D&D (2024) Developer Video on Druid/Paladin/Expert Feedback

WotC has posted a video discussing initial feedback on the One D&D Druid/Paladin playtest, along with survey results from the Expert playtest. Some highlights for discussion: Druid: The developers recognize that the template version of wild shape is contentious. If they retain this approach, they would plan to add flexibility to those templates. If they revert to monster stat blocks, they...



WotC has posted a video discussing initial feedback on the One D&D Druid/Paladin playtest, along with survey results from the Expert playtest. Some highlights for discussion:

Druid: The developers recognize that the template version of wild shape is contentious. If they retain this approach, they would plan to add flexibility to those templates. If they revert to monster stat blocks, they might allow Druids to choose a limited number of options, with a default selection provided.

Paladin: The new version of smite is still intended to work with critical hits. If ranged smite persists, its damage may be adjusted through the internal balance/playtesting process.

Ranger: The updated Ranger scored very well in the playtest. Some players did miss the choice of options in the Hunter subclass.

Bard: All of the Lore Bard's features scored welll, but the overall subclass rating was mediocre. They attribute this to the loss of Additional Magical Secrets, which many saw as the key attraction of this subclass.

Rogue: The change to limit sneak attack to the Rogue's own turn scored poorly. The developers generally like moving actions to a player's own turn to keep the game moving quickly, but in this case, the change doesn't seem to be worth the loss of tactical flexibility.

Feats: With the exception of epic boons, all the feats in the Expert packet scored well. The developers are still loking at written feedback for fine tuning.

Conspicuously not mentioned were the Arcane/Divine/Primal spell lists, which were the focus of a lot of discussion during the Bard playtest.
 

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mamba

Legend
That's because that market wouldn't exist - WoW would not exist - if it weren't for D&D.
That is not the point I was making. Not sure I agree either, pretty sure we would have RPGs and MMOs without D&D too. Not sure this is why both markets have one dominant player either, Operating Systems do as well and I see no correlation between D&D and Windows
 

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FitzTheRuke

Legend
That is not the point I was making. Not sure I agree either, pretty sure we would have RPGs and MMOs without D&D too. Not sure this is why both markets have one dominant player either, Operating Systems do as well and I see no correlation between D&D and Windows

Possibly. D&D (like the airplane) may have been an idea whose "time had come" - (the core idea that you could use a tabletop wargame to tell a story). Still, it got the idea out to the masses, and informed everything that came after it. If TSR hadn't been so short sighted (and terrible at branching out to computers, with a few exceptions), they should have made something very much like WoW as a D&D game.
 
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FitzTheRuke

Legend
I already covered that in the post, and we don't need to thought terminate ourselves with conspiracy nonsense.

Ive covered pretty extensively what my reasoning is. Hardly a conspiracy theory.

Ah. I thought you were trying to imply that you felt something deeper was going on "behind the scenes" but didn't want to come out and say it. My mistake. I'm with you now.
 

FitzTheRuke

Legend
I agree that it can be difficult to read intent. I think that you are being more generous than me. I see a lot of the hyperbole here as coming from a place of aggression, of being more interested in scoring points than having a meaningful discussion. Given that this is a forum that WotC actually acknowledges, I find it more useful to put those posters on ignore rather than get caught up in a futile argument. I don't have your patience.

I think it's an easy trap to fall into (aggression on the internet). People are fundamentally flawed, so even if they're doing what you say (and they might not be doing it intentionally) they may have been "driven to it" by the nature of the beast. As I can't control how others will act, I have to control myself. If I want people to read my posts charitably, I have to read theirs charitably. It's a work in progress. I don't always succeed.

This thread, for example, is now being dominated by posters who seem to have little interest OneD&D being successful within the parameters described by WotC and come across as more intent on just discrediting the game.
But do they really mean to discredit the game? Maybe they do, but they also might just be frustrated by a direction they don't like and are lashing out.

Getting back to the video at hand, I think a few things are clear, namely that WotC does perceive paladin as largely solved, so we aren't going to see any radical proposals there, but WotC perceive druid as a problem class, so we can expect continued exploration of that design space, with the caveat that wild shape in some form will remain integral to druids.
Yeah. It's probably too bad. I mean, the Paladin is fine, but it's only just fine. I mean - I ask this: What's the difference between a Paladin and a Fighter/Cleric multiclass? Lay-on-Hands? Smites? A horse? A cleric can touch-heal, a fighter can hit hard, and anyone can buy a warhorse. As fine as they are, isn't there room for something more... interesting for them?

Druids on the other hand can do sooooo much. It's one of the reasons that I think that Smites should stay off the spell list, but Wild Shapes should go on the Primal Spell List. Let your Barbarian and Ranger gain access to them, why not. Druid could still do it best, the way a Cleric can still heal best, even if (nearly) everyone else has access to it.

The template proposal in its current form went over like a lead balloon, but I am interested to see if WotC remain attached to the principle but decide to drastically change the execution, or retreat and go back to using existing creature stat blocks but within some sort of new system.
I always wish that they'd use UA to try out some radical changes, just to see what reaction they get. Though I understand why they might be reluctant to do so, seeing the reaction to unpopular stuff. A lot of people tend to speak of the UAs as if they are intractable: "WildShape is like THIS now! And it SUCKS!" As opposed to experimental.

