I'm really excited, as all of the ua is amazing. Love this book, and some of the art is amazing. Can't decide between this and rim of the Frostmaiden. I do hope the next book is a ravenloft setting, with the updated adventure as well.
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'm really excited, as all of the ua is amazing. Love this book, and some of the art is amazing. Can't decide between this and rim of the Frostmaiden. I do hope the next book is a ravenloft setting, with the updated adventure as well.
I already have my Rime book ordered as I am more interested atm in that book than this one. I will most likely get this book as well.
me too. I'm generally not into evil gods, but I've always kinda dug Auril, and I like the 10-towns region. I'm not super interested in their whole "modern horror" theme, sometimes I think they are more interested in making hype videos talking about an "adventure like you've never seen before!" than they are in just making a FUN adventure.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
me too. I'm generally not into evil gods, but I've always kinda dug Auril, and I like the 10-towns region. I'm not super interested in their whole "modern horror" theme, sometimes I think they are more interested in making hype videos talking about an "adventure like you've never seen before!" than they are in just making a FUN adventure.
My main character(whom is my avatar on here)’s god is Auril. She is a Arctic Druid. This is why I am excited for it. I am hoping for arctic animals that I can wildshape into(we reskinned some beasts but it would be nice to have official stats).
I'm hoping for some of Auril's spells from older editions to be converted, such as Frost Fingers. I'm generally not into homebrew mechanics either, but I spent some time fiddling with a "frost domain" cleric.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
I'm hoping for some of Auril's spells from older editions to be converted, such as Frost Fingers. I'm generally not into homebrew mechanics either, but I spent some time fiddling with a "frost domain" cleric.
Yeah, there really needs to be a cold based cleric. There's a fire based one (kind of 2, actually), a thunder/lightning one, but no cold or acid ones.
Some spells will be converted from previous editions, I'm assuming. I hope they're put in this book, as well.
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Please check out my homebrew, I would appreciate feedback:
They said that there would be a few new spells. Frost Fingers is really only burning hands, refluffed into ice instead of fire, and that's straight out of the 2e book that introduced it. Frankly, I will be shocked if Frost Fingers at the minimum is not in the book. I'd be highly surprised if they didn't look at Auril's old specialty spells to see what could be implemented for this book.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Because skill feats were not particular powerful (which is why nobody wanted to spend an ASI on them) I can see starting a player off with one at level 1 to give them a little something fun they can do right from the beginning.
Because skill feats were not particular powerful (which is why nobody wanted to spend an ASI on them) I can see starting a player off with one at level 1 to give them a little something fun they can do right from the beginning.
I liked those Feats. They just needed a little adjustment to make worth while.
I'm hoping for some of Auril's spells from older editions to be converted, such as Frost Fingers. I'm generally not into homebrew mechanics either, but I spent some time fiddling with a "frost domain" cleric.
I wouldn’t mind this at all(especially if they are Druid spells as well). I would love some more cold spells to include in my arsenal. I wish we could get some spoilers for the book other than some minis being spoiled.
I’m really excited. It seems like the perfect combination of everything. Lots of subclasses and customization options, spells, items. I’m a huge fan of Xanathars, so I’m looking forward to this
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Please check out my homebrew and give me feedback!
Because skill feats were not particular powerful (which is why nobody wanted to spend an ASI on them) I can see starting a player off with one at level 1 to give them a little something fun they can do right from the beginning.
I remember somebody in the DM's Only section mentioned that they've started letting all players in their group take a utility/non-combat Feat at level 1. It makes a lot of fun, useful feats like Linguist or Inspiring Leader or what have you actually see play, and makes Variant Humans a little less common. I would could totally see these Skill Feats being on that allowable list.
Nobody forces them to pick the feats. I guess that's my issue here. it's not like these options are INFLICTED on someone to ruin the flavor of a game. it's an option. Don't like it, don't pick it. If it super offends you, be the DM and ban it.
Of all the things that they could release that doesn't /bother/ anyone, this pretty much tops the list of non annoying content. Who cares if someone wants to take one of those feats? I'd by far rather see these than see GWM #6725
This is kind of a problem 5e has that Yurei, Sposta, and others have been pointing out for a while now, which is that a substantial chunk of potential content ends up getting tossed to the wayside not because of poor design decisions, but because a majority of respondents didn't like it, sometimes quite vehemently and for completely asinine reasons; as a result, a lot of content that people would benefit from adding to their games goes nowhere.
It's...become increasingly frustrating, to say the least.
Is anybody gonna talk about the subclasses in here... Like how the order of Scribes wizard is getting in? Awesome theme, might not be balanced...
