damage at level 1, level 5 and level 11. The general value of "critical harder" is still applicable.
Great. Mage Hand retains the same usefulness at level 17 that it had at level 1. That isn't damage, but you chose not to take a damaging cantrip, nothing I can do about that.
I disagree with you on one or two of those, but that doesn't matter. Because also on that list? The original Dragonborn Breath Weapon.
They changed it. They should probably change A LOT of those races. With Tasha's it is now a lot easier to not waste Proficiencies. That helps. A lot of those spells can be useful if planned around correctly. Some of those aren't primary abilities.
But, just because you can point out bad abilities doesn't change the idea that, if abilities shouldn't be bad, we should design them differently.
And the reality is that by reprinting buffed versions of existing options, they're just intetionally causing fragmentation because they won't just go back and errata things. We've seen that. And they certainly won't reprint buffed options for everything that isn't up to par with the stand out abilties that come to mind.
Sleep. Magic Missile. There is a lot of great stuff at early levels. You just can't do a lot of it. At level 2 a Ranger with Dual-Wielding and Hunter's Mark is a blender. Monks are amazing. It just doesn't feel impressive because you are weak and 5th level is such a huge jump.
Rangers and Monks like you say are very good early on, they're also dependent on being in melee with their hp are so low insta death is a very real possibility, nevermind just going down when there's limited party resources to bring them back up. Balancing act.
IT might be a good change. I think they are shifting close to that point, but I'd need to look at all of it.
I'd love to see the version I proposed, it'd be more compelling damage wise, whilst not upsetting the base of the game as a whole.
I haven't seen any confusion. And we've addressed the other issues and why they needed fixed.
This wouldn't have been a problem if they had called them Draconians or whatever, but presenting to races named the same but with different yet similar traits is asking for trouble. At least Wildemount gave two distinct Dragonborn variants instead of a replacement.
Just pointing out man, if they are making this change fairly consistently, then it shouldn't be that big of a shock when they do it again. Feel free to voice your complaints, but this isn't a "why did they add this buff to Dragonborn" as much as it is "why are you moving away from 1/SR as a mechanic"
I'll agree the monster design for Dragons could have used a lot of work. But, come on, don't try and sell me on the idea that Dragon's Breath isn't iconic in the extreme
My main point was that being able to do something is enough for it to be an iconic tie in, Dragonborn can breathe like Dragons, which isn't really a particularly dragon thing to do in D&D, it's just that in the real world we associate that with dragons primarily.
And, as someone who recently had the harrowing experience of a dragon who recharged three times in a row... I can attest to why they made that difficult and rare.
Yup it's nasty and that is some bad luck you had there, ouch!
But that took an entire action to deal elemental damage that left itself open to various defenses. Things shift dramatically when it's alternating aoe and attacks used back to back with no luck involved, since your uses are a certainty.
Sure, it can happen. I've seen it too. People tend to overvalue damage though, so I've seen a lot more with dueling.
*Snipping a lot, these responses are getting too big*
Average of 26.5 to one creature, average of 13.5 to the others (If I remember the level correctly)
"The fighter might use another iconic and powerful ability to cool things with it"
Yeah, I know. But if the fighter is dropping their single action surge and two of their daily breath weapons, I'd sure hope it was an impressive display. Or hey, maybe they drop a daily ability, a daily resource and their action surge. Again, shouldn't that be rather impressive?
Action Surge is powerful. We know this. A high-level Eldritch Knight (or a slightly lower one with a wand) can fireball, action surge, Fireball. That is also impressive.
1) You can still dual-wield, you just can't do both the same turn
2) Yes, an enemy counter spelling you sucks. Still, please counter spell and cancel my at-will ability before I even roll. That just means you are out a 3rd level slot and don't have a counter spell for our actual spell casters. Enjoy the [Insert powerful spell here]
Either one is valid. I specifically chose a less optimized thing, because the logic behind choosing and using it is consistent. When it applies, you always use it. The thing you are complaining about with the Dragonborn.
Also valid, but trust me, keeping that turret alive has a lot of value. Enough I went with a single damage cantrip when I played one.
But a lot of people didn't like it, because it wasn't a good option, and therefore they never did the thing.
Ah yes, all that classic fantasy art that includes yetis using their breath weapon. Just because something else uses it, doesn't mean that it isn't iconic for a different creature.
None of the other iconic dragon abilities are going to really fly. Blindsense would never get through. Flight won't make it. You might be able to do something with fear, but that is already a feat. There isn't a lot else except the scales. Which would be cool, but I can see why they didn't.
I could see something along the lines of the Blindfighting style making it in or a fly speed, we already have two always on racial options for flight and they usually impose armor restrictions to compensate.
