D&D (2024) New Survey Results | Druid & Paladin | Unearthed Arcana | D&D

Folks loved the paladin, but wildshape was divisive!

WotC has shared a new video going over the survey results following the drud and paladin playtests for One D&D.



For those who don't have time to watch the video, here are some general notes.

Paladin
  • Did extremely well in terms of satisfaction
  • All class and subclass features scored 70% or higher - lowest was Divine Smite at 72%
  • Got some pushback in written feedback on being able to smite on ranged attacks - class identity concerns, Paladin viewed as melee-centric class, ranged smites might eat into Cleric/Ranger identity too much
  • Positive feedback on redesigned smite spells - may become paladin exclusive spells down the road
Druid
  • Wild Shape feedback seems to be split - slight majority saying "never want this Wild Shape in print", slight minority saying "this is their favorite version of Wild Shape they've ever seen"
  • People love the texture and differences in beast options in '14 Wild Shape, but are open to feature being easier to use (i.e. don't want players to have to weigh the merits of 100+ stat blocks every time they want to use Wild Shape)
  • Will have another take on Wild Shape next time Druid appears in Playtest UA
  • General concept of Channel Nature seems to have gone over well, but want to see more done with it
  • Expected feedback for restoring elemental forms for Moon Druids, but instead found people wanted to lean more into Lunar themes
  • Want Moon Druid forms to be more resilient, but still want to reign in power at high levels (frequent/unlimited uses of Wild Shape constantly refreshing HP total)
 

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Marandahir

Crown-Forester (he/him)
Sacred Archers too.

I feel like Kikyo from InuYasha is more of a Paladin than a Ranger or a Cleric.

I'm also worried about hiding ranged Paladin behind a subclass would mean that you can't play your character until 3rd level because you're forced to use melee weapons or fists until then. And you don't have access to Archery Fighting Style, either…
 

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mellored

Legend
I'm also worried about hiding ranged Paladin behind a subclass would mean that you can't play your character until 3rd level because you're forced to use melee weapons or fists until then. And you don't have access to Archery Fighting Style, either…
Nothing stops paladins from using a bow at level 1. They have all martial weapons.

And you can get archery style in the playtest at level 2.

Ranged smite would just be a 1 level delay. And you only have 2 spell slots at level 2 anyways.
 

Minigiant

Legend
Supporter
Stopping here. Why? Why is the Paladin being able to use smite at range encroaching on the Ranger and the Fighter? The Fighter being able to action surge in melee doesn't encroach on the Paladin. Nor does the Ranger being able to fight in melee with a Greataxe. So, why does the range smite encroach. It doesn't even do more damage than the Ranger.
In Post AD&D 3e and 5e, the Fighter hade better Sustained Damage than the Ranger and Paladin. The Ranger and Paladin had buff spells which allowed high burst "per encounter". The Barbarian and her rages was somewhere in between. And the Ranger was the only one who could burst at range or do it with 2 weapons.

This made a noticeable duality. The Fighter had the better consistent ranged attack or TWF. The Ranger had a lower constant TWF/Ranged attack but could turn it up on "boss fights". A paladin with ranged smite steps into the Bow Burst niche.

This is also likely why fighters, barbarians, and paladins didn't have good ranged attacks in 4e. Everyone used the same resource standards. So it became a split between the Multishot Ranger and the Snipershot Rogue.

This also doesn't get into the... kind of silly assertion that melee paladins won't be viable if ranged paladins are made viable. Melee rangers exist. Melee Fighters exist. Neither are considered unviable. So why would it be different for Paladins?
Melee ranger exist in 5e. They kinda stink. 5e STR Melee Fighters most hinge on OP melee weapon feats.

5e Melee paladins really only exist powerwise because their spels and smites don't work at range. And OP melee feats.
 

Chaosmancer

Legend
In Post AD&D 3e and 5e, the Fighter hade better Sustained Damage than the Ranger and Paladin. The Ranger and Paladin had buff spells which allowed high burst "per encounter". The Barbarian and her rages was somewhere in between. And the Ranger was the only one who could burst at range or do it with 2 weapons.

This made a noticeable duality. The Fighter had the better consistent ranged attack or TWF. The Ranger had a lower constant TWF/Ranged attack but could turn it up on "boss fights". A paladin with ranged smite steps into the Bow Burst niche.

This is also likely why fighters, barbarians, and paladins didn't have good ranged attacks in 4e. Everyone used the same resource standards. So it became a split between the Multishot Ranger and the Snipershot Rogue.