While I’m aware I’m in the sheer minority of the fan base, I still wish it remained an Artificer subclass. The reiteration into a wizard subclass just felt like a book-flavoured Find Familiar spell as a class feature. The Archivist felt like the ones who craft golems and warforged.
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Hjalmar Gunderson, Vuman Alchemist Plague Doctor in a HB Campaign, Post Netherese Invasion Cormyr (lvl20 retired) Godfrey, Autognome Butler in Ghosts of Saltmarsh into Spelljammer Grímr Skeggisson, Goliath Rune Knight in Rime of the Frostmaiden DM of two HB campaigns set in the same world.
Is anybody gonna talk about the subclasses in here... Like how the order of Scribes wizard is getting in? Awesome theme, might not be balanced...
I like it for the roleplaying aspects...
That pen that lets you infinitely draw / erase scribbles, as well as change colors, means that you could make an "artist" character.
Conversely, the prospect of having a sentient spellbook begs the question: What is the awakened spellbook? Is it a mage who had disappeared long ago, only to have been trapped within the book? Is it generations of wizards, all who pass along their knowledge to your current character? Is is someone from your character's background who got stuck within the pages?
And the idea that you become part of the spellbook itself is an interesting idea...it's like that one quote: "Beethoven never died...he just became music."
"A Wizard never dies...he simply becomes knowledge."
@Golaryn -- Do you have thoughts on how these skill feats might be boosted, to make them solid choices?
I recognize the value of skill feats depends on the campaign. If you are murder hoboes, no dice. An intrigue campaign, for example, might value them.
Related is use of feats in crafting. Were the campaign to have PCs create their own equipment--possibly magic equipment--skill/crafting feats would be strong.
I do note that these feats don't appear for me on DnDBeyond (ie, Brawny) even with "Playtest content" checked. A pity as I have a "Nodwick" build where Brawny would make sense
The Skill Feats UA was released before DDB had the ability to implement UA for playtest. They had to spend a year after they unveiled the tool basically fist-fighting Wizards for permission to do UA.
Generally I'd say that if one is burning an entire ASI selection to focus hard on a given skill, that skill should yield Expertise. As it stands, if you don't have the skill previously you only gain base proficiency, which feels odd for the Feated Master of a skill. Most players aren't going to take a skill feat for an entirely new skill out of the blue - they're taking the feat for a skill they built into the identity of their character from the start, which the feats fortunately do handle.
Personally, I never saw most of these as being 'weak'. It's just the same issue any non-fighty UA always runs into - for far too many players, if they can't use it to reduce a monster's HP or keep their own HP from being reduced, they don't care about it. Deeply frustrating for those of us who're looking for more out of our D&D than the Weekly War Crimes Jamboree X_X
I just looked back at the skill feats, and they don't look super weak. They are at least half-feats, so you can use them to round out a score to an even number.
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A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
I really do hope they revisit the Feats for Skills in the future UA and eventually a new sourcebook. For now I'll have to make do with Practiced Expert.
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I'm really excited, as all of the ua is amazing. Love this book, and some of the art is amazing. Can't decide between this and rim of the Frostmaiden. I do hope the next book is a ravenloft setting, with the updated adventure as well.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
I already have my Rime book ordered as I am more interested atm in that book than this one. I will most likely get this book as well.
me too. I'm generally not into evil gods, but I've always kinda dug Auril, and I like the 10-towns region. I'm not super interested in their whole "modern horror" theme, sometimes I think they are more interested in making hype videos talking about an "adventure like you've never seen before!" than they are in just making a FUN adventure.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
My main character(whom is my avatar on here)’s god is Auril. She is a Arctic Druid. This is why I am excited for it. I am hoping for arctic animals that I can wildshape into(we reskinned some beasts but it would be nice to have official stats).
I'm hoping for some of Auril's spells from older editions to be converted, such as Frost Fingers. I'm generally not into homebrew mechanics either, but I spent some time fiddling with a "frost domain" cleric.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Yeah, there really needs to be a cold based cleric. There's a fire based one (kind of 2, actually), a thunder/lightning one, but no cold or acid ones.
Some spells will be converted from previous editions, I'm assuming. I hope they're put in this book, as well.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
They said that there would be a few new spells. Frost Fingers is really only burning hands, refluffed into ice instead of fire, and that's straight out of the 2e book that introduced it. Frankly, I will be shocked if Frost Fingers at the minimum is not in the book. I'd be highly surprised if they didn't look at Auril's old specialty spells to see what could be implemented for this book.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Because skill feats were not particular powerful (which is why nobody wanted to spend an ASI on them) I can see starting a player off with one at level 1 to give them a little something fun they can do right from the beginning.
