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  5 Rules of GivinG feedback
  5 Rules of Giving 
  Feedback
  So you’re reading some original content for D&D 5e and 
  you want to give feedback? That’s great! Here are a few 
  simple rules to help you communicate your ideas…
  Rule 1: Be Respectful
  There’s no reason to be disrespectful to people you don’t 
  know on the internet. Being respectful means not using 
  pejoratives to describe the original author, not assuming 
  they have certain intentions (such as bringing an overly 
  powered character option to the game), or peppering 
  positive comments with clauses like “I guess” or “at least”. 
  Even if you have spot on feedback it will be immensely 
  hard for the author to take it seriously if you show them 
  a lack of respect. Worse (for you) a lack of respect says 
  a lot more about you as a person than it does about the 
  content or the original author.
  Rule 2: Say What You Mean
  Don’t exaggerate for effect, use flippant language, or use 
  sarcasm. If there is a single ability presented in a piece 
  that is potentially too powerful it isn’t helpful to say, “this 
  entire piece is so overpowered it is completely broken 
  and nothing could fix it”. Not only is that not what you 
  mean, it’s also not useful feedback for the author. 
  When you give feedback that does not exaggerate or 
  intentionally misconstrue the author’s material, they are 
  more likely to engage you about your concerns.
  Rule 3: Prioritize Your Comments
  If you have a lot of feedback about the material 
  you’re reading, prioritize your comments. If there are 
  numerous significant points that need to be addressed, 
  consider which ones are the most intrinsic or nefarious. 
  While a wall of feedback text is a content creator’s 
  dream (they love getting constructive feedback) many 
  will be hesitant to change too much all at once.
  By prioritizing your comments you are helping to 
  ensure that the material you feel is in most need of 
  revision gets the attention it deserves.
  Rule 4: Be Specific
  The author can’t know what your concerns are unless you 
  are specific about them. Saying, “this feature is totally 
  too powerful, it’s better than anything else in the game!” 
  isn’t very useful, especially if the feature has more than 
  a few parts. In order for the author to know specifically 
  what you find to be too powerful you have to say it. “This 
  feature is too powerful because it provides damage 
  dealing beyond what characters can normally deal at 
  this level. Here is a damage output calculator. You should 
  know that the average damage outputs of other character 
  classes are…” Specific feedback allows the author to 
  review that specific element that you are pointing to as 
  out of place rather than having the author review the 
  entire feature and trying to figure out why (for example) 
  you think a bonus tool proficiency breaks the game.
  Another excellent reason to be specific is that it will 
  help you learn the rules of the game. Over the course 
  of attempting to be specific you may discover that you 
  have misread a rule, have misconceptions about the part 
  of the rules being discussed, or find that there actually 
  is precedence for such a design element elsewhere 
  in game. Regardless of whether or not you learn 
  something, the author will learn something from your 
  specific feedback!
  Rule 5: Offer Alternatives
  You don’t always have to follow Rule 5 but, if you do, you 
  are a saint. It’s easy to pick apart someone else’s design. 
  When you offer alternatives it exhibits goodwill and 
  further clarifies for the author what specifically you feel 
  could be improved about the piece. You are by no means 
  obligated to write new material for the author, simply 
  giving a general idea about an alternative or suggesting 
  features already in the game that they can reference is 
  excellent.
  And that’s it!
  Giving useful feedback comes naturally to some 
  people but to others, people who sincerely want to give 
  feedback, it doesn’t. By following these five rules I think 
  you’ll find you’re engagement with authors will improve, 
  your points will be better heard, and you might learn 
  something new about the game!
  ThaT’s OP!
  As a rule, I advise against using the expression “OP” or 
  “overpowered”. Not only does it generally break the 2nd 
  and 4th rule of giving feedback, it’s also so frequently 
  used to disparage design that it’s practically meaningless.
  KnOw when nOT TO COmmenT
  If you absolutely hate the concept the person is trying to 
  convey, or you think it is so mechanically unsound as to 
  be unsalvageable, your best course of action might be to 
  not comment. Further, consider why you want to 
  comment - is it to help improve the author’s work or 
  because you’ve had a crummy day and saying something 
  condescending might cheer you up? If you sincerely want 
  to help the author and feel you can comment while still 
  following the 5 rules, go for it!
  exPeCT a DialOgue
  Many times when you are giving feedback to a content 
  creator you might imagine that your point will be so 
  immediately obvious and undeniably true that they will 
  include whatever changes you suggest before even 
  responding. The truth is, most of the time the content 
  creator has put time, thought, and energy into the 
  current version of the piece and will want to talk through 
  your concerns before incorporating your feedback. While 
  it is easy to read this as defensive, the truth is that 
  content creators get a lot, and often conflicting, feedback. 
  If a content creator responded to every piece of feedback 
  by immediately including the suggested changes the 
  result would quickly become completely nonsensical.
  5 Rules of Giving Feedback
  Writing by: Benjamin Huffman
  Layout by: Nathanaël Roux
  Sterling Vermin Adventuring Co.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Benjamin Huffman/5 Rules of Giving Feedback.pdf