D&D (2024) WotC Fireside Chat: Revised 2024 Player’s Handbook

Book is near-final and includes psionic subclasses, and illustrations of named spell creators.

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In this video about the upcoming revised Player’s Handnook, WotC’s Jeremy Crawford and Chris Perkins reveal a few new tidbits.
  • The books are near final and almost ready to go to print
  • Psionic subclasses such as the Soulknife and Psi Warrior will appear in the core books
  • Named spells have art depicting their creators.
  • There are new species in the PHB.
 

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mamba

Legend
The key to restoring the balance of high level fighters versus casters isn't to increase the power of fighters, it is to reign the casters back in
I agree with this part, but not necessarily with the approach of how to do it. Getting all the annoying, fiddly bits back just means they will be ignored (again)
 


Reynard

Legend
Yes, rather than make fighters more fun, let's make both fighters AND magic users a chore to play.
Fun is relative.

My point, though, was that the MU types have been consistently unshackled as editions have gone by, and that might not be a good thing -- even for fun.

Look, if what people want is class fantasy without restriction, resource management based design is a terrible fit. Just let wizards cast fireball and let warriors smite enemies with abandon. That's fine.

But, if what you actually want is for there to be a difference between swords and sorcery in play, you have to choose how to do that. One solution is to make everything the same with different flavor text. A better solution, IMO, is to change the difficulties and costs of things relative to their perceived power.

I want a game in which the necromancer can summon something horrible from beyond the veil, but not if the veteran soldier turned adventurer stabs him in the neck first.

D&D never quite got that right, even early on, but has completely abandoned it now. Which is fine, but don't complain your casters are OP when you spent 3 decades unfettering them.
 
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Remathilis

Legend
And without a supernatural edge, a nonmagical character can IMO only do so much.
This is the Crux of the argument. Either:

* You raise the power of fighters by giving them supernatural abilities to bypass mortal means.

* You significantly nerf magic in ways that would allow nonmagical characters to have equality.

* You destroy versimilitude and just accept anyone can do whatever as long as the rules say it's balanced with no eye to explanation.

* You accept nonmagical characters will always be the inferior to their magical colleagues.

Your not going to get agreement on this, but these are basically your options.
 

Reynard

Legend
I agree with this part, but not necessarily with the approach of how to do it. Getting all the annoying, fiddly bits back just means they will be ignored (again)
Because people don't actually want what they say they want.

You can't both have "martials" and "casters" on equal footing and have a grounded aesthetic without saddling your casters with a bunch of fiddly bits. Those bits don't necessarily have to be what D&D did in the old days, but something needs to be there.

What I think people want now is a parity between Thor and Dr. Strange and that's totally okay. But you can't want that and then complain Thor has a big magic hammer. If you elevate the milieu to involve godliness, you can't whine that your bland unempowered fighter doesn't fit.

You have to pick. If you want a high flying awesome game, you can't have a purely mundane fighter alongside all the superheroes. And if you want something grounded and dangerous, you can't let your casters avoid the limits, difficulties and costs of their power.
 

Why disappointed? You don't want them in your game don't put them in your game.
Not to speak for the others who have commented on this particular discussion, to me this is what it boils down to. Once a certain thing or race or class/subclass is added to the core PHB that doesn't mingle well with a particular taste, it's harder to exclude them. I'm not saying this has got to be the way or anything. I just understand why the others don't want certain things in the PHB. For me it was the Ardlings (or whatever they were). I feel certain things are better suited for a supplement rather than a core book. Honestly I feel Dragonborn shouldn't have been added to the core books but I've gotten use to them now.
 

mamba

Legend
You have to pick. If you want a high flying awesome game, you can't have a purely mundane fighter alongside all the superheroes. And if you want something grounded and dangerous, you can't let your casters avoid the limits, difficulties and costs of their power.
well, for one I'd nerf the power level of the casters, for another I'd make them roll for success too and have spell failures. Not as fiddly as what 1e had, but hopefully enough to bring things into line better
 

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
How to make Casters and Martials equal in all respects:

Make a game in which they're equal.

That's literally it. If the Wizard can hit 4 people with Magic Missiles then the Fighter can hit 4 people with Normal Missiles. If the Wizard can roll Intelligence to open the magic force-door, the Fighter can roll Strength to open the magic force-door.

And then take it further so that the outcome is equal even if, narratively, the description is different.

The Wizard casts Fly to get to the parapet in 1 turn. The Fighter climbs to the parapet in the same turn. The Wizard neutralizes the poison in their food with a spell, the Fighter just muscles through it with high Constitution.

D&D, though, is bad for that because it was never meant to be balanced between classes.
 

Reynard

Legend
well, for one I'd nerf the power level of the casters, for another I'd make them roll for success too and have spell failures. Not as fiddly as what 1e had, but hopefully enough to bring things into line better
There are lots of potential fixes. I really like the way Earthdawn did it: horrible monsters from beyond time and space are always on the lookout for casters that dip into the manasphere without protection. Good luck avoiding a soul eating.

It didn't obviate cool, powerful magic but it did mean casters had to make real choices about what was "safe" to cast or not.
 

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