Personally I'd feel more epic flying around and swooping down on my enemies rather than sometimes using a breath weapon, though in my games I gave the Paladin wings and a buff to his weapon so *shrug*For D&D 5e Builds, Tips, News and more see our Youtube Channel Dork Forge
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2021-04-23, 04:58 PM (ISO 8601)
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Re: New UA: Draconic Options
There are two points here I’ll bring up. I don’t have the time or the knowledge to argue against all of them, but I noticed some things.
First off, you compared the tabaxi’s Feline Agility to the PHB dragonborn’s breath weapon, claiming both were situational abilities not universally useful to all classes. You are technically correct, but contrary to what Futurama may say, technically correct is not the best kind of correct. In this case, there are degrees of how frequently applicable a trait is, and in my opinion and experience Feline Agility has far more opportunities to be usefully used than the PHB Breath Weapon, which past Tier 1 is generally a bottom-of-the-barrel option.
My second point is that while you point that breath weapons are not unique to dragons in D&D, and you acknowledge that breath weapons are iconic to dragons in the minds of most real-life people, you don’t seem to acknowledge the full implications of this. When new players come to 5e and want to play a dragon-person, the obvious thematic choice is the dragonborn, and the BW is what makes them dragon-y to a layperson, mores than 10 feet of blindsight would, and not as potentially game-breakingly powerful as winged flight. As someone whose first D&D PC ever was a dragonborn, the realization that the breath weapon was weaker than Burning Hands in Tier 1 was deflating. The increased usage and die size make it into more useful territory, and besides possibly your TCoE bladesinger example, isn’t so powerful that cheesy combinations exist.
Gotta go for now.
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2021-04-23, 05:55 PM (ISO 8601)
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Re: New UA: Draconic Options
(1) The new devs have shown that they are willing to change things in errata. New verisons of Xanathar's will have nerfed Healing Spirit. New printings of SCAG will have the Tasha's Bladesinger in it.
(2) Errata doesn't decrease fragmentation, it actually increases it. Now you have to talk about whether you're using SCAG Bladesinger (original) or SCAG Bladesinger (2021 edition).
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2021-04-23, 06:39 PM (ISO 8601)
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Re: New UA: Draconic Options
I believe it was also you (I know it was someone here) that noted when Xanathar's was printed that it had a different wording for Swashbuckler that has a significant impact on their ranged viability, was that ever changed?
So, so true on that errata. There are errata that were made before I'd even begun playing DND that I see cause some issue even today, unarmed strikes anyone?
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2021-04-23, 09:06 PM (ISO 8601)
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Re: New UA: Draconic Options
The SCAG errata do not change the SCAG Swashbuckler. The SCAG Swashbuckler, unlike the Xanathar's Swashbuckler, continues to have the ability to sneak attack via Rakish Audacity even for targets more than 5' away (i.e. SCAG Swashbuckler is a much better archer than Xanathar's Swashbuckler).
I wish they'd update that stupid sentence in the DMG about "6-8 medium or hard" encounters per day (or a greater number of more difficult encounters) as a guideline. As you may know, that sentence was accurate and matched the table when the Basic Rules were originally written (v0.1), but by v0.2 the table had been updated to relabel those formerly-medium/hard encounters as easy/medium. (That is, ceilings in the table were changed to floors.) But the sentence was not updated, so now the table and the text don't match, and everyone who actually does the math comes to different conclusions than those who just read the paragraph, and it causes controversy.
They need to just update the text to say "6-8 easy or medium", or else do the math and say "4-6 medium or hard".Last edited by MaxWilson; 2021-04-23 at 09:09 PM.
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2021-04-24, 11:12 AM (ISO 8601)
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Re: New UA: Draconic Options
I honestly tried to work up the energy to respond to most of this but... I just don't have it in me this weekend. So, highlight reel on the parts I could bring myself to respond to. Sorry that I'm just... exhausted.
We have like fifteen different types of elves. Having multiple dragonborn isn't that confusing. Anyone who can handle building a dungeons and dragons character themselves can figure out that there are multiple different dragonborn. Might even give them their own nicknames.
This is a non-issue.
And you'll notice that I didn't say "Iconic for the Dragons of the Worlds of Dungeons and Dragons." I said "Iconic for Dragons". So yes, in the real world, where people live and care about things like being iconic, dragons are iconic for breath weapons, like breathing fire. That is the point. Please stop trying to say that "well, yetis use breath weapons, so it isn't iconic for a dragon to breath fire."
Yes, a player ability is more reliable than a monster ability. This tends to be because players like to plan their turns, rather than just hoping to see.
This is design 101 of DnD man. Monsters have rolled recharges. Pretty much no player abilities do. We tried it once, and people hated it.
And the wizard can safely cast Hypnotic Pattern because the counterspell was used up on stopping an at-will ability.
