D&D (2024) D&D 2024 Rules Oddities (Kibbles’ Collected Complaints)

as I said repeatedly, it is not about the game not being what I would like it to be, not going through all the arguments again, there are plenty of pages on that already

no, again, what I would have done is completely irrelevant to this.

Except that I imagine if you were happy with the current rules, you wouldn't think the process failed.

It is about 1) their approach of asking for a rating does not give them a good idea of what that rating actually means

Assumption with no evidence

and the fact that the ones giving the ratings have no idea what WotC does in return to the average rating results in a pretty bad representation of what the ones polled actually would have wanted

Only if you are trying to be hyper precise. It was a 4 point scale, most people can figure those out. They have been used for a long time.

2) even if something made the threshold, WotC 'arbitrarily' decided to go against it in cases (they justified doing so, I just do not agree with the justification, it essentially makes it arbitrary.

So what? WoTC signed no agreement stating that they were legally bound to use our results and nothing else. They are free to change anything they want, that's what "creating the product" means.

as I said, improve, sure, fix, we would have to see. I do not think unquestioningly assuming that WotC has this process down is a good approach. From my perspective what I want from the process and what WotC wants from the process are very different things, making it pointless for me to participate in it.

I want it to lead to the identification and subsequent implementation of improvements. WotC seems to only want to verify that what they want to do does not result in complete failure again, like 4e did. Anything more than that, if it occurs, is a nice side-effect, not the goal. At least that is the conclusion I arrive at based on how they go about the playtest. The approach is good enough to avoid that, but not good for much beyond that.

So, your perspective, without knowing the goal of the process or the actual process being used. Which could easily change with more information, which you lack. And, let us say that WoTC's process is only to verify that the product will not be a complete failure.

Well.... then it doesn't need to be improved if it is working as intended. You may WANT a different goal, but it isn't your process, it isn't your company, it isn't your product. So you don't get to decide what the goals are.
 

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I also do not believe it is RAI. I don't think the creators of 5E intended to be able to drag a creature 120 feet per turn on a horse or more that that even on a summoned steed. I obviously have nothing to back that up, but it is my feeling.
Agreed but....
Blame Crawford. He's the one who defined RAW as only what is explicitly written and there is no writing that allows grappling on horseback.
I think whatever powers that be at wotc/hasbro who decided what the company line for him to tout have completely erased any value the GM might find in RAI since 2014. Worse the 2024 edition looks to have simply taken that erasure of RAI's value up a notch with so many obvious problems that seem very much like the RAI is one intended to suit the needs of a video game with CPU driven AI monsters.
 

Except that I imagine if you were happy with the current rules, you wouldn't think the process failed.
no, I still would think that the process is broken, that is the point…

Assumption with no evidence
not gonna rehash the whole thing again, but it is the logical conclusion, not an assumption

Only if you are trying to be hyper precise. It was a 4 point scale, most people can figure those out. They have been used for a long time.
they have been used, but WotC is using them wrong… I do not even want a more precise scale, that is just as broken, I want two yes/no questions instead

As it stands you should always vote the two extremes, 1 if you do not like the direction, 4 if you like it, regardless of whether you like the actual proposal…

So what? WoTC signed no agreement stating that they were legally bound to use our results and nothing else. They are free to change anything they want, that's what "creating the product" means.
so I see no reason to participate, it’s not like I am suing them over breach of contract or anything ;)

Well.... then it doesn't need to be improved if it is working as intended. You may WANT a different goal, but it isn't your process
yes, hence why I won’t bother with it in the future…

This still is different from what WotC says they do, so there is still that disconnect
 

I do miss using those spells, but no the bad design is having 4 separate class abilities centered around a specific spell that some players will rarely use, ESPECIALLY when one of them is the freaking capstone.

It is supposed to be the Ranger class, not the Hunter's Mark class.

I agree the capstone is hot garbage. However, the game generally goes from levels 1 to 10. In the vast majority of tables it is a single feature, a feature that was requested extensively and one that is better than the non-spell version that did the exact same thing that they decided not to go with.

And maybe some players will rarely use it... so what? People are allowed to play their character as they want.

The problem is with the Ranger class, not any of these things.

Since you bought it up though, at high level it is going to be pretty hard for the FW to do what the subclass is designed to do (Summon Fey and charm/frighten) and at the time get much benefits out of all those ranger class abilities that are centered on HM.

Yes, you can't stack concentration. We don't know if that's a problem yet. You are just assuming that since they have Hunter's Mark features that everyone will be compelled to always use Hunter's Mark no matter what in the name of... efficiency I guess? I've had abilities I've never used before. And there isn't a reason to assume that you will NEVER use it, you just won't use it every fight.

