D&D (2024) D&D 5.11 - the time of big change is over

Which is why didn’t say it’s the only thing that’s being reverted, I said it’s the only thing we know is being reverted.

We can also pretty safely guess that not much else from the other UAs is being reverted, since they’ve been posting videos after each UA going over the feedback from it, and most stuff is exceeding the 70% threshold. Stuff that I remember them saying isn’t off the top of my head was like… Ardlings, the nerf to Sneak Attack, ranged Smites for paladins, and Wild Shape. I think that might actually be everything we know missed the mark.
I see it as a three part question: was a change popular, was it necessary, and is it disruptive? For example, the notion of bardic inspiration on a reaction isn't exactly necessary (it's not game breaking the way it is, just clunky) and the changes to it can be disruptive for certain subclasses, so it has to be very popular to keep the UA change. Twin Spell is changing for balance reasons regardless if it's popular. It's a give and take between those factors that will decide.
 

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I see it as a three part question: was a change popular, was it necessary, and is it disruptive? For example, the notion of bardic inspiration on a reaction isn't exactly necessary (it's not game breaking the way it is, just clunky) and the changes to it can be disruptive for certain subclasses, so it has to be very popular to keep the UA change. Twin Spell is changing for balance reasons regardless if it's popular. It's a give and take between those factors that will decide.
The question is, do the devs actually view any change as necessary...?
 


It's not likely since they were treating it as a given the whole time, but I hope the unified spell lists go away.

The implementation was lazy and clunky to the point that it required multiple classes to get weird tack-ons to keep doing their do. I don't feel anyone was really on board with doing it and they were just ordered from on high to 'streamline' that.
 

I see it as a three part question: was a change popular, was it necessary, and is it disruptive? For example, the notion of bardic inspiration on a reaction isn't exactly necessary (it's not game breaking the way it is, just clunky) and the changes to it can be disruptive for certain subclasses, so it has to be very popular to keep the UA change. Twin Spell is changing for balance reasons regardless if it's popular. It's a give and take between those factors that will decide.
I think if something was too disruptive to make it in even if it met the 70% approval threshold, they wouldn’t have put it in UA in the first place.
 

Yeah they are in danger of standing in the middle of the road and getting hit by cars going both ways. This may be them deviating what lane to stay in.
Idk I think they have been just driving safely this whole time, going a little faster when safe, etc.

They’re going to revise the game, but they’re willing to backtrack in pretty much any specific thing if the community demands it.

This news tracks with that.
ranged Smites for paladins
I think they said the feedback was numerically acceptable, but there was enough really unhappy feedback, and small enough “this is awesome”, that they’re going to review it again.
I'm hoping weapon mastery sticks around (and is maybe expanded), but I also want fighters to gain something much more than that, too. I mean, if the wizard is getting additional cool abilities, let the fighter get some, too.
My feedback on fighter was largely, “give them legendary resistence and legendary actions, and let them use weapons to try and end spell effects, or protect from dragonsbreath with a shield, etc.
 

Idk I think they have been just driving safely this whole time, going a little faster when safe, etc.

They’re going to revise the game, but they’re willing to backtrack in pretty much any specific thing if the community demands it.

This news tracks with that.

I think they said the feedback was numerically acceptable, but there was enough really unhappy feedback, and small enough “this is awesome”, that they’re going to review it again.

My feedback on fighter was largely, “give them legendary resistence and legendary actions, and let them use weapons to try and end spell effects, or protect from dragonsbreath with a shield, etc.
I did not liked ranged smite. I already found paladins a little overpowered and making them a powerful ranged attacker seemed even more unbalanced.
 




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