Why am I apparently the only one who would VASTLY prefer polishing the existing product instead of adding more features? [closed]

Take PostgreSQL as just one example out of countless. It’s more than “mature” now. Yet the upgrade process is a painful ordeal which makes me upgrade once every few years instead of months. It really is that annoying.

In each release, they have a bunch of new features, meaning just more and more stuff I will never use. I don’t even currently use 99% of the features which have existed for 20+ years. Yet more and more is added all the time.

But at the same time, they don’t seem to care at all about things which are worth a trillion times the value of any new feature: smooth installing, upgrading and self-configuring in terms of performance-related directives. That last part might be the most difficult to accomplish, but would be worth it for me that not one single feature is developed for 10 years until this have figured this out.

Is new features the only way they feel satisfaction? I don’t understand it. If there is one thing that gives me pleasure with my own code and projects, it’s to improve and streamline the existing, sub-par solution/code. I almost wonder if I psychologically make it worse from the start just because I love improving it so much… But clearly, that’s not the case for most other people? They just want to pile on more and more features of very dubious use while the basics of the product are neglected.

It really makes me scratch my head, especially for a project like PostgreSQL which doesn’t need to print huge bullet points on shiny boxes which are standing in a store for people to notice and want to buy it… since it’s open source and free of charge.

I’m confused.

Is there any way to improve ability score without items, only with spells or class features?

I found a few, but they are all bad, like true Polymorph to improve ability scores (but I lose class features), does someone know any way to improve ability scores without losing class features, and without using magical items, only spells and class shenanigans? temporary and permanent increases are welcome my objective is improve warlock damage from lifedrinker

is there any way to improve ability score withitout items, olny whith spell or class features?

I found a few, But all is bad, like true polimorph to improve ability( but i lose class from game statistics,), someone know any way, to improve without lose class from game statistics, and without use books and tomes only spells and class shenanigans?

I think wish spell it’s a bad way way, but it’s a way.

Which balancing issues, if any, would arise from allowing PCs to spend actions on bonus action features?

I understand that RAW, features/spells/etc. that require a bonus action (e.g. Bardic Inspiration or Healing Word) cannot be used with a regular action instead (see this question).

However, what would be the long-term ramifications and effects on game balance if I were to instead allow PCs to use a regular action for bonus-action features/spells/etc.?

For the sake of narrowing this down a bit; I’m only asking about ramifications when allowing player characters to do this, no need to take NPCs or Monsters into account. I don’t use the variant rule of feats either, so no need to consider those as well.

Do unarmed strikes count as “weapon attacks” for purposes of features like Enlarge and Brute Force?

According to Sage Advice:

Unarmed strikes have always been weapon attacks. Here’s where the confusion comes in: your unarmed strike (fist, elbow, knee, butt, etc.) is not considered by the rules to be a weapon the way a longsword is a weapon. But the rules let you make unarmed weapon attacks anyway.

This ruling is clear for features like Rage, but less so for something like Enlarge:

The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage.

An unarmed strike qualifies as a melee weapon attack, but does it qualify as a “weapon” under these circumstances? It’s relatively obvious for effects that specify a weapon as an object, like the Forge cleric’s Blessing of the Forge, but this seems like a grey area.

Do features such as Timeless Body remove the requirement of eating/drinking during a long rest to remove a level of exhaustion?

The section on Exhaustion states:

[…] Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink […]

However, there are various ways to no longer require food or drink such as the Monk’s Timeless Body feature:

At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

With a feature such as Timeless Body, do long rests remove a level exhaustion even if you do not eat or drink?

For some context, I was planning to have a party gain a level of exhaustion and got locked away from food and drink (they also cannot summon food/drink, and do not have access to greater restoration); one of them is a Monk and I’m unsure if the exhaustion level will be removed upon taking a long rest.

Do the Unearthed Arcana Tunnel Fighter Fighting Style and the Arcane Archer Fighter’s Grasping Arrow features trigger when standing from prone?

The Light, Dark, Underdark! Unearthed Arcana includes the Tunnel Fighter Fighting Style which states:

[…] As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

And the Arcane Archer Fighter’s Grasping Arrow Arcane Shot feature states:

[…] The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting […]

What happens if the creature in question is currently prone, and stands from prone? Does this activate the Tunnel Fighter’s opportunity attack? Does this activate the 2d6 poison damage from Grasping Arrow?


Note I am aware that the following Q/A already exists:

  • Does standing up from prone trigger the damage from Booming Blade?

But I was told in my answer to another question that I cannot generalize answers there to conclude that standing from prone does not count as moving. So I am asking these separately instead.

I wanted to ask the question “Does standing from prone count as moving?” but was told that “There is no reason for the question “Does X count as Y?” to have a consistent, universally applicable answer.” and so have asked this instead.

Can any player character features alter the base stats of weapons?

Some spells, like Elemental Weapon and Magic Weapon, change base stats of weapons. Are there any player character features that are not spells that alter the base stats of weapons?

Stats being any properties, Damage die size/type, magical or not, +1 +2 +3 etc.

I’m not asking to solve any particular problem, just out of curiosity.

I’m not looking for a list of all the effects that do so, just a simple yes/no backed up with at least one example. I’m looking for RAW and official examples. Please no UA.

Should users know advanced and low priority features of the app?

Financial apps have lot of features, most of these features are nice-to-have features (e.g. changing PIN CODE, reports of income/outcome.. ) and advance features which few people may need (e.g. paying very specific bills, tracking selected transactions…)

Most of the users don’t know that the app has this kind of features and are simply using main functions.

Should designer try to make users know that this kind of features are available? In other words does user need to know about feature he/she will never use or use very seldom?