No. If they took away PA I would be fine. My problem is Favored Enemy, Relentless Hunter, Precise Hunter and Foe Slayer. They all revolve around one spell.

And except Foe Slayer they take away NOTHING that you were using on your two builds. Not a single thing. You can't even support the idea of opportunity cost, because they may have decided to add nothing to levels 13 and 15 if they didn't add those two features. So, you previously had non-attack roll rangers, who have lost essentially zero abilities, only gained abilities... and you are upset because those abilities don't support your off-the-wall character builds? I will let you know, the idea that the ranger is now "forced" into being a weapon wielder, when that is how 99% of all players have ever played them... doesn't strike me as a serious concern.

No it isn't. To start with Nature's Veil happens later in the new Ranger and it conflicts with HM.

Happens later? Yes.
Conflicts with HM? No, not at all. Edit: I do not count "both things take a bonus action" as conflicting"

Second Favored Foe, the way I used it was a lot better. Not a little better, a lot better. It did not require a bonus action meaning I could use Nature's Veil, TWF or Misty Step on the same turn. I did not attack enough to use up the daily uses of it, so I could spam it on every single hit. Also it was 1d8 at that level so it did MORE damage than HM, not less, and I could also use it on multiple targets in the same turn (although I don't know that I ever did that late in game). As long as I was not already concentrating on something it was a flat 1d8 I could add to any attack I wanted.

So... you are going to tell me that you only made four attack rolls during the entire day, and that since you only made four attacks, an ability that gave you a maximum of 4d8 to 6d8 damage is better than one which can give, even on a low estimate 21d6 damage over a day?

And not keeping the ability that only was more powerful for a ranger unlike what anyone else uses a ranger to do, that was specifically built exactly like you built it, is bad design that forces rangers into a specific niche? Are you using a dictionary only filled with antonyms?

I mentioned above that in one fight against an enemy in an anti-magic shell that I decimated him. I did that by using Two Weapon Fighting going and attacking twice with my dragontooth dagger, once with my other dagger (+1 or +2??) and using multiple uses of fovored foe to add 1d8 damage to every one of those hits (and sneak attack and dreadful strikes). Hunter's Mark would have been about 15 damage less on the first round and a smaller amount less (3) on the 2nd round and that is IF it would have worked inside an anti-magic zone at all (which I doubt it would have).

In this debate, let's remember that this character actually had Hex too (from Fey Touched), and FF was MUCH better for damage at high level given the rarity of her making attacks and the action economy. Hex was used entirely for the disadvantage mechanic after 10th level or so, even though I had a free casting, and this was because Favored Foe was better every time I had concentration open and wanted to do damage. TBH if I did it again I would take Dissonant Whispers instead of Hex and I did this on the Dragonborn Chromescale which I played after the Goblin Lena.

And I'm sure every ranger constantly finds themselves fighting in an anti-magic field after never attacking for the entire first half of the day, so they can use and drop concentration on an ability they got at 1st level. That is just the normal, almost required ranger experience.... /s

But she needs to use the HM Bonus action, giving up an attack .... and she would not have had it anyway because that comes at 17th level and she was a level 16 Ranger.

Chromescale would have had it, but he did not attack with a weapon at all, not one time, after level 15. Although I will point out that if he did, at 20th level he would have lost 5DPR to his attacks because the capstone is now Hunters Mark.

Turns out, other people play other rangers. THe designers did not design to make Lena and Chromescale the archetypical ranger outline.

And yeah, instead of 4d6+20, a ranger would cast hunter's mark and deal 6d6+15 that turn. losing a whole negative two damage, or in other words.... doing more damage.

It is not better, it is worse for that other playstyle.

Most ranger players make more than four attack rolls a day. IF that isn't your playstyle, I'm sorry. You can always beg your DM to give you the Tasha's ability instead. It is still compatible with the game.

No. Let's be clear here.

They lost:
Primal Awareness,
Favored foe (much better than HM for this playstyle)
Nature's Viel was moved later
Vanish
old Foe Slayer.

All of these would be better than the abilities they replaced them with for this particular play style.

"I want my playstyle supported, not the normal playstyle other people use"

Also, let's be clear here. They gained a bunch of abilities too.

What is nonsense is this claim. It is factually and objectively true they had more than one feature replaced by these Hunter's Mark buffs.

At level 13 the 2014 ranger gained 4th level spells. In 2024 they gain Relentless Hunter and 4th level spells. Nothing was lost
At level 15 the 2014 ranger gained 5th level spells. In 2024 they gain Precise Hunter and 5th level spells. Nothing was lost.

