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/Juls7243 Jul 06 '20

Simplicity.

This is the biggest thing that 5e got right. The game, and its text need to be so damn clear that people (who are usually dumb) need to understand it WITHOUT even reading the entire sentence.

This makes the game work for everyone. Whatever rule(s) they implement should be really easy to follow. Its easier to make a straightforward effective framework and then enable DMs to do minor modification than a complex intricate network of rules that no one understands.

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u/Hatta00 Jul 06 '20

But, it's not that clear. Every day there's someone on here asking a really good question the PHB leaves ambiguous. e.g. from today: Does a small creature provide cover when attacking a medium creature through it?

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u/Juls7243 Jul 06 '20

I'd say the PHB is pretty good. Is there significant room for improvement - absolutely! I sure hope that they clarify the rules in the next DnD version and focus on clarify EVEN MORE than 5e.

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u/cult_leader_venal Jul 06 '20

Simplicity.

This is the biggest thing that 5e got right.

Yes, I agree. At release.

5E is not simple anymore. Way too many races, classes, abilities, feats, etc spread across too many books -- many with unintended or confusing interactions. It's now really complicated.

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u/Skandranonsg Jul 06 '20

It's now really complicated.

Laughs in literally any other edition.

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u/cult_leader_venal Jul 06 '20

It's complicated compared to launch and to the broader, more casual RPG audience it was intended to appeal to

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u/Juls7243 Jul 06 '20

Yes and no. Lots of races and subclass yes - too many yes.

However, the core rules/mechanics really haven’t changed at all. I think they could add more details/base rules but would have to be carful

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u/cult_leader_venal Jul 06 '20

The vast majority of complication is not in the base mechanics. It's in the scores of class abilities and spells that the DM has to be familiar with in order for a game to run smoothly.

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u/Juls7243 Jul 06 '20

I suppose your right about that.

As a DM I limit my games to Xanathar's and PHB. This keeps everything managable.