Okay, but this is just... not true. Maybe in 3.X, sure, but in 5e?

In 5e the fighter with a bow between 5th and 9th level does 2d8+10. This is without subclasses. And fighter subclasses could range from entirely beside the point for damage (eldritch knight), minor passive benefits (champion) or... burst damage like the Battlemaster.

The Ranger does 2d8+10... but then can cast Hunter's Mark. And yes, this is a spell, but it isn't "burst" damage. Hunter's Mark lasts a minimum of an hour, and can be upcast to last FAR longer. Most ranger's I know keep it up pretty consistently, and the OD&D playtest ranger doesn't even need concentration. So, for 1 hour, nonconcentration, the Ranger can deal 2d8+10+2d6. And every single ranger subclass (except the Gloomstalker) has an ability to add 1d8 damage to this every round. Meaning that, for 1 hour, nonconcentration they can do 3d8+10+2d6. Consistently. For a single spell slot.

Sure, if we want to have dozens of fights spread over multiple hours, the fighter can still do 2d8+10 every turn... but so can the ranger, and many of them are going to be doing 3d8+10 per turn. So this idea that the fighter deals more damage consistently... fails. Until level 11. Post level 11 then they can do this, and the ranger falls behind. But this is why the ranger needs a good level 11 ability.

Melee ranger exist in 5e. They kinda stink.

No? The only way they "kind of stink" is if you lose concentration on Hunter's Mark a lot, which is no longer an issue they will have. But I've seen a lot of melee rangers, and they are kind of good. Especially at low levels. We had one we called "The Blender" because they would deal out 6d6+1d8+12 damage every turn.

5e STR Melee Fighters most hinge on OP melee weapon feats.

As did all top melee builds. Even Paladins.

5e Melee paladins really only exist powerwise because their spels and smites don't work at range. And OP melee feats.

No? Or at least, they would have the same melee feats as the fighters and rangers, so they would exist in melee for the exact same reason. Rangers are actually getting buffed in melee compared to before. I mean, sure, the ranged paladin doesn't exist because it sucks, but that doesn't mean opening both options, just like we have for the Rogue, the fighter, and the Ranger, will erase the melee version. That has never happened, so why do we think it would happen here?

And this still doesn't answer the question. The ranger is going to be doing more sustained damage, ranged and melee, than the paladin. So if the melee ranger doesn't erase the melee paladin, then why would a ranged paladin erase a ranged ranger?
 

Okay, but this is just... not true. Maybe in 3.X, sure, but in 5e?

In 5e the fighter with a bow between 5th and 9th level does 2d8+10. This is without subclasses. And fighter subclasses could range from entirely beside the point for damage (eldritch knight), minor passive benefits (champion) or... burst damage like the Battlemaster.

The Ranger does 2d8+10... but then can cast Hunter's Mark. And yes, this is a spell, but it isn't "burst" damage. Hunter's Mark lasts a minimum of an hour, and can be upcast to last FAR longer. Most ranger's I know keep it up pretty consistently, and the OD&D playtest ranger doesn't even need concentration. So, for 1 hour, nonconcentration, the Ranger can deal 2d8+10+2d6. And every single ranger subclass (except the Gloomstalker) has an ability to add 1d8 damage to this every round. Meaning that, for 1 hour, nonconcentration they can do 3d8+10+2d6. Consistently. For a single spell slot.
OK. Let's just fix part of this - and not add in the playtest stuff because it confuses things.

In 5e the average starting stat is either 16 or 17 using the standard array. At level 5 unless vuman they only have only one feat/ASI and to be "full build" they need three; two to reach Dex 20 and a third for the Sharpshooter feat. (In the playtest of course, you need three +Dex feats to reach Dex 20, so the gap is arguably wider from levels 8-11).

But using "classic" 4e and assuming that no magic weapons and that both sides grabbed Sharpshooter at level 4 (because that's both a solid choice and entirely defensible for CharOp) then at level 5 the baseline damage isn't 2d8+10 damage, but 2d8+6, moving up to 2d8+8 with +1 to hit for the fighter at level 6 and the ranger at level 8 - while at level 8 the fighter hits 2d8+10 damage with a further +1 to hit.