Yes, it can happen, and that doesn't mean it is a bad thing for the party. Unless you specifically added an enemy with counterspell just to cancel the rogue's turn, and no other casters are present.
I actually never got the chance to use mending on it. Game only lasted a few sessions, but the DM hated that turret, because the temp hp single-handedly prevented the party from tpking multiple times over the few sessions. He started explicitly trying to target it to get rid of it because it was doing so much damage mitigation.
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2021-04-24, 03:30 PM (ISO 8601)
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Re: New UA: Draconic Options
Then our experiences differ, the amount of times a player can't reach something aren't that frequent in my games overall for various reasons, and players that rely on mobility either get it from elsewhere or need a more reliable source of it than Feline Agility. As a floor the breath weapon is at least damage, where as often times there's just no need or benefit (there's even detriments) to moving too much.
This might be different if player speeds matter outside of combat, but they don't unless you choose to take it into consideration so *shrug*
My second point is that while you point that breath weapons are not unique to dragons in D&D, and you acknowledge that breath weapons are iconic to dragons in the minds of most real-life people, you don’t seem to acknowledge the full implications of this. When new players come to 5e and want to play a dragon-person, the obvious thematic choice is the dragonborn, and the BW is what makes them dragon-y to a layperson, mores than 10 feet of blindsight would, and not as potentially game-breakingly powerful as winged flight. As someone whose first D&D PC ever was a dragonborn, the realization that the breath weapon was weaker than Burning Hands in Tier 1 was deflating. The increased usage and die size make it into more useful territory, and besides possibly your TCoE bladesinger example, isn’t so powerful that cheesy combinations exist.
Iconic is a terrible argument for these changes.
I didn't know they were errata'ing SCAG and that bums me out, TCoE BS can go suck a lemon and won't see my games.
I agree that errata doesn't reduce fragmentation as standard, it's just a different kind of fragmentation that affects different people in different ways (primarily books users and people that don't refer to source material much).
Self care is more important than an internet discussion, get some good rest in, your body will thank you.
We have like fifteen different types of elves. Having multiple dragonborn isn't that confusing. Anyone who can handle building a dungeons and dragons character themselves can figure out that there are multiple different dragonborn. Might even give them their own nicknames.
This is a non-issue.
The issue here is that you can be a Red Dragonborn and the only thing that determines your breath is the source. The name of the race, subchoices, and ability remain the same. That's what I'm talking about with confusion and you just don't get that with subraces, because they're called different things with different names abilities.
Even if they go back and errata the Dragonborn, as Max pointed out, that's just a different level of fragmentation (and inevitiably confusion).
And you'll notice that I didn't say "Iconic for the Dragons of the Worlds of Dungeons and Dragons." I said "Iconic for Dragons". So yes, in the real world, where people live and care about things like being iconic, dragons are iconic for breath weapons, like breathing fire. That is the point. Please stop trying to say that "well, yetis use breath weapons, so it isn't iconic for a dragon to breath fire."
This could just as easily be represented as:
Dragons can breath fire, so can a Dragonborn, the Dragonborns is weaker, but it's not a real dragon so that makes sense.
The iconic thing that links them beyond appearance is capability, not effectiveness.
Yes, a player ability is more reliable than a monster ability. This tends to be because players like to plan their turns, rather than just hoping to see.
This is design 101 of DnD man. Monsters have rolled recharges. Pretty much no player abilities do. We tried it once, and people hated it.
And the wizard can safely cast Hypnotic Pattern because the counterspell was used up on stopping an at-will ability.
Yes, it can happen, and that doesn't mean it is a bad thing for the party. Unless you specifically added an enemy with counterspell just to cancel the rogue's turn, and no other casters are present.
She's taking those risks, hoping for a higher payout in damage and control, but it's still a risk and opportunity cost.
Being able to sub out a single attack for a full power breath doesn't have that same opportunity cost, since the breath will pretty much always be better than a single attack (ignoring element choice here).
I actually never got the chance to use mending on it. Game only lasted a few sessions, but the DM hated that turret, because the temp hp single-handedly prevented the party from tpking multiple times over the few sessions. He started explicitly trying to target it to get rid of it because it was doing so much damage mitigation.For D&D 5e Builds, Tips, News and more see our Youtube Channel Dork Forge
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2021-04-24, 05:12 PM (ISO 8601)
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Re: New UA: Draconic Options
I'll be honest, I don't see how feline agility isn't extremely reliable. All it takes to recharge it is not moving for one round. It's guaranteed-available at least once per combat, and probably multiple times if you have any sort of stick-and-move strategy.
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2021-04-24, 05:23 PM (ISO 8601)
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Re: New UA: Draconic Options
The ability has a short recharge, but the amount of times crazy high speed is relevant is highly table dependent and ime doesn't really come up that often. This is reinforced by two classes having built in speed bumps and numerous subclasses also giving speed bumps.
