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I had made a previous post in this community regarding how I predict that the 2024 revision of D&D5e will be vastly improving CR. In that post, I laid out a lot of ideas on how I think the future playtests will go, and so far I haven’t been wrong yet.

If you want to read it all, you can find it here. For everyone else, I will now provide a brief summary.

All the changes so far should not be looked at in terms of individual abilities and their power compared to each other individual ability, because that has not been the focus of the playtests so far. Instead, the focus has been in standardizing how damage output functions, with the purpose of closing loopholes.

This includes making par (or arguably sub-par) spells like ‘Spiritual Weapon’ now requiring concentration. THis isn’t because Spiritual Weapon was doing too much damage, but because it was a persistent spell that dealt damage each turn, and did not require concentration. It doesn’t matter that the damage was low, because it functioned in a non standard fashion, so balancing it was needlessly harder to do and it was a potential loophole to place more damage than intended into a Divine spellcaster’s round.

Other examples can be found in the previously mentioned post.

However, I’m making this post now to unpack what I see as frustraitingly shallow takes on how the playtest is progressing. I will link the following PackTactics video not as endorsement of the views (altho he has several observations I agree with), but as an example of what I’m talking about.

https://youtu.be/40D0-Ezxlho

This is a rigorous look at Monk in isolation, and in this video he is obsessed with the idea that each ability needs to be assessed in terms of a buff or nerf. I believe that focus immediately stops him from considering further on what the possible motives behind the changes are.

The best example of this tunnel vision, is his assessment of the level 6 feature, Empowered Strikes. This allows the Monk to deal force damage instead of normal damage types with their unarmed strikes. He calls this a nerf, because it is now a damage type that can sometimes be resisted where before it was damage that could go through resistance trivially. He makes this judgement, without acknowledging that this is the new system standard. All features that once would go through magical Bludgeoning/Slashing/Piercing (BSP) resistance, both on Monster statblocks and UA material, now change the damage type away from BSP. So this isn’t a nerf, it’s the new normal for everyone and a sign of a shift in system design.

I’m writing this post with the hopes that someone who is performing this same reflexive reaction to changes in a strict comparison of higher or lower performance will now take a moment to consider. Why would intelligent game designers who want to do a good job and like the hobby make a bad decision on purpose? Because I don’t think it’s a rational position to think that the development team at WotC are not earnest.


As a closing thought & followup on my previous post, I believe that what will come next are spell nerfs that will bring their effects and capabilities in line with the current slate of controller abilities we’ve seen introduced. Most afflicted conditions will become 1 turn in duration, or will end on a repeated save. This will rein in how warping to fight balance controller spellcasters are on the battlefield.

After this is done, numeric balancing will begin, at about the dead-end of the playtest. This is in part because I don’t think WotC devs require the internet’s opinion on what is essentially a set of Math problems. Additionally, they couldn’t know how much to really change the numeric content of abilities and spells until they had standardized how damage and conditions are applied, because the non-standard methods that we have in 5e are rife for optimization abuse (say hello to my Gloomstalker/Fighter build).