If you are a character that is goiong to be hitting it with a stick the new Ranger is better. If you are a PC that is going to be pumping wisdom, summoning or throwing down spike growth and spending a lot of time casting (and concentrating) on something else the new Ranger is worse. Especially at high levels.

Not unless that wisdom ranger wants to hit something with a stick and spam two or three uses of Favored Foe. Otherwise, it is unchanged per your own argument. Because nothing you have been complaining about has anything to do with being a caster ranger, you even dismissed the loss of the extra spells as not mattering.

Overall the class is more powerful, but the playstyle I used, and a fair number of players used, is punished in the new class design and not well supported in class mechanics like it was previously. That doesn't mean it won't work, but it is not supported by the class mechanics.

The Ranger has 40 different concentration spells (not counting subclass adds). Many of them are objectively more powerful than Hunter's Mark. I have to forgo using 39 of them to make use of my 1st, 13th, 17th or 20th level class features. That is the problem

So, overall, the ranger is stronger and better designed. Just not for an unusual playstyle that very few people ever used. And therefore the designers are bad at their jobs, because they focused the design towards the common playstyles, not the niche ones.
 


I'm okay with the standard part of grappling being in adjacent squares (with the idea being both combatants are crossing the "line" - but if you're carrying them around? Again, I think it's fine to "let them go" into a hazard (ending your turn with them in a different square) but drag them through? I don't know. Seems cheesy. Seems particularly cheesy if there's NO CHANCE of you stepping into the area. In particular, when Spike Growth (for example) isn't something that's obvious as to where it's boundaries are - given that you have to roll a perception check to be aware of it.

Unlike posters above who seem to think of it as a bramble or something, I think it's supposed to look like normal ground, that only hits you with spikes (fast-growing pop-up stone or wooden spikes) only when you walk on it.

There is a chance for you to end up in it. On the enemy's turn, when they start using forced movement to get you into the spikes as well. (Likely just use the push action to spin them around you, since I think Push doesn't specify away, and if it does, then you can end the grapple on your turn easily)

And again, as silly as you may find this whole grapple and spike growth situation.... it isn't a new problem. This is essentially exactly how it has worked for a decade.
 

They got rid of them because the d20 is too big a spread, and 5E has decided to basically remove the benefits of training, because god forbid a first level pud not have a decent chance of hitting Orcus. So you'd have 8 strength wieners routinely escaping grapples by 20+ strength grapplers just because the grappler rolled poorly.

The theory here is one of game design. Mathematical impossibilities are an anomaly in game design. If something is impossible, why put it to the player? The answer is, with very few exceptions, you don't.

Here, in your example, you have a 20 strength grappler and an 8 strength target. Simple math, assuming equal levels, says the 20 strength has an advantage of roughly +6 assuming no proficiency. This means that the 20 strength grappler is a massive favorite. If they are proficient, and the target is not, this advantage grows into very high percentages - depending on the level.

The alternative is one such as PF2's math, where bonuses outweigh the d20, and can create mathematical impossibility. We see this in the encounter design in PF2, where certain CR differences become deterministic. In this situation, we have strangeness. We have a dilemma.

To illustrate this, a hypothetical system makes the grapple check automatic due to it's large bonuses. There the question becomes, where do you use this grapple match-up? Simply, you never do. You error to lower strength opponents to prevent the enormous feel bad of "welp sorry, you're helpless LOL." It would be akin to me putting in a saving throw players mathematically can't make. Or a creature with an AC players can't hit. Both belong on /r/dndhorrorstories and would, rightfully, get pushback from the vast majority of players.

The awkwardness of impossibility in this game, seems contrary to the entire premise. It seems, on it's face, to be nothing more than realism for realism's sake, regardless of how bad the game play loop ends up being.

Maybe I'm wrong and it's controversial to believe that any choice that is a huge middle finger to a player is not actually a choice. Or maybe, we could use rules that don't reduce choice and actively promote antagonism. And while we are at it, we could leave the extreme corner cases where impossibility is desired to the DM, and not codified in the rules.
 
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Not just that, but also the jacked grapple builds of Rogues and Bards, who could grapple significantly above their weight class just because they're "experts" and most monsters are "untrained" in athletics, even when it makes sense for them to be good at it.
Yup, I imagine that's probably the reason A5E changed it to saves as well. Monsters can't compete with those skills.
 

Falling damage has topped out at 20d6 in most editions of D&D, including 5e 2014.
Which, though still far from perfect, wasn't too awful in 0e-1e when character hit points - even for Fighters - tended to top out in the 80s or maybe 90s; but PC hit points have inflated considerably since then and 20d6 is for some just a minor inconvenience now even if every one of those dice comes up 6.

If nothing else, the cap should come off. Fall 1000 feet? That's 100 d6; or to average it out, 350 points o' hurt.
 

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