One D&D Playtest 5: Survey Launch
Here follow my notes and thoughts about the One D&D Playtest 5 Survey Launch video that Wizards of the Coast released in May 2023.
For more context and my Standard Disclaimer, check out the introduction to this series.
Warlock
Consistent feedback about too few spell slots and short rest recharge mechanic not being in sync with parties. Tried to get them in sync with the party’s recharge schedule. Designers try to optimize actual power, not potential power. They expect this will take a few iterations to get right for the Warlock’s spell casting ability. This version is the first round of those iterations. They want to maintain the class’s core identity, fix the resource constraints, and still not make the class overpowered. Getting spell slots back at the start of combat is off the table.
Considered giving Warlock the same spell slot progression as Wizard, but that would mean needing to cut back on Eldritch Invocations, so that’s why they didn’t lead with that option. Another idea would be to have something similar but bumping up at a different rate (sort of like a Paladin or Ranger). Warlock is a hybrid caster very similar (under the hood) to Paladin and Ranger.
Still open to going in many directions here.
Sorcerer
Examined each metamagic option to make sure it delivered the right amount of power for its cost, and to react to feedback. This is why some things got “juicier”, some had point costs changed, and why they ”updated” Twinned Spell. Wanted things to be better balanced and more fun, like Careful Spell — it was useful but not enough.
JC proceeds to make light of why Twinned Spell had to be nerfed. TK laughs politely because it’s his job. My ire grows. To defend the new design, JC talks about how the new version gets rid of the conditions about which spells can and can’t be twinned.
Sorcerous Burst damage vs. Eldritch Blast… tbd. In this version they put Sorcerous Blast where their internal models say is approximately right, but this may change after play testing. Then a word of caution about comparing classes too directly… Classes are designed asymmetrically, and they get power from different places, so now that some spells are class-exclusive, they can tune them to be the right power level for the class. Eldritch Blast is the best damage cantrip because it’s tuned for the Warlock having few spell slots and different sources of power. Sorcerer has more spell slots and can more spells and higher level spells sooner than a Warlock can, so Eldritch Blast needs to make up for that.
Class-Exclusive Spells
Allows the designers to create spells specifically to a class’s identity and balance, lets them be more generous than if it were on a shared list. It also means that spells can refer to and interact with class features, which general spells can’t.
Epic Boons
Excited about getting them out of the DMG, making them more epic, and easier for players to acquire. What feels fun to JC varies with his mood day to day.
Many groups didn’t know they were really available because they were locked away in the DMG. They want people to be able to have fun continuing to play at 20th level. Putting them in the PHB will be a preview to get players excited — “oh, there’s more!” This was a key reason for feats to be included with backgrounds — to give a taste of what feats are like. Less than half of groups use feats, but many are feat-curious.
Draconic Bloodline Sorcerers
Wings aren’t permanent because the feature that gives the wings is lower level than 2014 PHB. In a future iteration it might be at a higher level and would be more powerful there. Also experimenting with connecting it with Sorcery Incarnate to see how people like it as a concept. Expect to see one or two other versions in future play tests.
The Old Great Weapon Master/Pole Arm Master
Why’d we lose the -5/+10 feats? The satisfaction scores were solid, but online conversations seemed to indicate that certain classes relied on those feats to be viable. And since most tables don’t use feats, lots of groups both missed out and also had fun without them. But they say they’re taking feedback about this seriously from folks who did use them. They will appear in future UAs. JC encourages us to think of classes separately from feats.
Weapon Mastery
Balancing combat flow with Weapon Mastery has been a major focus of internal play testing. That’s why some options are absent or are different — they either slowed things down too much or were too powerful. Tried to also deliver a mix of tactically rich options as well as straightforward options. Want to represent not only different levels of tactical options, but also different levels of complexity and different play styles. The designers think about Weapon Mastery options similarly to cantrips.
Wizards & Create Spell
Create spell went through several iterations internally before what was presented. An early version was “off the hook” over powered. They’ll continue to iterate on it. Excited to see people tapping into the idea of the Wizard as the “magical scientist”. But will also continue to balance it, and questions about its nuances will be addressed in future versions.
My Thoughts
So this is mainly to get folks grounded and thinking rationally before the survey opens later in the week. Which, sure, fine. It gives us a sense that they’re listening, and trying to get ahead of some of the more knee-jerk reactions.
Speaking of knee-jerk reactions, I maintain that they ruined Twinned Spell. If I had to re-spec my current Sorcerer under this new design, I absolutely would not take it, and would probably pick up Careful Spell instead and just go nuts with Careful Fireballs (which tbh would be in character for her, but that’s beside the point).
Also I sure as hell hope that the Wizard stuff gets dialed in better because what they have here is just ridiculous.
I look forward to delivering my feedback — but why does the survey have to happen the week I also need to be prepping for Curse of Strahd??