If you were building a strategy around mobility and ti wasn't just 'I can run really fast sometimes!' I can't see the Tabaxi being a top choice based on Feline Agility.For D&D 5e Builds, Tips, News and more see our Youtube Channel Dork Forge
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2021-04-24, 05:32 PM (ISO 8601)
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Re: New UA: Draconic Options
Roll for it 5e Houserules and Homebrew
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2021-04-24, 06:40 PM (ISO 8601)
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Re: New UA: Draconic Options
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2021-04-24, 06:46 PM (ISO 8601)
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2021-04-24, 06:50 PM (ISO 8601)
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Re: New UA: Draconic Options
I mentioned “other than flying” in my previous post, so the qualifier was there to begin with. Regardless of whether new/uninitiated players should have a heavy influence on D&D, it’s clear that they do, especially since 5e is attracting newcomers in droves. From what I’ve learned from other fellow forum-goers who are familiar with the D&D Next playtest, 5e was initially designed to attract 3.5e players who had abandoned D&D in the 4e era in favor of Pathfinder. Now that 5e has exploded in popularity, however, there is a significant profit incentive on WotC’s part to make things more newbie-friendly, and that applies to both mechanics and flavor (Another example of this is associating hobgoblins with the Fey in the previous UA, which is alien in D&D but familiar ground to outsiders; one of Shakespeare’s Puck/Robin Goodfellow’s aliases is Hobgoblin).
It’s also worth noting that the new breath weapon only is comparable to that of a true dragon’s at 17th level, the start of Tier 4, where PCs are de facto demigods, and even then the UA dragonborn’s breath weapon is only more or less on par in damage with a wyrmling’s (which comes up on top depends on which of the ten published wyrmlings you’re comparing it to), so for most of the game the new BW is still weaker than an actual dragon’s, and late-game is equal to that of the youngest category of true dragons. Granted, this analysis doesn’t take into account frequency of use, as PB uses will almost certainly outnumber a recharge die, but for most campaigns this will not matter, and it’s something of a wash IMHO.
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2021-04-26, 03:20 AM (ISO 8601)
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Re: New UA: Draconic Options
I looked at this thread time to time. Haven't noticed anyone trying (could be wrong), but what about dragonborn monk with the subclass being the draconic one?
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2021-04-26, 04:52 AM (ISO 8601)
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Re: New UA: Draconic Options
Yeah that was mentioned at least once, you can spam breath attacks to a DM-aggrivating degree
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2021-04-26, 09:20 AM (ISO 8601)
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Re: New UA: Draconic Options
Nope, there are three different versions of each of the Aernal Elves and Valenar elves from Eberron. Depends if you are using the Wayfarer's Guide, Rising from the Last War, or the PHB (I might be mixing in Exploring Eberron, so it might only be two, but the point still stands)
And yet, confusion isn't a big thing with those.
And real dragons are much more effective. 60 ft cones dealing 10d6 damage are very different than a 15 ft cone dealing 3d8.
But you still want to be able to utilize it in combat more than once, maybe twice. Again, you have to remember that not everyone runs with 2 short rests per day. Also, losing a full action is a massive detriment to martial characters. These were the considerations, and since it was very possible for a Dragonborn to never use their breath weapon, because it wasn't effective, there was no appearance of them being related to dragons. They might as well have been Lizardfolk, because they didn't do anything draconic.
But again, as I said, we don't use rolled recharges on player abilities. We tried that, it didn't work. But, at the same time, dragons can use their breath weapons more than once per short rest. They get it back about once every three turns on average. This is a decent compromise.
And what you are calling being "vulnerable to additional countermeasures" I see as "bait for weakening the enemies resources."
I will never understand this insistence that having an at-will option somehow locks you out of other things you could possibly do, when you could just choose not to use the at-will option. And using Dragon Breath also locks you out of other options. You can't attack and cast a spell. You can't attack and dodge. You can't attack and dash. Unless you are a class who can do those things. And take a rogue, you have to give up sneak attack to use dragon breath. That's a big ask.
Is a dragon breath generally better than a single attack? Sure, maybe. When you have three uses of it are you going to use it every single round of combat? No, you are going to save it for the most effective use. It is only that now you aren't trying to balance that as a martial with giving up everything else.
He had a love-hate with it.
It was clearly the most powerful thing in the party, because we talked and about it, and we acknowledged that without a dedicated healer, a lack of stealth, and running face first into half a dozen encounters between Short Rests it was nearly solely responsible for keeping the party alive.
Which he appreciated, because the game would have been over the second session without it, but he hated it as well, because it was clearly so powerful that if we had had even a slightly different party make-up, we could have been unbeatable (in his opinion.)