D&D (2024) Playtest 6 Survey is Open

I've re-read the whole document, and I've warmed (again) to the ideas presented in the playtest. I just have to force myself to remember that each player is only playing one character at a specific level at a time; the entirety of those 77 pages arent all happening at the same time at the table.

I think there still many an awful lot to track on the character's side, but I think it is manageable.

At least the presentation is way better than in the 2014 rules.
 

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I was ambivalent about smite as a spell, but in my feedback I suggested reverting to resource-that-uses-spell-slots-but-isn't-a-spell, like in 2014. I saw the complaints here (loud, and localized, but sincere) and thought it didn't make a difference. I should have thought more about it -- I'm already sorry I said what I said.

It's fine as a spell, and I like that the spells are class specific. If I could change my feedback, I would do so.
 

I was ambivalent about smite as a spell, but in my feedback I suggested reverting to resource-that-uses-spell-slots-but-isn't-a-spell, like in 2014. I saw the complaints here (loud, and localized, but sincere) and thought it didn't make a difference. I should have thought more about it -- I'm already sorry I said what I said.

It's fine as a spell, and I like that the spells are class specific. If I could change my feedback, I would do so.
I mean, no particular reason it shouldn't be a Spell, based on the current Class specific tags particularly.
 


Welp, sat down and filled out the survey. I reiterated a few common points:

1. Divine Order and Primal Order are both weighted toward the martial option. The spellcaster one is weak and only worth taking if concept is worth gimping your PC.
2. Wild Shape needs guidance on what animals you can pick to save players scouring the internet for the best, most obscure beasts to play.
3. Sword erasure (monks and shortswords, bards and rapiers, druids and scimitars) is real and kills both build diversity and the iconicness of those classes using those weapons.
4. Divine Smite as a spell is a Gift from the Gods and should have always been that way.
5. Monk is bad. Short rest reliance is bad.
6. Warlock pact magic needs to stay dead. (That was a freebie from last packet).
 

My upshot was:

Monk is bad as a class; add wisdom modifier to di points, make flurry of blows work off the attack action and patient defence off the reaction, give them mastery on unarmed attacks, and let them take martial feats.

Assuming they fix the base class, Shadow is is good, Elemental needs tweaking but is on the right track, Hand is terrible and they should start from scratch.

Druid is good as a class but Moon is massively nerfed (which was the obvious intent). To sell it, give access to what almost every Moon druid player wants: selected beast-like monstrosities at 6, 10, 14, along with abilities that allow their power to scale along with level. Also suggested giving Moon unlimited wildshape on a bonus action to CR 1/4 or less beasts right from level 3, but without any the combat wildshape bonuses (AC or temp HP). Suggested all the moonbeam stuff is junk; nobody plays a Moon druid because they have the class fantasy of moving moonbeam around.
 



My upshot was:

Monk is bad as a class; add wisdom modifier to di points, make flurry of blows work off the attack action and patient defence off the reaction, give them mastery on unarmed attacks, and let them take martial feats.

Assuming they fix the base class, Shadow is is good, Elemental needs tweaking but is on the right track, Hand is terrible and they should start from scratch.

Druid is good as a class but Moon is massively nerfed (which was the obvious intent). To sell it, give access to what almost every Moon druid player wants: selected beast-like monstrosities at 6, 10, 14, along with abilities that allow their power to scale along with level. Also suggested giving Moon unlimited wildshape on a bonus action to CR 1/4 or less beasts right from level 3, but without any the combat wildshape bonuses (AC or temp HP). Suggested all the moonbeam stuff is junk; nobody plays a Moon druid because they have the class fantasy of moving moonbeam around.

Get out my head, please!

Though I think the nerf to Moon Druid wasnt a bad idea, replacing those features with the extra moonbeams features seems weird, if probably thematic. If I play a Mood Druid, I play them to spend all my slots to regain MOAR WILDSHAPES and spend my days in beast form, not to cast spells.

I understand that Monstrosities are a weird catch all category, but at least giving access to the more beast like of them (griffon, owlbears, gorgon etc) would make senses, even if you only get a restricted list like you use to with the 2014 elemental shapes.
 

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