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

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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I really want pistol-smiting Paladins to remain.

As for what they responded to about Druids, I think they were really binary in there view on what the responses were. I was not the "standard stat-blocks are the best thing ever" camp, and I wasn't in "I don't want to see this in print" camp. I was in the "use standard stat-blocks but they need to make them more flexible" camp.
Where I was in the “land/sea/air is boring and these statblock waste potential, give use Hunter/protector/scout/whatever and give a choice of special movement, sense, quirky trait, and attacks, with each having no more than 6 choices ever” camp.

Basically, I want to make 5 semi-guided choices that builds a critter.

I’ve done it for the Beastmaster ranger, and it’s incredibly simple to use. Like, the statblock guides you through it, each choice has 6 or fewer options, and it can make most critters.
 

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It is absolutely an obstacle. People don't memorize stat blocks. When there is a new circumstance that needs a solution, but it isn't obvious, I've had to be that druid player that felt the need to page through my options in the Monster Manual, slowing the game down. It can also be a mother-may-I situation. Because that happens.

"Hmm, I want to stop an enemy from getting away, so which is the most powerful form I can opt into at this level with which I can pounce or grapple that enemy? Spends some time looking stuff up. Perhaps Saber-toothed Tiger? Amphisbaena? Two-Headed Crocodile? Hmmm, DM, can I be any of those Beasts from DDB? They are in official books."

In comparison, have you noticed in the mage-playtest threads that some mage players want class-specific spells to live in the class description, because they don't want to have to look them up in the spell chapter, which would be in the same book? If people think it would a pain to have to look up a spell in the same book, they are gonna hate going to a different book.

Additionally, some DMs don't want the players referencing the Monster Manual during the session, to read up on monster stat blocks. Because that happens.
I understand your concerns.

Our style of play minimized them for us though.

"Hey druid, whats your go to animal form?"
"Bear"
"Here's a statblock, got any thing else?"
"Something small, so I can sneak better? How about a rat?"
"Okay, those will be your go to, if you need a different stat block, plan/research ahead of time, cool?"
"Cool"
 



Then they need to make new arcane-flavored spells that are used with weapons but aren't smites. Smiting is a Paladin thing, and it should remain a Paladin thing. Period.
And I hope the paladin will get full caster progression on those spells as well as on find steed.

I like the precedent in the warlock class that allows for a few full caster spells on half casters.

(of course only a few uses of full caster scaling. And then the paladin can use their regular slots for lesser smites).
 


Then they need to make new arcane-flavored spells that are used with weapons but aren't smites. Smiting is a Paladin thing, and it should remain a Paladin thing. Period.
Could do a series of spells which are almost 'opposite smites' maybe? Rather than a big burst of damage and status effect on a hit, they're lower level damage and effects but keep going for 1 minute. Give a nice big variety of them which vary by damage type and effect.

It is frustrating that the paladin has eaten the arcane gishes mechanical identity though, while having none of the theme.
 



I really really want an Elemental Druid. But the Moon Druid isnt it. The flavor of animal Beasts feels different from the flavor of Elementals.

Elementalism deserves its own dedicated subclass. Its Wildshape should be about becoming Elementals, sometimes conjuring them.

It is more about cosmic Elemental harmony, that protects and expands the "Positive Material Plane".
 

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