One D&D Playtest 8*: My Survey Responses
Here follow my responses to the Playtest 8* survey questions. (Why the asterisk? See my rant on the Playtest 8* Barbarian.)
I decided to compose them externally again since I didn’t want to lose anything in case the survey glitched out. Minus some minor formatting for this post, this is verbatim what I submitted.
For more context and my Standard Disclaimer, check out the introduction to this series.
Barbarian
Base Class
Overall Comments
Very satisfied.
I confess I haven’t run the numbers on this update, but from a careful reading it seems like a very nice improvement on the previous iteration and that it’d be more fun to play. I’m very happy to see Rage regain a spent use when finishing a Short Rest – please keep that! This update genuinely makes me want to play a Barbarian into the higher tiers.
Feature Comments
Brutal Strike: Very satisfied.
I strongly prefer this over Brutal Critical – it’s far more reliable, and it gives players some extra tactical options in a way that’s similar to the Rogue’s Cunning Strike. I also really like it building on the core feature of Reckless Attack. I’m a little sad that it uses a d10 instead of a d12 (which doesn’t get enough to do in general), but it’s definitely not a deal breaker.
Improved Brutal Strike (Level 13): Satisfied.
More interesting tactical choices! Yes! I do kind of wish this and Brutal Strike arrived like two levels sooner (level 13 is a long time to wait for this), but otherwise this is cool.
Persistent Rage: Very satisfied.
This is going to feel great when you’ve battled your way to a boss and are low on resources. Then BOOM, the adrenaline kicks in, and you’re rarin’ to go for the big fight! It’s so thematic, and is going to be such a joy in play.
Improved Brutal Strike (Level 17): Very satisfied.
More damage is always nice, but I really dig getting to deploy two different effects at the same time. I wish I didn’t have to wait until level 17 for this, but it’s going to be fun to do.
Path of the World Tree
Overall Comments
Satisfied.
This subclass didn’t connect with me in the previous iteration, but I like this one a lot better and would strongly consider playing it. My only issue is that it seems closely aligned with specific cosmologies, and not necessarily appropriate for every setting.
Feature Comments
Vitality of the Tree: Very satisfied.
This is much more practical than in the previous UA, where healing wouldn’t help if you were at your full hit points when beginning a Rage. By providing temporary hp it’s much more regularly useful!
Branches of the Tree: Very satisfied.
I really like that this is now much more clearly flexible for use in repositioning allies as well as foes, and I can envision many uses for it, both for offense and defense. It’s basically a Reaction that lets you Misty Step a comrade out of (or into) danger, and I dig it.
Battering Roots: Satisfied.
The weapon restriction here makes sense, and I appreciate the clarification on the use of Weapon Mastery properties. I am (still) Groot!
Travel Along the Tree: Satisfied.
This solves all of my issues with the previous version. It’s more practical to use and won’t upset a DM with unexpected long distance travel. Nice work!
Druid
Base Class
Overall Comments
Satisfied.
It’s pretty clear that nothing is going to make everyone happy here; it feels like this is a pretty solid compromise. I’m glad that the 2024 PHB will offer more Beast options for Wild Companion (which has felt a little lacking in selection in the past), and I think the new spells are cool.
I don’t love that Evergreen Wild Shape uses the “regain one but only if you’re all out” mechanic for restoring Wild Shape uses, though. Not that I’ll ever get to play at level 20, either… for a level 20 capstone, maybe it should just restore all uses? Or restore them all but only once per day, like the Barbarian’s new Persistent Rage?
Wild Shape
Satisfied.
I’m one of the people who preferred the template approach over the stat block approach and wanted to see more iteration on that idea – I think it’s the right direction and just needed more work to get it right. But if that’s not going to happen, this is all right.
I like the new progression of Known Forms, and that you can end up with quite a lot by the upper end of your adventuring career. I appreciate that looking at the Monster Manual is officially at the DM’s discretion. I hope there will be plenty of forms to choose from in the new PHB so that looking in the MM isn’t essential. I do worry that CR1 forms won’t be worthwhile at higher levels, however.
Taking away a character’s species traits when Wild Shaped is the right decision; the prior version didn’t make sense on this point.
Finally, I noticed that the maximum duration for Wild Shape no longer includes guidance to round down – does that mean odd levels now get an extra half-hour?
Circle of the Moon
Overall Comments
Satisfied.