And from the rate of exchange for Sharpshooter +1 to hit is worth +2 damage. On each attack. If we can use that rate of exchange the ranger's "consistent" damage is effectively 2d8+8 + d6 + d8 while the fighter's consistent damage is 2d8+14. Which is ... not that far away especially as the fighter should have extra damage available from their subclass.
Sure, if we want to have dozens of fights spread over multiple hours, the fighter can still do 2d8+10 every turn... but so can the ranger, and many of them are going to be doing 3d8+10 per turn. So this idea that the fighter deals more damage consistently... fails. Until level 11. Post level 11 then they can do this, and the ranger falls behind. But this is why the ranger needs a good level 11 ability.
2d8+10 per turn with +1 to hit (or 2d8+14 damage) vs 3d8 + 8 per turn. Again it's close. And I agree the ranger needs a good level 11 ability.
No? The only way they "kind of stink" is if you lose concentration on Hunter's Mark a lot, which is no longer an issue they will have. But I've seen a lot of melee rangers, and they are kind of good. Especially at low levels. We had one we called "The Blender" because they would deal out 6d6+1d8+12 damage every turn.
They really aren't, especially after level 5 (TWF is strong before you get the extra attack but doesn't scale). They have three fundamental flaws compared to fighters, paladins, and barbarians:
  • Concentration - which matters far more when you are on the front lines trying to soak up the damage
  • They are squishy. The Barbarian has their half damage thing, the fighter has heavy armour and a bonus action self heal, and the paladin has heavy armour and a big lay on hands. So they can't either tank or be up in the big bad's face unless they have someone with Sentinel (or Ancestral Spirits or some other tank ability) drawing aggro. And as a two weapon fighter, of course, you have no shield and have taken the defensive fighting style so you have a poor AC.
  • Hunter's Mark and your off-hand attack both want your bonus action. If you are Hunters' Marking something you can not also make your extra attack that turn. (This is clearly intended behaviour which is why they've reverted the TWF change and added the Nick property)
"The Blender" unless they found magic armour will have had an AC of 16 (Studded Leather with +4 AC) at level 7, and they lack spells like Shield or False Life to make them tougher. And they won't have been able to do that 6d6+1d8+12 damage on the first round of combat because they needed the bonus action to set the Hunter's Mark so it was 4d6+ 1d8 + 8. Which is not insignificant but far from OP (for comparison a barbarian with a maul and +2 Str rather than GWM does 4d6+12 damage). If they are dealing with chaff then the targets are going to die before they get to spin up so it's 3d6 + 1d8 + 12 damage (again barbarian with a maul damage).

The only time you actually get to do the 6d6+1d8 + 12 damage is your second round against a big target. But this gives a BBEG an entire round to pound on you with your AC 16 and lack of spells like Shield or other defensive tech like Rage.

Oh, and your spike damage is 6d6+1d8 + 12 = 37.5. That isn't that exceptional. Compare to a raging reckless attacking barbarian using GWM: 4d6 + 6 (Str) + 4 (Rage) + 20 (2 power attacks) with the possibility of a third attack if you kill something.
 

Minigiant

Legend
Supporter
Okay, but this is just... not true. Maybe in 3.X, sure, but in 5e?

In 5e the fighter with a bow between 5th and 9th level does 2d8+10. This is without subclasses. And fighter subclasses could range from entirely beside the point for damage (eldritch knight), minor passive benefits (champion) or... burst damage like the Battlemaster.

The Ranger does 2d8+10... but then can cast Hunter's Mark. And yes, this is a spell, but it isn't "burst" damage. Hunter's Mark lasts a minimum of an hour, and can be upcast to last FAR longer. Most ranger's I know keep it up pretty consistently, and the OD&D playtest ranger doesn't even need concentration. So, for 1 hour, nonconcentration, the Ranger can deal 2d8+10+2d6. And every single ranger subclass (except the Gloomstalker) has an ability to add 1d8 damage to this every round. Meaning that, for 1 hour, nonconcentration they can do 3d8+10+2d6. Consistently. For a single spell slot.

Sure, if we want to have dozens of fights spread over multiple hours, the fighter can still do 2d8+10 every turn... but so can the ranger, and many of them are going to be doing 3d8+10 per turn. So this idea that the fighter deals more damage consistently... fails. Until level 11. Post level 11 then they can do this, and the ranger falls behind. But this is why the ranger needs a good level 11 ability.
Lightning arrow

And this still doesn't answer the question. The ranger is going to be doing more sustained damage, ranged and melee, than the paladin. So if the melee ranger doesn't erase the melee paladin, then why would a ranged paladin erase a ranged ranger?
Burst damage.

