D&D Playtest Unthoughts

How many people are actually playtesting the new D&D rules?

One of the weird things about the process is that, for many people, perhaps even most people, the old rules work just fine. So, the impetus of throwing a changing set of playtest rules into their games is not the most appealing. It’s a completely different state of affairs than with the D&D Next playtest, where so many people weren’t happy with the D&D 4E rules. Playtesting a new edition seemed like a great idea, then!

My own enthusiasm for playtesting the rules took a massive hit when Wizards introduced its OGL disaster. And they haven’t recovered yet. Of course, changes to what I was playing, so I was DMing D&D 5E only once every two weeks, also reduced my opportunities. That’s ramping up as of tonight.

Funnily enough, there’s one house rule we’ve adopted in all our D&D games that was inspired by the playtest. That is the awarding of (Heroic) Inspiration on a roll of natural 20 – however, the inspiration must go to another player. (They are inspired by seeing you do well!) It’s been awesome in play. I’d really like this variant to become the standard, but even if it doesn’t, we’ll keep using it.

I’m very grateful for the playtest for showing me a new way of handling inspiration. Let’s be honest: giving a reward for role-playing well works particularly badly in my games. I have players who don’t enjoy role-playing, and I’m often running situations where you don’t get to display your bonds or flaws – story-based adventuring tends to work that way compared to a more player-driven game.

But, getting back to the question of how many people are playtesting, we do get into the problem that the playtesters may end being the people who are most interested in seeing the system change.

This presents a problem where changes are acclaimed by people who don’t represent the majority of players.

I may be overthinking this.

I haven’t read the new playtest document in detail, but one thing sat pretty badly with me. It might seem inconsequential, but there you have it. That thing? The Champion (Fighter)’s ability to take a different proficient skill after a long rest.

I have two thoughts about this: One is “I hate people changing their skills on a daily basis.” It doesn’t make much sense. The other is “Only after a long rest? When is that good?”

There are times when adventuring when you know that Athletics is the skill you need this day. Far more often, you only discovered what you needed once the day has begun. So, on top of breaking my credulity, it’s also not that great. Can we have a different non-combat ability, please?

On the positive side, I think the way Barbarians can maintain rage expanding to include “spend a bonus action” is really good for those times when they’re trapped on the wrong side of the battle without a nearby opponent.

I also rather like how the third successful Death saving throw leaves you unconscious but on 1 hit points, so that a friend can wake you up with First Aid.

The change to how interruptions affect Long Rests is a huge improvement over previous version – each interruption (like combat) extends the amount of time you need to rest by 1 hour. Works for me!

Weird interaction: If you can see invisible creatures (Truesight, a spell, etc.) you still can’t target them with Magic Missile. (I guess that while the caster can see you, the spell can’t?)

Tomorrow, I hope to report on my first session of Shadow of the Dragon Queen!

7 thoughts on “D&D Playtest Unthoughts

  1. I think the way they’re playtesting it is inherently flawed. To get REAL feedback, when a company does testing, the person giving feedback has to be insulated from other people’s opinions so they aren’t influenced. Instead, anyone keeping in touch with the process is bombarded with the conventional wisdom and herd opinion, which very likely affects their judgment and causes them to just accept the common wisdom at many points.

      1. There’s an interesting point about who is giving the fedback too.
        I’m a pretty keen D&Der. 3 games a week, 2 as DM, on D&D Twitter, active in D&D discords, even commenting on D&D blogs.
        But I’m not engaged enough to read the playtest material never mind run it. I can’t even be bothered with the videos about it most of the time never mind filling out sone long boring survey.
        How hardcore are these people giving feedback on these things? I’m guessing either very, very, very online folks or to go on what your other commenter has said people leaving feedback based on what their favourite YouTuber said about it.

        1. The surveys are incredibly long – and I’ve found them misleading at times about where to comment on something.

  2. I’m the same – I was super invested in the playtest and then the OGL happened and it all just feels exhausting now.

    I had so much goodwill towards WotC that I forgave so much – system issues, how 5e is unfriendly to GMs, very poor adventures, extremely conservative design (even the adventure at a magic school had to be diluted so that non magic characters were allowed as to not exclude any potential paying customers).

    The change skills on a long rest (or change spells now for certain casters who could not change spells before) is another example of this. We want to give you choices, but we don’t want anyone to be unhappy with their choices so you can just change it whenever.

    Lately I look at them and I’m like wtf r u doin.

    And if they really want us to playtest then they should give us something to playTEST. A scenario with pregen characters or something. All they are getting at the moment are opinions.

  3. Hello, great post! “This presents a problem where changes are acclaimed by people who don’t represent the majority of players.” This quote from your post sums up a lot of WotC’s recent poor decisions. As a fan of D&D and MTG, their decisions deeply impacted me. That said, I really hope they can recover with me and in the eyes of fans around the world – as having a responsible steward of the game can substantially further everyone’s enjoyment of the game. I am convinced that change for the sake of change (or dollars) will hurt them in the long run, because they are putting into place decisions that don’t reflect the wants and needs of the majority of the fans (and driving some away).

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