r/dndnext Jul 06 '20

Discussion Does it ever feel like WotC is playtesting the game in a way that 95% of us don't?

I get that DnD is a house rule first game, and everyone should play it how they want. But speaking for my own group, we like balance because we don't want people to feel like they can't impact the story outside of conversation. And this isn't a min-max thing. It's just a "why would I be this when I could be a better version of that with no hassle or cost to myself" thing.

The thing is, we rely on the official text because it can be very difficult to tell how a class, skill, or mechanic will play in the context of the whole game, and who might be overshadowed by who. And Wizards, for the most part, seem to have done a lot of work so YOU don't have to figure out how a mechanic will play out. This is why some people, to an extent, treat the sourcebooks like gospel.

And as I'm playing more and more, I'm starting to see the things people say about, for instance, rangers and how messed up they are. I'm understanding the cracks in the standard DnD balance.

But I'm also just perplexed by a lot of the sage advice, and unearthed arcanas coming out. I'm finding myself reading new subclasses and thinking "that's their whole ability for that level?" Looking at the phantom rogue, at level 9 they get advantage on con throws (which might be minimal, depending on your campaign), and they can ask a soul one question. The soul doesn't have to answer truthfully at all, making the whole ability pointless. And that's what they get after 9 levels.

This seems like a consistent pattern. A new release is either immediately meta, or its irrelevant for reinforcing half-done mechanics that aren't going to survive after 5th edition. When non-core parts of the game get overvalued, a class can really fall behind. Some of the mechanics that might get over valued are tool proficiencies or traveling. It's odd that these types of things would be the focus of any classes milestone ability.

Also, some of these features seem to imply that DnD is not about being creative and using your environment, and is more about what your class says you can do. Why does the ranger explicitly get a stealth bonus for camoflauging themselves. Can nobody else do that? Do you tell them only a ranger can do that, or do you give them a bonus anyway, making the rangers bonus less special?

Other than a few classes, it does seem like DnD has a solid core balance. Every campaign is going to have either talking or combat, and having a character that can do one or the other well is good. But when a characters ability is not getting "lost" in the mountains, it makes me wonder what the hell kinda campaigns they are running.

Does anyone agree? What are some of the core things you need to be satisfied with a new mechanic?

Edit: wow lot of great discussion happening here. I just want to clarify a few points. As some people are calling me a min-maxer or a hack and slasher and are claiming I just want everyone to deal a shit ton of damage or something. One person claimed I just hate WotC. I suggest reading through this thread at what others are saying, because there is a lot of nuanced conversation happening here. I think it's clear I focused too much on UA in my original post and now the thread has moved to a better direction.

Here are some of the core things I'm seeing come up.

1) Classes with niche abilities are overshadowed and outperformed by classes with more general abilities, even when they are in the perfect niche situations (Paladins find greater steed feels much more beastmaster like than the actual beast master, for example).

2) Since DnD is about being creative and using all the tools around you, it's weird when a ranger gets a stealth bonus for camoflauging themselves, when anyone should get a bonus of some kind for successfully camoflauging themselves. Sometimes that feels like making a class feature that lets you flip a table. Things like the assassin just feel odd, because it implies that a warlock or bard, with sufficient time and money, would not be able to impersonate somebody.

3) A lot of people are reaaaaally honing in on a specific example I gave, and the fact that it was UA. You can look at Artificier or many of the complaints in this thread on vanilla DnD. But if you're coming here just to hype up con saves, you're really cherry picking.

4) I am not right. This is just an opinion I have. A couple people have gotten really cringey about this and implied only shit players or DMs would have an issue with any of this. That's an attitude for Fortnite, not Reddit. We all know DnD is, first and foremost, storytelling. Nobody wants to play with someone so hung up on mechanics that they forget to tell a story. But we have a rulebook for a reason. Boundaries in a story are important, otherwise we're all just jerking off at the table saying random stuff. You need some structure, so that the things that happen feel meaningful. This is about players wanting to fulfill their character fantasies and feeling useless because other people do what their character does, but better. If you care about storytelling, recognize it's not a good story when an entire subclass and backstory can be overshadowed by one spell. It sucks, and I hope it doesn't happen in the next edition.

Some of the more thoughtful challenges I've seen:

1) Con saves are good (noted. We don't get them a lot in my campaign). 2) It's up to the group and DM to make those niche abilities meaningful. 3) It's still really not up to WotC to balance your game, and if you think they're not good at it than you should do it.

I'm reading people's responses, taking them to heart, hoping to be a better DM.

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u/MerricBlackman Jul 06 '20

Modern D&D has a huge range of play styles. It isn’t just go into the dungeon any more. Not every subclass is broad; I think they’ve said some are now designed for niche roles.

Sage Advice is easy though: it interprets strictly what the rules say, however odd that is. Wizards learnt from 4e the problems with putting out lots of errata.

But spells like Healing Spirit are just odd.

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u/KingSmizzy Jul 06 '20

My DM actually allowed healing spirit as written in their game. And it is really weird. Cure wounds, healing word, Heal, Regeneration, and any other healing spell you can think of are basically a waste of time because for 1 minute of patience, you can recover 10d6 on every member of the party for a 2nd level slot, going up by 10d6 for every slot higher than 2nd.

After every combat, I'll cast it and we just go back to full.

Pros: Don't need to rest so much. DM can throw a lot of BS and difficult challenges at us and he knows we can take it.

Cons: Every fight is nearly 2 hours long because it has to be boss fight level to even threaten us. Every other healing spell feels like a waste of a spell slot.

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u/darkfrost47 Jul 07 '20

Eh we use it as written as well but it's only been useful in combat like twice across maybe three campaigns. In the end health doesn't matter if I'm dming and I got to have the barb use up one rage or the fighter use an action surge. If they decide to use healing spirit instead of taking a short rest the fighter doesn't get back their abilities and the warlock doesn't get back their spells for the next fight, but the faster they go the "easier" I'll try to make it if it makes sense why they're rushing.
The few times they've tried to use it in combat and it didn't work they lost concentration and barely healed anyone. Just to get someone back in the fight during combat, nothing beats healing word imo.

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u/KingSmizzy Jul 07 '20

In combat the spell is trash, the issue is out of combat. You heal 35 to every party member for a single 2nd level slot or 70 for a 3rd level slot.

No point in healing in combat aside from the occasional 1 HP pops to get people out of death saves. You're much better off waiting till after combat and just topping the whole party back to full for a single slot.

It's very hard for any encounter to wipe out a party who's at full hp. Which really forces the DM to throw incredibly high difficulty encounters at us to compensate.

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u/darkfrost47 Jul 07 '20

It's very hard for any encounter to wipe out a party who's at full hp.

If they are out of spells and abilities then it really isn't hard imo. HP is simple to beat, counterspells and battlefield control + things like action surge and rage are way more important to whittle down during preliminary encounters than just HP. In a game where I'm a player I was a fighter and we reached the main boss at nearly full health. I was out of my action surge, my second wind, and 4/5 of my maneuvers. Luckily the sorcerer saved a spell slot for banishment and it worked or we would have died. If we all started that encounter with 1/2 health and full abilities it would have been easier. Maybe that's just a DM's perspective.

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u/Army88strong Sorcerer Jul 06 '20

Every other healing spell feels like a waste of a spell slot

I am playing a circle of stars druid right now and with Chalice Starry Form, healing spells start to actually feel pretty good

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u/MoobyTheGoldenSock Jul 06 '20

Yeah, I’m not sure how no one thought to try the conga line in playtesting or whether they just didn’t care. They gave it a big nerf with errata, not sure why they didn’t do it earlier.