The fighter tops ranged sustained damage "over the encounter length WOTC Balanced around.. Ranger tops burst ranged.

If paladin can ranged smite, they can easily convert slots to damage and top burst ranged damage, cutting rangers out of a combat niche.
 
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Chaosmancer

Legend
In 5e the average starting stat is either 16 or 17 using the standard array. At level 5 unless vuman they only have only one feat/ASI and to be "full build" they need three; two to reach Dex 20 and a third for the Sharpshooter feat. (In the playtest of course, you need three +Dex feats to reach Dex 20, so the gap is arguably wider from levels 8-11).

Sure if you want to expressly care about the exact details of their arrays. I tend to find that as long as I make the same assumptions for ability scores, it doesn't really matter. I also don't know why Sharpshooter matters, whether or not the Ranger or the fighter has sharpshooter doesn't make a difference, its impact is identical.

But using "classic" 4e

4e? Is this a mistype?

and assuming that no magic weapons and that both sides grabbed Sharpshooter at level 4 (because that's both a solid choice and entirely defensible for CharOp) then at level 5 the baseline damage isn't 2d8+10 damage, but 2d8+6, moving up to 2d8+8 with +1 to hit for the fighter at level 6 and the ranger at level 8 - while at level 8 the fighter hits 2d8+10 damage with a further +1 to hit.

And from the rate of exchange for Sharpshooter +1 to hit is worth +2 damage. On each attack. If we can use that rate of exchange the ranger's "consistent" damage is effectively 2d8+8 + d6 + d8 while the fighter's consistent damage is 2d8+14. Which is ... not that far away especially as the fighter should have extra damage available from their subclass.

Okay, so this all relies on the Fighter getting a +2 dex for level 6. Which is not a guarantee. Yes, they very much might, but it isn't certain.

I'm also not sure about that +1 = +2 damage. What I would probably do is...

Ranger8: 3d8 (13.5) +2d6 (7) + 28 = 48.5 x 0.45 (0.6+0.1-0.25) = 21.825

Fighter8: 2d8 (9) +30 = 39 x 0.5 (0.65+0.1-0.25= 19.5

And yes, the fighter is not that far away. But again, Fighter subclasses are inconsistent. For example, the champion only gives buffs to critting, while the Eldritch knight's spells likely don't play into this at all, and the battlemaster can burst damage. But, remember, this entire thing is assuming that the ranger is dealing less consistent damage. But a hour long concentration spell (minimum) is not a burst. It IS consistent damage

And I agree the ranger needs a good level 11 ability.

Yeah, because this is where the fighter gets that powerful 3rd attack and paladins add +1d8 to every attack, both of which are incredibly strong options.

They really aren't, especially after level 5 (TWF is strong before you get the extra attack but doesn't scale). They have three fundamental flaws compared to fighters, paladins, and barbarians:
  • Concentration - which matters far more when you are on the front lines trying to soak up the damage
  • They are squishy. The Barbarian has their half damage thing, the fighter has heavy armour and a bonus action self heal, and the paladin has heavy armour and a big lay on hands. So they can't either tank or be up in the big bad's face unless they have someone with Sentinel (or Ancestral Spirits or some other tank ability) drawing aggro. And as a two weapon fighter, of course, you have no shield and have taken the defensive fighting style so you have a poor AC.
  • Hunter's Mark and your off-hand attack both want your bonus action. If you are Hunters' Marking something you can not also make your extra attack that turn. (This is clearly intended behaviour which is why they've reverted the TWF change and added the Nick property)

And I did address concentration and the bonus action. However, this is why I brought up the One DnD rules. Because ranged smites are a One DnD concept, so the fact that two of these issues are resolved by the current One DnD rules is important. Ranged Smite might have been a bigger impact without these changes, but these changes do exist.

"The Blender" unless they found magic armour will have had an AC of 16 (Studded Leather with +4 AC) at level 7, and they lack spells like Shield or False Life to make them tougher.

And AC of 16 is not bad per se, especially at low levels. Also, you are discounting Half Plate, which would make it 17, almost as good as full plate, and if they are a dual-wielder, well, the dual-wielding character gets an additional +1 AC, bringing them up to the same AC as a two-hander in Full Plate. Which is certainly not bad.

Additionally, they do have healing spells. Which can help cover their hp, just like the paladin's lay on hands or the fighter's second wind.