This seems pretty well dialed in at this point, and it addresses many of the nitpicks from previous iterations. It looks fun and thematic to play, and not too annoying to DM for. I like the new spells, and in particular having Starry Wisp to round out the collection of basic blast cantrips – and providing a remedy for Invisible foes that doesn’t require a spell slot!
Feature Comments
Circle Spells: Very satisfied.
The selections here seem appropriately thematic. I especially dig Starry Wisp and Fount of Moonlight, and it’s cool that you can cast these spells while Wild Shaped! (That may be a little over powered, though.)
Circle Forms: Satisfied.
It looks like you’re supposed to pick this subclass if you want to use Wild Shape in combat at higher tiers as it’s the only way to get forms beyond CR1. The new scaling mechanic is better than UA6 though. I like using the Wisdom modifier to fuel Armor Class – that should help this scale at those higher tiers. Scaling temporary hit points based on Druid level also seems like it’ll be good in those later tiers.
Improved Circle Forms: Satisfied.
I appreciate the flexibility of Lunar Radiance, and being able to use your Wisdom modifier to aid Constitution saves while Wild Shaped will be very useful for maintaining concentration.
Lunar Form: Satisfied.
The gain of extra damage in exchange for the loss of increased range of movement for Moonbeam feels like a fair trade to me. People do like to roll more dice!
Monk
Base Class
Overall Comments
Very satisfied.
What a turnaround the Monk has made since its last appearance! It seems really solid, fusing the wuxia, kung-fu, anime, and Jedi fantasies. I specifically like that it focuses the Monk on improving fewer ability scores over the course of their careers. I think they’re going to be a lot of fun to play and will finally give folks what they’re looking for from this class. Kudos!
I would, however, like to perhaps see the Monk with a d10 for hit dice instead of a d8, though perhaps with all the options for temporary hp, self-healing, and avoiding getting hit in the first place, maybe it won’t matter quite as much in actual play.
Feature Comments
Martial Arts: Very satisfied.
I am so, so happy to see the return of Monk Weapons here, and I think the way they’re defined is appropriate. This class now works for people who to channel their inner Ninja Turtle as well as those who’re really into Bruce Lee and Jackie Chan. Thank you! I am a little disappointed to see the loss of Weapon Mastery though, especially since it was the feature that was supposed to unify the Warrior group of classes. Maybe there’s a way to re-add it in an appropriately limited way?
Monk’s Discipline: Very satisfied.
I still don’t love the “Discipline Points” name, but this is pretty cool. I really like how Patient Defense and Step of the Wind have options with an without Discipline Point costs, and the tactical options that the subfeatures open up are going to make the battlefield a more interesting place.
Uncanny Metabolism: Very satisfied.
I really didn’t like the “regain one but only if you have zero” mechanic in the prior version. This is so much better. Like the Barbarian who gets a big recharge that they can trigger at a dramatic moment, this also lets the Monk go a bit “Super Saiyan” when entering a boss fight. I also dig that it scales based on both the Martial Arts die and the Monk Level. It’s also amazing that this lands so early – Monk players will get so much mileage out of this over the course of their adventuring careers.
Deflect Attacks: Very satisfied.
I literally cheered when I saw that this has been updated to include the ability to deflect melee attacks. This is such a staple of martial arts movies; it really needed to be here. Being able to redirect attacks that have been completely deflected is icing on a very tasty cake. PLEASE KEEP THIS!
Stunning Strike: Very satisfied.
I really like that this no longer has a chance to waste the Discipline Point – getting some extra damage is a great consolation prize. I also appreciate that it scales with level and stat improvements.
Heightened Discipline: Very satisfied.
This builds very nicely on the earlier versions of the included subfeatures. Being able to bring someone along with Step of the Wind seems particularly useful for getting allies out of (or into!) trouble.
Self-Restoration: Very satisfied.
I appreciate this not having an action economy cost to use. Nice!
Deflect Energy: Very satisfied.
This builds nicely on top of the already very very good Deflect Attacks. Cool!
Perfect Discipline: Very satisfied.
I strongly approve of the “regain 4 if you have fewer than 4” mechanic. This is going to really help the flow of being able to do fun Monk stuff. My only concern is that without a once-per-long-rest restriction, it’s going to make other classes jealous.
Superior Defense: Very satisfied.
I really like this not having an action economy impact. Very cool!
Body and Mind: Very satisfied.
This is bascially what Barbarians get now, but for the Monk’s main ability scores. Nice!
