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D&D (2024) What is your oppinion of 5.24 so far?

Yeah, I'm blaming the players who filled out the surveys if they downvoted the half-caster warlock because they just didn't like this particular version of it. Those people apparently never learned or understood how these surveys worked for WotC, and/or were unwilling to "play the game" as it were. Especially if they also didn't fill out the write-in fields saying they liked the idea but wanted to see iteration before giving a full thumbs-up.

If (general) you were a person who loved the idea of a half-caster warlock (or templated wildshapes as another example) but still gave them 1s and 2s because what WotC offered up wasn't 100% the way you'd prefer them to be... (general) you pretty much shot off your own foot. The lesson was to give the new idea a 5-point double-thumbs-up first... then write in the fields some of the changes that you thought the idea could do with to be even better.

Apparently not enough people figured that out.
That would have been a wonderful thing not to mislead your customers about, or, if you're being charitable, being more clear about how to actually communicate opinion to these people.
 

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While the accuracy of survey data is certainly disputable, I still believe it's a far better view of DnD players in aggregate than anything here or previously attempted. I grow tired of aspersions and conspiracy theories leveled at the designers when they make decisions people disagree with.

Add in that they are "cowards" for not making bigger changes. They have had a runaway success that has bucked the trend of all but the earliest editions of D&D because it didn't see the typical boom/bust cycle. Of course they aren't going to rewrite the game. They also had a lot of internal testing and focus groups we aren't privy to, the public surveys were only part of the feedback they received.

I think the people actually working on the rules love the game and are just doing the best they can to make it as successful as possible. Whether or not I agree with specific decisions, there's simply no way to please everyone.
 


Messes around somewhat with in-universe logic though. That matters to me.
Quite understandable. I've had little trouble saying "it'll take you two days to get a long rest" but I can see how that might mess with established narratives of "a night of rest, praying to deity, memorizing spells" etc.
I also like it because 99% of magic items recharge per DAY not per long rest- it shifts some of the power from character features back over to magic items, reminds me of older editions.
 

Quite understandable. I've had little trouble saying "it'll take you two days to get a long rest" but I can see how that might mess with established narratives of "a night of rest, praying to deity, memorizing spells" etc.
I also like it because 99% of magic items recharge per DAY not per long rest- it shifts some of the power from character features back over to magic items, reminds me of older editions.
I just have anything that recharges at dawn follow the same rules as resting. It recharges the last day of your long rest.
 

I am aware, the question was more what % made use of it

I am not impressed with their polling, but we had a long thread about it at the time. To me their polling is next to useless at identifying in detail what people prefer but good enough at identifying when you have gone so far off the rails that you are building another 4e, and that avoiding this scenario is really all WotC cares about anyway. It’s not about identifying improvements, it is about avoiding disaster
Well, yes: abd their methodology to avoid disaster lyrics spiraling out product has been consistent got the whole past decade.

Check out these two final attempts to get two new Classes in Xanathar's, both ready to print as-is:



They didn't go into print (this is a different Artificer from what we eventually got) for the same reason as the half-caster Warlock didn't: they weren't broadly wanted.
 

Well...at least it's only Topple. I'll try it as-is, but if it slows my table too much, I'll bant it. Or restrict it somehow.

Maybe base it on the 2014 playtest maneuver that did not allow save but instead you knocked the target prone if your d20 roll was higher than the opponent ability score.
 

Well...at least it's only Topple. I'll try it as-is, but if it slows my table too much, I'll bant it. Or restrict it somehow.

Maybe base it on the 2014 playtest maneuver that did not allow save but instead you knocked the target prone if your d20 roll was higher than the opponent ability score.
You could always knock someone prone in the current edition with a shove. It was a contest, attacker's athletics vs target's athletics or acrobatics. Making it a save just makes it a bit faster.

As with all the rules I'll try it as written for a while and then discuss with my players.
 

Well...at least it's only Topple. I'll try it as-is, but if it slows my table too much, I'll bant it. Or restrict it somehow.

Maybe base it on the 2014 playtest maneuver that did not allow save but instead you knocked the target prone if your d20 roll was higher than the opponent ability score.
That would certainly prevent combat from getting bogged down too much. Or maybe: if your Attack Roll exceeds the target’s AC by X or more, the target is knocked prone. I don’t know off the top of my head what value X should be. 5 seems too frequent, but 10 seems too rare. I’ll have to ponder this some more. But making it a fixed number would reduce the amount of Saving Throw rolls on an ability that can be used on every attack.
 

That would certainly prevent combat from getting bogged down too much. Or maybe: if your Attack Roll exceeds the target’s AC by X or more, the target is knocked prone. I don’t know off the top of my head what value X should be. 5 seems too frequent, but 10 seems too rare. I’ll have to ponder this some more. But making it a fixed number would reduce the amount of Saving Throw rolls on an ability that can be used on every attack.
My 2 cents is try it out first before house ruling
 

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