And they won't have been able to do that 6d6+1d8+12 damage on the first round of combat because they needed the bonus action to set the Hunter's Mark so it was 4d6+ 1d8 + 8. Which is not insignificant but far from OP (for comparison a barbarian with a maul and +2 Str rather than GWM does 4d6+12 damage). If they are dealing with chaff then the targets are going to die before they get to spin up so it's 3d6 + 1d8 + 12 damage (again barbarian with a maul damage).

I never said it was OP. I said it didn't stink. And that doesn't look like stinking to me.

The only time you actually get to do the 6d6+1d8 + 12 damage is your second round against a big target. But this gives a BBEG an entire round to pound on you with your AC 16 and lack of spells like Shield or other defensive tech like Rage.

Oh, and your spike damage is 6d6+1d8 + 12 = 37.5. That isn't that exceptional. Compare to a raging reckless attacking barbarian using GWM: 4d6 + 6 (Str) + 4 (Rage) + 20 (2 power attacks) with the possibility of a third attack if you kill something.

But again, I'm not talking about it being exceptional. I'm talking about it not stinking.

And, it isn't like a Dual-wielding fighter is doing better damage than the dual-wielding ranger in this scenario.
 

Chaosmancer

Legend
Lightning arrow

Is a garbage spell. It literally was cast by a new player, on their first character who was a ranger, and they thought they had made a mistake. They even asked me later if it was a mistake to cast the spell at that group of enemies (kuo-toa for reference) because it did so little.

Burst damage.

The fighter tops ranged sustained damage "over the encounter length WOTC Balanced around.. Ranger tops burst ranged.

If paladin can ranged smite, they can easily convert slots to damage and top burst ranged damage, cutting rangers out of a combat niche.

Ranger, hunter's mark, level 6: 3d8+2d6+8 = 28.5 x 0.7 = 19.95. Repeats every turn

Paladin, Divine Smite, level 6: 5d8+8 = 30.5 x 0.7 = 21.35... uses their most powerful spell slot.

This is barely a single point of difference in the Paladin's favor. And they can only do this TWICE per day. Meanwhile the ranger can do this for 4 hours? And that is just burning 1st level slots. Is this really cutting the ranger out of their niche? To lose to the paladin on two attacks out of the day? Sure, it increases the more the paladin smites, but we are talking this only being an issue for 2nd level, 3rd level and up smites. Before we reach level 11, where I admit there is a problem.
 

Minigiant

Legend
Supporter
Is a garbage spell. It literally was cast by a new player, on their first character who was a ranger, and they thought they had made a mistake. They even asked me later if it was a mistake to cast the spell at that group of enemies (kuo-toa for reference) because it did so little.
Because most use it wrong.

In modern low encounter/day 5e, you open a fight with Lightning Arrow or Flame Arrows then cast Hunter's mark turn 2. This gives you a strong burst that last from level 9 to the mid teens.

This allows a ranger to convert more of their spell slots to damage.
That's how you ran a ranger mid level 3e and 5e. Some in 2e depending on your magic rules. Buff. Buff. Blend. 4e skipped the Buff.
However 5e forgot most of the ranger melee buff spells. Paladin theirs plus more.

So
Fighter: Strong Attack forever
Ranger: Buff Buff Blend
Paladin: SMITE

Ranger and Paladin don't have the slots to cast 2 spells every combat plus a few out of combat casts in a 6-8 encounter day. So they work best at bursting. And WOTC make the Paladin better. The Paladin has a built-in slot-to-damage feature, heavy armor, and a nonspell healing.

Which is the issue with Ranged Smite.

The only thing a ranger has going is ranged burst. A ranger doesn't get 8 slots until level 9. Meaning that the fighter has a better consistent attack in a long day and paladin burst melee better in long or short days. Rangers just have burst ranged attacks.
 

Which is the issue with Ranged Smite.

The only thing a ranger has going is ranged burst. A ranger doesn't get 8 slots until level 9. Meaning that the fighter has a better consistent attack in a long day and paladin burst melee better in long or short days. Rangers just have burst ranged attacks.
Rangers don't only have ranged burst damage, their extra damage from Hunter Mark and other spells also works with their melee attacks, as Rangers have traditionally been either Archery or Two Weapon Fighting. Other Ranger builds can use Strength over Dexterity, so heavy weapons could be a thing for Rangers but they just might not be as good as Archery or Two Weapon Fighting.
 

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