"Not all those who wander are lost"
I liked those Feats. They just needed a little adjustment to make worth while.
She/Her Player and Dungeon Master
I wouldn’t mind this at all(especially if they are Druid spells as well). I would love some more cold spells to include in my arsenal. I wish we could get some spoilers for the book other than some minis being spoiled.
I’m really excited. It seems like the perfect combination of everything. Lots of subclasses and customization options, spells, items. I’m a huge fan of Xanathars, so I’m looking forward to this
Please check out my homebrew and give me feedback!
Subclasses | Races | Spells | Magic Items | Monsters | Feats | Backgrounds
I remember somebody in the DM's Only section mentioned that they've started letting all players in their group take a utility/non-combat Feat at level 1. It makes a lot of fun, useful feats like Linguist or Inspiring Leader or what have you actually see play, and makes Variant Humans a little less common. I would could totally see these Skill Feats being on that allowable list.
This is kind of a problem 5e has that Yurei, Sposta, and others have been pointing out for a while now, which is that a substantial chunk of potential content ends up getting tossed to the wayside not because of poor design decisions, but because a majority of respondents didn't like it, sometimes quite vehemently and for completely asinine reasons; as a result, a lot of content that people would benefit from adding to their games goes nowhere.
It's...become increasingly frustrating, to say the least.
Is anybody gonna talk about the subclasses in here... Like how the order of Scribes wizard is getting in? Awesome theme, might not be balanced...
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
While I’m aware I’m in the sheer minority of the fan base, I still wish it remained an Artificer subclass. The reiteration into a wizard subclass just felt like a book-flavoured Find Familiar spell as a class feature. The Archivist felt like the ones who craft golems and warforged.
Hjalmar Gunderson, Vuman Alchemist Plague Doctor in a HB Campaign, Post Netherese Invasion Cormyr (lvl20 retired)
Godfrey, Autognome Butler in Ghosts of Saltmarsh into Spelljammer
Grímr Skeggisson, Goliath Rune Knight in Rime of the Frostmaiden
DM of two HB campaigns set in the same world.
I like it for the roleplaying aspects...
That pen that lets you infinitely draw / erase scribbles, as well as change colors, means that you could make an "artist" character.
Conversely, the prospect of having a sentient spellbook begs the question: What is the awakened spellbook? Is it a mage who had disappeared long ago, only to have been trapped within the book? Is it generations of wizards, all who pass along their knowledge to your current character? Is is someone from your character's background who got stuck within the pages?
And the idea that you become part of the spellbook itself is an interesting idea...it's like that one quote: "Beethoven never died...he just became music."
"A Wizard never dies...he simply becomes knowledge."
@Golaryn -- Do you have thoughts on how these skill feats might be boosted, to make them solid choices?
I recognize the value of skill feats depends on the campaign. If you are murder hoboes, no dice. An intrigue campaign, for example, might value them.
Related is use of feats in crafting. Were the campaign to have PCs create their own equipment--possibly magic equipment--skill/crafting feats would be strong.
An example of preparation in thinking about this question was viewing several public video opinions, such as https://youtu.be/NtbePPsNh1U (Nerdarchy discussing UA feats, and impact on the game) and, of course https://media.wizards.com/2017/dnd/downloads/UA-SkillFeats.pdf.
I do note that these feats don't appear for me on DnDBeyond (ie, Brawny) even with "Playtest content" checked. A pity as I have a "Nodwick" build where Brawny would make sense
The Skill Feats UA was released before DDB had the ability to implement UA for playtest. They had to spend a year after they unveiled the tool basically fist-fighting Wizards for permission to do UA.
Generally I'd say that if one is burning an entire ASI selection to focus hard on a given skill, that skill should yield Expertise. As it stands, if you don't have the skill previously you only gain base proficiency, which feels odd for the Feated Master of a skill. Most players aren't going to take a skill feat for an entirely new skill out of the blue - they're taking the feat for a skill they built into the identity of their character from the start, which the feats fortunately do handle.
Personally, I never saw most of these as being 'weak'. It's just the same issue any non-fighty UA always runs into - for far too many players, if they can't use it to reduce a monster's HP or keep their own HP from being reduced, they don't care about it. Deeply frustrating for those of us who're looking for more out of our D&D than the Weekly War Crimes Jamboree X_X
Please do not contact or message me.
I just looked back at the skill feats, and they don't look super weak. They are at least half-feats, so you can use them to round out a score to an even number.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
I really do hope they revisit the Feats for Skills in the future UA and eventually a new sourcebook. For now I'll have to make do with Practiced Expert.