D&D (2024) One D&D Survey Feedback: Weapon Mastery Spectacular; Warlock and Wizard Mixed Reactions

Jeremy Crawford discusses the results of the Packet 5 Survey:

  • Weapon Mastery at 80% approval, and all options except for Flex scored similarly. Crawford says that Flex is mathematically one of the most powerful properties, but will need some attention because people didn't feel like it was. This feature is in the 2024 PHB for 6 Classes, guaranteed at this point.
  • Barbarian scored well, particularly the individual features, average satisfaction of 80% for each feature. Beserker got 84% satisfaction, while the 2014 Beserker in the 2020 Big Class Survey got 29% satisfaction.
  • Fighter received well, overall 75% satisfaction. Champion scored 54% in the Big Class Survey, but this new one got 74%.
  • Sorcerer in the Big Class Survey got 60%, this UA Sorcerer got 72%. Lots of enthusiasm for the Metamagic revisions. Careful Spell got 92% satisfaction. Twin Spell was the exception, at 60%. Draconic Sorcerer got 73%, new Dragon Wings feature was not well received but will be fixed back to being on all the time by the return to 2014 Aubclass progression.
  • Class specific Spell lists are back in UA 7 coming soon, the unified Spell lists are out.
  • Warlock feedback reflected mixed feelings in the player base. Pact magic is coming back in next iteration. Next Warlock will be more like 2014, Mystic Arcanum will be a core feature, but will still see some adjustments based on feedback to allow for more frequent use of Spells. Eldritch Invocations were well received. Crawford felt it was a good test, because they learned what players felt. They found the idiosyncracy of the Warlock is exactly what people like about it, so theybare keeping it distinct. Next version will get even more Eldritch Invocation options.
  • Wizard got a mixed reception. Biggest problem people had was wanting a Wizard specific Spell list, not a shared Arcane list that made the Wizard less distinct. Evoker well received.


 

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Do you let PCs drop items they were holding outside of their turn? There is no rule saying they cannot, but I am pretty sure most DMs would rule if it was in your hand during your turn, it's still in your hand outside your turn. It's not your turn. What would that even mean if you can do a bunch of stuff when not your turn as long as no rule says explicitly you can't?
I would! But I recognize that my lackadaisical take on timing is not universal. I also don't mind if players remember to use a bonus action that they forgot (for example) and want to add it in when it's not their turn. Heck, I've played with no Initiative and everyone just goes whenever they feel like it. It doesn't break anything, believe it or not.

But as far as "official" ruling, if I were running a Convention game or something? I'd probably not allow anyone to drop an item out-of-turn (though I might, assuming it ever came up, which I doubt), but I'd certainly let them cast and put their hand back on their weapon - it's actually RAW and RAI.
 

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What game are you talking about now?



There was even a video where Crawford was asked about it and confirmed the above was intended design but I think it was probably one of the many many lore you should know segments or something

Maybe you could exclude or acknowledge your houserules when discussing bad rules design in the game itself?
I am right and you are wrong, based on those tweets. I said it requires your turn as part of an action. He confirms that. NOTHING in those tweets talks about doing it outside your turn. If you disagree you show me where that topic was even raised.
 


Seeing how the rules don't say dropping it is an action of any kind, might as well. Where's the harm?
As demonstrated by this very argument, you're increasing your damage output on a reaction attack by a die by allowing them to do something normally only permitted as part of an attack action or move action.

There is clearly stuff you can do on your turn that you cannot do outside your turn. Even if it didn't cost an action or move, it is called out as part of an action or a move.

There is also stuff called out in the rules as things you can do outside your turn. Like a passive perception check. And there are feats which let you do something like this you couldn't normally do. All of which becomes useless if suddenly we're assuming you can do anything which doesn't itself cost an action or a move outside your turn because nothing explicitly forbids it.
 

As demonstrated by this very argument, you're increasing your damage output on a reaction attack by a die by allowing them to do something normally only permitted as part of an attack action or move action.
Rules don't say it takes an action to put a hand on the hilt, so I could argue that if you don't let people do that, you are reducing people's expected dmg output.

Of course, I also let people say stuff when it's not their turn, though the rules say that you can only talk during your turn. Such a rebel, I know.
 

Rules don't say it takes an action to put a hand on the hilt, so I could argue that if you don't let people do that, you are reducing people's expected dmg output.

Of course, I also let people say stuff when it's not their turn, though the rules say that you can only talk during your turn. Such a rebel, I know.
Rules say you do these things AS PART OF AN ACTION. Which is a defined portion of a turn and not to be confused with a Reaction Attack.

Also, technically you cannot talk outside your turn. "Other Activity on Your Turn ...You can communicate however you are able, through brief utterances and gestures, as you take your turn."

Of course you can let the do stuff that the rules say they can't - it's your game.
 

Rules don't say it takes an action to put a hand on the hilt
Just noticed it explicitly says, "Other Activity on Your Turn - Your turn can include a variety of flourishes that require neither your action nor your move." I would say grabbing an item with an empty hand is included in "a variety of flourishes" which therefore requires "your turn."
 


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