Mistwell
Crusty Old Meatwad
I hope you're right! And that may be the case! You raised this point in your second post, so I'm replying to both here...
There is a real question of lead-time, however. There is a huge amount of playtesting that needs to happen between player classes & monsters. Playtesting leads to design iteration. IF there is going to be meaningful external feedback in that process (I'm arguing there that there needs to be), we're running out of time for that feedback to be incorporated because we don't have anything tangible about their redesigned monsters / encounter building.
I've heard this "running out of time" claim many times over the past year. The lead designer literally just said in the very video for this thread that they intend to still be playtesting in May. How are we running out of time, and why do people keep claiming they know the due date for this stuff? We don't even have a firm commitment that all three books will be out this year. All we really know is PHB 2024. There does appear to be time to playtest DMG and MM material.
It troubles me so much when I hear this. One of my passions is mentoring new GMs – I did this for my nephew, a friend at my local game store, a friend back in the Navy, and a dozen or so folks online – it's a small number of people I know, but it's what I've got. One of the questions that I get consistently asked is "how do I do overland travel / exploration so it's fun?"
Yes, and I replied about the exploration segment that I agree. It's the spells section I disagreed about, and while there is some overlap between the two, not really. New players should start with the game as written and then see what they like and remove stuff they don't like after they have tried it out. That's working as intended.
That seems like hyperbole backed by no evidence. The basic monster design is the same they're just adding more and varied abilities to those monsters it seems. The CR system will change but that has no real impact on PC design. I am not seeing the problem and I think you'd need to do a lot more to demonstrate it's a problem. It's not like we're starting from scratch here and suddenly monsters have no AC and use an entirely different basic mechanic for ordinary elements of combat.However, from a design standpoint, focusing on player-facing content first, and then GM-facing content second is a disaster waiting to happen. At this scale of design, it's both happening at the same time. If you neglect one, that's how unforeseen play issues arise (e.g. the monk's Stunning Fist having multiple problematic interactions with different types of monsters). Designing in isolation almost always causes significant downstream problems.