Warrior of the Hand
Overall Comments
Satisfied.
As with the base class, this is a HUGE improvement over the UA6 Monk. Thank you for the hard work on this class and subclass! My biggest Monk problem now is figuring out which subclass to play.
Feature Comments
Open Hand Technique: Satisfied.
I like that Addle no longer gets a saving throw. You probably need to specify how to calculate the DC for Push. I also like that if you connect more than once with Flurry of Blows you can activate multiple effects in a single turn.
Wholeness of Body: Very satisfied.
I love this scaling with your Martial Arts die. I like being able to use it multiple times daily (scaling with your stats). And being able to do some self-healing is going to come in very handy.
Fleet Step: Very satisfied.
I’m looking forward to putting this on a Tabaxi for a kitty with some serious zoomies!
Quivering Palm: Satisfied.
I like the increased flexibility when completing the technique here, though it’s a little disappointing that it no longer scales with your level. Then again, there aren’t many levels for it to scale with, so maybe it’s fine!
Spells
Conjure Animals: Satisfied.
It may not be to everyone’s liking, but I like that this is thematically distinct from the Summon version. It’s certainly easier to deal with than adding a bunch of combatants to initiative, managing their hit points, etc. On the other hand, many of the new Conjure versions come off as “Moonbeam, but with critters and bonus effects”. In this case, it’s not super clear to me how the swarm of spectral animals provides Advantge on Strength saves, but I suppose it’s not unwelcome.
Conjure Celestial: Very satisfied.
I prefer this over the 2014 version. I like the utility of providing both damage and healing, and I love giving the d12 something to do.
Conjure Elemental: Very satisfied.
This is cool. The flexible damage type is great, and I love it sucking combatants into the cube where they have to try to escape. Should be a lot of fun!
Conjure Fey: Very satisfied.
Yes, more d12s!
Conjure Minor Elementals: Satisfied.
I like this – it’s a sort of offense-oriented Spirit Guardians for non-Clerics. The restriction to Druid and Wizard feels appropriate. Does it step on the toes of Spirit Guardians too much? I’d definitely welcome having a party member with this spell if there wasn’t a Cleric around.
Conjure Woodland Beings: Satisfied.
This is VERY “Spirit Guardians for non-Clerics”. I like it, and the restriction to Druids and Rangers is correct, but again I wonder if it steps on the Cleric’s toes a bit. It’s also unclear about when the choice of which creatures it affects should be made – when it’s cast? Whenever a creature enters the area? Also, I have a quibble about the name; wouldn’t it be more inclusive of other biomes if it were “Conjure Nature Spirits”? Then it could be appropriately flavored for deserts, tundra, etc. as desired.
Cure Wounds: Very satisfied.
I appreciate the buff here, it definitely makes this a more viable and satisfying choice in the heat of battle.
Fount of Moonlight: Very satisfied.
This is SO on-brand for Circle of the Moon Druids. I dig it, particularly the Reaction-based revenge for taking damage.
Healing Word: Very satisfied.
Again, a welcome buff that makes this more viable and satisfying in the heat of battle. Thank you!
Mass Cure Wounds: Very satisfied.
The buff here is also appreciated, and I’m sure busy adventuring parties will enjoy it.
Mass Healing Word: Very satisfied.
What’s not to like about a buff to healing party members at range in the heat of battle? Thanks for these tune-ups.
Power Word Fortify: Very satisfied.
I can see this being really, really nice as a higher-level party heads into a big boss fight.
Starry Wisp: Very satisfied.
I love having a Radiant-themed blast cantrip, and it’s very nice to have an option for countering invisibility that doesn’t require spell slots. Thanks! I almost wish Clerics could have this too, or something like it – Sacred Flame can be so unreliable.
Additional Comments
Y’all did a great job with the updates in this round. I’m really excited to see how these classes and subclasses end up in the final printed version, and I’m glad to see the thoughtful attention on reworking spells.
I know 2023 probably hasn’t been the year you hoped for, with so much online drama and negativity, and outrage being stirred up for clicks and views, and now the added trauma of pre-holiday layoffs. Thank you for persevering through all of that – you’re doing great work for a tough audience that doesn’t always appreciate it. I’m optimistic that it’ll be worth it in the end – things seem to be shaping up really nicely, and I’m eager to put the 2024 books into use at my tables. As always, thank you for all your hard work and for giving us a voice in the future of the game. I hope y’all have happy, healthy, and safe holidays. Cheers!