What I would like to see is:

1. A more constrained/defined version of the current wild shape mechanics. I started out okay with templates, but the more we have discussed them, the more they have come to resemble a Frankenstein's monster idea to me, both in the sense of being a bunch of different parts sewn together, and in the sense of getting out of hand and turning druid shapeshifting into something else entirely.
If they're going to try to limit the raw number of statblocks, they could just round up all the beasts they want to use, put them in groups that have similarities, and combine those into single statblocks to choose from. If that makes sense. It's less, but still broad.
2. Better balance for moon druids, which can come from 1.
Yeah. Another way they can go is to look at and rebuild all the beasts with the idea that druids will turn into them. IE balance them better next to each other.
3. Making elemental forms their own thing, definitely not a baseline druid feature, and here is where I would love to see a new, elemental sub-class added to the updated PHB because I think that there is a lot of fun potential.
Absolutely. Subclasses should, IMO, toggle complexity (like, say, the way Champion and Battlemaster do, but perhaps better and more explicitly). Speaking of which (explicitly) would it not be a good idea to rank classes and subclasses for complexity (with some sort of rating) so that a new player can easily tell what they're getting themselves into?
 

Micah Sweet

Level Up & OSR Enthusiast
I think it's an easy trap to fall into (aggression on the internet). People are fundamentally flawed, so even if they're doing what you say (and they might not be doing it intentionally) they may have been "driven to it" by the nature of the beast. As I can't control how others will act, I have to control myself. If I want people to read my posts charitably, I have to read theirs charitably. It's a work in progress. I don't always succeed.


But do they really mean to discredit the game? Maybe they do, but they also might just be frustrated by a direction they don't like and are lashing out.


Yeah. It's probably too bad. I mean, the Paladin is fine, but it's only just fine. I mean - I ask this: What's the difference between a Paladin and a Fighter/Cleric multiclass? Lay-on-Hands? Smites? A horse? A cleric can touch-heal, a fighter can hit hard, and anyone can buy a warhorse. As fine as they are, isn't there room for something more... interesting for them?

Druids on the other hand can do sooooo much. It's one of the reasons that I think that Smites should stay off the spell list, but Wild Shapes should go on the Primal Spell List. Let your Barbarian and Ranger gain access to them, why not. Druid could still do it best, the way a Cleric can still heal best, even if (nearly) everyone else has access to it.


I always wish that they'd use UA to try out some radical changes, just to see what reaction they get. Though I understand why they might be reluctant to do so, seeing the reaction to unpopular stuff. A lot of people tend to speak of the UAs as if they are intractable: "WildShape is like THIS now! And it SUCKS!" As opposed to experimental.


If they're going to try to limit the raw number of statblocks, they could just round up all the beasts they want to use, put them in groups that have similarities, and combine those into single statblocks to choose from. If that makes sense. It's less, but still broad.

Yeah. Another way they can go is to look at and rebuild all the beasts with the idea that druids will turn into them. IE balance them better next to each other.

Absolutely. Subclasses should, IMO, toggle complexity (like, say, the way Champion and Battlemaster do, but perhaps better and more explicitly). Speaking of which (explicitly) would it not be a good idea to rank classes and subclasses for complexity (with some sort of rating) so that a new player can easily tell what they're getting themselves into?
One of the things about the UAs that always bothered me was how there was never anything in the resulting book that we didn't already know about. The UA wasn't always what we got, but it was usually very close, and there were generally no mechanics in the book that weren't previewed months in advance in the UA. It made the mechanical portions of the book (the only parts I cared about towards the end) something of a let down, as there were no surprises except to see if anything they previewed failed to make it in at all.
 

Maxperson

Morkus from Orkus
Because that's the fighters (exclusive) thing.

Which happens every time the fighter has something. Everyone is just like "why can't the ranger/paladin/ect... have it too?".
Nah. Every class and it's mother gets extra attacks. Even a wizard subclass gets it. The fighter may get more of them, but it's hardly an exclusive ability if tons of other classes get it. Action Surge is far more of a fighter exclusive than extra attack is. Give more extra attacks to the ranger and paladin, then give fighter something else that's actually exclusive.
 

Parmandur

Book-Friend
One of the things about the UAs that always bothered me was how there was never anything in the resulting book that we didn't already know about. The UA wasn't always what we got, but it was usually very close, and there were generally no mechanics in the book that weren't previewed months in advance in the UA. It made the mechanical portions of the book (the only parts I cared about towards the end) something of a let down, as there were no surprises except to see if anything they previewed failed to make it in at all.
The whole point is ro cut out the element of surprise from mechanics. It prevented D&D from pulling a 4E ot even a 3E for over a decade now.
 

mamba

Legend
Possibly. D&D (like the airplane) may have been an idea who's "time had come" - (the core idea that you could use a tabletop wargame to tell a story). Still, it got the idea out to the masses, and informed everything that came after it. If TSR hadn't been so short sighted (and terrible at branching out to computers, with a few exceptions), they should have made something very much like WoW as a D&D game.
No disagreement there, apart from it probably would have to be WotC, the technology was not far enough along when there still was a TSR ;)
 

Micah Sweet

Level Up & OSR Enthusiast
The whole point is ro cut out the element of surprise from mechanics. It prevented D&D from pulling a 4E ot even a 3E for over a decade now.
It definitely makes getting the books less fun, however. Especially since whatever changes appear in the published books are easily viewable by extensive fan dissection. Why bother buying the books at all when all the mechanical stuff is essentially provided free?
 

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