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D&D (2024) When are we getting the second playtest document?

If people hated the new Inspiration system and the classes all got alternate uses of Inspiration as class features (ex. Channel Divinity consumes your inspiration rather than being a short rest or long rest mechanics) they might have to do a lot of reconfiguring of the classes if they were thinking of making Inspiration have more mechanical expressions in the game.
Hmm what about making it per short rest and reducing short rests to 5 minutes?
 

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If people hated the new Inspiration system and the classes all got alternate uses of Inspiration as class features (ex. Channel Divinity consumes your inspiration rather than being a short rest or long rest mechanics) they might have to do a lot of reconfiguring of the classes if they were thinking of making Inspiration have more mechanical expressions in the game.
I really hope that's not it. That's one of my favourite things from the playtest.

If I had to guess, though, it would be the other half of that equation - the changes to critical hits. That doesn't seem to have landed well with anyone. If they're walking that back, then there may have been class features for a variety of classes that were intended to compensate for it or otherwise work with it which need to be reworked.
 

Hmm what about making it per short rest and reducing short rests to 5 minutes?
I always preferred going to shorter short rests, but they obviously seem to have been thinking that proficiency bonus per long rest is the way to go and that groups still wouldn't use their short rests even if they were five or ten minutes.

Moving mechanics of what had been short rest abilities over to consuming inspiration instead leads to some interesting spotlight moments like a Cleric suddenly getting access to Turn Undead in the middle of a ghoul battle after rolling a 20.

On the other hand, if they were planning something like that for every class and the new Inspiration system tanked in the survey, they might have to go back to the drawing board to find some way to inject that sort of excitement without everything simply being proficiency bonus per long rest. I think there might be a reason other than the new Human why they rolled out the new Inspiration system so early in the playtest.
 

I really hope that's not it. That's one of my favourite things from the playtest.

If I had to guess, though, it would be the other half of that equation - the changes to critical hits. That doesn't seem to have landed well with anyone. If they're walking that back, then there may have been class features for a variety of classes that were intended to compensate for it or otherwise work with it which need to be reworked.

That is probably even more likely. While reaction to the new Inspiration rules that I have seen have largely been "possibly needs work, but promising;" the reaction to the new critical rules has been far more negative so if they were introducing a lot of class features to rebalance the system after changing crits that might require some major rewrite/rethinks. Though my feeling is that Jeremy Crawford seemed to know the way the wind might be blowing when he talked about it in the first playtest roll-out video. I think they would have contingency plans for the new crits, but I am not exactly sure of their process at this point.
 


The more I’ve thought about crits, the more I want to know what their entire plan was. If it was always just the crit change, with no new ways to get explosive damage moments for rogues, for instance, then it’s a big nope. If they had cool limited features planned like a backstab that adds damage x/day when you get a sneak attack while hidden, or something, I might be okay with it.

But my group and many other groups go the other way, and make crits more reliably big damage.
 

The more I’ve thought about crits, the more I want to know what their entire plan was. If it was always just the crit change, with no new ways to get explosive damage moments for rogues, for instance, then it’s a big nope. If they had cool limited features planned like a backstab that adds damage x/day when you get a sneak attack while hidden, or something, I might be okay with it.

But my group and many other groups go the other way, and make crits more reliably big damage.
I suspect that they would have been bolder with designing damage spike features in the future if they had the security of knowing they wouldn’t do twice as much damage 5% of the time. I’d have expected to see such features more often, and for those we saw to be stronger when they showed up.
 

This seems like a good thread to pop into and ask about this, sorry if I'm disrupting a conversation. But I'm seeing like... a LOT of videos from various DnDtubers talking about how One DnD is broken and needs fixed, or One DnD isn't this or is that...

Was there a new playtest document I missed? Cause... they seem to be making incredibly strong claims, which don't match with... a single playtest document whose survey results we don't even know yet.
 


I suspect that they would have been bolder with designing damage spike features in the future if they had the security of knowing they wouldn’t do twice as much damage 5% of the time. I’d have expected to see such features more often, and for those we saw to be stronger when they showed up.
Yeah, I’ve been riding a middle line in my own system, where “Great Success” is quite rare on the dice, but can be gained by spending 2 AP to “push” a Total Success, where pushing any other result up the ladder only costs 1 AP (attribute point).

So, you can choose to do a super move, but only at a cost and only when you’re already firing on all cylinders.

Idk how that could be translated to D&D , though.
 

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